The Editor noticed that a certain magical whip has been instrumental in several battles during Mike’s Isenwald campaign, so I asked him to give us a write-up of the whip and its origin. He couldn’t remember much of the details about the session, but he did have this character profile for Andrei Korsky, which includes a description and stats for the whip. Enjoy!
Andrei “the Scourge” Korsky, Yepiskop’s Henchman
The Yepiskop of Ariangrad has numerous agents to do his bidding, but Andrei Korsky is one of his most brutal deputies. Though the Yepiskop ultimately trusts no one, he trusted Andrei enough to bestow upon him a special gift—an enchanted knout. (A knout is a whip designed specifically for punishment.) He wields this in battle with good effect, enough to earn him the nickname “the Scourge”. He has killed more than one man with a single blow of the knout. Read more
I am often confronted in games by what I can only describe as foolishness on the part of the characters. Players often state that their characters are doing things that no sane person would even consider doing; and they, the players, have the nerve to get upset when their foolishness reaps its rewards.
Recently someone I know only as a screen name on an Internet communications program was bemoaning the disaster that had occurred at his most recent game. One of the players was running a Barbarian under current Dungeons & Dragons™ rules, and had stated the character alignment as Chaotic Neutral. Read more
Playing good characters is another important aspect of role-playing games. Although a good GM and good players can have a good game with bad characters, it’s much easier to have a good game when the characters are good. When players create heroes, it is far easier to have fun and eliminate many of the conflicts that often arise as a result of good role-playing. A group should be well rounded with well thought out backgrounds and personalities.
GMs also need to take on the role of actor. When heroes encounter villains, allies, or neutrals, they want for them to be interesting enough to be able to tell one from another. When the NPCs perform their heroic or dastardly deeds, they should remain feasibly consistent with what the players have already learned about them.
Cult of Personality
NPCs are people too! They need to have personalities. Often, by taking an existing character that the GM knows well, whether its Barney Fife, Ferris Bueller, or his own second cousin, he can use the existing personality for an NPC (without letting the players know about the hidden connection). This will guarantee consistency, as long as the GM keeps straight that Miles Brogan, barroom brawler, is actually Rambo in a different body and an Irish accent. Read more