I get frequent e-mail questions about gaming from our Critical Hit listeners. Often they ask me my opinion on a game setting or a particular power in 4th edition; but there is one question that I get more than any others, and it goes something like this: Dearest Rodrigo, HELP! I have an awesome campaign planned but ever since my players discovered that they can sell copper for 2 silver a pound they’ve decided that they are just going to become miners and settle in a sleepy mining town. How do I get them to pick up their swords
One of the first lessons game masters learn is to be flexible. Whether it’s by observing a more experienced GM say ‘yes’ at all the right moments, or by doing some soul-searching after watching the collapse of their fourth campaign in as many months. All game masters learn flexibility eventually. Most gamers will agree that a game master who is willing to let players push the boundaries of their game makes for a better gaming experience. But how flexible should the players be?
Anyone who every read Spawn, or likes to get their hands on well crafted action figures, has heard of Todd McFarlane.Â But how many of you have had the opportunity to actually interview the man?Â Â Long time friend of Major Spoilers, and host of the ELR and The Instance podcasts, Scott Johnson (www.myextralife.com) got the word from Todd, and ended up interviewing him for both shows. What I did not expect was to come away with a wealth of advice and life lessons as a cartoonist. Any of you that are interested in art, drawing, cartooning, whateverâ€¦you HAVE to listen