November 3rd, 2005

Don't move


I am currently running a Post-Apoc Game(Fallout,Darwin's World,D20 Modern)the problem I have ran into is the use of drugs?I am trying to find out what the Fort or Will save is for not to become addicted to a drug?All it says about it has a 90% addictive rate but really no other info on it.It dose give the Fort save to quit taking drugs.But I am not sure how to work that.Well I thank anyone for any help is this.
grape poppy

notes on inspiration

As today's weather is like that of Ray Bradbury's Venus and even the branches of the evergreens hang in wet shreds, I got to thinking about GMing and where the ideas come from for the action of a game.

In my (newly gotten!) experience, non-fiction is the best source of inspiration. I love fantasy and read it probably twice as often as I do non-fiction, but any specific ideas that I have from that source are just that, derivative of the source. In running a game based on existing fantasy, I either have to be concerned with matching the setting as accurately as I can or departing from it to create something original.

Non-fiction (history, economics, politics, anthropology), on the other hand, has limitless space in which to insert fantasy. I can change anything I want because--hey!--it's fantasy, and I can borrow whatever I like without guilt. Non-fiction provides inspiration whereas fiction limits inspiration because the work is already done for me.

No doubt this is a personal preference and reaction, but has anyone else had this same experience?
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