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The Saving Throw
Walking Armory Feb. 1, 2006
Warning: may cause a desire to game.

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And so it begins. . .

Welcome to another edition of the Saving Throw. This week brings us two ridiculous hall of fame stories. Matt Demers tells us how his DM's insistence on realism ruined the campaign, and I tell you how one player's inability to take a hint made a battle seem like it'd never end.

This week also brings a new weekly poll, though I've decided to leave last week's poll open as well, as I hope to get more votes in that one. These polls are both in the roleplaying forum.

Also, thanks to a question from a reader, I decided to expand what I'll accept for the Saving Throw. The Adventures section, which has not yet seen any submissions, has been renamed the Fan Materials section. In addition to fan adventures, this section will now accept any fan-made material for tabletop games, including, but not necessarily limited to characters, classes, prestige classes, skills and abilities, vehicles, equipment, and spells. Naturally, what can be done depends on the game in question. The updated guidelines for this expanded section are here.

With that business out of the way, onto the column!



Gaming Tip of the Week
"Gamemasters give hints for a reason. Ignore them at your own peril."
- Nwash


Featured Hall of Fame Story

Go Directly to Jail by Matt "Wonderslime" Demers New this week
Realism in a campaign isn't always a good thing. Sometimes, a dungeon master can take realism too far for the players to enjoy. Matt tells us about his character's adventures trying to get out of jail.


This Week's New Entries

 Hall of Fame
Most Ridiculous Moments
Submit a Story | Hall of Fame Archive
 Guides
no entries this week. . .
Submit a Guide | Guides Archive
 Fan Materials
no entries yet. . .
Submit Fan Material
 Fan Reviews
no entries yet. . .
Submit a Review


Upcoming Releases


Magic: The Gathering
Guildpact
Feb. 3, 2006


Vampire: The Requiem
Requiem Chronicler's Guide
Feb. 13, 2006, $29.99


Dungeons and Dragons, 3.5 Edition
Red Hand of Doom
Feb. 14, 2006, $29.95

(no image available)
Mage: The Awakening
Guardians of the Veil
Feb. 27, 2006, $31.99


Shadowrun, Fourth Edition
Street Magic
Feb. 28, 2006, $29.99

 


Recent Releases


Shadowrun, Fourth Edition
On the Run
Jan. 30, 2006, $14.99


Shadowrun, Fourth Edition
Runner Havens
Jan. 30, 2006, $24.99


World of Darkness
Armory
Jan. 30, 2006, $29.99


Dungeons and Dragons, 3.5 Edition
Player's Guide to Eberron
Jan. 17, 2006, $29.95


Dungeons and Dragons, 3.5 Edition
Races of the Dragon
Jan. 17, 2006, $29.95

 


Tabletop Gaming News

 Second Printing of Shadowrun, Fourth Edition, Available Now; Third Printing in Progress
Source: Shadowrun

The second printing of Shadowrun, Fourth Edition, arrived at most distributors earlier this week. FanPro expects these copies will be in stock at gaming stores soon, if not already. This second printing is slightly updated, correcting errors present in the first printing. These corrected errors are listed in the version 1.3 errata (PDF).

FanPro is expecting this second printing to sell out quickly. A third printing is already underway, but they are anticipating a brief period of unavailability. Fans are advised to buy their copies quickly. The third printing has no corrections or changes from the second printing.



And so it ends. . .

That's a wrap for this week. Remember to send in your stories and materials, and I'll be back next week with more Saving Throw.


Shawn "The Muddy Ninja" Bruckner



Columns That Came Before

In This Column

Gaming Hall of Fame

Guides

Fan Materials
coming soon...

Fan Reviews
coming soon...

Sending me stuff

The other stuff
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