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.
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."
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.
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.