When I say realism, I mean to what degree the GM wishes the game world to reproduce the real world.
A role playing game is a fluid thing, able to be morphed, controlled, or shaped into any number of different things, for different people and their needs.
I cannot count the amount of 'campaigns' I've joined, only to have fail or peter out in some fashion, never getting properly off the ground.
As I have a love affair for miniatures and having grown up with HeroQuest and a number of Games Workshop and other miniatures games, I loved the idea and thought it was quite novel.
So I thought I would share my ideas on the subject of Horror within a role playing game and the complications that it brings, because it is truly trickier than one might suspect.
First off, I am going to tell a tale, it won't be too long.
I will hopefully help a GM or group sift through all those games and find something that they will enjoy.
In 2008 when Wizards of the Coast released Dungeons and Dragons 4th edition many players were left without support from the publisher and upset with the little time 3.5 had been out. Looking back at the history
I have been playing Pathfinder for several years now, and as a system, I love it. It is relatively simple, but can have good depth and complexity if you want, as well as being very robust, with
Role playing has always been one of those things that some people just really throw themselves into, adding things in to increase their immersive experience (which led onto LARPing for those who went to that next level).