I Ain’t Fraid A No Ghost

In 1986, West End Games published a Ghostbusters Roleplaying Game called The Ghostbusters: A Frightfully Cheerful Roleplaying Game which uses what is now known as the  D6 system. I received a used copy of this game several years ago as a birthday gift from a good friend of mine when I was first getting started in roleplaying games. Other than opening up the box and reviewing the contents on my birthday it has sat on my shelf unused for years next to my copies of Advanced Dungeons & Dragons and Tunnels and Trolls.

As my collection of roleplaying games grew over the years, I thought to myself that there is no way I am ever going to live long enough to play all of these games. So, I implemented a new house rule at my weekly game. After every level we advance in our normal roleplaying game we will take a break to play a one-off of one of the many other roleplaying games I ave collected. We do this so we can get experience playing other games and I can give myself a justifiable reason for owning so many of them.

The Ghostbusters roleplaying game is one of the first games we have played since I implemented that house rule that everyone enjoyed immensely. So much so, that I decided that based on their enthusiasm for the game, I just had to write up this review.

The Ghostbusters: A Frightfully Cheerful Roleplaying Game Is a box set that came with:

  • A 24-page Training Manual (This is like the Players Handbook)
  • A 64-page Operations Manual (This is like the Game Master or Game Mistress’s handbook. The game refers to this person as the Ghost Master)
  • A set of 6, six sided dice which includes the “Ghost Dice
  • ID Cards (These are items like your Ghost Trap, Ecto-Visor or PKE Meter)
  • Equipment Cards (Index card character sheet. )

The game comes with rules to generate your own Ghostbusters character and start your own Ghostbusters franchise pretty much anywhere in the world you want. The game also comes with the stats to play as the characters from the Ghostbusters movie. Both options have their unique appeal and it just depends on you and your group which option you should choose.

The game itself is easy to run and play which I think allows the Ghost Master or Ghost Mistress  to spend more time focused on the story of the game rather than the mechanics of the game. I can see how a lot of people would love this and hate this. According to the Wikipedia entry for this game it says that:

In 1989, West End Games published a revised version of Ghostbusters, titled Ghostbusters International. The second version of the game was published both to capitalize on that year’s release of the film Ghostbusters II, and to satisfy players who requested a more detailed set of rules.

Having never see the rule books for Ghostbusters International, I can’t provide any feedback about how the rules were changed to satisfy those of us who like detailed rules. What I can say is that the first version, Ghostbusters: A Frightfully cheerful Roleplaying Game is a lot of fun, easy to learn and easy to play.

Both the Training manual and the operations Manual that come with Ghostbusters appear well made. I am basing this on how old the game is and how much I have used it already. None of the pages appear loose or appear as if they will become loose anytime soon. All the art in the books is black and white and well done.

Ghostbusters Ghost Die

The dice that come with the game are a normal looking set of 6 d6s except for one which is known as the Ghost Dice. This dice has sides that indicate the numbers 1 through 5, with the ‘6’ replaced with the Ghostbusters Logo. The Ghost Dice is used every time dice need to be rolled. It does not matter if it is the players or the Ghost Master/Mistress. If the Ghost Dice lands on the Ghostbusters Logo it means something bad is going to happen to the players. How bad and what happens is at the discretion of the Ghost Master/Mistress.

The ID and Equipment cards are printed on thick card stock and in my opinion can take quite a bit of use. The back side of these cards are black with the Ghostbusters Logo in the center. The front side contains the information you need. If its an ID card this will be your character sheet. The game comes with six characters from the movie you can play as and six blank cards so you can create your own characters. These ID Cards are short and simple and is one of the things I really love about this game. The equipment cards will contain the equipment you can and your other players can take with you on your adventure. Things like an Ecto-Visor, PKE Meter and Ghost Traps.

My gaming group and I originally ran a Ghostbusters game back in August. They chose to play as the characters from the movie rather than generate their own. I selected the 30th and Lexington adventure to play that was inside the operations manual of the box set. The manual also includes two other adventures and some ideas for creating yoru own adventures. My players had such a good time that right after the game was over they asked me to run another Ghostbusters game for Halloween.

For the Halloween game, I decided to pick up a copy of Pumpkin Patch Panic. I found that Paizo had a copy for sale unopened. So, I was all ready when October rolled around.
I found the game very easy to run and in some ways, I wish this had been my first roleplaying game I had ever run because of how easy it was to grasp the rules. I think I would have struggled a lot less when I was first starting out with this hobby if I had a game like this to lose my virginity to. I spent a week prepping for the game which was all of an hour each night leading up to game day.

West End Games no longer produces the Ghostbusters roleplaying game. From what I can tell they quit producing copies of the game sometime in 2006. I am going to take a guess and just say that they didn’t renew the rights to use the Ghostbusters name.

The good news is that I have discovered that you can download copies of the original rule books for free. You can download PDF copies of the original Training Manual and the Operations Manual. You can even get your hands of some of the individual adventures like Scared Stiffs, Pumpkin Patch Panic, Lurid Tales of Doom, ApoKERMIS Now!, Ghostbusters 2: The Adventure. They even have Tobin’s Spirit Guide.

If you’re more into owning the physical item you can still find physical copies of the game pretty regularly on eBay. When I last checked you could pick up used copies of the box set for around $40.00 and once in a while you can find unopened copies of the game from $80 – $100.

Also, thanks to Google Plus, I have discovered a group by the name of Ghostbusters: Resurrection who posted audio from their Ghostbusters game. You can hear how they handed the 30th and Lexington adventure and get a good feel for how the game runs.

I want to end by saying my group really enjoyed playing Ghostbusters: A Frightfully Cheerful Roleplaying Game, and I enjoyed running it. I wish this had been my first roleplaying game because of how easy it was to learn and run it. If you get the chance to play this game I hope you will.

If I could offer you one tip before playing this game it would be to watch the Ghostbusters movie before hand. With my group it put everyone in the right frame of mind and made the game play and joking around all that much better.

Have you ever played Ghostbusters: A Frightfully Cheerful Roleplaying Game? What did you think? Do you have any other tips or advice regarding the game? Share your thoughts below!

The Dungeon Mistress

Yes And…

I have read on several other Role Playing Game (RPG) blogs that a good Game Master or Game Mistress (GM) should always say ‘yes’ to the things their players want to do. I feel so strongly that our role as GMs is to entertain, to tell a good story and to ensure that our players have a great time. When your party is having a good time, you will have a good time because you’re a key part in creating that experience for everyone.

I have never had a problem saying ‘yes’ to my players when they ask if they can do something in game. RPGs are games about possibilities. So always saying “yes” just felt natural to me.

I was discussing this with some actor friends of mine and they told me about an improv technique called ‘yes and’. Essentially, not just saying yes to my players, but saying yes and adding something to the story that makes it more interesting.

Here, let me give you an example.

Character #1: I cast ‘Detect Magic’. Do I detect anything Magical in the cave?

Dunger Mistress: You do and it’s coming from behind that wall.

Character #2: Can I try to punch through the wall?

Dungeon Mistress: You can and when you do the cave falls in on you. Role a reflex check to see if you get out of the way in time.

Character #3: Can I start moving the fallen rock out of the way to try and get to the magic item?

Dungeon Mistress: You sure can and as you do a rock golem springs up from the rubble!

See what I did there? I just kept adding something to keep the players on their toes. Had I just only said ‘Yes’ to all of my players requests the game would have turned out a lot more stale as you can imagine.

I know a lot of blogs say you should always say YES to your players, and I know I just said that you should say YES AND… But a lot of how you use this gaming tip should be based on your game and how it is going. What’s going to be best for you and your party on any particular night? I can’t say. That’s going to be all up to you. So be observant and most importantly, have fun!

Have you used the ‘YES AND…’ technique? How do you feel about it? Do you have any other ideas or suggestions? Leave a comment below and lets share ideas!

Dungeon Mistress

Collecting Names

In an interview once, J. K. Rowling said that she collected names. She said that whenever she heard or read of a unique name she wrote it down and kept it with the idea that it might be useful for one of her books.

After reading that interview, I started to do the same thing. Whenever I heard or read a unique or interesting name, I wrote it down on a list to save for later in one of my fantasy role playing games.

Generally, I write names I find down on a list that lives on my phone, because I always have my phone with me, before transferring it to a master list that I now keep in Google docs. So, whenever I need the name of an innkeeper, Barron or other such person, I can just pull up my list of names.

The names I collect, I find from books that I read. But, I have also been known to stay through all the end credits of a movie to write down some of the cool names that appear in it. That’s an Idea I got from one of Chris Perkins’s Dungeons & Dragons posts.

Do you have any tips or ideas for collecting names or other content for your role playing game? Leave a comment below and lets share ideas!

Dungeon Mistress

Telling A Story With Treasure

Whatever awesome role playing game you and your players choose to play, one thing is certain. All players love finding treasure! And why wouldn’t they? Treasure is awesome! Players hope to find money and items that they can use to improve their characters equipment and lifestyle.

One of the important lessons I have learned is that treasure also gives the Game Master or Game Mistress (GM) a great opportunity to tell a story and story telling is the most important part of any roleplaying game. So don’t squander the opportunity treasure gives you to tell a great story.

Lets take a look at your roleplaying books for things that could be used as treasure.


Your roleplaying game books may contain weapon ideas or suggestions for you and your players. For example. In the Pathfinder Core Rulebook you have a dagger that gives you 1d3 damage. A perfectly good weapon for any player to find. But, why just have your players open up a sealed room to find a dagger that gives you 1d3 damage? That just feels kind of dull doesn’t it? I say, make that dagger interesting! I say, make some changes to that dagger to make it more interesting to your players. There is no rule saying you can modify items in a rule book.

When your players open that sealed room what if they found an expertly crafted light dagger with a dragon leather handle and seal of some unknown kingdom engraved on the bottom of the handle? Maybe because it was so expertly crafted it does 1d4 damage rather than 1d3. Now you have a treasure that raises questions.

Who would have had such a fine weapon crafted for them?
What is this seal on the bottom and why does no one recognize it?


All adventures love to find money. Once they find some money they just can’t wait to get to the next town or city and spend it on new gear. Just remember that money can be a great plot hook or a means to tell a story also. Coins can be stamped with a the image of a long dead king on it. As a result all the merchants in the next town may refuse to do business with the group once they see the old coin. The money can be cursed causing all kinds of miss fortune. The money could have a note saying something as simple as “If found please return gold to Travis McGinnis” and let the players have a moral debate about what to do with the gold.

Another trick I like to do with money is make my players roll for it. Sometimes my players will come across a purse of money. When they ask how much is inside I make them roll a d6. If they roll a 2, 3, 4, 5, or 6 they get the amount of money they roll and can continue rolling for more money. But, if at any point they roll a 1, then the purse is empty and they get no money at all.


The players could happen across healing potions or invisibility potions. To make these items tell a story think about how you can make them different. Maybe the potions are found in strange-looking vials. Perhaps the tinker that concocted these potions scribed his name on the vials. Just use a little imagination to make things different and ask yourself what changes would make the party talk about this item.

Random Finds

Don’t forget to throw random items into treasure piles also. I am thinking of things that might not be necessarily useful but worth a lot of money. For example:

  • Lamps
  • Paintings
  • Dishes
  • Master Work Cooking Pots
  • A Chess Set
  • Statues
  • Trophies
  • Figurines
  • Brooches
  • Earrings
  • Rings
  • Combs
  • Bracelets

My players once discovered a flatware set. They spent many game sessions trying to figure out what the symbols on the plates stood for. Did they belong to a royal house? A wealthy individual? Are they magical in some way? They carried this truck of flatware with them everywhere hoping to solve that mystery.

Do you tell stories with treasure? Leave a comment and lets share ideas!

Dungeon Mistress

Zombie Dice

Need a game that is quick, fun and super easy to play? At PAX, while I was waiting in line for one of the many panels or talks to start, I saw so many people playing a game called Zombie Dice. Before PAX was over, I found a booth selling them. I bought my own tube of Zombie Dice to play with my friends whenever we were waiting in line for anything.

Zombie Dice by Steve Jackson Games, is a 3-8 player game with a goal of collecting as many brains as you possibly can before getting killed. Here is the game’s’ description:

Eat brains. Don’t get shotgunned. You are a zombie. You want brains. More brains than any of your zombie buddies. Zombie Dice is a quick and easy game for gamers and non-gamers alike. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Zombie Dice is a dice game for 3 to 8 players. Each game takes 10 to 20 minutes, and can be taught in a single round.

Of the 13, six sided dice that the game comes with, each side of the dice has an image on it. Either a shotgun blast, footsteps or brains. The dice also come in three colors. Green, Yellow and red. With the green dice you are more likely to get brains and as you work your way through the dice to the red ones you are less likely to get a brains and more likely to get shot.

The game works like this. Your 13 colored dice go into the cup the game came with. You shake it up, pull out three dice and roll them in front of you. If you get get a brain on any of the dice, that one of your victims and you get a point. If you get footprints that means your victim got away. If you get a shotgun blast that means you were shot. You keep pulling dice out, three at a time and rolling them to collect brains. But remember to stop before you get three shotgun blast. When you are done, put the dice back in the cup and had it off to the next person to play. If you get three shotgun blasts you loose all the brains you have collected so far. The first person to 13 brains/points wins!

The game is simple, but really fun and I enjoyed playing it over and over again in while waiting in lines at PAX with my friends. The dice feel and look like they are quality made. The cup could have been better, but it serves its purpose.

Have you played Zombie Dice? What do you and your friends think of it? Leave a comment below and tell me your thoughts on this zombie dice game.

Dungeon Mistress

Astonishing X-Men Omnibus

I will admit, I was a little intimidated when I first held my copy of the Astonishing X-men Omnibus in my little hands. The thing feels like a cinder block after all. But, I quickly became less intimidated when I learned that Joss Whedon and John Cassaday where the writers. I mean, these guys are great writers! I have loved, with a schoolgirl crush and affection, just about everything they have done. So, I knew this mighty tome would be worthy of the invested time I would be putting into it.

Boy, was I ever right!

Amazon.com says the folling of the Omnibus:

Now in one titanic tome: the entire chart-topping run of super-team Joss Whedon and John Cassaday! Winner of multiple prestigious Eisner Awards, Whedon and Cassaday’s Astonishing X-Men was a smash hit with critics and fans alike from the very first issue – winning praise from dozens of top media outlets including Entertainment Weekly, Publishers Weekly, TV Guide, and New York Magazine, as well as racking up nearly every major comic-book industry award. Buffy the Vampire Slayer creator Whedon and Cassaday (Captain America, Planetary) assembled a tight cast – Cyclops, the Beast, Wolverine, and Emma Frost, joined by returning fan-favorite Kitty Pryde – and set forth a groundbreaking pace, from the opening pages of a Sentinel attack to the unexpected return of a beloved X-Man. Then, building on early momentum, they ratcheted up the danger and drama with a shocking second year, creating a must-read book that can truly be called “astonishing!” Collects Astonishing X-Men #1-24, and Giant-Size Astonishing X-Men #1.

I have always been an X-Men fan. My favorite X-Men is Wolverine. I mean honestly! Who can’t fall in love with Hugh Jackman? *Swoon* But, I have to say that thanks to this book my new favorite X-Men is now, Kitty Pryde. She clearly has it all. Smarts, skill, and she is a cutie to boot. Which is why I almost cried at the end of this book. I won’t say anymore about Kitty Pryde or the rest of the X-Men for fear of giving something away about the story. You’re going to have to read it yourself to figure out what happens.

What I will say is that I loved the story and I love how the book was put together. The book opens up with information of everything you need to know about the history of the X-Men so that you can enjoy the story. How cool is that?!? To me that was just genius. Yeah, I own a lot of X-Men comic books. Yeah, I have followed the cartoons and movies, but still there were some things about the x-men storyline I was unaware of before reading this book. So I found their intro on the history of the X-Men quite interesting, informative and helpful.

I think some people will find tabletop roleplaying story inspiration from this book, but don’t buy it for that purpose alone. Unless maybe you are running the Marvel Heroic Roleplaying Game or even Mutants & Masterminds DC ADVENTURES RPG.

Have you read the ‘Astonishing X-Men Omnibus’? What did you think of it? Share your thoughts in the comments below.

Dungeon Mistress

Critical Hits & Misses

One of the things I like to do in my spare time is to come up with crazy, awesome and out of this world results for critical hits and misses. For those of you who don’t know; a critical hit often refers to a player rolling a 20 on their 20 sided dice. This means that their attack was flawless and they hit their opponent for maximum allowable damage no matter strong the opponent’s armor class or defences are. Dungeon Masters and Dungeon Mistresses(DM) are encouraged to add a little flourish to the attack. For example; In one of my games that I DM for there is a player whose character is a barbarian. Just about every time he rolls a 20 with his weapon he loves to hear me talk about how the villain just turns into a bloody mist of red before his eyes.

Misses can be just as dramatic, or should I say traumatic, to my players. A critical miss is the result of rolling a 1 on with your dice roll. I have been known to have players hit each other or themselves on a critical miss. Just have them roll damage and tell them that during their attack they lost control of their weapon and hit themselves, or they lost hold of their weapon and hit their ally behind them. If I am feeling especially evil, I will have their weapon break in half or have it fly across the room so the player has to chase it. You can even have their weapon dull on them and it does half damage until they can get it to a smith or a tinker to fix.

You as the DM can have a lot of fun with both critical hits and misses, but don’t feel like you have to always be the center of attention either. Once in awhile, I allow my players to tell me what happens when they roll a critical hit or a critical miss. In my experience it tends to be a little more effective to have them tell you what happens in the game when they roll a critical hit. With the misses, with my players at least, they tend to not be as hard on themselves.

Do you have any cool tips or ideas for when your players critically hits or critically misses? Leave a comment below and lets share ideas!

Dungeon Mistress

Ready Player One

Dungeon Mistress Ready Player OneReady Player One’ is a book by author Ernest Cline that I recently read adding to my already large pile of geek literature. But hey, there’s always room for one more book.

The book’s discription on Amazon.com reads:

At once wildly original and stuffed with irresistible nostalgia, READY PLAYER ONE is a spectacularly genre-busting, ambitious, and charming debut—part quest novel, part love story, and part virtual space opera set in a universe where spell-slinging mages battle giant Japanese robots, entire planets are inspired by Blade Runner, and flying DeLoreans achieve light speed.

Ready Player One Author Ernest Cline

Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of ten thousand planets.

And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune—and remarkable power—to whoever can unlock them.

For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday’s riddles are based in the pop culture he loved—that of the late twentieth century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday’s icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes’s oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig.

And then Wade stumbles upon the first puzzle. Suddenly the whole world is watching, and thousands of competitors join the hunt—among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life—and love—in the real world he’s always been so desperate to escape. A world at stake. A quest for the ultimate prize. Are you ready?

Not every book I read is great, or one that I can’t put down. But books that I don’t enjoy or don’t think other will enjoy are not books I tend to keep reading or even books I want to write a review of. ‘Ready Player One’ was a really good book that I did not want to put down. I knew of a lot of the 80s references that are littered throughout this book, but the ones I didn’t know, I wrote down to follow-up on later.

If you are of a geeky mind and enjoy nostalgia and you enjoy a good love story like I do. (Hey, what can I say. I’m a girl. I love me a good love story!) This is a book you are going to enjoy. I think one could get some Tabletop Roleplaying inspiration from ‘Ready Player One’, but not a whole lot.

For some extra Geekyness you could get the audio book because it is read by Wil Wheaton.

Have you read ‘Ready Player One’? What did you think of it? Share your thoughts with me below.

Dungeon Mistress

PAX and Buttoneering

I am going to PAX everyone! PAX Prime 2012 in the emerald city of Seattle Washington. I am so excited to go, I just can’t wait!

PAX stands for the Penny Arcade Expo. It’s a gaming festival that gives attention to console gamers, computer games, and tabletop gamers. Really, anything to do with gaming is at PAX. And this year I am going! This is so exciting!

To celebrate my attending of PAX and the launching my very own gaming website, I have decided to create buttons that I can give out to fellow PAX goers. On the PAX website they have a whole thread on their forms dedicated to this. Its called Buttoneering and anyone can participate. Here is what they say:

What is Buttoneering?

Buttoneering is a meta-game that takes place every year at PAX Prime (and to a lesser extent PAX East and other events). You play by printing up a large number of buttons with a picture that represents you, and then find other people at your event to trade with you. It is remarkably easy to do, and it’s a great way to meet people. Additionally, you come away with a huge number of buttons that are a unique souvenir of your time.

What are the rules?

Well, there are only a couple. First, if you get a button you should give a button, and vice versa. This applies to the “avatar” button, which is the one that represents you personally. If you have made other buttons representing a group, game, or are just something special, you can set your own rules for what people need to do to get them. As usual, follow Wheaton’s Law for maximum fun.

How did Buttoneering start?

It started out as a problem at PAX 2008 for members of the Pax Forum Community. They wanted a way to be able to pick each other out of the crowd of more than 55,000 gamers. The initial idea was for t-shirts with everyone’s avatars printed on them. Once someone pointed out the added benefit of being able to smell fellow forum members coming, other ideas were proposed.

Finally, everyone settled on making buttons with their avatars on them. After some initial research, it was discovered that one could get bulk amounts of these created for relatively cheaply, and the idea of PAX Button Exchange was born!

Where can I get buttons?

How do I participate?
We recommended PureButtons because of their excellent customer service, good prices, and being all-around cool folks. No, we don’t get paid to say that. If you’re not in the U.S., feel free to ask in the thread to find info on providers closer to home, or if you’re the trusting type, ask if you can ship the buttons to someone who is, to save yourself some shipping costs.

There are four steps for participating in Buttoneering:

Choose your button size and shape, and make your artwork. 1.5 inch round buttons are by far the most popular, and are a good compromise between price and size.

Order your buttons. 100 buttons is a good base amount, but feel free to go with more. Be sure to use our discount code Buttoneers2012 if you’re using PureButtons!

Upload your artwork to BUTTONEERING!, our official Buttoneering site. This is totally optional, but it provides a great way to keep track of your collection. Yes, it asks for an email, but I promise I will only use them for site communication (which has never happened, yet).

At PAX, trade with other Buttoneers. It’s MUCH easier than you would think.

My PAX Button Design

Following the directions, I found on the forum, I just went to PureButtons.com, downloaded their template and designed my buttons. After that, I submitted my graphic and the number of buttons I wanted. That was pretty much it. A few weeks later I had my buttons and they look FANTASTIC!

For the background of my buttons, I used a paint splatter background like I use all over my website. I am also a real big Transformers fan, that is why I used Arcee on the button. My favorite Transformers of all time is the Decepticon, Starscream. He is amazing, but for the button I wanted something to represent my femininity so I chose the Autobot, Arcee.

I hope you can find me at PAX. If you do lets trade buttons!

Are you going to PAX this year? If so, drop me an e-mail and let me see your buttons and I can keep an eye out for you at the expo.

Dungeon Mistress

Attacking With Dice

Dungeon Mistress With MinisAs a Dungeon Mistress (DM) you get the pleasure of controlling Monsters, Goblins, Demons, Liches, Dire Wolves, Owl Bears, and all sorts of unspeakable baddies. It’s one of the perks of running a tabletop role-playing game. However, your players may not like the choices you make for your villains. That is where attacking with dice comes into play.

Rather than choosing who your red dragon is going to attack and deal with the aftermath of your players saying that you are not a fair DM. Let the dice speak for your obedient red dragon.

If you have two players stuck in a dungeon with a red dragon roll a six-sided dice (d6). Player one is going to be numbers one through three and player two is numbers four through six. Whichever number that dice lands on is the player the dragon attacks!

Got three players? Then with the same d6, player one is one & two. Player two is three & four. Player three is five & six.

Got four players? Than Role a four-sided dice (d4)

Got five players? Role a ten sided dice (d10) with player one being one & two. Player two being three & four… and so on.

Dungeon Mistress With Minis

This is what I have learned works for my party and resolves conflicts before they even start. But I am very interested to know how you handle these kind of situations in your gaming group. Leave a comment and lets share ideas!

Dungeon Mistress