This entry is part 2 in the series House Rules from The Adventurer’s Club This is part 2 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting some cold, heat, wind-chill, and altitude tables that were developed for the campaign in preparation […]
Archive for the ‘D&D 3.x’ Category
A few weeks ago, I described my processes for creating Partial NPCs, a methodology that determined how much NPC definition was needed for that NPCs role in an adventure, in Creating Partial NPCs To Speed Game Prep. This was described as essential know-how for the article that I was originally going to write and publish […]
The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.
How much character do you need? Or, to phrase it another way, how much character construction do you have to undertake in advance when creating an NPC? You could simply have a random character generator throw up something to avoid any character construction, but the results never seem to mesh properly with the situation in […]
How do you GM when you have more players than you can handle?
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
There’s a debate that has been fought ever since man invented games that have an element of chance has been, “Is it better to be lucky or skilled?” It’s a debate that has a number of unique resonances within the sphere of an RPG. How should a player or GM simulate a character who relies […]
Every minute spent writing more than you need is time wasted. Write to your target longevity to boost efficiency while avoiding the traps that lurk in the dark for the unwary writer.
The Internet used to be compared to the American Wild West, where just about anything went and the only restrictions on what you could get away with was your own conscience, or lack of it. Slowly, the regulators and vested interests have whittled away at the cowboy attitudes and for the most part, the internet […]
The final part of the Priest Encounters article still isn’t finished, so here’s something else readers might find of interest… I approach Kickstarter very much from the perspective of the consumer and possible backer. That means that when I encounter such a campaign, my first question is always, “Am I interested in this?”, my second […]
I’ve been desperately trying to clear enough time to attempt to get my main computer back up and running. It occurred to me the other day that there is a clear analogy between that process and the process of creating an RPG campaign. The Computer Of Today: some context Personal Computers are everywhere – or, […]
How does Magic (in general) work? I’m not talking about how the rules work, but how Magic works within the game world. Why raise the question now? I should probably pause for a moment to explain why I’m writing about this now – in the middle of a major series about Modern Priests. There are […]