This entry is part 1 in the series Cinematic Combat On any number of occasions, I’ve referred to using a Cinematic combat style instead of the “full treatment”, but I’ve never gone into detail of how I go about that. I’ve explained why, but never how. (just in case, I’ll recap “why” as we go […]
Archive for the ‘House-Rules’ Category
This entry is part 4 in the series Plunging into Game Physics A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a […]
This entry is part 3 in the series Plunging into Game PhysicsIn this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this […]
This entry is part 2 in the series Plunging into Game Physics As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of […]
This entry is part 10 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, […]
This entry is part 9 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the systematic process of creating a new campaign in detail, from start to finish. The contents (updated with each post) can be found in “part zero” of the series. Bone, Cartilage, and Flesh: A […]
This entry is part 7 in the series New BeginningsIt’s not easy making a completely fresh start. This series examines in detail the process of creating a new campaign. What more do you need? You’ve got the basic plot, you’ve got the basic world, you have these organized so as to spread the developmental workload […]
This entry is part 2 in the series Some Arcane Assembly Required This question comes from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a […]
Material Components don’t have to be a dirty word. They can be a rich source of color, flavor, and adventure even while avoiding the excessive paperwork.
November 2014 The November Blog Carnival hosted by Roleplaying Tips, is winding up – there are just a few days left to post your articles on the subjects of Aliens and Races. December 2014 That also means that its time for me to gear up for the December Carnival, because I’ve put Campaign Mastery’s hand […]
Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.
This entry is part 3 in the series House Rules from The Adventurer’s Club This is part 3 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting everyman skill rules that were developed for the campaign, and long overdue, too. Although designed […]