Archive for the ‘The Adventurer’s Club (Hero System 5th Ed)’ Category

Yesterday Once More: A pulp time-travel Campaign

I originally came up with this as an adventure outline for the Adventurer’s Club campaign, but it quickly became far too big and too complicated for that. Rather than throw it away, I have recast it as the outline of a standalone Pulp Campaign. The overall premise is The PCs time travel into the bodies […]

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The Wandering Spotlight Part Two of Two: Shared Stories

My co-GM in the Adventurer’s Club campaign and I work very hard to maintain player engagement even when the spotlight is not on that player’s character (which only makes it all the more obvious and painful when we fail in attempts to do so). While there is little that I regard as especially novel about […]

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The Wandering Spotlight Part One of Two: Plot Prologues

In the midst of all the angst on display in the last article, correspondent, friend, and involved party Ian M included this comment: …as GMs, Mike and Blair are very good at making sure even PCs that (by skillset, background or whatever) are more or less side-lined for a specific situation are still well-engaged. While […]

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An Experimental Failure – 10 lessons from a train-wreck Session

Tomorrow (as I write this), as usual on the final Friday of the month, I will be deep into prep for the next session of the Adventurer’s Club campaign. Unlike the usual situation, this won’t be final prep – we usually play that campaign on the first Saturday of the month. This article will look […]

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Seven Circles Of Hell – Creating Politics for an RPG

Politics is one of those inevitable conditions, like death and taxes, that every GM has to master to some extent because it will make its presence felt in every campaign. There’s always something more to say on the subject. In this article, I’m going to look at the basics of political relations between similarly-scaled entities; […]

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On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

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‘I Can Do That’ – Everyman Skills For Pulp

This entry is part 3 in the series House Rules from The Adventurer's Club

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 […]

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A strong wind blows: Environmental effects for RPGs

This entry is part 2 in the series House Rules from The Adventurer's Club

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 […]

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House Rules – For Pulp (and other RPGs)

This entry is part 1 in the series House Rules from The Adventurer's Club

This entry is part 1 in the series House Rules from The Adventurer’s Club This is the first of a four-part* series outlining the house rules that Blair Ramage and I have adopted over the years for the Adventurer’s Club campaign, a Pulp-genre campaign run using Pulp Hero, which is a Pulp-genre variation on the […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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If Then Else or Maybe: Witchmarsh and Plot Interactivity

A review of the promise of Witchmarsh, a promising new RPG videogame in development, and the lessons & value it holds for tabletop RPGs

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The Blind Enforcer: The Reflex Application Of Rules

This article is the result of a confluence of many different vectors, from reading a review in the current issue of KODT of the original “Paranoia” RPG to reading an article at E Pluribus Unum about Twitter mistakenly suspending an account as a purveyor of spam. Setting aside the questions of anti-spam techniques and technologies […]

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