Archive for the ‘RPGs & Systems – Non-D&D Systems by genre’ Category

The Foundation Of Averages: Psychohistory and RPG Rules

Confession Time: This is not the article I intended to post today. I simply ran out of time – after my sense of the day-of-the-week was thrown off by the Holiday Season, leading me to start late. Normal service will be resumed as soon as possible! Over the last few weeks, I’ve re-read the Foundation [...]

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The Nuances of computer use in a simulated world

In Roleplaying Tips #536, Johnn ran a tips request (reproduced below) asking for tips on how to GM computer hacking. I decided that simply offering a few tips wasn’t quite going to cut it, and that the subject deserved a slightly more in-depth treatment. I’m currently running a sci-fi future campaign where computers are an [...]

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Taking everyman skills to the next level: The Absence of an Alibi

Introduction to ‘Everyman Skills’ As GMs develop in experience, and begin to develop their campaign worlds more extensively, they generally arrive at the idea of everyman skills. Typically, this idea will first emerge in a modern-setting campaign, or future-tech campaign, though this is becoming less true all the time. The idea is that characters, by [...]

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Making The Loot Part Of The Plot: Loot as a plot mechanic

From everything I’ve read – starting with early issues of The Dungeon, continuing with “Through Dungeons Deep”, and running all the way through to numerous blog posts – a lot of GMs have trouble connecting the desire to “make the loot part of the plot” with techniques for actually achieving this goal. It’s my impression [...]

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Fascinating Topological Limits: FTL in Gaming

While chatting with one of the players in my Superhero campaign yesterday, the subject of FTL travel in superhero and sci-fi games came up in the course of the conversation. Since I’m always on the lookout for good subjects to write about for Campaign Mastery, and this is a problem that’s come up in many [...]

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Wood and Silver or Iron and Gold? – Historical Inaccuracy in FRP, Part 2

This is the second half of a two-part guest article by Phil McGregor. To anyone who doesn’t know who he is, check the brief bio at the bottom of the article. Silver or Gold The other thing I find really interesting in almost all D&D descended/inspired FRPs is the 1/10th (45.4 grams* gold (or any [...]

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Wood and Silver or Iron and Gold? – Historical Inaccuracy in FRP, Part 1

This is the first half of a two-part guest article by Phil McGregor. To anyone who doesn’t know who he is, check the brief bio at the bottom of the article! The second part will appear on Thursday. Wood or Iron? One of the reasons I got into roleplaying games way back in the mid [...]

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Objective-Oriented Experience Points

Why do we hand out experience for combat? No, I’m serious – this is a question that’s been preying on my mind as a consequence of an article I wrote earlier this year, “Experience for the ordinary person” – you should probably go and read at least the first section (down to and including “Reward-matching [...]

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On The Nature Of Flaws

Disclaimer: This article was prompted and inspired by my receipt of a free copy of Player’s Option: Flaws from 4 Winds Fantasy Gaming, but it is largely based on my experience with the Hero System. 4 Winds did not solicit this review and did not recieve notice of the content. /Disclaimer So that we’re all [...]

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Clang! Crash! Pow! Game Mastering The Pulp Genre

This entry is part 8 in the series Reinventing Pulp for Roleplaying

If all has gone according to plan, you are now looking at the final part of what’s been a massive series on the Pulp Genre. This article is mostly afterthoughts and GM advice that I’ve culled from many discussions with players and with my co-GM, Blair Ramage, together with some stuff straight from my own [...]

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