It’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 over the life of the campaign, you’re ready to […]
Archive for the ‘Rules & Mechanics’ Category
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.
I was reading reports concerning the credibility problem of Australia’s Prime Minister, Tony Abbott (at least, he was PM as this article was being written – I also read many reports of challengers circling for his position) (see update below), when a Vagrant Thought wandered through my head: “He was credible enough to be elected […]
So the month is over, ending with the Bang of New Year’s Fireworks, and the Blog Carnival has migrated to the care and attention Nils over at Enderra – best of luck, Nils! Every time you propose a topic for one of these, you have to worry that it will not inspire others; that it […]
The Twists haven’t stopped yet! This month’s Blog Carnival, hosted by Campaign Mastery, isn’t finished yet!. The subject is still “With A Twist” and it covers anything about Surprises, the Unexpected, etc. I started with an article on the rules interpretation of Surprise, and followed that with a two-part article looking at types of Plot […]
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 […]
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 […]
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 […]
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 […]