Posts Tagged ‘Hero System’

The Premise Of Falsehoods – Luck Vs Skill in RPGs

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 […]

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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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Writing to the limits of longevity

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.

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Brick By Brick: Base Rules Made Easy

I’ve been thinking about some very basic HQ construction rules for use in Superhero campaigns, Pulp Campaigns, etc, for quite some time now, after a number of earlier attempts failed because they got too complicated. At last, I think I’ve solved the major issues… As I’ve mentioned before, Hero Games have very specific, but reasonably […]

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The Envelope Is Ticking: Insanity In RPGs

“Your shoelace is untied.” By the end of this article, you’ll understand the significance and meaning of that phrase. Mentioning Call Of Cthulhu in Monday’s article reminded me of a discussion that I once had with Dennis Ashelford, still probably the best CoC GM that I’ve ever seen in operation, about how best to convey […]

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The Personal Computer analogy and some Truths about House Rules

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, […]

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Ask The GMs: The Passage Of Substantial Time

Last time around, James Senecal posed a double-question. Because it was the easier of the two, and I was flying solo, I chose the easier question for ATGMs #27. But now it’s time to bite the bullet… How can you have substantial time pass within a campaign? “If death is to have a consequence, if […]

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Lessons Learned: A change of perspective brings plot rewards

When you strike plotting trouble, a fresh angle can pay unexpected dividends. This article relates to the way in which plotting problems in an upcoming adventure were resolved. If some of the details seem a little vague, it’s because I don’t want to reveal those details before we play it. I’m going to try and […]

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To Module Or Not?: A legacy article

This article grew out of discussions between Johnn and myself concerning the Q&A in issue #300 of Roleplaying Tips. Johnn happened to mention that he was currently running a campaign based on published modules, and I was interested in comparing the approaches to handling them to best effect in terms of the difference to a […]

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Stat Vs Stat Part Two: Strength Vs. Stat

This entry is part 2 in the series Stat Vs Stat

The second of 9 parts in the series looks at STR checks and how they relate to the other core stats that are common to most game systems – with some surprises along the way.

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Stat Vs Stat Part One: Introduction – The Basis and Methods of comparison

This entry is part 1 in the series Stat Vs Stat

This nine-part series looks at opposed stat checks and what they can represent. Part 8 will create a new characterization tool, The Stat Matrix, based on the interactions described, and show how to use it to turn stats into characters, and Part 9 will warp up the series by turning that process on its head and demonstrate a way to use the Stat Matrix to turn a personality into a set of stats for a character.

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52+ Miniature Miracles: Taking Battlemaps the extra mile

52+ techniques to vastly increase the scope of what you can depict on your battlemaps.

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