Posts Tagged ‘Hero-System’

Incredible Truth and Improbable Stories: Oratory in an RPG

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 […]

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The Final Twist: Dec 2014 Blog Carnival Roundup

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 […]

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The Thinking Man’s Guide to Intelligence for Players and GMs

A Message from the Writer/Publisher: As I write, a hostage situation continues to unfold in Sydney, as it has for almost 15 hours, capturing world attention for all the worst reasons. For those who may be concerned, I am completely fine. But I must share my contempt for those who have attempted to politicize events […]

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The Unexpected Creeps Up Behind You – Dec 2014 Blog Carnival

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 […]

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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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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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Creating Partial NPCs To Speed Game Prep

How much character do you need? Or, to phrase it another way, how much character construction do you have to undertake in advance when creating an NPC? You could simply have a random character generator throw up something to avoid any character construction, but the results never seem to mesh properly with the situation in […]

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If I Should Die Before I Wake: A Zenith-3 Synopsis

As a follow-up to my article on Dreams in RPGs, I’ve cracked open my archives to share an adventure from my Zenith-3 campaign that is all about Dreams.

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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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