Posts Tagged ‘Hero-System’

Plunging Into Game Physics Pt 4: Better Campaigns Through Physics

This entry is part 4 in the series Plunging into Game Physics

This entry is part 4 in the series Plunging into Game Physics A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a […]

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Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 in the series Plunging into Game Physics

This entry is part 3 in the series Plunging into Game PhysicsIn this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this […]

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A Vague Beginning

Having just finished the “New Beginnings” series only a few weeks ago, I had no intention of publishing another article on the subject of campaign design for quite a while. Plans changed… An Endless Vista All campaigns start on a blank sheet of paper, which presents an endless vista of possibilities. This is not all […]

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Plunging Into Game Physics Pt 2: Strange Mechanics

This entry is part 2 in the series Plunging into Game Physics

This entry is part 2 in the series Plunging into Game Physics As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of […]

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Fogs, Clouds and Confusion: A Battlemap technique

Another filler post, I’m afraid – the next part of the New Beginnings series is turning out larger than I expected! I intended to get an early start on it yesterday, but thought of an article for later this week and started putting thoughts down on electronic “paper”, and totally lost track of time. Have […]

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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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