How do you GM when you have more players than you can handle?
Posts Tagged ‘House-Rules’
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
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 […]
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, […]
How does Magic (in general) work? I’m not talking about how the rules work, but how Magic works within the game world. Why raise the question now? I should probably pause for a moment to explain why I’m writing about this now – in the middle of a major series about Modern Priests. There are […]
How do you tell a good House Rule from a Bad? I know, I promised something short. As long-time readers will know, I don’t do “short” very well… “Time and motion studies” used to be the favorite tool of “efficiency” experts who optimized a process for speed. They quickly became the butts of a lot […]
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 […]
The West Wing said it very succinctly: “The costliest, most damaging, disruptions occur when something we take for granted stops working.” We depend on the mundane and everyday aspects of life to function seamlessly at least most of the time in order to be able to cope with the occasional extraordinary disruption or Act Of […]
Warning PG-13 content It’s been suggested that I should advise readers that some of the discussion that follows touches on topics of a mature nature and may not be suitable for thos under the age of 13. Children should consult their parents before reading this article. Personally, I think most children these days are well […]
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.
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.
James Seals asked in the comments to Places to go and people to meet: The One Spot series from Moebius Adventures (responding to my comments about magic shops), Mike, Can I ask – what do you do when your players want to sell magic weapons? In the past I have just allowed them to […]