Posts Tagged ‘Pathfinder’

Who Are You? – An original character naming approach

I was half-listening to the commentary from the Tour De France a few moments ago (as I write the first draft of this opening paragraph), and I misheard something. No great surprise there, that happens all the time when you’re only half-listening. But what I thought I heard gave me a great idea for a […]

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The Flunkie Equation – quick and easy Hors d’Combat

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 […]

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Writing The Game: Using RPGs to Create Fiction

The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.

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One Spot 3 and the shift to Pre-Product Marketing

A review of One Spot No. 3 from Moebius Adventures and some musings on a consequence of the rise of crowdfunding.

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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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Prodigious Performances Provided In Due Course

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…

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By Popular Demand: The Ergonomics Of Dwarves

Dwarves make the ideal illustration of how range of motion, aka Kinesiology, can affect the anatomical profile of a race. And that affects everything else…

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Ergonomics and the Non-human

Ergonomics is one of those little things that can greatly add to the verisimilitude of any campaign. This article will show how to get maximum bang for minimum effort.

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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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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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