Archive for August, 2012

Cause And Inflect: Marketing your way to a better game

This is actually the article that was supposed to appear next Monday. I started making some notes for it, and before I knew it, the whole article was written – and I no longer had enough time to finish the article that I had intended to write for today’s post (I got about half-way through […]

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The Physics Of Uncertainty

A bit of a departure from the usual today, with an article that is only indirectly game-related. Every now and then, you have to let your imagination run wild or it gets soft and flabby… normal service will resume on Thursday, this was just something that I had to get out of my system. Hopefully, […]

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The Metaphor Engine: A surprising plot generator

The King of a troubled land and his weakling allies face a troubled future. In a distant land, two dark Princes ally with the aim of overthrowing the King and his forces. Slowly, both sides build up their forces, making moves and countermoves in secret. One by one, each recruits secret allies, seemingly headed for […]

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By the seat of your pants: the 3 minute (or less) NPC

Creating most NPCs is like boiling an egg. They should take three minutes or less and be ‘boiled’ at the game table, not in advance – though you may want garnishes at the ready. In fact, most should take no more than thirty or fourty seconds. Doesn’t sound possible? This article will show you how, […]

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The meaning of 400

400 is: One-fifth the distance from 1st to 2nd level in D&D 3.x One-ninth of an hour (in seconds) The combined strength of 38 average men in Pathfinder The length of a year, rounded up to the next whole hundred A Lebanese Card Game When I search my archived correspondence, the first mention of Campaign […]

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What does “Old-School Gaming” really mean, anyway?

I’ve been hearing a lot of comments lately about how WOTC are pandering to the grognards who pine for a return to the days of old-school gaming. One person with whom I have corresponded on the subject through Twitter suggested that the divide was too great for it to possibly be bridged, and that WOTC […]

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All wounds are not alike, part 3b: The Healing Imperative (cont)

This entry is part 4 of 7 in the series All Wounds Are Not Alike

On Monday, I attempted to post the third part of the current series on alternate damage-handling systems for 3.x. Unfortunately, time ran out when I was only half-done… A quick refresher on where we stand. There are flaws in the system of progression for healing spells that result in an unacceptable degree of overlap, especially […]

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All wounds are not alike, part 3a: The Healing Imperative (Now Updated!)

This entry is part 3 of 7 in the series All Wounds Are Not Alike

In the first two parts of this series we examined alternative approaches to the simulation of injuries that were written cold, without the benefit of actual use in play. In this third and final part, I will describe a third – but this is an update on a variation that I have actually used (and […]

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Round Pegs In A Square Wheel: Reinventing Roulette for RPGs

Human nature never changes. That’s what makes science fiction and fantasy accessible to modern audiences. Often, it is by denying that fundamental truth that poor science fiction and fantasy are created. This was especially rife in the 50s, 60s, and 70s (in terms of television and movies) and the 30s, 40s, and 50s in terms […]

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