Archive for the ‘D&D / Pathfinder’ Category

The Creation Of A Deity: The Origins Of Cyrene

Recalling the creation of a Divinity We’re continuing to build up to the big release of Assassin’s Amulet, and my excitement is reaching fever pitch (I can’t speak for Johnn & Michael). As part of that buildup, next week I’m going to present you with another excerpt from the book – but before I do, […]

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Five (Plus One!) Effective Combat Tactics for Assassins

Here’s another excerpt from Assassin’s Amulet while you’re all waiting for the announcement of the winner of the cover contest. This is taken from the GM Advice chapter and first appeared in this week’s Roleplaying Tips. Many GMs struggle with running killer NPCs. One big goal of the book is to arm you with enough […]

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Roleplaying Assassins: An excerpt from Assassins Amulet

Assassins should be compelling NPCs in every encounter in which they appear. This article, an excerpt from the forthcoming Assassin’s Amulet, describes how to run Assassins as compelling characters to roleplay and deadly adversaries to fight. And don’t forget to vote for the cover! Step 1: Pick an Archetype or Example Creating an assassin NPC […]

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Fascinating Topological Limits: FTL in Gaming

While chatting with one of the players in my Superhero campaign yesterday, the subject of FTL travel in superhero and sci-fi games came up in the course of the conversation. Since I’m always on the lookout for good subjects to write about for Campaign Mastery, and this is a problem that’s come up in many […]

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Draco Inadequatus: Beefing Up 3.x Dragons

Ian Gray was going to be providing a second guest post for us today, but he’s had computer problems during the week and seems to have run out tof time. Fortunately, I had this post in reserve, just in case… A Sad Truth Dragons are supposed to be the most awe-inspiring, iconic creatures in D&D […]

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Wood and Silver or Iron and Gold? – Historical Inaccuracy in FRP, Part 2

This is the second half of a two-part guest article by Phil McGregor. To anyone who doesn’t know who he is, check the brief bio at the bottom of the article. Silver or Gold The other thing I find really interesting in almost all D&D descended/inspired FRPs is the 1/10th (45.4 grams* gold (or any […]

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Wood and Silver or Iron and Gold? – Historical Inaccuracy in FRP, Part 1

This is the first half of a two-part guest article by Phil McGregor. To anyone who doesn’t know who he is, check the brief bio at the bottom of the article! The second part will appear on Thursday. Wood or Iron? One of the reasons I got into roleplaying games way back in the mid […]

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Objective-Oriented Experience Points

Why do we hand out experience for combat? No, I’m serious – this is a question that’s been preying on my mind as a consequence of an article I wrote earlier this year, “Experience for the ordinary person” – you should probably go and read at least the first section (down to and including “Reward-matching […]

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Creating Alien Characters: Expanding the ‘Create A Character Clinic’ To Non-Humans

Introduction Back in late February or early March, Holly Lisle’s books came to my attention – I’m no longer sure how, but it was probably a Twitter link to her blog. Several of her e-books sounded interesting, so I passed the information on to Johnn, who surprised me in late March by giving me several […]

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All Is Three: A 3.x Fantasy Campaign Premise

As happens every now and then, this isn’t the blog post I had intended for this week; the planned post was simply taking too long to come together and would not have been ready to post. So, instead, I offer up for your consideration All is Three: A 3.x fantasy campaign premise. In February last […]

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Taming The Time Bandits: Some time-saving combat techniques

Synopsis Of The Problem In Johnn’s last blog post, “My Group’s Time Thief Revealed,” he described his discovery that the chief drag on the pace of his combat was the GM, despite his expectations to the contrary. While he did not track the components of his activity, he was able to dismiss a couple of […]

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Perfect Skin: Some Musing On The Design Of Monsters

Monsters generally come in three parts: Stat Blocks, Descriptive passages (which some people refer to as Fluff), and Templates, enabling you to add the “monster description” to an existing race – sort of an ersatz Class. Lately, I’ve been thinking about the differing values and usefulness of books on the subject. NB: This is an […]

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