Archive for the ‘Original Game Systems’ Category

Power Skills in Zenith-3 (and elsewhere)

A ‘Power Skill’ measures how adept a character is at pushing an ability beyond its normal limits. These are rules for handling them, from my Zenith-3 System, and adapting them to other game systems, permitting their application to D&D class abilities and Feats and so on. Useful in any genre with unusual abilities. What Is […]

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Expectations and the Theater of the Mind

I’ve decided to wait another week before posting the final part of the Economics in RPGs series, because yesterday, I thought up a new article. I immediately set about outlining the article. I know from past experience that if the outline is not substantial enough, by the time I get to actually writing it, I […]

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The Sixes System Pt 8: Genres

This entry is part 9 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 7: Characters

This entry is part 8 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 6: Doing More Things

This entry is part 7 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 5: Campaign Infrastructure

This entry is part 6 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System is a minimalist game system suitable for any and all genres. — It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls […]

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The Sixes System Pt 4: Doing Things 2

This entry is part 5 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 3: Doing Things 1

This entry is part 4 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 2: Education, Abilities, and Tools

This entry is part 3 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 1: Fundamentals

This entry is part 2 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding […]

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Introducing The Sixes System: A Minimalist Universal RPG

This entry is part 1 of 9 in the series The Sixes System

0. Preface I’ve been thinking about writing this article – and the rest of this series – for a while now. You may be wondering, what is The Sixes System? It’s a slight refinement of the sophisticated but minimalist game system that I’ve been using for my Dr Who: Lovecraft’s Legacies campaign for about 3 […]

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Finalizing the Mechanics for the Zener Gate Campaign

This entry is part 4 of 4 in the series The Zener Gate System

Introductory Recap This is the third post on the development of a bespoke game system for use in my latest campaign, which is now scheduled to start play on October 21st – so finishing this has become a priority. Let’s start with a recap. A couple of minor details that weren’t properly explained the first […]

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