Archive for the ‘House-Rules’ Category

The Unexpected Creeps Up Behind You – Dec 2014 Blog Carnival

November 2014 The November Blog Carnival hosted by Roleplaying Tips, is winding up – there are just a few days left to post your articles on the subjects of Aliens and Races. December 2014 That also means that its time for me to gear up for the December Carnival, because I’ve put Campaign Mastery’s hand […]

Comments (41)

On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 of 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

Comments (4)

‘I Can Do That’ – Everyman Skills For Pulp

This entry is part 3 of 4 in the series House Rules from The Adventurer's Club

This is part 3 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting everyman skill rules that were developed for the campaign, and long overdue, too. Although designed for a Pulp Campaign built with the Hero System, the principles apply to almost […]

Comments Off on ‘I Can Do That’ – Everyman Skills For Pulp

A strong wind blows: Environmental effects for RPGs

This entry is part 2 of 4 in the series House Rules from The Adventurer's Club

This is part 2 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting some cold, heat, wind-chill, and altitude tables that were developed for the campaign in preparation for a midwinter race against time in the Frozen Wilds of Western Canada. Although […]

Comments (2)

House Rules – For Pulp (and other RPGs)

This entry is part 1 of 4 in the series House Rules from The Adventurer's Club

This is the first of a four-part* series outlining the house rules that Blair Ramage and I have adopted over the years for the Adventurer’s Club campaign, a Pulp-genre campaign run using Pulp Hero, which is a Pulp-genre variation on the Hero System. There are four major chunks of rules, that have developed at four […]

Comments Off on House Rules – For Pulp (and other RPGs)

Touchstones Of Unification Pt 3 – The Big Picture (Genre and Style)

This entry is part 3 of 3 in the series Touchstones Of Unification

So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two. But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that relationship, how it all comes together to form a unique fingerprint […]

Comments (1)

Touchstones Of Unification Pt 2 – Concepts

This entry is part 2 of 3 in the series Touchstones Of Unification

Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.

Comments (1)

Touchstones Of Unification Pt 1 – Themes

This entry is part 1 of 3 in the series Touchstones Of Unification

I was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the entire album around that subject. The interviewer, as part of […]

Comments (5)

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

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

Comments (4)

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…

Comments Off on Prodigious Performances Provided In Due Course

The Blind Enforcer: The Reflex Application Of Rules

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 […]

Comments (4)

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 […]

Comments (1)