Archive for the ‘House-Rules’ Category

Designing A Divided Die Roll

Today I’m going to walk you through the design of a divided die roll, one of my favorite RPG tools. Dividing one die roll by another creates a large low-result probability and a long tail of low-probability high results. I’ve written about them before in The Physics Of Uncertainty, and used them in Oddities Of […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 5

This entry is part 13 of 20 in the series Trade In Fantasy

Weather At Sea can be considered to comprise several of the unluckiest things that can and will happen to a ship, so it’s somewhat appropriate that this is the dominant subject of the thirteenth part of this series! Believe it or not, the entire weather system presented in the post was designed on a single […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 4

This entry is part 12 of 20 in the series Trade In Fantasy

Finally! After the diversions caused by Rafts and boats, today the series focuses on Ships at sea, with a bonus sci-fi section or two on the side. The original plan was to also include Weather at Sea and Exotic Transportation Modes but the former has quickly grown to the point where the post would not […]

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Campaign Workflow For GMs Pt 1

Starting and Running a campaign is a lot easier if there’s a clearly understood process that maximizes the opportunities for success and avoids the largest traps and pitfalls. As usual, I worked on the next part of Trade In Fantasy until it became clear that it wasn’t quite going to be ready in time, then […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 3

This entry is part 11 of 20 in the series Trade In Fantasy

Today’s post focuses on Rafts and small boats like Kayaks and Canoes. The defining trait of such vessels is that while they can have sails, their primary motive power derives from the use of oars or paddles. It’s taken quite a bit longer than I intended, due to a fundamental truism of publishing, at least […]

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A Recipe For (Small) Disasters: Cooking in RPGs

So your character has a cooking skill. What dishes can he prepare? What will be inedible? What does that mean? Adaptable all systems. We’ve all grown up with the concept of a recipe being utterly reliable. If you do the same thing every time, you will get the same result, every time. Most of us […]

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‘No One Can Foil My Evil Plan’

“I attack him while he’s distracted.” That’s not an appropriate response to an antagonist Monologing, but it happened once. There came a time when a new player, unfamiliar with the genre, joined the Adventurer’s Club campaign. At one point, in an adventure, the villain began to Monologue – and that was this player’s response. This […]

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Trade In Fantasy Ch. 4: Modes Of Transport, Pt 2

This entry is part 10 of 20 in the series Trade In Fantasy

Rivers provide a natural alternative to roads and overland travel, if the river happens to go where you want it to. That’s more likely than it might initially seem, because rivers provide natural resources and defenses that make them natural locations for settlements, with transportation of cargo a bonus on top of those advantages. Table […]

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Trade In Fantasy Ch. 3: Routine Personnel, Pt 4

This entry is part 8 of 20 in the series Trade In Fantasy

The last installment of the third Chapter of the series looks as worker productivity and how race and other factors influence it. It’s been an interesting 2025 so far, characterized by things going wrong in unexpected and unusual ways and recovering from those problems. It actually started on New Year’s Eve, when I rebooted my […]

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Trade In Fantasy Ch. 3: Routine Personnel, Pt 3

This entry is part 7 of 20 in the series Trade In Fantasy

The 3rd of 4 posts looking at everyday personnel in Trade focuses on the Labor Unit and how to use it to make GMing a business easier. Today’s post starts with a couple of short sections that were inadvertently left out of last week’s examination of carts. They had been written, but not where they […]

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Trade In Fantasy Ch. 3: Routine Personnel Pt 1

This entry is part 5 of 20 in the series Trade In Fantasy

The first of at least three posts looking at everyday personnel in Trade. This covers everything from wagon drivers to guards to dock-hands and farmhands. Anybody who can be considered a faceless cog in the trade machine, in fact! Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is […]

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A Roll Of Six Modifiers

There are six types of skill roll modifier that I take into account when assessing any attempt by a character – PC or NPC – to carry out some task. Past articles have focused on just a few of them; this post is intended to provide an overview of the whole. I worked on the […]

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