Archive for the ‘House-Rules’ Category

Trade In Fantasy Ch. 1: Ownership

This entry is part 2 of 20 in the series Trade In Fantasy

Certain fundamental questions need to be answered about any business operation that the PCs get involved with, either as employees or owners before we can get into game mechanics for the actual operation of an in-game business. Credit where it’s due: The series title graphic combines three images: The Clipper Ship Image is by Brigitte […]

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Trade In Fantasy: Preliminaries & Introduction

This entry is part 1 of 20 in the series Trade In Fantasy

Preliminaries: A long time ago, I wrote “Trade In Traveler”. This week (and in the weeks to come) I’m starting a companion piece, “Trade In Fantasy”. Non-Fantasy GMs – I suggest either using the Trade in Traveler rules or updating them using this series as a guide. Depending on how long winded I get in […]

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Time And The Everyday Adventurer

There is no standardized, consistent, approach to how long it should take to do things in an RPG. It’s time that changed. A strongly-related question is how long is a skill roll good for, before a new roll is required. I was musing about what to write for this week’s post when I saw something […]

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An Application of INT

What is INT, and (in practical terms), what can it be used for? I was strolling down the street the other day and noticed a logo consisting of a name and a number of dots, and for some reason, it sparked a new way of looking at INT scores, one that emphasized a practical application […]

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The Mundane Application Of Genre Part 1

It goes without saying that we want players to sense the distinctive ‘aura’ of a campaign’s genre, but all sorts of things get in the way of that, so it only happens occasionally and fleetingly. But there’s an easy solution, and it works in literary applications as well! When I broke this article down into […]

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Use Encounter Sub-stories to add interest

Sub-stories are akin to small anecdotes of a dramatic nature that can add interest, depth, color, and backstory to encounters. What’s not to like? I’ve started writing this article at least half-a-dozen times over the years, but it’s always fallen apart on me before I got to the interesting parts, simply because it’s been so […]

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The 52-Engine: an alternate DnD combat system

This post details a more tactical combat system for D&D and similar rules systems than the standard one. At the heart of the system lies not d20 or 3d6, but a standard deck of 52 cards. The core concept of the mechanism came to me when I was shuffling cards for a game of patience […]

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Inside The Locked Room

I love it when I discover something that GMs should be using and aren’t, because it means that I get to analyze the reasons, and devise solutions to whatever is holding people back – and I learn things and develop tools for my own use in the process. By my count that’s win-win-win-win – and […]

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The Mists Of Fear Orrorsh Revisited 2

This entry is part 4 of 4 in the series Extracts from Mike's TORG Materials

Preamble Revisit: A long time ago, I rewrote some fairly fundamental parts of Orrorsh, the Horror Realm. While packing, I discovered where it had been filed away. This is not a complete standalone work; you will still need the official supplement to use it. Why, then, should I read it? The reasons are the same […]

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The Mists Of Fear Orrorsh Revisited 1

This entry is part 2 of 4 in the series Extracts from Mike's TORG Materials

Preamble: A long time ago, I rewrote some fairly fundamental parts of Orrorsh, the Horror Realm, for reasons explained in the text below. While packing, I discovered where it had been filed away (hidden?). This is not a complete standalone work; you will still need the official supplement. Why, then, should I read it? First, […]

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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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Three Strange Places Pt 1: Cemetery Gates

This was originally going to be one monster post containing three locations that I have devised recently for different campaigns. I quickly realized that this was too ambitious, so this will be a trilogy of articles, one every 2 weeks. This is an idea that hints at deeper connections in the game world, metaphysical relationships […]

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