Archive for the ‘Mike’ Category

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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Top-Down Plug-in Game Design: The Perfect Recipe?

As someone who writes about RPGs a lot, I am naturally interested in game design techniques and philosophy. As a former I.T. professional, I have discovered that a lot of the principles of sound program design practice also apply to rules design. With those as my starting point, I thought I would have a stab at defining […]

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It’s Reality, Jim, but not As We Know It: St Barbara

Two of the most important skills that I added to the Hero System when I was writing my House Rules for my Champions campaign were Paranormal Physics and Paranormal Biology. The first explains how powers work using game physics – and therefore can also be used to determine potentials that the character had not thought […]

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The Nth Level Of Abstraction

During the last week, the RPG Bloggers Network brought an interesting post to my attention: “Discussion: Time Gaps” at Reality Refracted. This got me to thinking about the hierarchy of abstraction, and how often we (GMs) move from one level to another in the course of a typical game session, and how we can use […]

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The failure of …urmmmm… Memory

The thing that I hate most about being a regular blog writer is that your best ideas come to you when you have absolutely no chance to write them down and no hope of remembering them. In my head yesterday – the only medium available to me – I wrote no less than three absolutely […]

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Experience for the ordinary person

Johnn’s recent mention of the Ostrich-GM approach he sometimes takes to the question of how Administrators and Nobles get their character levels (comments, City Government Power Bases – Class and Level) struck a chord. There are really only two answers besides the close-you-eyes-and-hope-it-goes-away approach, and adopting one of them has some interesting implications for the […]

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On The Nature Of Flaws

Disclaimer: This article was prompted and inspired by my receipt of a free copy of Player’s Option: Flaws from 4 Winds Fantasy Gaming, but it is largely based on my experience with the Hero System. 4 Winds did not solicit this review and did not recieve notice of the content. /Disclaimer So that we’re all […]

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Clang! Crash! Pow! Game Mastering The Pulp Genre

This entry is part 8 of 7 in the series Reinventing Pulp for Roleplaying

If all has gone according to plan, you are now looking at the final part of what’s been a massive series on the Pulp Genre. This article is mostly afterthoughts and GM advice that I’ve culled from many discussions with players and with my co-GM, Blair Ramage, together with some stuff straight from my own […]

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Bang! Blat! Whoomph! Character Conventions In Pulp (Continued)

This entry is part 7 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and […]

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Too Much Life for The Living: March 2011 Blog Carnival

One more article for the Blog Carnival! Next time, I’ll get back to the series on Pulp Genre Conventions, if everything goes according to plan… A Variant Combat System for D&D 3.x Is healing too easy in D&D? Sometimes it seems like Clerics are little more than magical drip bottles, especially in more tactically oriented […]

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Life, Death, and Life Renewed – March 2011 Blog Carnival

I’ve put the “Reinventing Pulp” series on hold for a week in order to do a short article for this month’s Blog Carnival, which is all about life and death in RPGs. The series will return next week. One of the problems with a campaign that spans multiple game systems is that there are parts […]

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Zot! Zap! Crash! Character Conventions In Pulp (Continued)

This entry is part 6 of 7 in the series Reinventing Pulp for Roleplaying

This article is being co-written by Blair Ramage, with whom I co-referee a Pulp Hero campaign. Although it started as a single item, it has grew so substantially that it became necessary to split it into multiple parts. The first part dealt with the relationship of genre to other aspects of a roleplaying game, and […]

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