Archive for the ‘Zenith-3 (Original system based on Hero System 4th Ed)’ Category

Neurons & Lobes: Examining Psionics, Part 2 of 5

This entry is part 2 of 5 in the series Examining Psionics

In part 1, I explained that the imminant advent in my supers campaign of a character who is a powerful psionic has had me thinking about Telepathy quite a bit recently. I then began to excerpt selected rules and background material from the campaign rules relating to the subject. The first part focussed on the […]

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The Mind’s Eye: Examining Psionics, Part 1 of 5

This entry is part 1 of 5 in the series Examining Psionics

Lately I’ve been thinking about Telepathy quite a lot. I know that a psionic character will be joining the team in the next phase of my Zenith-3 superhero campaign, and I want to have the a solid handle on all the wrinkles that come with it. I want some simple analogy that I am instantly […]

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The Anatomy Of Evil: What Makes a Good Villain?

This entry is part 1 of 5 in the series Making A Great Villain

I’ve been watching some of my old Stargate: SG1 episodes during the last week, and (as often happens) some of the commentary (in the season 9 extras) sparked an interesting question. The discussion was about the relative merits of Apophis, Baal, and Anubis as villains. This in turn connected in my head with a discussion […]

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The Critical Threshold: A brief debate on the Merits of Extreme Results

This is not the post that I expected to make this week. I simply ran out of time and could not finish either the article I had intended to post this week [about time travel] or the one for next week [the long-awaited followup to last year’s Pillars of Architecture article], in time. Instead, I […]

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Sophisticated Links: Degrees Of Seperation in RPGs

Introduction This is not the post I was originally going to write for today, but a paragraph in one of the books I am reading brought to mind the game that seemed to be everywhere just a few years ago, “Six Degrees From Kevin Bacon”, and social networking in general, and I suddenly saw applicability […]

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The Pursuit Of Perfection, Part 4 of 5: Evolving The Campaign

This entry is part 4 of 9 in the series Lessons From The West Wing

In the first part of this article, which is only the first installement of a series, I discussed the delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection in an RPG is […]

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Scenario Sequencing: Structuring Campaign Flow

In a previous blog, I’ve written about my Superhero campaign currently facing a big finish (A Grand Conclusion: thinking about a big finish). This post will be a sequel of sorts, because any big finish naturally invites the question, “what’s next?” In this case, “next” is a sequel campaign. Many of the preceeding characters will […]

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Downsize Your Disasters: GMing catastrophes in your RPG

We hesitated before running this piece, which was written prior to the disaster on Haiti. It is certainly not our intent to trivialise what has occurred or in any way to be insensitive to the ongoing emergency there. Ultimately, we chose to run it at this time so that we could encourage all those reading […]

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A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, […]

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Game Master Mistakes Carnival Roundup

This entry is part 7 of 7 in the series My Biggest Mistakes

September’s blog carnival was about about GM errors: Mistakes – ones you’ve made in the past and how you got past them, one’s you’re making now and don’t know how to solve. Thanks to everyone who contributed to the carnival. The stories and lessons you’ve shared will not only help new GMs but verterans too: […]

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“Do You Feel Lucky, Punk?”: A New idea for handling “wild luck” in D&D

For a long time, I’ve been dissatisfied with the way some games handle wild, improbable, luck. D&D, for example, has no luck mechanism per se; only the critical hits subsystem comes close, where if you roll well enough, you score multiple damage, and in the skills subsection, whereby rolling a 20 on a skill check […]

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My Biggest Mistakes: The Woes Of Piety & Magic

This entry is part 6 of 7 in the series My Biggest Mistakes

Some mistakes you (hopefully) only make once; the mistakes that I’ve blogged about so far as part of this month’s carnival fall into that category. But some mistakes are bound to recur by their nature, and it is just as important to know how to recover from those. These mistakes might derive from a flawed […]

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