Archive for the ‘Horror Games’ Category

The Bounds Of Invention Let Loose

It’s my contention that with every encounter, the canny GM will expand on the lore surrounding the creatures encountered. I’ve been plugging away steadily at the next part of the Trade In Fantasy series, in which a lot of the elements discussed start to come together into a coherent picture of the processes, but it’s […]

Comments (3)

Trade In Fantasy Ch. 2: Trade Units Pt 2

This entry is part 4 in the series Trade In Fantasy

Repeated from last time: The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. […]

Comments (4)

Trade In Fantasy Ch. 2: Trade Units Pt 1

This entry is part 3 in the series Trade In Fantasy

The concept of an abstracted “Trade Unit” lies at the heart of making Trade a playable event on a recurring and large scale. Without it, you bog down in minutia; with it in place, direct comparisons become easier and decisions far more prone to “make themselves” unless overridden for story purposes. Understanding the process of […]

Comments (4)

The Mundane Application Of Genre Part 3

In Part 1, I shared a simple technique for creating immersion within the specific genre of a campaign, and applied it to Fantasy campaigns. Part 2 took a solid look at Science Fiction campaigns (and was supposed to also include everything I cover this time around. These genres were not chosen capriciously; between the four […]

Comments (2)

The Mists Of Fear Orrorsh Revisited 2

This entry is part 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 […]

Comments Off on The Mists Of Fear Orrorsh Revisited 2

The Mists Of Fear Orrorsh Revisited 1

This entry is part 2 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, […]

Comments Off on The Mists Of Fear Orrorsh Revisited 1

I Hear Music – Four Sonic Monsters (2/2)

So, here we are, back again for another serving of 2 more dangerous creatures based on sound. In fact, these are potentially even deadlier than last time’s offerings, the Humming Bee and Hissing Wyrm. First up, there’s the Whisper Willow, the perfect place to catch a quiet nap between adventures. Or not. And then there’s […]

Comments Off on I Hear Music – Four Sonic Monsters (2/2)

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 […]

Comments (2)

Economics In RPGs 5b: Electric Age Ch. 2

This entry is part 6 in the series Economics In RPGs

Because this is literally the second half of the article I posted last week, I’ll forego all the usual introductory bits and pieces and dive straight in from where I left off. Industrial Economics III: War & Depression Many of the economic influences that defined the era came together in the First World War, and […]

Comments Off on Economics In RPGs 5b: Electric Age Ch. 2

Economics In RPGs 4: The Age Of Steam

This entry is part 4 in the series Economics In RPGs

Welcome & General Introduction With each passing entry in this series, we get to ground that is more familiar to all of us – either part of, or directly related to, our everyday lives, or part of the collective zeitgeist concerning the forces that influence those lives. This makes analysis easier (I know more of […]

Comments (2)

A Tale Of Two Empires (and more)

This post details two Empires contending with each other in the Warcry campaign at the moment. I’ll talk more about that in a little bit. There’s also some discussion of when a Kingdom needs to become an Empire, and a mysterious religious body that seems entwined in events. The working title of the article was […]

Comments (2)

Bad Things, Good People – Theological Worldbuilding

In any game with Deities or Religions (and that’s almost all RPGs), the questions that dog real religions need to have answers that are plausible, whether we as real people believe them or not. The more interventionist the Deities are, the more this needs to be true, because there is greater capacity for the priests […]

Comments (2)