Archive for the ‘Pulp Games’ Category

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 […]

Leave a Comment

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 (5)

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)

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 Mundane Application Of Genre Part 2

In Part 1, I shared a simple technique for creating immersion within the specific genre of a campaign, and applied it to Fantasy campaigns. This time, Science Fiction! Recapping The Process 0. Make a list of possible Mundane Activities (optional, but it helps). 1. Pick A Mundane Activity. 2. If it’s not something the PCs […]

Comments (6)

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 6c: Pre-Digital Tech Age Ch 3

This entry is part 9 in the series Economics In RPGs

I’ve clearly decided to push on and get this trilogy of posts out of the way before interrupting the series for another break. As usual, because this is a direct continuation of what’s already been posted, I’m going to skip the usual preamble, so make sure that you have read Chapter 1 and Chapter 2 […]

Comments Off on Economics In RPGs 6c: Pre-Digital Tech Age Ch 3

Economics In RPGs 6a: Pre-Digital Tech Age Ch 1

This entry is part 7 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. Welcome & General Introduction With each part of the series, […]

Comments Off on Economics In RPGs 6a: Pre-Digital Tech Age Ch 1

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 5a: Electric Age Ch. 1

This entry is part 5 in the series Economics In RPGs

A word of advice: Each part of the series builds heavily on the content from the previous one. While you may be able to get relevant information without doing so, to get the most of out of each, you should have read the preceding article. Welcome & General Introduction I’ve said it before: With each […]

Comments (4)

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)

The Braiding Of Plot Threads

Today’s article can be viewed as a sequel to Spotlights In Focus: Plot Structure Impacts, which I wrote last November. That article examined the impact that a plot structure could have on the content of an adventure, and vice-versa, inspired by the work then being done on an plotline for the Adventurer’s Club campaign that […]

Comments Off on The Braiding Of Plot Threads