Posts Tagged ‘Campaigns’

By The Seat Of Your Pants: Using Ad-hoc statistics

GMs are called apon to make decisions all the time. Sometimes we can make our choices off the top of our heads using common sense and our knowledge of the in-game environment/circumstances, sometimes we can be guided by the rules after identifying an analogous situation, and sometimes when both of these fail us, we can […]

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Therassus Amora, The Centre Of Attraction

This entry is part 5 of 7 in the series On Alien Languages

Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. So far, these have appeared in exactly the same order as they were presented to my players in the initial pre-campaign briefing notes apon which these articles are being based. With this part, that changes; the next item on the agenda, if that […]

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Superhero combat on steroids – pt 1 of 2: Taking the initiative with the Hero System

Hero Game’s Policy on publishing house rules is both enlightened and occasionally maddening. They have no problem with people posting their own characters, or discussing their rules, or publishing house rules – provided that you don’t quote directly from their rulebooks and your rules don’t exceed 5,000 words in length. You can’t publish variations on […]

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Causa Domasura, The Home Of Reason

This entry is part 4 of 7 in the series On Alien Languages

Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. My players will be examining this one carefully for any additional nuggets of additional information that I include because this particular group are tied up in their current in-game situation. They think they know who’s responsible and have a working theory – are […]

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Bher Yuralvus, The Home Of The Endless Library

This entry is part 3 of 7 in the series On Alien Languages

* This article was updated on 23 Sept 2012 * Metagame Origins & Status Bher Yuralvus is one of the least-detailed of the Shared Kingdoms. Several Paragraphs of information concerning it appear to have gone missing during the editing process of the House Rules, so that what little remains is full of non-sequitors. As a […]

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The Shared Kingdoms: A Premise from the Shards Of Divinity campaign

This entry is part 2 of 7 in the series On Alien Languages

Here’s where we’re at: In order to complete my series on Names, I need to deal with non-human languages; and the best – in fact, the only – approach that I have found for explaining the procedure that I’ve come up with for the creation of such languages is to describe how I do it […]

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The Physics Of Uncertainty

A bit of a departure from the usual today, with an article that is only indirectly game-related. Every now and then, you have to let your imagination run wild or it gets soft and flabby… normal service will resume on Thursday, this was just something that I had to get out of my system. Hopefully, […]

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All wounds are not alike, part 3b: The Healing Imperative (cont)

This entry is part 4 of 7 in the series All Wounds Are Not Alike

On Monday, I attempted to post the third part of the current series on alternate damage-handling systems for 3.x. Unfortunately, time ran out when I was only half-done… A quick refresher on where we stand. There are flaws in the system of progression for healing spells that result in an unacceptable degree of overlap, especially […]

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All wounds are not alike, part 3a: The Healing Imperative (Now Updated!)

This entry is part 3 of 7 in the series All Wounds Are Not Alike

In the first two parts of this series we examined alternative approaches to the simulation of injuries that were written cold, without the benefit of actual use in play. In this third and final part, I will describe a third – but this is an update on a variation that I have actually used (and […]

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Theologies at 30 paces: The Hell of Evil in D&D

One of the big questions that every GM should consider when creating their D&D campaign is how to resolve the anarchy of the theological implications of the cosmology. It’s a simple question: In a world where miracles are readily apparent at the hands of every cleric, where Gods and Demons and Devils and Heaven and […]

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May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x

One of the most under-developed game mechanics in D&D is the Curse. This has so many problems its hard to know where to begin, but I’ll give it a shot: Only clerics can curse because its a clerical spell. They hold no fear for anyone because they are so easily lifted. The suggested effects don’t […]

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The Ultimate Disruption: The loss of a player

The death of a player naturally forces a GM to reassess his campaign and plans. But this sort of tragic event is not the only reason why this might become necessary – a player might move away, or might simply tire of the campaign and want to play something else, or might even give up […]

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