Posts Tagged ‘PCs’

Rainbows Of Neon Gray: Moral Topology

Part 4 of the Sixes System is almost done – It only needs another day-and-a-half of work. Sadly, 1.5 doesn’t fit into 1, and I reached that point with only 1 more working day to get a post ready. So here’s one of the fill-in articles that I’ve been keeping in my back pocket for […]

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The Sixes System Pt 3: Doing Things 1

This entry is part 4 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 2: Education, Abilities, and Tools

This entry is part 3 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding dice […]

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The Sixes System Pt 1: Fundamentals

This entry is part 2 of 9 in the series The Sixes System

0. Fundamentals (repeated for all posts:) — The Sixes System has been used in my Dr Who campaign since September 2014, and has just come to a successful conclusion. — Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed. — Success or Failure on tasks is determined by adding […]

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Would all Deities please take One Step Forward?

When a deity shows up in your game, how do you make sure the PCs – and more important, the players – know what they are dealing with? How do they recognize that the being that stands before them is something more than mortal? Of course, sometimes it’s obvious that the creature before them isn’t […]

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Sparkle and Clink: Objective-Oriented Loot Placement

Some History It used to be so simple, back when I first started GMing AD&D. Each monster had a treasure type, and each treasure type had a table (or sequence of tables) that you rolled on, and a set of rolls on that table determined what treasure would be found in the vicinity. Room, Inhabitant, […]

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In The Beginning: Prologs Part 3 (Types 10-18)

This entry is part 3 of 3 in the series Prologues In RPGs

Plans & Changes It’s strange how perceptions and plans can change as a project proceeds. This is the third in my series of articles about Prologues (spelt ‘Prologs’ in the US, and in the rest of this text) – but when I started, this was intended to be one single article, something relatively quick that […]

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In The Beginning: Prologs Part 2 (Types 1-9)

This entry is part 2 of 3 in the series Prologues In RPGs

In part 1, I looked at the dictionary definition of Prolog (Prologue if you’re not from the US), and found it inadequate. So I formulated my own, and then took a good hard look at the implications. In a nutshell, used properly, and when appropriate, a Prolog can massively enhance an Adventure, novel, play, or […]

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In The Beginning: Prologs Part 1

This entry is part 1 of 3 in the series Prologues In RPGs

I’ve been re-reading my Knights Of The Dinner Table collection lately, and eventually reached the issue in which Brian discusses just how bad it can be for the players when the GM starts his adventure by putting a prophecy in the heads of the players. What happens, according to this character in the comics, is […]

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When Is A Door Not A Door?

I was watching a movie that’s an old favorite, National Treasure (now available with its sequel as a blue-ray double-feature at Amazon, click on the link – limited copies available), prompted by a combination of availability and renewed speculation concerning a third movie in the series. It’s not as though the first two were flops, […]

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A Sharp Lookout: How Much Can You Adventure?

Have you ever heard of the “Strange Face In The Mirror” illusion? Or the Troxler effect? All right, I see the person at the back of the hall with their hands raised, and you up in the gallery. Anyone else? Didn’t think so. There’s a reason why both these terms should be included in every […]

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Trap-tastic

I’ve always had problems with traps in D&D. Some of these problems have their origins all the way back in AD&D, others are more recent in origin. Rules changes with the different editions have solved or mitigated some of my concerns while creating whole new headaches to take their place. I have solutions to these […]

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