Posts Tagged ‘Treasure’

Asset Valuation Worksheet 2.0

This entry is part 1 in the series The Value Of Material Things

How much would this be worth if it were discovered in the American backwoods today? How much more if it had been found in the early 1700s, when no-one really knew the ancient Egyptian “style”?Image by Artie_Navarre from Pixabay                     Two weeks ago, in the then-final […]

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Economics In RPGs 9: In-Game Economics

This entry is part 16 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. In this case, though, that “previous part” is actually the […]

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Taking The Initiative and changing it

I was thinking about the perception of time and how that doesn’t match up with the mechanism of time-keeping in the standard initiative systems in games. I mean, it’s certainly possible to design additional mechanics to take these variations into account, and reinvigorate a system that has become predictable. More interesting AND more realistic at […]

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Uncoupling DnD’s Heisenberg Compensators 2

Hopefully, my internet connection is now fixed. It’s been functioning perfectly since Friday when a technician attended the hardware connection – at least, I assume they did; I was notified that they were on their way, and then notified some time later that the call was completed, without ever seeing them or being informed about […]

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Uncoupling DnD’s Heisenberg Compensators

My internet connection is still fraught. It will sometimes work for hours, and then not be available for days. Which makes this article fraught with potential problems. I’ll do my best – but it’s worth noting that less than an hour after last week’s post, the internet crashed and stayed down for about seven hours. […]

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A Universal Wealth System for RPGs

For a long time, I’ve been working on a Lifestyle / Wealth system for my superhero game system, which is loosely based on the Hero System (4th ed). The rules needed to be simpler than the official rules, less able to offer benefits to PCs and NPCs beyond the value that would normally be associated […]

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Low-level magic for the power gamer

I recently came across a system for magical weapons that both opens up availability of high-level magical bonuses while also restricting them. This enables a campaign setting to be quite low-magic while still providing an avenue for those who absolutely must have a +5 weapon or better. I’m proposing, in this article, to adapt the […]

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15 ways to Un-curse the Infodump

Information Dumps, better known as Infodumps, are a necessary evil in every RPG from time to time. Creating and delivering one is a little like trying to feed vegetables to a child – you get the occasional good experience but it’s more often an uphill struggle. I describe them as a necessary evil because they […]

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Teasers Of History and Other Tips

A shorter article today (by CM standards), but one with a lot of impact to offer. The head of the ruined statue lay on its side, half-buried in soil and vegetation. Three meters from crown to chin, the sculpture of which it was originally a part must have been enormous. The left side of the […]

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Four Ways of Encounter Thinking

The adventurers are moving over rugged grasslands punctuated here and there by the leaves of a wild melon. One of the PCs has been gathering these as they traveled to add a touch of flavor to the goat’s meat purchased in the last town, which has the flavor and consistency of stringy bark, in his […]

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RPG Quora Answers By Mike – Part 2

This entry is part 2 in the series RPG Quora Answers By Mike

The article that I intended to publish today didn’t just go pear-shaped on me, it went prickly-pear shaped. Nothing was salvageable. That’s Okay – I have this series as a backup for that very contingency. So, today, I present another 40 or so of my RPG-related answers on Quora. Some of these will be little […]

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Digging A Hole: Dungeon Design

Many of my campaigns either do not feature “dungeons” or employ transformative conceptualizations to justify their existence within the campaign world, because – to be frank – they don’t make a lot of sense, otherwise. But there can be other structural concepts that don’t obey all the technical principles of the generic ‘dungeon,’ in other […]

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