Let’s get Something Clear

15 09 2008

Because I’ve seen some general confusion regarding this topic, I thought I would shed some light on an issue that seems to be corroding the minds of the youth worldwide… Read the rest of this entry »

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How to Create a Magic Item

11 09 2008

I’d like to tackle the magic item creation process with the spin that I usually take for my games: start with meaning and derive mechanics. I’ve tried to make the nature of the process abstract enough to be applied to any particular system in which you’d like to introduce a magical (or the equivalent of that) creation and still be practical enough so you can just sit down and follow the steps.

As always, the goal is efficiency: the procedure that follows strives to be simple and easy to follow and also produce solid, usable results. So get a pad of paper, notebook, PDA or text program and let’s do some forging! Read the rest of this entry »





There is a Gap Between Us

8 08 2008

For years I have been acting as if I sat on a seat of ice. I looked at gaming as if it was open ground for human development and achievement of fun. Fun is a very special thing for me, and I said that it was everyone’s prerogative to find their own path.

Alas I am human… and for some reason, some things infuriate me to no end. There is no rational explanation, there is no moral support for such wrath but its burning presence is no less powerful because of that.

I have just finished reading [this] post from the Chatty’s DM blog. And I just don’t get it. Read the rest of this entry »





Kick Combat Back Into Shape! -part 2-

6 08 2008

Physical combat has been a part of roleplaying games for as long as I can remember. While this focus on combat might not be true for every roleplaying system out there, most rpg products have at least a section devoted to it and some might have as little as a section devoted to anything else.

This time, we’ll be putting conflict resolution on turbo wheels and hope it doesn’t crash. We’ll have a deeper look at some other ways we can treat combat resolution that are geared towards more efficiently creating a narrative that stands of top of meaningful choice, instead of tactical detail. Read the rest of this entry »





Kick Combat Back Into Shape! -part 1-

29 07 2008

Physical combat has been a part of roleplaying games for as long as I can remember. While this focus on combat might not be true for every roleplaying system out there, most rpg products have at least a section devoted to it and some might have as little as a section devoted to anything else. Among people who have played RPGs for some time, this is standard knowledge.

What interests me is that, while a lot of games set a pretty comprehensive framework to resolve physical combat, I have seen very little in terms of actually making an interesting combat scene. This can be very problematic and can turn a supposedly exciting part of the story into 3 hour long boardgames. Let’s get to the roleplaying gym and see if we can kick combat back into shape! Read the rest of this entry »





The “Why” Method

16 07 2008

In the years that I’ve spent roleplaying, I have found myself more than once struggling with the character creation process. More than anything I think it’s because the more I play, the more I find that characters will indeed make or break the game.

We have all been through it, we have some new and exciting game to play but we dread having to sit down and write down something interesting for our leads. We scratch our heads thinking that our ideas are just “not cool enough” or just simply amazed at discovering what a blank mind really was. What I want to do here is simply to tackle a method that is fairly easy to employ and that can help you make a richer and more interesting character, and has the added benefit of being quick, easy and painless. Read the rest of this entry »