Hi all… Yes, it seems that nearly every time I post anything these days, it’s asking a question. But before I ask, let me provide some context… We have a very small group (currently 2… Read More »How do you make module-driven games seem less railroaded?
Hopefully you’ve enjoyed the two short samples of life in the world of Immortals’ Wake – part 1 and part 2 – culminating in the demon trial of the merchant Evani Georgia. This world has… Read More »What do you look for in a game setting? Part 2
What follows is a taste of the world of Immortals’ Wake… Many, guided by faith, skill, knowledge, or logic, see this magical realm in very different terms. As in most worlds, there are Haves and… Read More »Immortals’ Wake: A Few Hours in Belan’si
Hi all… I’ve been pondering putting aside my dreams of an independent roleplaying game in favor of doing what I love to do most, which is world and adventure design. So as I ponder such… Read More »What do you look for in a game setting?
Image via Wikipedia Ok, so with the help of Chuck and Mike, I feel a bit better about a few things. But when I was trying to write up a concise summary of the combat… Read More »Blog Post: Combat… Damage and Critical Strikes… Help!?!
I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out.… Read More »The CRPG mindset vs. RPGs – how do you defeat the greed?
For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM,… Read More »How do you perfect the craft of GMing or adventure writing?
After 15 years or so of working on the Moebius Adventures system as we designed it way back when, it’s nice to have your eyes opened by intelligent players who can provide constructive criticism from… Read More »Rules Revamp After 15 Years… (Seeking advice and war stories about playtesting)