Interested to run more advanced and tactical initiative system but without added overhead and downtime?
Inspired by Mike Mearls of D&D and board game Gloomhaven mechanics, I have worked a system that well meets those requirements. It's playtested and finetuned on a continuous basis by my own group. The response has been very positive, primarily due to the fact that combat is... [click here for more]
Is your combat feeling long but unexciting, lacking drama and consequence?
Level 0: Unplayable Over-simplifications. 4
Sheer numbers game. 4
A Random-factor in a Power-Struggle. 5
Having a Tactic / Birth of Agency. 6
Becoming a specialist. 7
Level 1: Fundaments of RPG Combat. 9
It’s a Hit! 9
World of Hurt. 10
Who goes first. 13
NPCs also... [click here for more]
As a game master, when planning an adventure and writing the characters, I benefit of a template to study various motivations and strategies that characters may use when attempting to get what they want.
How else would the innkeeper know to respond to PCs when they inquire information of the local rumors "Yes, I know a great deal but I'm not in a mood to tell you unless you .. help me clean... [click here for more]
Do you want to write better role playing game story plots? Don't have much time but would like to have engaging storylines for your players to explore?
Harness your full personal capability using keyword association
Write fast - as quickly as in 10-15 minutes from scratch to gaming table
Be more varied than ever - avoid cliched anti-climatic story arcs
How... [click here for more]
Back in the old day, role playing systems suggested to describe a character using eye color, hair color, personality etc. I remember myself rolling for height and weight of a character with very little purpose to the actual gameplay.
Later came systems like FATE, Dungeon World and Hillfolk that introduced traits, bonds and character relationships as core mechanics of the game.
I'm a big admirer... [click here for more]