Homebrew: Dungeons & Demon Lord
By Jonathan Andrews | | 0 Comments |
For the past couple of weeks, we've been exploring how mashing up RPG systems (5th Edition D&D and Shadow of the Demon Lord, specifically) in a homebrew ruleset works. This week, let's take a look at how the system might play in-game.
Homebrew: Dungeons & Demon Lord – Session Zero
By Jonathan Andrews | | 0 Comments |
Last week we tried making a mashup of the magic from Charles Schwalb's Shadow of the Demon Lord and core rules from 5th edition Dungeons & Dragons by Wizards of the Coast. This week, we'll look at how Session Zero in the home-brew system might look.
Changing Magic
By Jonathan Andrews | | 0 Comments |
What if you could use any magic system you wanted with any RPG you played? Does that sound good? Today, we'll look at how to do just that.
Energy Limits: Wizards and Hermetics
By Jonathan Andrews | | 0 Comments |
Spell slots. Magic points. Drain checks. Fatigue. Paradox. These are RPG mechanics that represent caster limits. They're the wear spellcasting inflicts on a magic-user that prevents hir from Power Word: Killing every ant that creeps into hir pantry. What function do they serve in RPGs? How do they work? Let's consider the issue today.
Realism in RPGs
By Jonathan Andrews | | 0 Comments |
Are RPG mechanics grounded in reality? After all, you roll the dice and move your token in Monopoly, and it has nothing to do with propulsion or vectors or real-world physics. Isn't it the same in a roleplaying game? Let's explore that today.
Lingua Communia: Languages
By Jonathan Andrews | | 0 Comments |
Language! Whether your setting has one, ten, or two hundred, they're a mainstay in most of the best fictional worlds. Today, we're looking at their role in RPG games and settings.
Passive Storytelling: Troop Movements
By Jonathan Andrews | | 0 Comments |
Passive storytelling is the settings and characters you describe in the background, the city streets you mention in passing while the PCs are on their way to the weapon shoppe. It sets your mood for you, sets up scenes and opportunities for you and your players, draws your players into your world, and invites them into immersion.
Sonic Screwdrivers and Holy Avengers (Magical Artifacts)
By Jonathan Andrews | | 0 Comments |
Artifacts. Wondrous Items. Greater or Permanent Magic Items. From sentient swords to girdles of giant strength, these are the entities in your campaigns that put the 'fantasy' in fantasy RPG. But what's their role in your game?
HEROes in Action!
By Jonathan Andrews | | 0 Comments |
HERO system is one of my favorite RPG rulesets; it has been since I found it in the mid-90s. The rules are simple, robust, and scale from grim and gritty swords and sorcery all the way up to earth-shattering cosmic superheroes and everything in between. And no matter which genre you're playing, they maintain a consistent feel and focus. Today, I'd like to share some of that love with you.
Mechanics vs Genre
By Jonathan Andrews | | 0 Comments |
Are mechanics a vital and inseparable part of how an RPG plays? Why do I believe so strongly that mechanics matter? Here are my thoughts.
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