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]
Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story... [click here for more]
This special bundle product contains the following titles.Advanced Fast InitiativeRegular price: $0.30 Bundle price: $0.00 Format: Watermarked PDF
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... [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]
New version 3.0 is available
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. The template also works as a nice GM screen printout to improvise dialogue between characters - all you need to do is glance at it and your brain should... [click here for more]
I wanted to flex my designer muscles with a challenge: how deep combinatory system could be produced from a simple core mechanic of rolling n-number of FUDGE dice? It turned out surprisingly deep. ... [click here for more]
I was inspired by reading news articles and the themes our society is dealing with today like planned parenthood, gun control, animal rights etc. and considered they would make nice pastiches if adopted to RPG plots.
Animal rights: A local ruler organizes brutal gladiatorial fights in which scores of wild animals are killed. The spirits of the forest want vengeance.
Refugees:... [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]