There are many ways of making characters “feel real” in a tabletop roleplaying game.
Experienced game masters (GMs) can use improvisation to bring life to even the most common NPC. But some GMs, some gaming groups, might not be good at improv, or may wish to have a slightly more formalized, thought-out-in-advance approach to breathing life into NPCs.
This document introduces an approach... [click here for more]
This document is a companion to Dark Obelisk: Berinncorte (available here), a massive roleplaying adventure that is the first component in a new Adventure Path.
Part of what makes Dark Obelisk a rewarding RPG experience is the richly-detailed and fleshed-out NPCs. Character interaction, and the resulting Attitude of the NPCs involved, is a crucial part of what... [click here for more]
Adventures are great. But they're always limited. "For 4th-Level PCs" will be pointlessly unusable for a 16th-level party. "Designed for a Party of 10th-12th Level" will outright TPK a gaming group of sixth-level PCs. And so on.
This work proposes a new way of adapting roleplaying game adventure content to a variety of challenge and difficulty levels. This framework can be... [click here for more]
This document introduces a new alternative in rewarding experience points (XP) to players and their PCs in the course of a pen-and-paper desktop roleplaying game. There’s also some background / history, and some crunch-based, numerical tools and reference to help facilitate the incorporation of this approach into your own gaming group if you wish to do so.
Although the nuts and... [click here for more]
FlexTale™ is an attempt to make roleplaying game adventure content dynamic and interesting. A module created using FlexTale is different each time it is run. Treasure, monsters, plot activities, NPC backstories and character arcs, and various actions and plot elements can all occur differently.
Simple, easy-to-understand spins on well-established conventions are used to make all of the following... [click here for more]