Saturday, July 27, 2024

The Darkest Options: Light, Darkness, Long Missions and Resting


Here are a handful of optional materials for Dark Magisters of The Darkest Outcome. These are my own personal rulings, cleaned up a little after being cut from the final books, and meant only a suggestion for how you might implement these ideas in your own game. Enjoy. 

Thursday, April 18, 2024

🜍 The Darkest Outcome 🜕

Any sucker can not post for months. But where most come bearing apologies and promises, I'm here with a new game to show off. Beat that!

Saturday, August 19, 2023

The Palette RPG - Books of Rules, not Rulebooks


A distinction with petty origins, for people who have trouble explaining how they run their games. Rulings and rules, together at last.

Wednesday, July 19, 2023

Small Gods 2: A Complete Pantheon, plus extra DCSS material

Is your game lacking a fear of god? Do your players hunger for a stunning array of options? Got an hour to kill? This huge sequel is for you!

Wednesday, February 15, 2023

Tables and Tech Levels: More Gamma World Thoughts And Changes (Post: Apocalypse Part 2)

 

It's not game prep if you're not spending late nights staring at tables and making minor changes. Surely, you didn't think that I was done?

Wednesday, January 18, 2023

Post: Apocalypse - A Gamma World Analysis & Sandbox Prep Megapost

 

A few years ago I made a huge, ambitious, and successful sandbox campaign - a true once-in-a-lifetime endeavor! So why not do it again?

Saturday, July 2, 2022

Forebodings and Fancies: Dungeon Feelings for Dungeon Crawls


No, this isn't a post about introducing dating rules to your game. Let's talk about the most important feelings: the ones in your gut. 

Wednesday, March 23, 2022

Small Gods and Stone Soup: Deities made for Dungeon Crawling

Players see god in one of two ways: Vague source of magic, or high-level XP piñata. I propose a third: gameplay feature. Profane, no?  

Monday, February 21, 2022

The 18-Slot Inventory

Tired of untidy inventories? Coins weighing you down? Annoyed at your players casually bringing ladders to the dungeon? This post might be just what you need.
The inventory lies at the heart of "old school" play, and especially games that like to focus on the minutae of dungeon crawling and problem solving. "What do you have?" and "what can you bring?" are some of the most basic building blocks of interesting decisions in that space.

For the type of game I run, I think that the party's pockets deserve to actually be fun and interactive, and add to play rather than impede it. With that goal in mind, come see if you agree with my solution.  

Friday, January 7, 2022

Replay's Value: A Case for Replaying Adventures



Take a calm, pleasant moment to think about your most cherished piece of media: The magical movie, bewitching book, scary song, terrifying theater performance or vaguely spooky video game that has touched your soul in a way that nothing else really has. I bet that, like all people enamored by non-transient forms of entertainment, you've enjoyed that piece of media more than once. 

There's nothing unusual about wanting to revisit familiar favorites; it's fun to relive the adventure, to meet the characters again, to notice things you haven't before while looking forward to the parts you loved most. In a world already filled with more media than you could possibly enjoy in your humble human lifetime, and with a ceaseless discharge of ever more content barraging us from every possible outlet, it can be comforting - even therapeutic - to return to an old darling. 

So, how come we don't feel the same way about TTRPG adventures?