Working as a part-time RPG freelancer is a proverbial rollercoaster ride. Sometimes it is thrilling, and other times the reward at the end of the ride is that you get to stop.
Let Your Ambitions Drive You to “House of Bards” for Fate Core
In House of Bards, the kingdom of Costracinni exists in a constant state of war. And war means turmoil, but for the ambitious back on the home front, that’s just another word for opportunity.
Financial One-Shots and Short Campaign Seeds
With a couple of tweaks, filing off the serial numbers, and squinting, tontines are a great inspiration for one-shot, short campaigns, and, in some contexts, longer running story arcs.
The Tontine
“This is a Tontine,” the Transmuter Banker tells the Guild Master as she underwrites the investment vehicle. “And considering adventurers, a terrible idea.” And then she signs the paperwork because, in her mind, Adventurers + Investment = Funny.
The Decade of Blogging Nerdily: Critical Hits is 10
Our first post went up October 6th, 2005. Ten years later, we’re still blogging. Here’s a look back at the last decade, along with some reminiscing, our favorite posts, stats, and what’s happening next.
Tragedy of the Murder Hobos
Nothing screws up a balanced economy based on a carefully manicured and ecologically pure common resource like 20th level Heroes.
Dragons and the Free Rider Problem
The village stood around and shouted at one another. They assumed one peasant class was going to pay for the other peasant classes, or the rich would pay for everyone. And thus, no one paid for anything.
Dungeon Hazards and Wage Differentials
Murder Hobos are natural risk assessment machines. They will risk their current gains in equipment, XP, and cash if they believe the wage offered to complete the Quest by the Quest Giver matches the right amount of risk/grossness/weirdness they must assume.
Cargo Cults in the Murder Hobo Dark Ages
Wuffa was King of the Wolf People. He claimed a pedigree going back to the old country’s mythical Kings and their God of War and Death. His actual pedigree went back two generations to a strong man mercenary who seized an opportunity to better himself.
What the Orks Want
Do the Orks have a greater reason for their existence? Or, are they merely story filler like so many fantasy packing peanuts surrounding the nugget of the interesting stuff?
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