The insatiable need for commerce drives an insatiable need for the news. From Eversink back alley gossip circles to the rarified circle of the Triskadane, everyone needs to know what’s going on everywhere, all the time. Often, whoever lays hands on the news first, wins.
Skill Challenges in 5th Edition D&D
Skill challenges were the best kept secret of 4e D&D. They were awesome, but they were so poorly explained that it caused a lot of confusion.
“Terror in the Stars”: A “Don’t Rest Your Head” Space Horror Hack
You have been selected to boldly go where no one has gone before, but as your voyage commences, you have the dread feeling that space is not a place meant for man.
“Don’t Kill Your Grandfather”: A “Don’t Rest Your Head” Time Travel Hack
A time travel hack for the Don’t Rest Your Head RPG.
Target Mapping your Monsters: Worldbuilding via the “Monster Manual”
While I read the newest Monster Manual, I could feel the monsters coming together in and around dungeons and world events. There is easily digested lore for every monster in the main part of the book, and each of the 2-3 pieces of lore has something a GM can sink their teeth into and turn into a piece of an adventure.
Adventure Creation Hacks: Index Cards
I had to adapt my approach to prepping. I needed a way to do a little amount of prep whenever I had a short break: during lunch breaks, long meetings or at home. I got the original idea, of all places, in a task management book called From Zen to Done.
Stealing From Games (And A Game About Stealing)
I see this a lot among game designers of all kinds, both new and experienced: “I really want to use [game mechanism X] but I worry it’ll be too much like [popular game].” I am here to set you free and tell you not to worry about that.
Chatty’s 13th Age: The Lich King’s Curse and Reactive Bosses
What if a character granted the curse of the Lich King could no longer die? And what if a monster had powers that triggered on the players’ rolls or special attacks?
Project Paradigm: Making Magic
In a game where everyone uses magic, magic becomes the cornerstone of design. This is one of the big areas that makes Mage: the Ascension different from Sorcerer from a Harry Potter RPG.
Samurai Swan Song: A “Seven Samurai”-Inspired “Fiasco”
This playset is meant to create a Fiasco inspired by, or at least paying homage to, the classic story of the Seven Samurai. The players depict Samurai protecting a village from a bandit attack, though they may be little better than thieves themselves. A few more supernatural options have been included towards the ‘6’ roles, though they can easily be avoided if the playgroup decides they want to eschew such influences.
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