Instead of success or failure, attempt always work but player must choose at what cost.
Read more
Instead of success or failure, attempt always work but player must choose at what cost.
Read moreNotes on mashing up BRP with some patchwork houserules.
Read moreAnother homebrew idea, Frankenstein of ideas from D&D5e and BRP (Chaosium’s Basic Role Playing/Call of Cthulhu system), with a few bits borrowed from Marvel Multiverse RPG and GURPS.
Read moreUpdating my 30-year-old RPG design project notes, started way back in the early 1990s. Uses d20s only, no ability scores, and players roll for all task outcomes.
Read moreBrainstorming a sort of D&D-Cypher hybrid rules idea…
Read moreI found the following character abilities in some mid-1990s LARP rules I made for con events in Wisconsin.
Read moreA “mythological theme park” of ancient cultures and classic fantasy tropes: the fall of Atlantis, pantheons of mischievous gods, nations of human and non-human peoples, the struggle between order and chaos, and lands conjured out of dreams.
Read moreSome ideas on character customization.
Read moreEven shorter version of ttprg rules for Traveller.
Read moreWhat if Planescape was run without Sigil?
Read moreMy hack of Harper’s “Lasers & Feelings” RPG to experience Lovecraftian horror.
Read moreA look back at the logarithmic ability score scale Mayfair Games used for their first superhero role-playing game.
Read moreMy hack at creating a Star Wars role-playing game.
Read moreAdventure details on making the worst out of anyplace the characters might go.
Read moreInitial notes about designing a spies-and-terrorists espionage-themed live-action role-playing game.
Read moreAnother edit of “quick and dirty” home rules for running introductory Traveller games.
Read moreA homebrew scale of magical power effects.
Read moreA rough “conversion document” for several RPGs popular in the mid-1990s.
Read more