Some rough ideas on using the Dungeons & Dragons 5th edition ruleset for other genre games.
Read more
Some rough ideas on using the Dungeons & Dragons 5th edition ruleset for other genre games.
Read more
Some initial notes on the 2018 reboot version of Merle M. Rasmussen’s original espionage role-playing game.
Read more
Notes for running a Traveller game in the Star Trek universe.
Read more
A summary of basic rules to Space Cowboys’ “decksploration” board game.
Read more
Some early notes on the D&D sourcebook / conversion of THE ONE RING role-playing game.
Read more
An alternative method for determining when and how a character gains Inspiration during play.
Read more
Notes about what characters may do between adventures. More roll-play than role-play but nice to have some guidelines for DMs and players to set expectations.
Read more
Notes about spellcasting, magic items and guidelines for effects and limitations in play.
Read more
Notes about ability checks and various proficiencies, plus clarification on the “Hide” action.
Read more
All kinds of notes about running combat, “to-hit” rolls and damage, hit point loss and recovery and class abilities.
Read more
Recap of rules and house rules for travel by land, air or sea.
Read more
An RPG mechanic for solving short codes such as defusing sequences for bombs or traps.
Read more
A hack to the “buying down Difficulty” rule in Monte Cook’s Cypher System Rulebook.
Read more
Comparison of some range distance limits in Dungeons & Dragons 5th edition.
Read more
An expanded version of Matt Puccio’s Call of Cthulhu 7th Edition cribsheet.
Read more
BlogOfHolding’s fantastic post on how magic changes criminal investigations in a fantasy world.
Read more
Repost of “Skill Challenges of War” by Michael Brewer, Jonathan Jacobs, and Quinn Murphy.
Read more
A collection of treasure items a party might have in its possession during an adventure.
Read more
So, a character has died. Now what? here’s ideas to avoid a player having to “start over” with a wholly new character.
Read more
Hit point loss could be meat, OR condition of armor OR self-confidence, focus and resisting shock in combat OR ability to ignore nuisance effect like dirt in eyes or awkward stumbles OR lots of things…
Read more
Lists of dice rolls in a random order repeating multiple times for each die type.
Read more
Lists of modified d20 rolls to make attack and saving throw rolls easier for DMs managing multiple opponents.
Read more
A summary of the original “non-weapon proficiencies” allowed to player characters, sometimes called “secondary skills” in rules by Gary Gygax.
Read more
A list of items, services, prices and weights.
Read more
AD&D1e followed short lifespans for rapid-population-growth humanoids and ridiculous Tolkien-based ages for elves.
Read more
Microlite20 is a super-simple RPG rules set created by Robin Stacey back in 2006 and widely modified by fans ever since. It is meant to
Read more
Suggested degrees of “local danger” found in various types of locations.
Read more
A collection of benchmark standards for use as a house rule for most traditional fantasy marketplaces.
Read more
Lists of supernatural powers for “new World of Darkness” Kindred characters per Vampire: The Requiem.
Read more
Notes, summaries and a few house rules from The World Of Darkness Storytelling System Rulebook (2004 edition, aka “nWoD”).
Read more
Instead of “vulgar” and “coincidental” labels, instead look at the effect and and consider what a mundane would say if he directly witnessed the event.
Read more
The big limitation on magical powers in Mage comes from paradox driven by the counter-belief of non-mage observers. A little creative description can get around that issue…
Read more
Guidelines for creating specific effects via the magick spheres using the Mage: The Ascension game.
Read more
Another edit of “quick and dirty” home rules for running introductory Traveller games.
Read more
Notes on using psionic abilities in the Third Imperium of Traveller, per the 1977 Basic Set.
Read more
Summary of how the original nine basic alignments are meant to be used and role-played in D&D.
Read more
Some notes on running space combats with the CT 1979 rules, plus 1980 revisions and house rules.
Read more
GURPS 3.0 stats for equipment typically found in the trunk of a police cruiser / squad car.
Read more
Rules for “Simultaneous Risk With Bombardments” from New Rules for Classic Games by R. Wayne Schmittberger
Read more
A rough “conversion document” for several RPGs popular in the mid-1990s.
Read more