Lists of supernatural powers for “new World of Darkness” Kindred characters per Vampire: The Requiem.
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Lists of supernatural powers for “new World of Darkness” Kindred characters per Vampire: The Requiem.
Read moreNotes, summaries and a few house rules from The World Of Darkness Storytelling System Rulebook (2004 edition, aka “nWoD”).
Read moreCustoms, disease, toxins, animals, language misunderstandings, climate and gravity differences, civil taxes… Originally posted on Roleplaying Tips Weekly E-Zine Issue #71.
Read moreInstead 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 moreThe 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 moreGuidelines for creating specific effects via the magick spheres using the Mage: The Ascension game.
Read moreFour adventures based around the 1,200-ton Kinunir-class battle cruiser, set in the Spinward Marches 001-1105.
Read moreTraveller notes for the 200-ton free trader starship, specifically a variant on the Beowulf class.
Read moreTraveller notes for the 800-ton mercenary cruiser starship, specifically the Broadsword class.
Read moreSet in the Vanejen/Rhylanor/Spinward Marches: 300-1006.
Read moreSet in the Spinward main in Rhylanor, sometime after 300-1106 but before the start of the Fifth Frontier War.
Read moreMy “quick and dirty” home rules for running introductory Traveller games.
Read moreAn outline of the “standard” campaign setting found in the original version of Traveller by Marc Miller in 1978.
Read moreNotes on using psionic abilities in the Third Imperium of Traveller, per the 1977 Basic Set.
Read moreWhat if the players’ character sheets and concept of their roles in the game was a lie?
Read moreWhat ends up in the postmaster’s dead letter office? And what happens when the player characters get their hands on “it,” whatever “it” is?
Read moreVariables creating non-player characters, patrons, and bystanders in original Traveller setting of the Spinward Marches sector.
Read moreGURPS 3.0 stats for use with Stan Miller’s horror campaign (2004-2005).
Read moreSix tropes to get a fantasy adventure started with new (or not-so-new) players.
Read moreSummary of how the original nine basic alignments are meant to be used and role-played in D&D.
Read moreSome notes on running space combats with the CT 1979 rules, plus 1980 revisions and house rules.
Read moreGURPS 3.0 stats for equipment typically found in the trunk of a police cruiser / squad car.
Read moreThis character template was created for a Gen Con 2000 event, an AD&D 2nd edition update to the Caves of Chaos found in B1: Keep On The Borderlands.
Read moreA homebrew scale of magical power effects.
Read moreRules for “Simultaneous Risk With Bombardments” from New Rules for Classic Games by R. Wayne Schmittberger
Read moreA rough “conversion document” for several RPGs popular in the mid-1990s.
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