A diceless narrative space fantasy game by Austin Walker.
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A diceless narrative space fantasy game by Austin Walker.
Read moreRoll 2d6, get 9 or more or spend a story token to succeed.
Read moreInstead 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 moreSample personal “starting gear” lists from science-fiction role-playing games.
Read moreYet another homebrew set of tabletop role-playing rules to playtest.
Read moreA list of common Dungeons & Dragons 5e house rules, and some new ideas to consider.
Read moreVersion 0.8 of my re-edit of classic Traveller rules.
Read moreA peak at my cribnotes for running 5e-based games, including credit on some great reference sources.
Read moreSome quick reference notes on Matt Forbeck’s rules.
Read moreAn experiment in AI game design using some prompts into ChatGPT-3.5, circa October 2023.
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 moreWhen running old AD&D1e modules for D&D 5e adventures, follow these guidelines
Read moreThis exercise is designed to help players create character bonds through debts, rivalries, and shared past experiences. Position players in a circle (around a table
Read moreNotes on how to play the card game “Coup.”
Read moreThe Marvel Superheroes Role-Playing Game rates abilities by descriptive ranks, each used to roll percentile dice (d100) to measure results on the Universal Results Table.
Read moreLoose estimates rounded for narrative/gaming purposes.
Read moreA list of house rules I tend to use in Dungeons & Dragons 5th edition games.
Read moreSome ideas on character customization.
Read moreA breakdown look at RAW, plus a couple of house rules.
Read moreA comparison of what magic fixes what injuries.
Read moreEven shorter version of ttprg rules for Traveller.
Read moreNotes on conditions, common abilities, and a few house rules.
Read moreSome homebrew items for a science-fiction flavor to D&D5e.
Read moreA houserule on the price and availability of hiring spellcasters.
Read moreA shopping list for magical items and spellcasting services.
Read moreA clarification on spellcasting.
Read moreCribbed from several YouTube videos and blog sites…
Read moreNotes for playing Gamma World using the D&D 5e ruleset.
Read moreUses D&D5e PHB spells for espionage – surveillance, sabotage, psyops and assassination.
Read moreA quick outline about a sci-fi role-playing game from 2001.
Read moreText crib notes for D&D monster stats.
Read moreSome rough ideas on using the Dungeons & Dragons 5th edition ruleset for other genre games.
Read moreSome initial notes on the 2018 reboot version of Merle M. Rasmussen’s original espionage role-playing game.
Read moreNotes for running a Traveller game in the Star Trek universe.
Read moreA summary of basic rules to Space Cowboys’ “decksploration” board game.
Read moreSome early notes on the D&D sourcebook / conversion of THE ONE RING role-playing game.
Read moreAn alternative method for determining when and how a character gains Inspiration during play.
Read moreNotes 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 moreNotes about spellcasting, magic items and guidelines for effects and limitations in play.
Read moreNotes about ability checks and various proficiencies, plus clarification on the “Hide” action.
Read moreAll kinds of notes about running combat, “to-hit” rolls and damage, hit point loss and recovery and class abilities.
Read moreRecap of rules and house rules for travel by land, air or sea.
Read moreAn RPG mechanic for solving short codes such as defusing sequences for bombs or traps.
Read moreA hack to the “buying down Difficulty” rule in Monte Cook’s Cypher System Rulebook.
Read moreComparison of some range distance limits in Dungeons & Dragons 5th edition.
Read moreAn expanded version of Matt Puccio’s Call of Cthulhu 7th Edition cribsheet.
Read moreBlogOfHolding’s fantastic post on how magic changes criminal investigations in a fantasy world.
Read moreRepost of “Skill Challenges of War” by Michael Brewer, Jonathan Jacobs, and Quinn Murphy.
Read moreA collection of treasure items a party might have in its possession during an adventure.
Read moreSo, a character has died. Now what? here’s ideas to avoid a player having to “start over” with a wholly new character.
Read moreHit 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 moreLists of dice rolls in a random order repeating multiple times for each die type.
Read moreLists of modified d20 rolls to make attack and saving throw rolls easier for DMs managing multiple opponents.
Read moreA summary of the original “non-weapon proficiencies” allowed to player characters, sometimes called “secondary skills” in rules by Gary Gygax.
Read moreA list of items, services, prices and weights.
Read moreAD&D1e followed short lifespans for rapid-population-growth humanoids and ridiculous Tolkien-based ages for elves.
Read moreMicrolite20 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 moreSuggested degrees of “local danger” found in various types of locations.
Read moreA collection of benchmark standards for use as a house rule for most traditional fantasy marketplaces.
Read moreLists 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 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 moreAnother edit of “quick and dirty” home rules for running introductory Traveller games.
Read moreNotes on using psionic abilities in the Third Imperium of Traveller, per the 1977 Basic Set.
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 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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