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…
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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…
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Guidelines for creating specific effects via the magick spheres using the Mage: The Ascension game.
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Another edit of “quick and dirty” home rules for running introductory Traveller games.
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Notes on using psionic abilities in the Third Imperium of Traveller, per the 1977 Basic Set.
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Summary of how the original nine basic alignments are meant to be used and role-played in D&D.
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Some notes on running space combats with the CT 1979 rules, plus 1980 revisions and house rules.
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GURPS 3.0 stats for equipment typically found in the trunk of a police cruiser / squad car.
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Rules for “Simultaneous Risk With Bombardments” from New Rules for Classic Games by R. Wayne Schmittberger
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A rough “conversion document” for several RPGs popular in the mid-1990s.
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