Some homebrew items for a science-fiction flavor to D&D5e.
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Some homebrew items for a science-fiction flavor to D&D5e.
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Details about the archbarony in the Greyhawk setting.
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A houserule on the price and availability of hiring spellcasters.
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A shopping list for magical items and spellcasting services.
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Notes on an adventure to recover three missing magical weapons guarded within a taunting wizard’s dungeon built into an active volcano.
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A clarification on spellcasting.
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Cribbed from several YouTube videos and blog sites…
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Background notes on revising my college-days D&D campaign.
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Notes for playing Gamma World using the D&D 5e ruleset.
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Uses D&D5e PHB spells for espionage – surveillance, sabotage, psyops and assassination.
Read moreLinks to view a version of the City Of Greyhawk map with key locations labeled.
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A quick outline about a sci-fi role-playing game from 2001.
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What I’ve noticed as a consistent theme in campaigns I’ve run, and how they can be made to fit together into an ongoing cosmic mystery.
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Besides the chance for fame, treasure and glory, what’s your personal link to the ruling king?
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Text crib notes for D&D monster stats.
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Riddles stolen from a bunch of different sources.
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Even the most primally evil beings in the multiverse consider themselves “good” from their own points of view…
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DUNGEONEER’S GEAR (AD&D) Adapted from Advanced Dungeons & Dragons. A melee weapon (longsword or battleaxe common). Leather armor (or better, unless forbidden). A waterskin (2
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I once wrote up playing card-sized OD&D character sheets that included three guidelines to remember when role-playing characters. Some were distilled down from the “code
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What if Planescape was run without Sigil?
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Some rough ideas on using the Dungeons & Dragons 5th edition ruleset for other genre games.
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Idea for a shared horror meta-plot across multiple games in which Nyarlathotep, Tharizdun, the Elder Elemental Eye and The Wyrm are all the same malevolent cosmic being.
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Some initial notes on the 2018 reboot version of Merle M. Rasmussen’s original espionage role-playing game.
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Example timelines of some Dungeons & Dragons campaign backstories.
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A range of movement rate examples per 6-second round.
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Random notes on temperatures.
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Notes for running a Traveller game in the Star Trek universe.
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A summary of basic rules to Space Cowboys’ “decksploration” board game.
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Some early notes on the D&D sourcebook / conversion of THE ONE RING role-playing game.
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An alternative method for determining when and how a character gains Inspiration during play.
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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.
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Notes about spellcasting, magic items and guidelines for effects and limitations in play.
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Notes about ability checks and various proficiencies, plus clarification on the “Hide” action.
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All kinds of notes about running combat, “to-hit” rolls and damage, hit point loss and recovery and class abilities.
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Recap of rules and house rules for travel by land, air or sea.
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An RPG mechanic for solving short codes such as defusing sequences for bombs or traps.
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A brief introduction to this hodgepodge online dump of RPG ideas and notes.
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A collection of links and latest headlines about RPG-related websites.
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The Adventure Zone, One-Shot, Film Reroll, Happy Jacks, Imaginary Worlds, Hello From The Magic Tavern and more.
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What if characters pissed off an artificial intelligence that has full access to hack the internet of things?
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Here’s an encounter during which a powerful NPC attacks the characters for apparently no reason, all part of a hidden plot.
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Some baseline measurements, maybe for use with High Guard/Trillion Credit Squadron?
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A hack to the “buying down Difficulty” rule in Monte Cook’s Cypher System Rulebook.
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My hack of Harper’s “Lasers & Feelings” RPG to experience Lovecraftian horror.
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A look back at the logarithmic ability score scale Mayfair Games used for their first superhero role-playing game.
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My hack at creating a Star Wars role-playing game.
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Comparison of some range distance limits in Dungeons & Dragons 5th edition.
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An expanded version of Matt Puccio’s Call of Cthulhu 7th Edition cribsheet.
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BlogOfHolding’s fantastic post on how magic changes criminal investigations in a fantasy world.
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Another character callously murdered by GM Stanley Miller, this one by getting run down by elite-level stone golem karate grandmasters. Screw you Stan.
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Repost of “Skill Challenges of War” by Michael Brewer, Jonathan Jacobs, and Quinn Murphy.
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Tournament play character sheets for use with S1: Tomb Of Horrors (also works with other AD&D modules for levels 8 to 14)
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A collection of treasure items a party might have in its possession during an adventure.
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So, a character has died. Now what? here’s ideas to avoid a player having to “start over” with a wholly new character.
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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…
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Adventure details on making the worst out of anyplace the characters might go.
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An ancient red dragon who inexplicably awoke one day in the body of a lowly human, he set out on a violent quest to regain his former form. Made for Daniel Scribner’s D&D campaign at the NYC Google offices.
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Three brief summaries of Traveller adventure ideas stolen from episodes of Doctor Who.
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Lists of dice rolls in a random order repeating multiple times for each die type.
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Lists of modified d20 rolls to make attack and saving throw rolls easier for DMs managing multiple opponents.
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Notes for a weird little “timeline framework” I made for time travel campaign.
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A summary of the original “non-weapon proficiencies” allowed to player characters, sometimes called “secondary skills” in rules by Gary Gygax.
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A list of items, services, prices and weights.
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AD&D1e followed short lifespans for rapid-population-growth humanoids and ridiculous Tolkien-based ages for elves.
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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
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Initial notes about designing a spies-and-terrorists espionage-themed live-action role-playing game.
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Sometimes it matters how much things weigh: carrying allies to safety, lifting things with magic, and so forth. The following “close enough for gaming” benchmarks can be used.
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Suggested degrees of “local danger” found in various types of locations.
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A collection of benchmark standards for use as a house rule for most traditional fantasy marketplaces.
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Conversions of the AD&D2e setting for use with D&D4e.
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Notes for revising the planar factions of 1994’s Planescape.
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A chronology of about 240 real and often horrible events that happened in New York City, used as a backdrop to a supernatural campaign.
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Some grab-and-go PDF player character sheets for use with the 1974 edition of Dungeons & Dragons.
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A big list of NPC notes made for a vampire campaign set in New York City, circa 2007.
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Lists of supernatural powers for “new World of Darkness” Kindred characters per Vampire: The Requiem.
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Notes, summaries and a few house rules from The World Of Darkness Storytelling System Rulebook (2004 edition, aka “nWoD”).
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Customs, disease, toxins, animals, language misunderstandings, climate and gravity differences, civil taxes… Originally posted on Roleplaying Tips Weekly E-Zine Issue #71.
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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.
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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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Four adventures based around the 1,200-ton Kinunir-class battle cruiser, set in the Spinward Marches 001-1105.
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Traveller notes for the 200-ton free trader starship, specifically a variant on the Beowulf class.
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Traveller notes for the 800-ton mercenary cruiser starship, specifically the Broadsword class.
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Set in the Vanejen/Rhylanor/Spinward Marches: 300-1006.
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Set in the Spinward main in Rhylanor, sometime after 300-1106 but before the start of the Fifth Frontier War.
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Another edit of “quick and dirty” home rules for running introductory Traveller games.
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An outline of the “standard” campaign setting found in the original version of Traveller by Marc Miller in 1978.
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Notes on using psionic abilities in the Third Imperium of Traveller, per the 1977 Basic Set.
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What if the players’ character sheets and concept of their roles in the game was a lie?
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What ends up in the postmaster’s dead letter office? And what happens when the player characters get their hands on “it,” whatever “it” is?
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Variables creating non-player characters, patrons, and bystanders in original Traveller setting of the Spinward Marches sector.
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GURPS 3.0 stats for use with Stan Miller’s horror campaign (2004-2005).
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Six tropes to get a fantasy adventure started with new (or not-so-new) players.
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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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This 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.
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A homebrew scale of magical power effects.
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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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