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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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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