Chris Stevens recently asked me if I’d like to write something regularly for his site, the STUFFER SHACK. He didn’t have anything specific in mind, so I gave it some long thought, and this is what I came up with.
It’s no secret… Shadowrun (any edition) has not exactly been a rules-lite game. It’s a meaty cyberpunk-fantasy dystopian setting with a very solid fan-base, and it also comes with a hefty set of rules for a very “simulationist” feel. I’m not saying that’s a bad thing (I have my favorite edition and have played many, many hours of it); I’m saying that that type of [Read the article]
Mapping out your campaign world and key locations can be a hassle, and that battle map that took hours to plot out might never get revisited. Simpler maps work fine, are fast to make and get the creativity and improvisation juices flowing. I’ll show you a few simple methods that will get you going in no time…
Creating a sense of anticipation is a worthwhile technique no matter what genre or artistic vehicle you choose. However, this blog post is about erotic anticipation (I can get away with using the word “erotic” here because I haven’t gotten to the really sleazy parts yet). I’m talking about my own space opera RPG Alpha Blue, specifically. Although, any game can benefit from occasional titillation.
Combat in D&D is an abstract affair. It has been this way since day one. And, probably since day two, there were those who preferred a more concrete, blow-by-blow, experience, and came up with various house rules for making combat more detailed. This isn’t just a figure of speech; the Perrin Conventions, for example, suggested 10-second rounds and rules for knockback and knockdown in 1978.
Today’s entry is a bit late, and as it turns out I’m doing a combo entry covering two days. If I could play anywhere in the world, I’d have to say I’d prefer gaming at home in the most awesome gaming room. I thought of all the cool places, like in a castle, a pyramid, a haunted house, etc. and they’re all awesome, but I [Read the article]