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STUFFER SHACK

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Steal this Enemy / World-Building

Vampires in your game, a fleshed out, detailed look…

December 15, 2011December 22, 2014

The following content assumes that your game includes vampires, either as monsters, enemies, or player characters. The aim here is to help give them a more defined position and purpose for both players and GMs, but without including any mechanical stats. Enjoy!

Character-Building / Steal this Background

Steal This Character: Alara’Zen vas Citadel nar Neema

December 12, 2011December 13, 2014

Concept Quarian engineer. A bit about the quarians Quarians are a race of interstellar nomads, long since driven […]

Better Gameplay?

GM Burnout – What to do?!

December 9, 2011December 22, 2014

I love running games.  Fantasy, Sci-fi, Retro, Space, Modern… you name it, I love it.  I love it […]

Steal this Enemy

Rollin the Hunter – Steal this Enemy

December 7, 2011December 27, 2015

“Curses take many forms. The seemingly impossible quest of a fey lord can puzzle PCs and send them […]

Character-Building

Mass Effect: Quick and Dirty NPC Creation

December 5, 2011December 13, 2014

One of the reasons I opted to use Mutants and Masterminds 3e for my Mass Effect conversion is […]

From the Editor's Desk

Favorite Site of the Month: Dec/2011

December 1, 2011December 22, 2014

Daily Encounter started as a useful site, presenting easy to incorporate encounters, often complete with maps and stat blocks. […]

Steal this Background

Vampire Theme (for your character)

November 30, 2011December 27, 2015

I, like many people I’ve spoken to, were disappointed with the new vampire option presented in Heroes of […]

Character-Building

Mass Effect Style Character Design

November 28, 2011December 13, 2014

So, you’ve got a few ideas about what makes a good encounter and how to get your players […]

Editorial

The 10 Commandments of Writing an RPG

November 23, 2011January 11, 2017

Some pitfalls and roadblocks to avoid, and tips to heed, when writing your own RPG…

Editorial

Mass Effect: Encounter Design Principles

November 21, 2011December 27, 2015

So what does it take to build an encounter for a game like this one? In short, what […]

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