When you’re a hammer – XP for Death
When you’re a hammer, everything is a nail. Experience points tell you a lot about what a game is about. They’re very blatantly a reward to incentivize certain actions. While it’s certainly arguable, there is a theory in OSR style play that combat is a fail state. In other words, if a fight […]
What’s in that Disappointing Treasure Chest? (d10)
What’s in that Disappointing Treasure Chest? (1d10) It’s empty. Gotta start with the obvious. Someone’s spare clothes. What do you think chests were used for? A colony of rats has created a nice little home. Bits of straw, paper, rat crap… how quaint. Half of a healing potion. Oh, and it’s spoiled, so it tastes […]
Dire Locations – places as combatants
There’s a thing that action movie makers know. And I know it too, but I struggle with the implementation. Combat isn’t just about what you are fighting – it’s about where you’re fighting. Fight scenes in movies happen in amazing environments – place where the location is just as dangerous as their […]
The Snowflake Dungeon Part 6
Time for faction #3. I’ve been creating factions for my Snowflake dungeon. What is a snowflake dungeon? That’s best described in my post, The Snowflake Dungeon Part 1. I came up with the process for making Factions in my post titled Tweaking the Method. So far I have profiled The Monks of St Saciscous, Lugpopple the Goblin, and The […]
How I’m Creating a City Crawl
It’s still in the early stages, but I’ve been working on mechanics for a city crawl for two new campaigns I’ve started. This is what I’ve come up with so far! If you have thoughts, leave a comment below. I’m very much open to suggestions and would be happy to answer any questions. -James TAGS: […]
