Hangout Screenshare Fog of War
Tower of Mouths, original design by Matt Finch Of the many minor experiments I built into the first Grimmsgate session last night, one was using Hangout screenshare along with gimp to do fog of war...
View ArticleImproved area keys
Keying dungeons or wilderness areas has been around for as long as referees have been writing prep notes or sharing material for others to use. However, modules are still hard to use, and even personal...
View ArticleGM Lessons from Aliens
This is a guest post from Stuart of Robertson Games. Originally, a year or more ago, Stuart shared this essay privately on Google Plus. I thought it was insightful enough that I saved a text copy for...
View ArticleAutomating Random Tables
Abulafia, if you are not already familiar with it, is a Wikipedia-like site for automating random tables. It allows you to create tools like this page, which is an automation of Patrick’s excellent...
View ArticleOptimal Number of Tables
Working through Seclusium, each game entity tends to draw from multiple random tables. The number of input tables can get rather large. For example, a single magical item requires around 20 tables. I...
View ArticleOverloading the encounter die
Uccello – 24 hours clock (source) The nature of the random encounter check is that of a timer. While it is not a literal countdown (since random results are mathematically independent), it simulates...
View ArticleMonster design
Gus just posted about trick monsters, focusing on special attack modes (attacks that rust PC equipment, poison, and so forth). While I think attack modes can be a useful device to distinguish monsters,...
View ArticleTwo steps removed
Matt Finch just recently posted about an adventure design dilemma. He has a large number of areas that need consistent and thematic contents. There are, however, too many areas to make it practical to...
View ArticlePlayer-safe maps
Lost river cave excerpt (full original) Too few products come with exploration-oriented maps (as opposed to something like a grid map for use as a battle map) that can be shared directly with all...
View ArticleHazard System v0.2
The Hazard System is the gameplay engine behind The Final Castle. Though it assumes games of fantasy adventure and exploration, it is modular and should be easily adaptable to many kinds of tabletop...
View ArticleInitiation
A friend of mine who just recently started playing D&D wanted to run a game. Previously, she had played a session or two with me using LotFP and separately a number of organized games (mostly...
View ArticleLandmark remix settings
Creating an entire, unique setting from whole cloth can be enjoyable, and also yields a setting which is guaranteed to be at least somewhat surprising, due to lack of familiarity. Doing such is also a...
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