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Rethinking RPG Travel

  Have you ever told your players that they must travel to the Farthest East, to the Palace of Night, and they simply nod and say “We start walking, how many days does it take us?” Here are some suggestions for how to make traveling into an interesting challenge and allow players to use their problem-solving skills. Remember, when players think outside the box, like building an improvised hang glider to cross a ravine, or capturing a camel to carry their supplies, reward their ingenuity. Walking: Will get you anywhere within a day’s travel over easy terrain. Map/Compass: Beyond the boundaries of civilization, away from common roads and high-ways, it is easy to become lost. Maps marking landmarks and navigation gear, or the assistance of a guide are vital for extended trips into the wilderness. A Ranger would provide most welcome service here. Climbing Gear: Steep cliffs, mountainsides and ravines may be impassible without proper equipment such as rope, pito...

Three Role Playing Games that are important to me

 The Rule of Three These are the 3 Role Playing Games that are important to me what are yours? Electric Bastionland: The system that stopped my unending search for the perfect system. No roll to hit, you just deal damage. No variable DC numbers, just roll under your stat. No rolling initiative, just roll under your Dexterity or skip acting in the surprise round. It changed the way I game forever. Basic Fantasy: Retro-DnD that made me appreciate systems with some crunch and delightful old school rules at an incredible price point. Classic Traveler: The Grandfather of sci fi rpg's. This wonderful 1970's retro-scifi vibe of enormous computers, space truckers and blatant Dune ripoffs. Made me appreciate making your character as its own push-your-luck minigame.

Rime Walkers Final Version as of Oct, 10, 2024

  R ime Walkers Prince Dolwin has gone missing, somewhere in the cold embrace of the Farthest North. The Tsar has offered 10,000 G olden D ucats to whomever brings the prince back alive and well, or 1,000 for proof of his death. The Sled-driver has taken you as far north as he dares to go, leaving you in a lonely valley, beside an old logging-road. Each location is approximately 1 day’s travel away from the next numbered location. 1. Nordlandeir Encampment Three sturdy log cabins surrounded by a half-finished palisade wall by the river. 3D6 Nordlanders are working on the palisade, dragging lumber from the forest or building the palisade. Cautious but amiable. Sven Gunnarson is their Foreman. 2 . Cave of the North Wind Enormous stone face carved into a cliff-face, mouth open wide. Flanked by very long tattered crimson banners. Within the mouth lies a long passage with a cracked floor and smooth walls. Every 30 seconds or so, gale-f...
 New List of 100 Classes I have been working on. 1. Highway Robber: Pistol (1D6+1, Reload), Sabre (1D6), Lantern. 2. Dwarf: Helmet with Headlamp, Can smell precious metals, Pick or Axe (1D6) 3. Piper: Magical Pipe (Controls small mammals and vermin), Striped red clothes. 4. Dreamcatcher: Dream Jar (Contains a bad or good dream), Dreamcatcher Net. 5. Woodcutter: Double-Bitted Axe (1D6+1, Bulky), Can Speak to Wild Animals. 6. Bard: Lute or Viol (1D6, Fragile), By tradition must be given one night’s shelter and hospitality in return for a song or story. 7. Berzerker: Twin Hand-Axes (1D6), Bear Coat (Armor 1), may enter a Rage, cannot be incapacitated or slain by damage until the current fight ends. 8. Yeoman: Suit of Lincoln Green, Longbow (1D6+2), Horn of the Band (When blown, once per day all your allies who hear it may appear nearby and rush to your aid). 9. Orphan: Oversized Sword (1D6+1, Bulky), handkerchief of lunch on a stick, No-Quit Attitude, ...