Gaming. Your Way. Coming Summer 2013.

Monster Traits for Character Design

I haven't posted recently because I have been busy elsewhere. A sword and sorcery setting for Gamma World, reading Clark Ashton Smith and thinking about a multiverse very different from the standard in D&D (the wheel and the 4th edition versions)- one that does not include the afterlife as planes and some critter ideas that I will be posting some time in the future. But right now I want to show you a new pdf from Sean K Reynolds entitled File of the Serial Numbers: http://www.rpgnow.com/product/114214/File-Off-the-Serial-Numbers

No Pain, No Pain

Exercise can kill you.

Wasting Opportunities

If you live in a medieval sort of setting, where the average person knows very little about disease, the scariest thing in the world is probably sudden, unexplained weight loss.

The Changing Face of Madness

Modern medicine has traditionally had a very difficult time deciding, not merely what is normal, but who gets to decide what is normal.

Grand Creation (LL AEC spell)

Gavin Norman (The City of Iron blog) released a pdf on Labyrinth Lord/AEC arcane casters entitled Theorems & Thaumaturgy. Part of the file is spells for the illusionist and includes 8th and 9th level spells for those who want to give their 1e style illusionists magic equal to a magic-user. Grand Creation is my addition, an advanced version of the Creation spells as well as a modification of them.

Bite Marks

This past week, my D&D group found itself in battle with a monster made out of blood. We defeated it, though it drained more than the proverbial 75% of party resources. As the fight began, I found myself thinking that there was another way we could be dealing with this situation that, had the storyteller allowed it, could have ended the battle almost instantly. Bear with me for a moment and you'll see where I'm going.

Lorecall Spells for Advanced Dungeons and Dragons

Recently I got the reprint of the 3e Spell Compendium (never got the original) and as I was reading it, I found a trio of spells that really got my attention. More than the monster making spells, more than the shadow plane tainting spell. The Lorecalls are spells that are enhanced by skills. The spells have additional powers with X and Y number of ranks in a specific skill. I like the idea so much I decided to work up how they could be applied to non weapon proficiencies (NWP) for the two editions of AD&D (and adapted to OSR games that have similar skill systems).

Mechana Magic

In at least a couple pdfs from Otherverse Games there is a race called the Mechana. I mentioned them in my favorite race list last year. They are living constructs that repair and modify the substructure of the universe. The idea is awesome and the racial traits decent but the execution of the actual repair and modification is very much lacking (GM's decision if there is any effect at all). Eh. So I have been tinkering with the idea, trying to give them access to proper spells to represent their abilities.

The Jaws That Bite

Yesterday, relative to when I'm writing this if not to when you're reading it, I GMed a zombie-themed game for my usual group of players. The players in this particular group are all exceptionally intelligent, very clever people who each have a vast knowledge of popular culture in general and zombie movies in particular, so this was a challenge they were ready to meet. Understandably, the bulk of their preparations focused on one objective: how not to get bitten.

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