Fast, Furious, and Fairytales: Part 1

I’m back today (a little delayed, sorry) to flesh out my first case for the Disney Princesses in my City of Mist campaign. A full write-up for a case can get pretty long so we’re splitting it up into two parts. Today’s post is all about the main culprit behind this plot, and we’ll get to the locations and iceberg next time. I imagine it goes without saying but If You Might be Playing Through This Case, Stop Reading Now!

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A Design Framework for Games

How do you know if you’re creating a campaign with enough buy-in and interest with your group? How can you be sure that you’ve given your players enough context on a new gaming system for them to adequately interact with it? The answer to these sorts of questions is far more art than science, but today I’d like to talk about a framework that can help you out.

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Ten Things to Know About Beast: the Primordial

I’m back today with another Ten Things to Know about the Chronicles of Darkness. If you check out that original post you’ll find a list of all the previous additions to this list, including the seven points shared by all the Chronicles of Darkness gamelines. There aren’t too many of these left but today welcome to my look at Beast: the Primordial.

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Arkadia Review

I was more than a little intrigued when I saw the Arkadia Kickstarter. Greco-Roman mythology is a rich vein and this setting promised a setting built from the ground up with this theme in mind instead of tacked on the top of D&D 5e. Now that the PDF is available I thought I’d give you all a look at what’s included!

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Settings with Canon

There are so many games out there inspired by ongoing series from A Song of Ice and Fire Roleplaying and Adventures in Middle-earth to Star Trek Adventures and Mouse Guard. This is actually one of my favorite types of RPG and the whole system roundtable is based around the idea of playing in a setting that already has an awesome story in it. But how exactly do you make room for your own story in there? Here are a few ideas.

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Klingon Reputation

Here’s a small module I made for Star Trek Adventures, something to facilitate Klingon-centered campaigns. My previous post set up things for playing Klingons but there are more changes required for it to really feel like a Klingon campaign. Below is the first tool in making that happen.

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Invisible Sun: The Path of Suns

So far I’ve been talking about mechanical parts of Invisible Sun, first the steps of character creation and then the basics of magical practices. Today I’m going to continue looking at what you need to start in on this game, but we’re pulling back a little to talk about the central core of the setting itself: the Path of Suns.

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Invisible Sun: Magic Practices

I’m back today with more information about Invisible Sun, the sprawling and infamous RPG from Monte Cook Games. Last time I was looking at character creation and so related the system a lot to the Cypher System. This time we’re getting into how magic works in Invisible Sun where we’re going to see more of Monte’s background in D&D coming out. Ready to jump in? No? Too bad!

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Dice Pools in the 2d20 System

File today’s post under “Short But Labor-Intensive.” Having played a lot of Star Trek Adventures and some short games of Infinity, I’ve noticed a question come up repeatedly in the 2d20 system. How many dice is enough dice? With the criticals and the shifting Difficulties it can be hard to figure out whether you should be buying more dice. Well, I aim to settle that mathematically today.

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