We Live Again
Rules for resurrection, soul transference, reincarnation, and cloning (in roleplaying games. If I knew how in real life, would I really be spending my time pretending to be an elf?)
Rehabilitating the To-Hit Roll
Musings on removing the damage roll and replacing it with the to-hit roll for use in games that are heavy on looting enemies.
Overloading the Random Encounter Table
A all-in-one roll for random encounters, reaction, surprise, and distance.
Schrödinger’s Chat 2: Amended & Restated Quantum Language Rules
Quantum language rules for TTRPGs, along with musing on language in games, in Mausritter, and more.
Blog Challenge: New (Year’s) Resolution Mechanic
I present a brand new resolution mechanic and challenge all bloggers to do the same!
I’ll include links to every blog that accepts my challenge.
My Weird Wizard Show
Soft-boiled rules for casting spells that is fast, flexible and fascinating.
In Defense of Ability Scores
Ability scores have become vestigial in modern corporate D&D and Pathfinder, but there is a different D&D lineage where they are evolving into an elegant mechanic.
D&D Initiative & The McDonald’s Problem
New initiative rules plus some theory about a counterintuitive way for speeding up your combat.
Shopping in D&D is Garbage, And How to Fix It
Don’t let shopping for gear be a chore. Make it part of the game with this Yahtzee inspired shopping minigame.
Humpty Dumpty Should Die: Fixing Falling Damage
The original rules for falling got changed (for the better) by an editing mistake, but I propose some rules that keep the simplicity while adding some of the realism that Gygax aimed for.
Hexcrawl Checklist: Part One
The first part in a comprehensive guide for designing and running your own hexcrawl campaign.
Tempus, Fudge It
Include time-tracking directly in your game’s procedures, and you will never have to fiddle with a calendar for your campaign every again.
Quicker Combat for Boot Hill
I boil down the complicated shooting system in original Boot Hill to a single roll to make a combat system that is quick and deadly.
I Get Knocked Down, But I Get Up Again
A few options for making healing from 0 hp feel more realistic and offer more tactical depth.
Level Up Everyone and Everything
In most games, the player doesn’t have a choice about what to do with their XP. But what if they could invest it into their character, their followers, their equipment or anything else?
Your Taverns Need a Procedure
I propose a procedure for running TTRPG taverns less like a beginner’s improv class and more like the Mos Eisley Cantina. I also briefly describe the trend of “proceduralism” in the OSR and Post-OSR.
Drinking Problems: The Trouble with Booze Rules in Games
I present my own rules for prolonged drinking after first discussing what makes rules for alcohol worthwhile in the first place.
The XP Bowl and XP Bubbles
I present a new way to award XP that doesn’t disrupt your game or require bookkeeping.