Urge and Hubris
Urge and Hubris should be THEMATICALLY DIFFERENT!!! How you GAIN or LOSE Urge should be different from Hubris. And they really should reflect the key concepts they embody. For Urge…
Read more →Urge and Hubris should be THEMATICALLY DIFFERENT!!! How you GAIN or LOSE Urge should be different from Hubris. And they really should reflect the key concepts they embody. For Urge…
Read more →YouTube Embed Blog Post: Preparing for Fading Suns 4 and Refocusing on Mneme Core Lite Dumping My Thoughts: Fading Suns 4 PrepAs part of my preparation for running Fading Suns…
Read more →I figured out how to do the software if it has to be on my own. My real problem is the dice which I forgot how to code. As well…
Read more →I realized in 2D6 adjusting the Roll & Keep (roll 3D6 Keep High 2 or Low 2) is just pretier but hard to communicate. Advantage: Any Value Can still happen…
Read more →Just thought about it today. making it creative commons just in case. Basically how to make a hex map of a solar system so that moving orbits can be…
Read more →One of the reasons I shifted from the classing World Building system to TL, Development, Power Structure, Power Source, instead of Gov’t and TL was because as a Developing world…
Read more →So a lot of my work is the inspiration for my Gaming, one of the Risk Management concepts that affect my understanding of Game Probability is Actions that Address Risk. …
Read more →I’m currently working on another book for DTRPG drawing from my Homebrewing. simplifying maintenance, repairs, and damage. Making one wholistic mechanic so that you can think of repairs and maintenance…
Read more →1) do not take any turn away from players, if there are costs then give penalties or costs but never take a turn away from a player. Example – No-Action…
Read more →I hate it how its so Theoretical – having to write a guide – but in my experience PLAYING is the BEST WAY to learn – making mistakes is the…
Read more →The dilemma of any Combat or Game System: 1) THEORY is a very small part of Combat Systems. Practice and Experience is the most crucial part of any Combat System.…
Read more →I can’t wait/impatient to work on a magic system after listening to so much Earthsea. I’m imagining a simple one where the level of Activity is an account compared to…
Read more →What if Initiative is not Speed. If everything is happening “simultaneously” then Initiative is the action that has the strongest influence (among many influencing factors, it just happens to be…
Read more →I’ve been bothered by some Traveller Dice statistics/probabilities. Particularly Dice statistics of Autofire Rules.I found a great Tutorial on Anydice by just googling. Look at the Left at the Target Number…
Read more →Realizing that Good-Cop/Bad-Cop is a tactic meant to Divide Targets resources. When you are making a decision and trying to predict your outcomes. Creating two sets of outcomes based on…
Read more →I’ve tackled Organization mechanics before in My notes on Organization in TRPGs in 2016 Jun 07. Whats changed is that 4 years since I’ve finished more books and applied more of my understandings as…
Read more →Because of the Stress Mechanic (its like HP but the Stress doesn’t go away so quickly without coping mechanisms like Vices and Habits; unified Conditions see 200425 GITB Quick Combat –…
Read more →This is system I just want to make because I want to apply the concepts I like from various systems like Cepheus Engine/Traveller, Dungeon World/Apocalypse Engine, The Fantasy Trip, GURPS,…
Read more →Its a minor thing but because I made Fuel Tanks reaction mass for Intra-stellar travel. what allows multi-jumps? What is the constraint for jumps? I’m planning Crew and Machine Work…
Read more →I got distracted writing my Game Prep. After some thought while I stretched and hygeine I realize I can break the problem down by approaching it Iteratively. This follows the…
Read more →So there are some Tailoring (PMBOK term) I want to do with CE to make it easier for me to run. Every GM is different as they all have their…
Read more →If one believes all skills need maintenance, then XP has a shelf life. That over time our ability to get XP will be hampered by age, obligations, and changes in…
Read more →The Fighter is the Baseline So I should balance the Professions and Specialists against this. From the looks of things I’m going to have to Defer a lot of Abilities…
Read more →Creating the Test Characters made me realize the following. Gdocs having Columns eats up a ton of ram. I noticed ever since I started using columns to compress my format…
Read more →In a TRPG you can make a character’s success hinge on arbitrary things – see “For want of a nail” what’s important is you Prioritize and Limit the negotiations on…
Read more →150428 GITB Gaming Ideas Repository200410 GITB Combat System Only Background During this Lockdown, I finally had time to check all the books I bought for Christmas which was the D&D…
Read more →I realize I am able to create very good mental models when I create new categories and able to group certain ideas together better by fixing up their characteristics. Its…
Read more →last 2019 Xmas I bought a The Fantasy Trip Legacy Edition, Dungeon Fantasy Boxed Starter Set, Essentials Kit and the D&D5E starter set. So it was pretty obvious I was…
Read more →I think the problem is that LIMITS are not taught to the GMs. They imagine skills are like physical Abilities – at a certain point they can deadlift 600lbs*, and…
Read more →150428 Gaming Ideas Repository Thinking out loud. 13 or younger player may have problems learning to a TRPG. Particularly as I’m experimenting teaching my 8 yr old son to like…
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