Maps are cool. So are the tokens, chess pawns, Lego characters, and miniatures we push around on them. I love my RPGs to have helpful visuals to convey information. They're good. I still have my set of D&D 4e player and monster pog/token things. They're a gift that keeps on giving. Making maps is a … Continue reading Movement On a “Grid”
Month: December 2019
Maze Rats v5.3 – Hot Springs Island-hopping Edition
v.5.3 is a modified version of Ben Milton's v.4.3 of Maze Rats. Here it is. EDIT: This game has been updated. Find it here! I'm using this to run Hot Springs Island (see a text review here and a video review here) as an open table game, which I picked up at Gen Con this … Continue reading Maze Rats v5.3 – Hot Springs Island-hopping Edition
Hazard Roll (d6)
I've seen these all over the internet (and in a game or two if I'm not mistaken). The idea is that a random encounter on a 1-in-6 is basically not worth rolling. If I'm going to roll the dice, something BETTER happen. "Every four hours in the wilderness or one hour in the dungeon, roll … Continue reading Hazard Roll (d6)
Red Ink Adventures
I wanted to make a fast dungeon crawler based on Maze Rats and Into the Odd that even children could play. It uses, at most, 2d6. The rules are one sheet. Character generation is one random table. I want this to run Trilemma Adventures and quick dungeons. The premise is you have Debt. Your group … Continue reading Red Ink Adventures
Guns Without Master
Cyberpunk 2077, Cyberpunk 2020, Altered Carbon, Shadowrun, and, of course, Bladerunner. Lazy name, I apologize. I made a cyberpunk hack of Swords Without Master called Guns Without Master, based on my Into the Odd hack, called Blood and Chrome. This is not an RPG. Well, if you consider FATE an RPG, than this is too. … Continue reading Guns Without Master