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  1. K

    Shards: Worldbuilding Zine - Volume 2

    Zine Quest is bring out a lot of projects, but there is one that is clearly superior to all others... well, okay, it's superior for me because I'm writing it. Shards: Worldbuilding Zine We're making a series of six releases over the next year, with sections on how to build your own worlds...
  2. K

    D&D 5E Barbarian, Why Do You Rage?

    My barbarian took the 4e explanation fully to heart: Rage was unleashing the chained primal spirits within his soul. This became more extreme once he multiclassed Runepriest, learning divine magic to reinforce the chains so that they would only slip when he chose to let them.
  3. K

    Shards: Worldbuilding Zine

    Shards is a zine focused on how to build and share your worlds, with a few set-pieces thrown in as ready-to-drop inspiration. We're doing this one on a tight schedule to have it ready for Christmas, so it's only got 10 days to go, check it out if you want inspiration for running games or just...
  4. Volume2coverchris.jpg

    Volume2coverchris.jpg

  5. K

    Concept Cards - Physical Random Generators for RPGs... and Playing Cards

    We've just released a set of 50 cards, 5 from each deck, for Free RPG Day: http://bit.ly/1K1CDiq
  6. K

    Concept Cards - Physical Random Generators for RPGs... and Playing Cards

    When you plan for A, B and C your players will choose 7. Every GM has moments when they get stuck, with no clear view of where the game is going next. Concept Cards provide a quick and easy source of inspiration in those situations, without needing to go to a computer or search through your...
  7. Clubs11-TheGruesomeDragon.png

    Clubs11-TheGruesomeDragon.png

  8. K

    Collection of premade (noncombat) NPCs?

    The 1000 Masks book looks very cool. Of course I can't help but pimp my own product. The first 80 characters were prepared previously, so can be sent out digitally straight away if you choose to back for it.
  9. K

    Concept Cards: Plot Hooks

    Concept Cards - RPG Plots, Characters and Locations Concept Cards are seven connected decks of playing cards, each of which is designed to help you run the best game you can. They comes in three main varieties: Characters, Locations and now Plot Hooks. The easiest way to explain them is to...
  10. K

    Changing monster names

    I'm not so sure it is. If you tell them "It's a troll"; you're telling them that their characters know its a troll. If their characters know it's a troll, they must know what a troll is... no matter how rare trolls are. And if they know what a troll is they'll know it regenerates, for the same...
  11. K

    Location Cards - Two Decks of 54 Fantasy Locations (also, playing cards)

    We all know that games have a tendency to go off track. As one of my GMs likes to put it: "If I plan for A, B and C, you'll choose 7". Improvising when this happens can be a lot of fun, but it can also be hard work. That's where Location Cards come in. They provide you a quick and simple way to...
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    explaining.png

  13. K

    Three Traits of a Good Class

    If classes are to be at all significant you need to be picking a class, and getting mechanics based on that class. "Building your own class" is just a flexible, non-class-based system with "and now call it a class" tacked on the end.
  14. K

    Steal This Rule: Fighting Colossal Creatures

    I don't see the benefit from using wounds rather than hitpoints. They're serving the same basic purpose in pretty much the same way, you just negate the difference in different characters damage outputs.
  15. K

    Your preferred Die Type

    That's like saying "a rich millionaire". I love cats, but they're evil little furry bastards :p
  16. K

    GMs: How do you soften the blow?

    When a PC dies in my campaign it always means something more. No-one's ever really in danger of death in a situation which can't be epic. If they do die, then they die well: I have a standing house rule that you get one major action as you die, and it always succeeds. You might fire an arrow...
  17. K

    Ars - Is it just me?

    I think you've misunderstood what platonic ideals are. The platonic ideal of gold is the thing beyond our world that gold is but an imperfect shadow of. It's not "value". In terms of character's that take the place of a magus well, a lone Redcap with Mythic Blood is a great option.
  18. K

    Ars - Is it just me?

    You're not "making it not rust" by changing it's nature. You're "making it not rust" by preventing it moving away from the platonic ideal of metal. Hence it being a creo terram effect. You remove fire; not heat. But it's the same principle. Wind, earth and water are all cold, because they lack...
  19. K

    Ars - Is it just me?

    No, they don't. They have one extra rank of magnitude (5 levels if they're level 5+ already, or just 1 level if they're below.) And lightening the armour is much harder than making it not rust, but still not actually hard. Rego Terram 3, control or move earth in a highly unnatural manner...
  20. K

    Ars - Is it just me?

    It gets cut to 1/2 if you're actually making an effort (and spending a single fatigue point) That's a really, really strange way to play ArM5. 1) You're trashing your lab after each spell you make? If not, then that lab increase is actually a one-time cost, and shouldn't be treated as part of...
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