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    Combat Systems: Weapon Strategies

    Recently, I’ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I’ve found that most tabletop RPGs don’t offer interesting weapons choices. Many games contain a list of swords or guns, with the only major difference being their damage capability...
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    Creating Stories: Strange Discovery

    I’ve always liked stories with other dimensions. I mostly enjoyed the comic book Excalibur, written by Chris Claremont, because of its trans-dimensional adventures; the combination of the serious-minded characters finding themselves in strange and sometimes humorous situations was done well. My...
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    Game Combat Systems

    All tabletop RPG systems approach combat in a different way. This article takes a look at several dimensions of RPG combat systems and how bits of each system influenced the creation of Cyber Run. I did notice that, in general, players are happy to see a move away from tactical combat with...
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    Approaches to RPG Design

    Every month, as I’ve been redesigning Cyber Run, a futuristic table top RPG, I’ve also been writing an article based on subject I was redesigning. This month I was going to write about skill systems, but after overhauling our attribute system, I thought it might be more helpful to other game...
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    RPG Character Attributes

    Attribute scores are the foundations of every RPG character. Attributes determine the character’s epic qualities and their tragic flaws. In many video and table-top role-playing games, there has been a standardization of these basic attributes with a little variance determined by the focus of...
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    Game Hit Point Systems

    The hit point systems in most games are crude, mostly meant to be easily integrated into the rest of the game system. A good hit point system needs to have a balance between what can work with the game system, what feels realistic, and what is fun. Character hit points simply being portrayed...
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