Dungeon Grappling: Deal of the Day 9/24
Dungeon grappling is going to be 70% off tomorrow for the drive-thru RPG deal of the day. If you’ve been on the fence, tomorrow is going to be a great day to pick up the pdf version of that title.
Dungeon grappling is going to be 70% off tomorrow for the drive-thru RPG deal of the day. If you’ve been on the fence, tomorrow is going to be a great day to pick up the pdf version of that title.
Successfully got two hours of raw video last night with +Steven Marsh , +Sean Punch , +David Pulver , J. Edward Tremlett, +Andy Vetromile, +Christopher Rice , and +Matt Riggsby for my Pyramid Panel interview for Gaming Ballistic. Did a bunch of editing last night, and the first draft is ready to be processed and…
I have a co-worker, Jay Meyer. He designs games. He found out I had an RPG book coming out, and we started talking about his game play/game design group. And then he went to Gen-Con, and got inspired. Now he’s got a kickstarter: I’m not a huge board game guy . . . but Jeffr0…
I’m tired. so this will be a quick summary. I was joined by +Erik Tenkar , +Tim Shorts , and +Rob Conley in the first session for “Group 3,” one of the playtest campaigns I’m running for the Heretical RPG. The characters were two rangers with chain shirts and longbows, both with one or two short swords, plus a dwarven cleric…
A while back, I asked for help on choosing arcane traditions for the Wizard for the Dragon Heresy RPG. I created four schools of magic – doors, essences, might, and mischief, which are themselves combinations of two of the spell types from SRD5.1. Since the game’s launching zone is Norse-flavored, the schools are flavored by…
In my old job, there was a principle called MECE. Mutually Exclusive and Collectively Exhaustive. This was applied when trying to organize information that already existed into groups for later analysis. This might be a customer demographic, or slicing a business into segments based on some sort of grouping, maybe to figure out which part…
I do a lot of posting about “realistic” stuff, and increasing the verisimilitude and simulationism achievable – hopefully at minimal cost – for GURPS. An example – instead of being able to accelerate from a standing stop to full Move in one turn, if you halve your acceleration (so on turn one, Joe average can…