Interested to run more advanced and tactical initiative system but without added overhead and downtime?
Inspired by Mike Mearls of D&D and board game Gloomhaven mechanics, I have worked a system that well meets those requirements. It's playtested and finetuned on a continuous basis by my own group. The response has been very positive, primarily due to the fact that combat is... [click here for more]
Adventure Design in Practice is a structured analysis on my upcoming next adventure that will hit the gaming table with my regular group in three days from the time of writing this. It is my personal preparation work in a documented format with designer notes in a classic game master guide style.
I analyze collaborative storytelling and how it can be fused with more linear story... [click here for more]
This special bundle product contains the following titles.Advanced Fast InitiativeRegular price: $0.90 Bundle price: $0.00 Format: Watermarked PDF Interested to run more advanced and tactical initiative system but without added overhead and downtime?
Inspired by Mike Mearls of D&D and board game Gloomhaven mechanics, I have worked a system that well meets... [click here for more]
New version 3.1 is now available with more printer friendly layout!
As a game master, when planning an adventure and writing the characters, I benefit of a template to study various motivations and strategies that characters may use when attempting to get what they want. The template also works as a nice GM screen printout to improvise dialogue between characters - all you need to... [click here for more]
Encounters are the motor of your storytelling. The way they are structured contributes the most to your table top experience.
I've compiled a collection of design principles for encounters using my business consultancy skillset. It's been refeshing to deploy those practices to role playing domain and I feel it has given me a new angle to the subject in general.
Key highlights and learning include:... [click here for more]
Second title in my elegant design series focuses on combat iniatiative system options and turn order structure in general. If you have interest to see how your current initiative system could be spiced up with some additions or even replaced completely with a one more fitting to your play style, you should find this an interesting read.
Many of the systems and mechanisms are in use in various... [click here for more]
My how-to guide on transfering from traditional RPGs like D&D to Dungeon World, mainly written by a GM to a GM.
I expand on the ideas presented in the DW core book having seen many new enthusiastic players and GMs struggle to grasp the potential of DW style of gameplay.
I don't make judgement on DW being a better game than DW - it is a better game for some people, this is purely a question... [click here for more]
I was inspired by reading news articles and the themes our society is dealing with today like planned parenthood, gun control, animal rights etc. and considered they would make nice pastiches if adopted to RPG plots.
Please note I've written all of the plot examples for D&D-like fantasy settings.
Animal rights: A local ruler organizes brutal gladiatorial fights... [click here for more]
Preparing Scenes explores my method of preparation and planning as a game master. It is a very concrete description of how I plan my games. I've come to value scene-centric preparation with not only avoiding traditional risks of railroading but actually further maximizing flexibility and ability to improvise. ... [click here for more]
Do you want to write better role playing game story plots? Don't have much time but would like to have engaging storylines for your players to explore?
Harness your full personal capability using keyword association
Write fast - as quickly as in 10-15 minutes from scratch to gaming table
Be more varied than ever - avoid cliched anti-climatic story arcs
How... [click here for more]
Back in the old day, role playing systems suggested to describe a character using eye color, hair color, personality etc. I remember myself rolling for height and weight of a character with very little purpose to the actual gameplay.
Later came systems like FATE, Dungeon World and Hillfolk that introduced traits, bonds and character relationships as core mechanics of the game.
I'm a big admirer... [click here for more]