Monthly Archives: April 2011

Rules as Story

After posting my entry, “Three Questions,” I realized that i missed the most important element: Do the rules help you tell your story? In my opinion, the most important element of any roleplaying game is the story. George Lucas once … Continue reading

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Sidebar: Temptation

Why Temptation? Fiendish Codex II: Tyrants of the Nine Hells is one of my favorite supplements put out by Wizards of the Coast. I love the concept of soul harvesting, the rules for Faustian pacts, and the descriptions of devil … Continue reading

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Temptation

Introduction Whether it’s the serpent tempting Adam and Eve with fruit from the Tree of Knowledge of Good and Evil; Mara tempting Siddhartha with visions of beautiful women; or Mephistopholes tempting Faust with worldly knowledge; temptation, and man’s struggles to … Continue reading

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Sidebar: Death Points

Introduction By the time characters reach epic levels, death is a regular part of the game. So common, in fact, that it becomes almost a nuisance. As I prepared for my first epic campaign, I wanted to come up with … Continue reading

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Death Points

Death Points Epic level player characters receive a total of 3 death points at each level, which they can use to avoid death as a result of hit point loss and/or a spell or effect that results in instant death. … Continue reading

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Sidebar: Three Questions

When designing a house rule, I tend to ask myself three questions: does it solve a problem; what effect does it have on the rules as written; and most important of all, is it fun? Does it Solve a Problem? … Continue reading

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Sidebar: House Skills

Preface When I initially created this site, I intended to share my thoughts about the creation process in the same post with the actual rule. I realized pretty quickly, however, that this plan would prove disruptive to the general flow … Continue reading

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