Category Archives: rpg
StarHounds Update
Previously, I’d been posting updates on our StarHounds campaign on Pluspora, but since I don’t use Pluspora anymore I’m moving over to here. You can catch up on previous posts by searching #StarHounds on Pluspora Pluspora posts TL;DR version – The Jenny Haniver is a ship on the frontier of space, the Industry sector. The […]
Making Gaming Notes by Location
This campaign, I’ve started playing with a new way of organizing and preparing story information that hasn’t come to the party yet. The results are that I’ve reduced my prep work and increased my improvisation opportunities. The players are reaping the benefits as well by seeing their character’s actions have a solid effect on the […]
Campaign Idea I’ll Never Use – BUCKLR
The party are members of a secret, privately funded global spy organization called BUCKLR. Their purpose is to monitor all of the other secret, privately funded global spy organizations and, when necessary, track down their individual members and serve them with bills for all of the collateral damage they’ve caused. And, when really necessary, bring […]
Campaign idea I’ll never use soon – The Library
The main hall of The Library has a tiled marble floor depicting the Earth as seen from space branching out into fragments of nearly identical Earths, sort of like the CBC logo. Each of the multitude of halls and exhibit rooms branching off from the main hall house not an organized collection but a haphazard […]
Campaign idea I’ll never use – Acroamia’s Got Talent
The characters are professional adventure entertainers. A beholder follows each character, magically broadcasting their exploits around the kingdom. It doesn’t take long for the other competitors to start banding together in groups to survive, so the player characters join forces with each other. They gear up by getting sponsors through heroic deeds. The competition is […]
Campaign idea I’ll never use – The God Makers
The local religioustry of Generic Fantasy City #7 has put out a general call for reps from the various social organizations in town. Many of the factions will not view this as a great honor and will likely send unskilled and/or untrustworthy but immensely replaceable members – ie. the player characters. Turns out, the mystics […]
Campaign idea I’ll never use – Galactic Smokejumpers
The party are freelance hazard mercenaries. They get hired to fly around the galaxy and drop into dangerous areas to perform rescues and recoveries. Natural disasters wrecking your planet and you need to get your family off? Call the Smokejumpers. Zombie disease outbreak and you need to recover some databanks? Smokejumpers. Space bus full of […]
Campaign idea I’ll never use – Vehement
The party are part of a secret US government agency tasked with studying / protecting a cache of alien weapons and technology discovered in a cave in the New Mexico badlands. Thanks to a rosetta stone of sorts found in the Roswell crash, some of the text accompanying the find is translated. Phrases such as […]
Intrigue, Part 1
One of the hardest things I’ve had to deal with so far in plotting out American Auror is in keeping the individual adventures intriguing. I’ve got plenty of story ideas at the campaign level, but I realized quickly that my normal adventure style of starting a bad event in motion and then letting the party […]
Dynamo Updated
I’ve been distracted lately in working on Dynamo, which is the system I developed for NaGaDeMon. Like GENERALA before it, it’s kind of taken on a life of it’s own once people started playing it. Originally, the Dynamo rules document was a two-page slapdash thing that introduced character creation and the basics of game play. […]