OSR alt combat

Categories: My Games, Roleplaying Games, Theory and Design

In a week or so I’ll be running StormHack (Black Hack, Whitehack, Chaosium’s Stormbringer) at Concrete Cow. This is a modified combat system for OSR systems. Monsters Monsters have Armour Class, a success threshold Hit Dice, to be thrown down on the table to indicate the monster’s damage Damage, which they cause on weak hits … Read More

StormHack characters part 3: demons and ambitions

Categories: My Games, Roleplaying Games, Theory and Design

The character history method from part 2 should produce interesting, three-dimensional characters with a bit of mystery and personal plot hooks. By comparison, demons are cartoonish, one-dimensional, one-trick ponies — which is intentional. Demons are all about a character’s singular purpose in life and how it’s both a path to power and damnation. Whereas the … Read More

Bolt On

Categories: Roleplaying Games, Theory and Design

This was unexpected: It’s a tweet from Sean Nittner from a series concerning submissions for Forged In The Dark. Weirdly the image comes from a two year old post from this blog concerning Dice Clocks. (it made me wonder if he’d read what I wrote and this was some very, very oblique vaguebooking) The opening … Read More

Man, Play and RPGs

Categories: Roleplaying Games, Theory and Design

This is a post about Man, Play and Games by Roger Callois. I haven’t read Huizinga’s Homo Ludens, but Callois mentions his work directly in the first chapter and also challenges his fixation on the competitive nature of games (and I believe the exclusion of gambling. Callois’ theory on play is summarised here). Note that … Read More