Hostile Negotiations: A Framework for Social Combat
Rules for negotiations that don’t impede roleplay.
Overloading the Damage Die
Into the Odd revolutionized combat by jettisoning the “to hit” roll. This post offers a combat system that maintains single-roll attacks, but imbues that roll with a greater variety of outcomes.
Design Commentary: Big Rock Candy Hexcrawl
I walk through the process for making my first adventure, what it did well, and what it could have done better.
How to NOT Run You Got a Job on the Garbage Barge
No adventure survives contact with the players. And that’s a good thing! I discuss You Got a Job on the Garbage Barge and Canal of Horrors.
A Better Approach to Deadly Games
Don’t let character death slow down your games. If you want to run a deadly game, you do not need to make it easier to die. To run a deadly game, make it easier to live.
Spell Lists Are Not Magical
Why do magic-users pick spells like they are ordering from a menu? An evaluation for alternate systems of picking spells to evoke the awe and wonder befitting magic.
Ashcan Rule: XP for Coal
An unused rule that got cut from my Big Rock Candy Hexcrawl, with some suggestions for a Minecraft TTRPG.
Failure, Diegesis & Ability Score Increases
A diegetic method for increasing ability scores, stolen gleefully from another system.
Spelling Errors: A Magic Miscast Alternative
When a magic-user flubs a spell, they mix up a few letters but the magic remains. Thus does a Charm Person spell become a Harm Person spell. Oops.
A Preview of Coming Attractions
I discuss the TTRPG projects I am working on: Big Rock Candy Hexcrawl, Barkeep on the Borderlands, Unaccredited Magic User Boarding School, and Prismatic Wasteland.
The Motorcyclops! Lone Biker of the Apocalypse
A new monster for use in post-apocalyptic settings: the motorcyclops!
Hacking Lockpicking to Unlock Hacking
I take Errant’s excellent rules for lockpicking and hack them to make rules for hacking into computer terminals in modern or sci-fi games.
Megadungeon Malls & Collaborative Caverns
Advice for sparking ideas for building megadungeons, from mall maps to a collaborative dungeon design procedure.
Bury Your Gold: On Abstract Wealth
In which I express dissatisfaction with the standard counting-gold-coins mechanic and suggest an alternative in the form of abstracted Wealth, Reputation and Supply.
Exploding the Encounter Die
A twist on the overloaded encounter die mechanic that makes the dungeon more dynamic, and provides risk vs reward tradeoffs for players as they explore a dungeon.
Maybe Split the Party
A definitive guide to splitting the party or running PvP while keeping all the players at the table engaged with the action.
Druidic Depravity
Druids can be evil too. Some advice on eschewing tropes and adding druidic antagonists into your next game.
Review: Mausritter Boxed Set
A review of Mausritter, a sword-and-whiskers TTRPG based on Into the Odd. Also musings on the Mausritter campaign I want to run.
In Defense of 3d6
3d6-in-order is a somewhat maligned method for generating stats, but there is a place for it. Beware: very unscientific survey contained herein!