There are many ways of making characters “feel real” in a tabletop roleplaying game.
Experienced game masters (GMs) can use improvisation to bring life to even the most common NPC. But some GMs, some gaming groups, might not be good at improv, or may wish to have a slightly more formalized, thought-out-in-advance approach to breathing life into NPCs.
This document introduces an approach to... [click here for more]
This is the Players' Guide (PG) for Dark Obelisk 1: Berinncorte, and as such, it's meant to accompany the adventure itself.
Your gaming group will need a copy of the Adventure Book (Pathfinder version or 5E) to play this adventure.
In addition, for the complete Dark Obelisk 1: Berinncorte experience, we recommend the accompanying... [click here for more]
Adventures are great. But they're always limited. "For 4th-Level PCs" will be pointlessly unusable for a 16th-level party. "Designed for a Party of 10th-12th Level" will outright TPK a gaming group of sixth-level PCs. And so on.
This work proposes a new way of adapting roleplaying game adventure content to a variety of challenge and difficulty levels. This framework can be used to take an... [click here for more]
This document introduces a new alternative in rewarding experience points (XP) to players and their PCs in the course of a pen-and-paper desktop roleplaying game. There’s also some background / history, and some crunch-based, numerical tools and reference to help facilitate the incorporation of this approach into your own gaming group if you wish to do so.
Although the nuts and... [click here for more]