Posts Tagged ‘T. Glenn Bane’
Tactical Tuesdays: Tactical Security HQ
these ratings can be adapted to almost any tabletop RPG by a creative and inventive GM. Whether you’re running a percentile system, a d20 game, a modern espionage campaign, a superhero setting, or a science-fiction adventure, the relative values remain useful
Read MoreMazes & Mondays: Wings and Wonder
There’s a reason a hero on a griffon’s back has stirred the blood of adventurers since the first pulp magazines hit the newsstands. A sword is a fine thing. A horse, finer still. But a beast with wings? That’s a promise.
Read MoreFrights & Fables: Slasher at your Table
A slasher is a peculiar beast. Learn its bones, respect its appetites, and it will reward you with an evening your players never forget. Fumble it, and you’ll have a room full of dice-rollers wondering why the “monster” hasn’t managed to frighten a single soul.
Read More52 Weeks: Shhhh, what was that?
Consider the company assembled here. This is an ensemble of accomplished performers and beloved horror staples, faces the seasoned viewer will recognize with a knowing smile. They lend the proceedings a weight the material, on its own, might not have earned. Everyone commits. No one phones it in from the shadows.
Read MoreWorlds & Wednesday: Forged in the Crucible
As designers, we often get excited about the details: cool factions, unique locations, interesting characters, or clever mechanics. Those things matter, but before a Pocket World is ready for play, it must answer three essential questions.
Read MoreTactical Tuesdays: The Seabreeze
The Seabreeze Motor Lodge A System-Agnostic Urban Set Pieceoriginal to Puerta Solara, Worlds of Pulp™ but presented here for your use The Seabreeze sits low against the causeway like something that gave up standing tall a long time ago. One story, twelve doors, a strip of cracked lot where the paint lines faded before most…
Read MoreMazes & Mondays: Demon at Skarnclaw
The Demon at Skarnclaw Ah. Sit. Warm your hands at the fire, for the tale I have for you today comes crawling out of the cold — out of the windswept dark where the old clans died screaming and the ruins still remember their names. Welcome back, my dear friends, to another session of Mazes…
Read MoreFrights & Fables: Monster of the Week
Let me take you back. Back to the flickering blue glow of cable television, where every week — like clockwork, like a curse — a new monster would come slouching across the screen. The story rarely changed. Oh no. The bones of it stayed reliably the same. But the creature? The creature was always new. A different set of claws. A fresh appetite. A novel way to meet a grisly end.
Read MoreWorlds & Wednesdays: From Spark to World
I build them this way because I have always preferred settings that leave room for imagination. Growing up, I often found myself disappointed when I reached the hard edge of a fictional world and discovered there was nothing beyond it. The most inspiring settings are not those that define every detail. They are the ones that leave a few corners unexplored.
Read MoreTactical Tuesdays: The Last Fare
A moving vehicle is a scene with a built-in clock. It starts, it stops, and between those stops nobody gets off. That’s a pressure cooker. Whatever happens on board has to resolve before the doors open again, and every character in the car is trapped in it together — including your players.
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