Posts Tagged ‘worlds of pulp’
Mazes & Mondays: 10 Races of Myth
Every game master knows the moment. A player opens the core rulebook, scans the same worn-out ancestry list, and lets out a long sigh. Another elf. Another dwarf. Another half-orc named something that ends in “-gorn.” The classics have their place, but the myths of Greece, Japan, Scotland, Ireland, and the Anglo-Saxon world are packed with beings far stranger and more playable than the standard lineup.
Read MoreWorlds & Wednesdays: Roots of the Game
Big publishers do incredible work, and I’m grateful for them. They built the roads we all walk on. But a healthy hobby doesn’t run on a handful of giants. It runs on hundreds of voices, each one weird and specific and alive.
Read MoreTactical Tuesdays: The Painted Grift
Think about what a street performer actually is. They stand in public all day, watching everyone who passes. They talk to strangers for a living. They read a crowd, work an angle, and move on before anyone asks too many questions. In game terms…
Read MoreMazes & Mondays: 10 Epic Swords of Myth
Some weapons are just tools. Others become legends. Across centuries of myth, epic, and storytelling, a handful of swords have earned names, personalities, and reputations that outlive the heroes who wielded them. These blades cut through more than flesh — they cut through history, shaping how we imagine courage, kingship, and destiny.
Read More52 Weeks: Living High on Trioxin-5
As part of this year’s 52 Weeks of Halloween, I’ve chosen to spotlight sequels that either elevate their lineage or claw their way out of it entirely. Return of the Living Dead 3 is one such creature.
Read MoreWorlds & Wednesdays: Where I Game From
Every week, I share the best parts of what I’ve learned. My perspectives, my design notes, the stuff I got wrong and how I clawed my way back from it.
Read MoreTactical Tuesdays: The Back Room…
Every pulp story has one. The speakeasy with the unmarked door behind the bar. The warehouse office where the boss counts his money. The private chamber past the throne where the real decisions get made. It goes by many names, but everyone at the table knows it the moment you mention it: the Back Room.
Read MoreMazes & Mondays: Speak the Law of Magic
Think on it. If a wizard may do anything, then nothing he does matters. There is no tension in a spell that never fails, no awe in a power that costs nothing, no dread in a curse that carries no price. The moment magic can solve every problem for free, the story goes limp in your hands like a snuffed wick.
Read More52 Weeks: Shock and Nah…
There are films that unfold like dark revelations—each act peeling back another layer until the full, dreadful design is laid bare before us. Others seize us immediately, their terror undeniable, their grip unrelenting from first frame to last. And then… there are those curious misfires that promise nightmares, yet deliver only restless fragments of other, better dreams.
Read MoreWords & Wonders: Action-ize or Bust!!
Let me show you how we approach it over at the Scaldcrow Games table, using what we call the Action-ize Method! — principles drawn straight from the action movies that built the genre. These ideas work at any table, with any system.
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