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The Free RPG Blog

The Free RPG Blog
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PAX BRITANNICA | A pen & paper steampunk RPG. Dungeon's Master — A Dungeons & Dragons Resource Blog For Dungeon Masters & Players Ash’s Guide to RPG Personality & Background :: The Guide Stick Figure Fantasy A story-telling game for creating fantasy adventure parodies akin to Order of the Stick , Kingdom of Loathing , Xiao Xiao , etc. Each player must have a drawing implement and a pad of paper. Crayons or colored pencils may be helpful as well. The game master (GM) should have either an adventure module from a role-playing game—preferably a very bad, very cliché adventure module—or else some experience with improvising amusing challenges for heroes to overcome. Character Generation If you are a player, carefully draw a large stick figure of your character. Traits that make your character better at fighting A weapon A really big weapon An off-hand weapon A shield Bicep bumps Spiky hair Traits that make your character better at magic A wand A spellbook A crystal ball A crooked staff Outline of a glow around a body part A small animal familiar Traits that make your character more powerful Moustache or other facial hair No hair on top A cloak Headgear Pointy ears or non-human appearance Angry look A smile Nice hair

Everyone is John A competitive roleplaying game for three or more people. Everyone is John is a humorous, competitive roleplaying game about playing the various personalities of John, an insane man from Minneapolis. One participant is the GM, or, in Everyone is John lingo, "Everyone Else." All of the other players are Voices in John's head. Everyone is John uses six-sided dice (you really only need one, but it might be easiest if every participant carries one) for play. Voices Voices are the Player Characters of Everyone is John. Willpower Willpower is a pool of points that the Voice can spend to take control of John or improve its chance of success in any given action. Skills Each Voice has two or three skills. Obsession This is kind of like a winning condition: if you complete your obsession more than other Voices complete their obsession, you win. If you're going to seriously compete with the other Voices, you probably should keep your sheet a secret. John John is a totally insane man in Minneapolis. Playing

Adventures in Space!! - Roleplaying Game Space Command now begins the Adventure. This can be anything from the arrival of Lord Ka and his laser-eyed Ka-Grool minions, to a mysterious S.O.S. picked up from Ursa Major. In any case, Space Command now leads you through your own Adventure in Space!! Changing the Plot You may expect Space Command to dictate all events outside of the Heroes' intentions. Not so with Adventures in Space!! At any point where you want to enact change in the plot's course or introduce a major story element speak up! 1 Scorching Suns! Up to Chance! Any conflicts or chancy situations are resolved with determination, quick wit and a roll of the dice. Don't roll yet! Style - Your Hero's Style matches the challenge. Once you have your dice, roll them and take the highest value (not including a Die of Science). 1 Salt Mines of Mars!! As the Actor, you should decide the outcome as dictated by your roll. Villainous Deeds Playing the part of a Villain is a little different.

Beyond the Black Gate The Alexandrian - Misc Creations Over the course of several conversations spread across the past few weeks, I've been reminded of something that is rather easy to forget: Not everyone knows what I know. This has nothing to do with me being smarter than anybody else. It's just the result of a slow accumulation of random information and experience over the course of 20+ years of gaming. (Somehow I only just now realized that this means that there is significantly more time between when I started gaming and now, than there is between when I started gaming and the publication of OD&D in 1974. Crap, I'm old.) Towards that end, I've decided to start accumulating a variety of gaming lore. A Nomenclature of D&D Editions: A complete summary of all the various editions of D&D from 1974 until the present day. The First Dungeon Adventure: Over Christmas Break in 1970, Dave Arneson's gaming group met in a basement in Minneapolis, MN. Three Clue Rule: For any conclusion you want the PCs to make, include at least three clues.

OpenRPG: Online Virtual Tabletop I've been wanting to redesin my website for some time. This new design is really only a tweak to the old design, but it has one important change: it works on both desktop and mobile devices. And it's not two different sites (as is often the case), but rather one site that adapts. If you look at this site on your smartphone, it should adapt to the smaller screen size. It's not ideal. When I saw it works, I don't mean it's flawless. Anyhow, I've been trying my best to clear my plate the last year so I can do more blogging and work on other projects. Gencon approaches and I want to continue with my gencon blogs I started last year. If you find something not working on the website due to these changes, please let me know asap (webmaster at

download template Contents (Monstrous Manual) AdvancedDungeons&Dragons2nd Edition Contents Site Last Modified: April 15, 2014, 17:20:14 GMT Index Notes The Monsters Other Worlds Monstrous Classification Glossary Random Monster ¥ Disambiguation Pages Dwarf Giant ∗ Special Pages Baatezu Promotion and Demotion The Complete Golem Table The Planes of Existence & Other Pages Instructions for the Blank Monster Form The Blank Monster Form Image View (Read Me) Blank Page External Links ars ludi GM Advice: A Learning Mechanic I had a reader ask about the mini-game that appears in my D&D campaign. A few people have expressed interest in it, and I thought it might be worth a look. I don’t pretend this is clever or innovative. This is very much a system I cobbled together as I was groping around trying to simulate a character learning. In our game, I had a situation where one player was working to translate a “book”, which was several pages of backstory they needed to know. Any time his character had enough downtime, the character could sit down and spend a few game hours attempting to translate the next section. As an aside, if you need to feed your players a bunch of backstory, this is a pretty good way of going about it. Oh boy! The Goal D&D has mechanics for long-term learning. I also wanted a system that would work independently of their other skills, levels, and abilities. The System (I had an alphabet novelty die that went along with the translation game, but let’s just assume we’re using Ye Olde d20.)