RPGaDay 2020 prompt 14 – Banner

As part of the session zero for the Song of Ice and Fire RPG, the players are tasked with building a noble family to be the centre of the game - they can be attendants, young nobles, venerable maesters, and so on.The catch is, they are any of the big noble families we pay much … Continue reading RPGaDay 2020 prompt 14 – Banner

Draft One Page Campaign Opener – Twixt Flower and Thorn

The invaders were lucky, in some respects. Their dire portal opened to a meadow in which they could decamp and move large materials easily. They had brought slave labour in the form of podlings - those changelings they had found in their own realm and destroyed with their dark arcanery. Had they but arrived in … Continue reading Draft One Page Campaign Opener – Twixt Flower and Thorn

Draft One Page Campaign Opener – Twin Cities

The Twin Cities. The Crossroads. The City of Bridges. None of the titles of the city truly does it justice. This is a unique point in the world, a crossroads, where those of royal blood are able to visit a strange half-world of an immense, ornate metropolis.The City Between is accessible from not one but … Continue reading Draft One Page Campaign Opener – Twin Cities

Late to the party: RPGaDay 2019 prompt 23

"Surprise" or "Surprise!!!" So surprise rounds. Do I use them often? Usually not. A lot of the time, it just doesn't make sense. In D&D, players are on alert in a dungeon or the wilderness, they won't be surprised to find enemies behind a door or over the next ridge. They might be surprised at … Continue reading Late to the party: RPGaDay 2019 prompt 23

Draft One Page Campaign Opener – FATEPunk

"A corporate state in the Pacific successfully built a space elevator, and now a thriving country based around global trade of imported resources from space and a highly educated workforce. Mexico, The Western Republic and Independent Texas lead a group of South and Central American states in a further construction effort, aided by the New … Continue reading Draft One Page Campaign Opener – FATEPunk

A is for: the African Union

The African Union is a very different entity to what it once was many years ago. Like many international bureaucracies, it managed to survive long after many national governments fell and were replaced, or its members went to war or sued for peace. Working with the European Federation, the United Nations, and various NGOs and … Continue reading A is for: the African Union

New A-Z for FATEPunk

Since I decided on the location jump to the Somali Coast from the Pacific Islands, I suppose it's time to redo a lot of what I already had done. So that means another series of A-Z posts. Yay? This time I won't be cramming them into one month if only so I don't go mad. … Continue reading New A-Z for FATEPunk

Mages everywhere – The Goon Squad

Ok, so I've been running a few ideas around my head since the last post and I think I've come up with something now. This is an idea I have for an adventure, just a very basic seed at the moment. Players take on the role of a character in a group of enforcers, but … Continue reading Mages everywhere – The Goon Squad

FATE Old Crown Skills

I've been thinking more about the move of using FATE rules for the Old Crown, if and when I go back to it. So, if you don't know, the default skill list for FATE is: Athletics Burglary Contacts Crafts Deceive Drive Empathy Fight Investigate Lore Notice Physique Provoke Rapport Resources Shoot Stealth Will I've also … Continue reading FATE Old Crown Skills

Quick Roundup

So for the last few weeks, I've managed to write a new post to go up each Monday and Friday, but I missed one. I had a bunch of writing built up and then through a combination of extra training at work and travel, I didn't get around to writing one. Big mistake! Hopefully, I'll … Continue reading Quick Roundup

State of the Old Crown

Continuing the theme of what's currently going on with my thinking for various projects, what's going on with the Old Crown? Not much, it turns out.   The biggest development was me changing the map around a bit more. It made less sense for the home of the Wildfolk, who are part plant, to be … Continue reading State of the Old Crown

State of the FATEPunk

Oh no, now I've started thinking about old projects, I may have gone too far!   As I said in the last post, I stole borrowed the Pacific setting of my FATE-based cyberpunk game on a game I played in 2011 or thereabouts, which I enjoyed thoroughly. But the game fell down and stopped at … Continue reading State of the FATEPunk

Some random thoughts on the Old Crown

I was monotonously busy at work (I work in files) and I came up with some interesting ideas for my RPG setting, the Old Crown.Whilst there'll be more to follow in other posts, I just wanted to wander down my mindtrack openly for  a while.The way magic is set up in the setting, there are … Continue reading Some random thoughts on the Old Crown

UPDATE!

Things to know:My campaign setting for the FATE roleplaying game, the Old Crown, will be published through Occult Moon sometime in the new year.I'm currently working my way through the thing, rewriting a bunch as I go. I'm about to finish the third chapter, and then I have five and change to finish.I'm currently (f)unemployed, … Continue reading UPDATE!

On Beastkin

Beastkin live in the wild places of the world, finding themselves most at home in the heart of nature, and rarely stray too far from the spirits of their ancestral homes. The greatest penalty for transgression in a Beastkin tribe is exile. Branded as a mark of shame, they can find no home with any … Continue reading On Beastkin

The Rookery

The Rookery is the home of the Circle, a vicious gang of thieves and killers. The various ward marshals of Queenstown would like nothing more than to infiltrate the gang, especially so that they can locate the Rookery. How long it will take them to look above the city streets has become the basis of … Continue reading The Rookery

The Dead Nights

The high holiday of Lady Death, the Dead Nights see the moon disappear from the night sky, and angry spirits manifest across the world. Powerful witches are able to dream travel to the shores of the dead with ease and without ritual, and the spirits of departed relatives sometimes appear in mortal dreams. It is … Continue reading The Dead Nights