Game Design

Burning Brightly Part 2: Setting Detail

Posted in Burning Brightly, Game Design, Rules Ideas on April 23rd, 2010 by DeadGod – Be the first to comment

Burning Brightly is a game about playing angels and demons.  It is a completely home brew system (although it takes plenty of influence from games that have come before.)  In this game players take on the role of spiritually empowered beings that have the means to directly alter creation. read more »

Burning Brightly: A Free RPG

Posted in Burning Brightly, Game Design, Rules Ideas on April 16th, 2010 by DeadGod – Be the first to comment

Burning Brightly is a game about playing angels and demons.  It is a completely home brew system (although it takes plenty of influence from games that have come before.)  In this game players take on the role of spiritually empowered beings that have the means to directly alter creation.  One of the goals of this game was to introduce a simple system in which a player could dream up any sort of effect or miracle and there would be a mechanic to enact it with minimal effort. read more »

Heavy 2ed House Rules

Posted in D&D 2e, Game Design, General, Rules Ideas on February 12th, 2010 by DeadGod – 4 Comments

On occasion I get the urge to sit down and mash together favorite bits of rules from different systems.  This article covers a mash-up that starts with 2ed D&D and adds in some Hackmaster Basic, Savage Worlds, and 3.5ed/4ed.  The actual rules doc is presented in PDF format and a direct link can be found at the bottom of this article.  The article itself serves partly as a summary of the rules changes, and partly as a designer diary into my thinking behind the changes.  The PDF is a first draft and is just a dump of information–there isn’t much formatting or pretty layout.  It was written with the idea that the reader is at least familiar with the 2ed rules set.  Since your tastes will likely vary anyways, you might just want to use this as a jumping-off point for adding some of your own radical rules ideas. read more »

Terrain Inspiration: Roll it up!

Posted in Advice/Tools, Fluff/Inspiration, Game Design on June 1st, 2009 by DeadGod – Be the first to comment

One of the GMing departments I see myself lacking in is terrain in combat encounters.  Too often, I fall on flat rooms with a pillar here or a table there, but nothing very interesting or interactive.  In games like 4ed, terrain is suddenly a major part of the encounter.  In other games, terrain might not be as mechanically important, but can still afford more depth to a combat.

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System for Player Narrative Control

Posted in Advice/Tools, Game Design on March 31st, 2009 by DeadGod – 1 Comment

I recently set out on a quest to run a player narrative game.  (You can read about it here and here.)  While I have yet to actually sit down and run one, I am coming awfully close.  It seems that every time I get the gumption to try it out, I think too much about it and begin to doubt either myself or the format of play.  The self-doubt is a question of sustainable creativity and energy and thus is a personal problem.  The format of play, on the other hand, can be addressed.

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