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<channel>
	<title>Tales of the Rambling Bumblers &#187; Advice/Tools</title>
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	<link>http://webamused.com/bumblers</link>
	<description>The adventures of the Sunday gaming group</description>
	<lastBuildDate>Tue, 07 Feb 2012 15:03:20 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>A Neat Character Portrait Generator</title>
		<link>http://webamused.com/bumblers/2012/01/26/a-neat-character-portrait-generator/</link>
		<comments>http://webamused.com/bumblers/2012/01/26/a-neat-character-portrait-generator/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 04:48:35 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1498</guid>
		<description><![CDATA[Or at least that&#8217;s what I intend to use it for: Doll Divine]]></description>
			<content:encoded><![CDATA[<p>Or at least that&#8217;s what I intend to use it for: <a href="http://www.dolldivine.com/Viking-Maker/Majyc-438630">Doll Divine</a></p>
<p><img title="Viking Maker" src="http://www.dolldivine.com/users/j/jo/61331/2012-01-26_7-07-02--74_103_150_59--_DollDivine_Viking-Maker.jpg" alt="Sample Doll Divine Viking Image" width="400" height="600" /></p>
]]></content:encoded>
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		<item>
		<title>Moldvay&#8217;s &#8220;Appendix N&#8221;</title>
		<link>http://webamused.com/bumblers/2012/01/25/moldvays-appendix-n/</link>
		<comments>http://webamused.com/bumblers/2012/01/25/moldvays-appendix-n/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 01:01:23 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1491</guid>
		<description><![CDATA[Since Christian Lindke asks &#8220;AD&#38;D&#8217;s Appendix N? What About the Moldvay Appendix?&#8221; but doesn&#8217;t actually list or point to the Appendix anywhere, I thought it would be helpful to reproduce it. This is the gist of it, not a letter-perfect recreation.  The original is from Dungeons &#38; Dragons, edited by Tom Moldvay, (c) 1974.  Reproduced [...]]]></description>
			<content:encoded><![CDATA[<div>Since Christian Lindke asks &#8220;<a href="http://cinerati.blogspot.com/2012/01/ad-appendix-n-what-about-moldvay.html" target="_blank">AD&amp;D&#8217;s Appendix N? What About the Moldvay Appendix</a>?&#8221; but doesn&#8217;t actually list or point to the Appendix anywhere, I thought it would be helpful to reproduce it. This is the gist of it, not a letter-perfect recreation.  The original is from Dungeons &amp; Dragons, edited by Tom Moldvay, (c) 1974.  Reproduced here under the doctrine of fair use, blah, blah, blah.</div>
<h2>Fiction: Young Adult Fantasy</h2>
<p>Alexander, Lloyd &#8211; The Prydain Chronicles<br />
Baum, L. Frank &#8211; The Oz Books<br />
Bellairs, John &#8211; The Face in the Frost; The House with a Clock in its Wall; The Figure in the Shadows, etc.<br />
Burroughs, Edgar Rice &#8211; John Carter Series, Tarzan series, etc.<br />
Carroll, Lewis &#8211; Alice’s Adventures in Wonderland; Through the Looking Glass<br />
Garner, Alan &#8211; Elidor, The Weirdstone of Brisingamen; The Moon Of Gomrath, etc.<br />
Le Guin, Ursula K. &#8211; The Earthsea Trilogy, etc.<br />
Lewis, C.S. &#8211; Narnia series, et al.</p>
<h2>Non-Fiction: Young Adult</h2>
<p>Barber, Richard &#8211; A Companion to World Mythology<br />
Buehr, Walter &#8211; Chivalry and the Mailed Knight<br />
Coolidge, Olivia &#8211; Greek Myths; The Trojan War; Legends of the North<br />
d’Aulaire, Ingri and Edgar Parin &#8211; Norse Gods and Giants; Trolls<br />
Hazeltine, Alice &#8211; Hero Tales from Many Lands<br />
Hillyer, Virgil &#8211; Young People’s Story of the Ancient World: Prehistory &#8211; 500 B.C.<br />
Jacobs, Joseph &#8211; English Folk and Fairy Tales<br />
Macauley, David &#8211; Castles<br />
McHargue, Georgess &#8211; The Beasts of Never: A History of Natural and Unnatural Monsters, Mythical and Magical; The Impossible People<br />
Renault, Mary &#8211; The Lion in the Gateway<br />
Sellow, Catherine F. &#8211; Adventures with the Giants<br />
Sutcliff, Rosemary &#8211; Tristram and Iseult<br />
Williams, Jay &#8211; Life in the Middle Ages<br />
Winer, Bart &#8211; Life in the Ancient World</p>
<h2>Fiction: Adult Fantasy</h2>
<p>Anderson, Poul &#8211; Three Hearts and Three Lions; The Broken Sword; The Merman’s Children, etc.<br />
Anthony, Piers &#8211; the Xanth series<br />
Brackett, Leigh &#8211; The Coming of the Terrans; The Secret of Sinharat; People of the Talisman, etc.<br />
Campbell, J. Ramsey &#8211; Demons by Daylight<br />
Davidson, Avram &#8211; The Island Under the earth; Ursus of Ultima Thule; The Phoenix in the Mirror, etc.<br />
de Camp, L. Sprague &#8211; The Fallible Fiend; The Goblin Tower, etc.<br />
de Camp, L. Sprague and Pratt, Fletcher &#8211; The Incomplete Enchanter; Land of Unreason, etc.<br />
Lord Dunsany  - Over the Hills and Far Away; Book of Wonder; The King of Elfland’s Daughter, etc.<br />
Eddison, E.R. &#8211; The Worm Ouroboros<br />
Eisenstein, Phyllis &#8211; Born to Exile; Sorcerer’s Son<br />
Farmer, Phillip Jose &#8211; The Gates of Creation; The Maker of Universes; A Private Cosmos, etc.<br />
Finney, Charles G. &#8211; The Unholy City; The Circus of Dr. Lao<br />
Heinlein, Robert A. &#8211; Glory Road<br />
Howard, Robert E. &#8211; Conan; Red Nails; Pigeons from Hell<br />
Lee, Tanith &#8211; Night’s Master; The Storm Lord; The Birthgrave, etc.<br />
Leiber, Fritz &#8211; Fafhrd and the Grey Mouser series<br />
Lovecraft, H.P. &#8211; The Doom that Cam to Sarnath; The Dream Quest of Unknown Kadath; The Dunwich Horror<br />
Merritt, A.E. &#8211; The Moon Pool; Dwellers in the Mirage; The Ship of Ishtar, etc.<br />
Moorcock, Michael &#8211; The Stealer of Souls; The Knight of the Swords; Gloriana, etc.<br />
Mundy, Talbot &#8211; Tros of Samothrace<br />
Niven, Larry &#8211; The Flight of the Horse; The Magic Goes Away<br />
Norton, Andre &#8211; Witch World; The Year of the Unicorn; The Crystal Gryphon, etc.<br />
Offut, Andrew &#8211; The Iron Lords; Shadows Out of Hell<br />
Pratt, Fletcher &#8211; The Blue Star; The Well of the Unicorn<br />
Smith, Clark Ashton &#8211; Xiccarph; Lost Worlds; Genius Loci<br />
Stewart, Mary &#8211; The Crystal Cave; The Hollow Hills; The Last Enchantment<br />
Stoker, Bram &#8211; Dracula<br />
Swann, Thomas Burnett &#8211; Cry Silver Bells; The Tournament of the Thorns; Moondust, etc.<br />
Tolkien, J.R.R. &#8211; The Hobbit; The Lord of the Rings<br />
Vance, Jack &#8211; The Eyes of the Overworld; Dying Earth; The Dragon Masters, etc.<br />
Wagner, Karl Edward &#8211; the Kane series<br />
White, T.H. &#8211; The Once and Future King<br />
Zelazny, Roger &#8211; Jack of Shadows; Lord of Light; the Chronicles of Amber, etc.</p>
<h2>Additional authors:</h2>
<p>Beagle, Peter S.; Bok, Hannes; Cabell, James Branch; Carter, Lin; Cherryh, C.J.; Delany, Samuel R.; Fox, Gardner; Gaskell, Jane; Green, Roland; Haggard, H. Rider; Jakes, John; Kurtz, Katherine; Lanier, Sterling; McCaffrey, Anne; McKillip, Patricia A.; Moore, C.L.; Myers, John Myers; Peake, Mervyn; Saberhagen, Fred; Walton, Evangeline; Wellman, Manley Wade; Williamson, Jack</p>
<h2>Short Story Collections:</h2>
<p>Carter, Lin (ed.)  - The Year’s Best Fantasy Stories; Flashing Swords<br />
Offut, Andrew (ed.) &#8211; Swords Against Darkness</p>
<h2>Non-Fiction:</h2>
<p>Borges, Jorge Luis &#8211; The Book of Imaginary Beings<br />
Bullfinch, Thomas &#8211; Bullfinch’s Mythology: The Age of Fable, The Age of Chivalry<br />
Funk and Wagnalls Standard Dictionary of Folklore, Mythology, and Legend&gt;</p>
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		<title>Creating a Grittier Tone in SFX!</title>
		<link>http://webamused.com/bumblers/2012/01/11/creating-a-grittier-tone-in-sfx/</link>
		<comments>http://webamused.com/bumblers/2012/01/11/creating-a-grittier-tone-in-sfx/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 23:49:28 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1476</guid>
		<description><![CDATA[Kyrinn Eis, who&#8217;s currently playing in my Skyships of Atlantis! setting as part of play-testing Zorch! the Fantasy RPG, was asking last night about how you&#8217;d run a grittier setting.  The default  in the SFX! games tends toward a fairly light-hearted tone where the protagonists are never in much actual danger.  For example, there are [...]]]></description>
			<content:encoded><![CDATA[<p>Kyrinn Eis, who&#8217;s currently playing in my Skyships of Atlantis! setting as part of play-testing Zorch! the Fantasy RPG, was asking last night about how you&#8217;d run a grittier setting.  The default  in the SFX! games tends toward a fairly light-hearted tone where the protagonists are never in much actual danger.  For example, there are no explicit rules for character death, even for NPCs, just suggestions.  The reason for that is that SFX! explicitly asks the GM and players to consider the <em>tone</em> of the game they&#8217;re aiming for, instead of letting it be dictated by the rules.  In some campaigns you might want it to be impossible for somebody to die &#8220;accidentally&#8221;, that is just because of an unlucky roll, while in others you might aim to have life be cheap and death or career-ending injury be a genuine risk every time you go into combat.  There&#8217;s no one right answer.</p>
<p>If you want a grittier tone, or as I believe Kyrinn put it &#8220;Success [to be] lubricated by the blood of heroes&#8221; there are a number of ways you can approach that with SFX!</p>
<p>The first is to treat Overkill as dead.  Or, if you want to be a little less harsh towards PC, as dead for NPCs and Down for the Count for PCs, with a permanent injury Complication if they&#8217;re revived by their companions after the battle.  That alone will up the casualty count and put a real caution about battle in the hearts of the players.</p>
<p>Next, you can adjust the interpretation of Tired.  Tired is largely a condition that characters impose upon themselves by overexerting themselves in taking heroic measures,  by using the cliches Supreme Effort or Failure is Not an Option!  In Kapow! and Argh! Tired generally represents being physically exhausted, but in a grittier campaign it could easily represent being injured, perhaps seriously, since Tired usually lasts until you&#8217;ve had significant down-time or gotten some kind of medical attention (which might mean somebody&#8217;s healing magic or a stim-pack from their med-kit).  For even grittier, less cinematic play, you could rule out the ability to invoke your character&#8217;s Drive to remove the Tired condition; while a staple of comic books and action-oriented movies, being able to use sheer guts and determination to basically ignore a serious injury can run counter to the feeling that the sacrifice that you make in pushing yourself to become &#8220;Tired&#8221; was a serious one.</p>
<p>Hindered is also open to interpretation in a grittier fashion.  Hindered represents any of a myriad of things that can happen to the character that limits her effectiveness until she or an ally takes the effort to counteract it.  Most of the time that wouldn&#8217;t be an injury, but would represent something like slipping, being off-balance, partially blinded by dirt or blood in your eyes, temporarily trapped under a tapestry or having your ankle grabbed by a clutching hand, being momentarily dazed or disoriented&#8230; but it could easily be treated and narrated as the kind of superficial wound that requires being bound with a makeshift bandage or temporary sling.  An example might be when John McClane in Die Hard has to run over broken glass in his bare feet; once he&#8217;s bound them up, they don&#8217;t really degrade his performance for the rest of the movie&#8211;certainly not by enough to cause him to mess up any of the spectacular stunts he attempts.</p>
<p>In addition to adjusting the interpretation of the various conditions in the game mechanics, which carries over via the Primary Rule into narration of the types of things that can cause and cure them, Zorch! has a new rule about injury: when you recover from being Out, you have a chance of having suffered a long-term injury.  If you were injured, you are Tired and you get a new Complication (in addition to your existing ones) that describes the nature of your injury.  You can recover from Tired in the usual ways, but the Complication can only be removed by taking positive steps, such as replacing a crippled limb with a prosthetic (which may itself be a Complication).</p>
<p>These guidelines still won&#8217;t make the game full of random insta-death, but SFX! was never intended to be Rolemaster.  They do, I think, lead to injury and death that fit in with somewhat grittier genre fiction: death can happen unexpectedly, but injury tends to occur as a result of dramatic do-or-die choices or when the character had a narrow scrape with death.</p>
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		<title>Argh! The Supernatural RPG, free on RPGNow.com</title>
		<link>http://webamused.com/bumblers/2011/10/28/argh-the-supernatural-rpg-free-on-rpgnow-com/</link>
		<comments>http://webamused.com/bumblers/2011/10/28/argh-the-supernatural-rpg-free-on-rpgnow-com/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 12:50:53 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1457</guid>
		<description><![CDATA[Just in time for Halloween! Do You Dare? &#160; Unlock the power of your imagination? Any kind of monster, any kind of mystery&#8230; One Simple, Fast, Exciting system! &#160; Argh! gives you everything you need to play the supernatural thriller of your dreams&#8230; or nightmares! Supernatural Powers, magic, aliens, monsters&#8230;it&#8217;s all there, and you don&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>Just in time for Halloween!</p>
<p><a href="http://www.rpgnow.com/product_info.php?manufacturers_id=3855&amp;products_id=96079" target="_blank"><img class="alignnone size-full wp-image-1458" title="ArghCoverSmall" src="http://webamused.com/bumblers/wp-content/uploads/2011/10/ArghCoverSmall.jpg" alt="Argh! The Supernatural RPG" width="220" height="285" /></a></p>
<h2>Do You Dare?</h2>
<p>&nbsp;</p>
<p>Unlock the power of your imagination? Any kind of monster, any kind of mystery&#8230; One Simple, Fast, Exciting system!</p>
<p>&nbsp;</p>
<p>Argh! gives you everything you need to play the supernatural thriller of your dreams&#8230; or nightmares! Supernatural Powers, magic, aliens, monsters&#8230;it&#8217;s all there, and you don&#8217;t need a degree in accounting to create the Slayer, or the monster, you&#8217;ve always wanted to play!</p>
<p>&nbsp;</p>
<p>Does your supernatural game sound like a thriller? If you use Argh! it will. Argh! uses the SFX! System, which blends free-form play, with players deciding whether their actions are plausible within the  genre, and dice-driven mechanics where the degree of success&#8211;or failure&#8211;can come as a surprise to all, and the tension is real.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>This is How I Rule</title>
		<link>http://webamused.com/bumblers/2011/08/17/this-is-how-i-rule/</link>
		<comments>http://webamused.com/bumblers/2011/08/17/this-is-how-i-rule/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 21:26:56 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/2011/08/17/this-is-how-i-rule/</guid>
		<description><![CDATA[Nowadays I mostly use SFX! and its variants (a system of my own devising), though I do use Stars Without Number for a science fiction game with the kids, and a homebrewed version of D&#38;D when they want to go dungeon delving. I also recently ran a one-shot of Old School Hack. As a player [...]]]></description>
			<content:encoded><![CDATA[<p>Nowadays I mostly use SFX! and its variants (a system of my own devising), though I do use Stars Without Number for a science fiction game with the kids, and a homebrewed version of D&amp;D when they want to go dungeon delving. I also recently ran a one-shot of Old School Hack.</p>
<p>As a player I play in my friend Mac&#8217;s homebrewed D&amp;D game, and in Russell&#8217;s homebrew he calls brew 20, as well as the SFX!-based campaigns my friends are running: Russell&#8217;s Surf City campaign using Argh!, and Dan&#8217;s Warhammer 40K campaign that recently converted to Zap!</p>
<p>In the past we did a bunch of Savage Worlds, D&amp;D third edition, FUDGE, and others too numerous to mention.</p>
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		<slash:comments>1</slash:comments>
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		<title>This is How I Role</title>
		<link>http://webamused.com/bumblers/2011/08/08/this-is-how-i-role/</link>
		<comments>http://webamused.com/bumblers/2011/08/08/this-is-how-i-role/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 16:36:13 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1432</guid>
		<description><![CDATA[When it comes to sitting on the player side of the table, I prefer games with a lot of scope for player initiative and planning.  I don&#8217;t insist on Sandbox worlds, but I really dislike railroading. I tend towards playing Mad Thinker types; even my brutes tend to have flashes of So Stupid It&#8217;s Brilliant [...]]]></description>
			<content:encoded><![CDATA[<p>When it comes to sitting on the player side of the table,</p>
<ul>
<li>I prefer games with a lot of scope for player initiative and planning.  I don&#8217;t insist on Sandbox worlds, but I really dislike railroading.</li>
<li>I tend towards playing <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/PlayerArchetypes" target="_blank">Mad Thinker</a> types; even my brutes tend to have flashes of So Stupid It&#8217;s Brilliant insights.  My favorite parts of the game are when the brilliant flashes of insight pan out, followed by PC interaction, then PC-NPC interaction.</li>
<li>The mere process of grinding through combat until a foe runs out of HP is fairly boring; adding fiddly bits to make the combat &#8220;more interesting&#8221; mostly makes it more tedious.  I prefer combat to be made more interesting by giving the players scope to do stuff that doesn&#8217;t involve invoking obscure rules or counting hexes, and by making the stakes more interesting.</li>
<li>Adding fiddly bits that directly let the players push the story around usually annoys me as a player, though I don&#8217;t object to it as a GM, and as a player I don&#8217;t object to having input into the direction of the story as long as it happens outside of the game.  It&#8217;s having story-manipulation resources that I have to track that gives me the pip.</li>
</ul>
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		<item>
		<title>This is How I Roll</title>
		<link>http://webamused.com/bumblers/2011/08/03/this-is-how-i-roll/</link>
		<comments>http://webamused.com/bumblers/2011/08/03/this-is-how-i-roll/#comments</comments>
		<pubDate>Wed, 03 Aug 2011 22:12:04 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1423</guid>
		<description><![CDATA[Following Greyhawk Grognard and Big Ball of No Fun, here&#8217;s a post of my preferences in RPGs: The rules as you play should all fit in your head, with maybe a cheat sheet or a character sheet to remind you.  Having to stop and look something up in the middle of a combat is a [...]]]></description>
			<content:encoded><![CDATA[<p>Following <a href="http://greyhawkgrognard.blogspot.com/2011/07/im-just-old-fashioned-kind-of-guy.html" target="_blank">Greyhawk Grognard</a> and <a href="http://bigballofnofun.blogspot.com/2011/08/declaration-meme.html">Big Ball of No Fun</a>, here&#8217;s a post of my preferences in RPGs:</p>
<ul>
<li>The rules as you play should all fit in your head, with maybe a cheat sheet or a character sheet to remind you.  Having to stop and look something up in the middle of a combat is a failure; having to try to remember which book to look in for the rule is beyond the pale.  I&#8217;ll make allowances for things like character generation or leveling up that are done in the downtime, but even then I&#8217;d rather not have the players passing around books, or waiting until somebody&#8217;s done with the book that has the part they need.</li>
<li>It is not the GM&#8217;s job to prevent the players from having too much fun.  If things are going the players&#8217; way and they&#8217;re enjoying themselves, the GM doesn&#8217;t have to suddenly throw something at them to rob them of their victory or teach them the game-world is a harsh place.</li>
<li>The only thing that&#8217;s important to balance is spotlight time. It simply doesn&#8217;t matter if one character can slay a dragon in a single blow while another can be taken down by an angry toddler as long as the <em>time spent in play and importance for the character goals</em> is balanced between dragon fighting and diplomacy or whatever the other character is good at.</li>
<li>Game mechanics should get out of the way as much as possible, they&#8217;re there to support role-playing.  RP shouldn&#8217;t suddenly stop so you can play a miniatures skirmish game, or a card game, or a game of jenga.  Play those when you&#8217;re in the mood for them, not as resolution mechanisms for the action in an RPG.</li>
<li>If you want to write a novel, write a novel. RPGs are games, and they have to satisfy everybody at the table.  That means the GM doesn&#8217;t get to say this is <em>my</em> world, and your role is to admire it and provide bits of improv color while my grand narrative unfolds.  By the same token, players don&#8217;t get to try to turn it into collaborative fanfic about their Mary-Sue character.  If everybody has agreed that it&#8217;s a game set in a relatively realistic version of medieval Wessex, don&#8217;t try to wheedle the GM into allowing you to play a ninja, even if it would be <em>cool</em>.</li>
<li>Use dice, and let the dice fall where they may.  It&#8217;s the best, most reliable way to have events happen in the game that surprise everybody; unexpected triumphs and setbacks are much more interesting than ones the GM has planned out even before the players sit down at the table.  Corollary: don&#8217;t roll for anything if you&#8217;re not willing to accept a random result. If the adventure can&#8217;t proceed if they don&#8217;t find the hidden door, and having the adventure end right there isn&#8217;t acceptable, just have them find the door.</li>
<li>Talk about what you want.  Don&#8217;t try to handle out-of-game problems and clashes of preference by tweaking in-game rules and events in the game-world.</li>
</ul>
<div>There&#8217;s a bunch more I could say, and have in other posts, but those are pretty much the core of how I approach RPGs.  They are my preferences, and I don&#8217;t expect everybody to share them. If you don&#8217;t, you&#8217;re not playing wrong, though there&#8217;s a good chance I won&#8217;t really enjoy playing the games that you like the way you like them.</div>
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		<title>Magical Traditions</title>
		<link>http://webamused.com/bumblers/2011/07/15/magical-traditions/</link>
		<comments>http://webamused.com/bumblers/2011/07/15/magical-traditions/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 17:23:54 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1407</guid>
		<description><![CDATA[A quick list of magical traditions that might be used to differentiate the magic of various cultures in an RPG setting. I originally posted these as a comment on a friend&#8217;s Google+ query, but I thought it might be of interest outside that circle. Necromantic (needn&#8217;t be all evil zombies &#38; ghouls, could be magic is [...]]]></description>
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<div>A quick list of magical traditions that might be used to differentiate the magic of various cultures in an RPG setting. I originally posted these as a comment on a friend&#8217;s Google+ query, but I thought it might be of interest outside that circle.</div>
<div><strong>Necromantic</strong> (needn&#8217;t be all evil zombies &amp; ghouls, could be magic is always done with the help of ancestral spirits and a lot of it is talking to the dead)<br />
<strong>Animistic</strong> (magic done by dealings with the spirits of natural things)<br />
<strong>Alchemic</strong> (magic is brewing potions and the like)<br />
<strong>Demonologic</strong> (magic is dealings with higher powers and extradimensional entities)<br />
<strong>Calligraphic<wbr></wbr></strong> (magic is done by drawing talismans and sutras)<br />
<strong>Sacrificial</strong> (magic is done by sacrificing living things, animals, people, your own blood)<br />
<strong>Bardic</strong> (magic is done through poetry and song)</div>
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<div><strong>Hermetic</strong> - magic through the study of the fundamental principles of the cosmos<br />
<strong>Hermeneutic</strong> - magic through the interpretation of foundational texts<br />
<strong>Yogic</strong> - magic through meditation and physical practice<br />
<strong>Naturalistic<wbr></wbr></strong> - magic through the application of the innate magical properties of natural substances obtained from plants and animals<br />
<strong>Shamanistic</strong> - magic through communication with the spirit world<br />
<strong>Supercalifragil<wbr>istic</wbr></strong> - magic through words of power</div>
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		<title>Stars Without Number Session 1</title>
		<link>http://webamused.com/bumblers/2011/06/06/stars-without-number-session-1/</link>
		<comments>http://webamused.com/bumblers/2011/06/06/stars-without-number-session-1/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 12:40:06 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1404</guid>
		<description><![CDATA[We started playing Stars Without Number, a D&#38;D meets Traveller retro-style game last Friday night.  It&#8217;s free for the PDF version, or you can buy it in softcover or hardcover from the link.  The mechanics are simple old-school D&#38;D with a simple skill package system.  It was dead easy to teach the kids, and my [...]]]></description>
			<content:encoded><![CDATA[<p>We started playing <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=86467" target="_blank">Stars Without Number</a>, a D&amp;D meets Traveller retro-style game last Friday night.  It&#8217;s free for the PDF version, or you can buy it in softcover or hardcover from the link.  The mechanics are simple old-school D&amp;D with a simple skill package system.  It was dead easy to teach the kids, and my friends, since rolling up a character and choosing a class is the same as what they&#8217;re used to from D&amp;D.  That&#8217;s pretty much the reason I chose this, instead of trying to teach them Zap!, my own take on SF RPGs.  One thing that would make generating a character quicker would be for me to print off multiple copies of the skills section and equipment&#8230; and possibly even make a set of starter equipment &#8220;kits&#8221; so they don&#8217;t have to comb the lists looking for what they might want to buy.  One thing that would be nice would be a comprehensive equipment list, instead of it being divided into a number of tables by type, one table for primitive weapons, one table for energy weapons, one table for exploration gear, etc.</p>
<p>All in all, it went pretty smoothly for what was their first non-D&amp;D game ever. They all seemed to like the Stars Without Number setting, and found it easy to get the hang of.  I don&#8217;t think we&#8217;re going to be running it in a particularly sand-box style, even though that&#8217;s probably SWN&#8217;s biggest strength; the players had already told me they&#8217;d really prefer to be given discrete missions, so they know what they have to accomplish and there&#8217;s a definite goal for the evening&#8217;s play.  So I just began the session with them all stuck on a backwater world, trying to scrape enough creds together to book passage out, and get approached as a group by a Xenoarchaeologist who was worried that he wasn&#8217;t able to establish contact with the base camp that his daughter and the workers she hired had gone ahead to set up near some of the ancient alien ruins that dotted the planet.</p>
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		<title>Recommended Viewing for Imagining Extra-solar Environments</title>
		<link>http://webamused.com/bumblers/2011/05/06/recommended-viewing-for-imagining-extra-solar-environments/</link>
		<comments>http://webamused.com/bumblers/2011/05/06/recommended-viewing-for-imagining-extra-solar-environments/#comments</comments>
		<pubDate>Fri, 06 May 2011 14:07:50 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>

		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1397</guid>
		<description><![CDATA[This is all from one planet, and all from the same time period.  See if you can make your star systems feel half as varied.]]></description>
			<content:encoded><![CDATA[<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/zlfKdbWwruY?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/zlfKdbWwruY?version=3" type="application/x-shockwave-flash" width="500" height="306" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>This is all from one planet, and all from the same time period.  See if you can make your star systems feel half as varied.</p>
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