Modular Magic for Cairn

First off: I'm making a thing! I'm working hard on combining, tweaking, expanding, and upgrading my Cairn-related posts into a full publication. It aims to be both a toolbox you can pick-and-choose from, as well as a neat way to combine everything together to get a sort-of Advanced Cairn, if you will. I've dubbed this … Continue reading Modular Magic for Cairn

Oh? You’re Approaching Me? Closing The Distance in Dungeons & Dragons Encounters

Most of my systems and posts are about adding interesting, meaningful choices to TTRPG procedures that tickle the players' sense of risk and reward. This particular system was originally written for ships at sea, but can be repurposed just as well for on-foot encounters in the wilderness - or spaceships venturing into parts unknown. This … Continue reading Oh? You’re Approaching Me? Closing The Distance in Dungeons & Dragons Encounters

Mass Combat: Expanding the Army Rating system from Barbarians of Lemuria

My drafts are filled with posts about mass combat systems. There are various ideas I really like (such as an infantry>cavalry>archery counter triangle, moving troops, Into the Odd warbands etc. etc.), but I can't really get them to stick together in a way that I liked. That's when I gave the Army Rating system from … Continue reading Mass Combat: Expanding the Army Rating system from Barbarians of Lemuria

Nothing To See Here: City Guard Patrol Shifts for TTRPGs

Be it for a fantasy city, superhero game, or space station, these mechanics will help you flesh out 'walking the beat' for your party of law-keepers. Intersperse this with big, landmark cases - murder, heist, kidnappings etc.! Image: The Siege: Inside Town by Francis Goeltner The Stats Of A District First, determine the size of … Continue reading Nothing To See Here: City Guard Patrol Shifts for TTRPGs

Intelligence, Influence & Might: Simple Faction Conflict in TTRPGs

I like the idea of faction play, but I find it often gets bogged down into a large number of variables and actions. I've tried to make a system that is trackable with simple tokens representing Assets, and allows for plenty of player intervention. Factions & RegionsRegionsAsset TypesThe Home RegionCreating A RealmAssets and their FunctionsIntelligenceInfluenceMightAsset … Continue reading Intelligence, Influence & Might: Simple Faction Conflict in TTRPGs

Hostile Negotiations: A Conversational System for Into The Odd/Cairn

I'm a big fan of Emmy Allen's Duels in OSR rules, so I made a small adaption for it to suit a game I'm running at the moment. Image: Senat by Pascal Quidault I also love OSR tendencies to just leave out any dialogue- or social stats & mechanics, leaving it to the actual players … Continue reading Hostile Negotiations: A Conversational System for Into The Odd/Cairn

There Was A Firefight: Gunfighting Rules for Into the Odd/Electric Bastionland/Cairn

This is an attempt to bring the risk-management decisions of my Dark Souls inspired combat to a more contemporary form of fisticuffs. Be it for Old West, modern-day, cyberpunk, or sci-fi type adventures, I hope these rules give you some bang for your buck (it helps that it's free!) Image: Oscillator by Kevin Moran What … Continue reading There Was A Firefight: Gunfighting Rules for Into the Odd/Electric Bastionland/Cairn

Dodging, Blocking & Parrying in Practice

Image credits: Merciless by Vlad Marica I've started playtesting my aforementioned Dodge, Block & Parry system! I've tied it into the Weapon system as well, and it's working quite good, so far! Design Notes Fight back makes combat even more lethal, by allowing for essentially a double attack (attacking in response to the enemy => … Continue reading Dodging, Blocking & Parrying in Practice