Transitioning from Action Points to Augmented Fate Points

This is a continuation. Read part one, Gotta Give Him Upside! Last time I spent a little bit talking about Fate Points and how they operate as a mechanical boon by offering up some specific leeway to the GM for Continue reading Transitioning from Action Points to Augmented Fate Points

Gotta Give Him Upside!

Legend of Neil Season 1, Episode 4: Skeletons in Link’s Closet One of the most difficult things to do when running a campaign is getting your players to ‘buy-in’, leap the invisible gap that separates a player’s character as dictated Continue reading Gotta Give Him Upside!

Expanding PC Rests in 4e or “4e – 4 Rests”

As you may have noticed by now I’m a fan of 4th Edition D&D. Seriously, if you haven’t picked up on this you should not consider a career as a detective. It’s an edition that is much maligned by both Continue reading Expanding PC Rests in 4e or “4e – 4 Rests”

Double Damage

Potentially one of D&D’s greatest shortcomings is its health system. Now that’s not to say I don’t like HP, I like HP just fine. I think I made that clear when talking about hit points back in the last blog Continue reading Double Damage

Chasing the Dragon

If you were expecting a post about opiates you’re out of luck, sorry? What it is about is chase scenes. Now if you’ve been hanging around tabletop RPGs for any amount of time you probably haven’t played in a lot Continue reading Chasing the Dragon