Wizards
Re-Thinking Shymeria
For a while now I’ve been working on a game called Guardians of Shymeria, which was going to be the setting for the Sample of Play Theater game in the Cinemechanix rulebook. The basic idea was “He-Man meets Heavy Metal,” with 80s cartoon characters (because I really wanted to steal a rule Josh Burnett had…
[City of 10,000 Daggers] Wyrmtongues
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Campaign Design Walk-Through 4: Genre Trappings
According to Merriam-Webster, genre is “a category of artistic, musical, or literary composition characterized by a particular style, form, or content.” Genre trappings are mostly the things in the “content” part of that definition: people, places, and things that help define the genre. While these trappings help us recognize which genre a story belongs to,…
Campaign Design Walk-Through 3: Setting
Since setting is the foundation of most fictons, we’re going to start our design of the Guardians of Shymeria ficton there. Setting, as we all learned in English class, refers to the time and place where the story happens: Civil-War-era Texas, Middle Earth shortly after the Battle of Five Armies, or Earth-That-Was in its final…
Campaign Design Walk-Through 2: The Ficton
Once you’ve got an idea of the basic premise of the game and who the characters are going to be, it’s time to start figuring out what kind of world we’re going to need to accommodate them. As those of you who have bought just about any Hex supplement ever know, we like to call…
Campaign Design Walk-Through 1: Premise
Since the whole idea behind Cinemechanix is that you use the core rules to create the kind of game you want to play, it seems like it might be a good idea to go through a sample campaign design. I keep going back and forth on whether I want to continue the Sample of Play…
Flash! Bang! Magic! Part 2
Last week, I talked about the need (or lack thereof) of special rules for magic in settings with flash-bang magic. The tl;dr version is that if everyone has a good understanding of how magic works in the world and and what a particular type of wizard can do and there are no setting conventions that…
Flash! Bang! Magic! Part 1
Before I get into this week’s blog, I forgot to mention last week that I recently the newest installment of my series of role-playing articles on HubPages, “Seven Rules Every RPG Player Should Know.” Also, just yesterday Hex released our first novel, Carter Newton’s Suicide’s Run: A Tale of the Hobomancers. Carter does a great…
Rethinking Ritual Magic, Part III
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