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Category Archives: RPGs

Roleplaying games, or role playing games, or role-playing games, or… look, games in which you take on a role as something other than yourself.

Adventure Log: Living on Borrowed Time Part 14

The Borrowed Time, the CR-90 corvette called the Last Ditch, and a mixed group of starfighters cruised through the darkness of space, several hyperjumps away from the planet Dahvil and the now-destroyed Rebel base there. While the rebels had made good their escape and savaged the Imperials in the process they were faced with an […]

The Independents: Mistborn Adventure Game

The immortal Lord Ruler reigns over a land of ash, where it is a daily struggle simply to keep crops growing. Nobles play games of intrigue and lead lives of luxury while an entire peasant/slave caste known as the skaa toil away with no rewards other than enough food to survive and maybe fewer beatings. […]

Dungeon of the Mind

The mind is the most powerful thing we mortals possess. With it we have altered the course of history, invented marvels of sciences, and created entire worlds. In a world of magic and multiple planes of existence it would be no surprise that dungeons could exist in the very minds of its inhabitants.

Adventure Log: Living on Borrowed Time Part 13

Cole ran for the cockpit, leaping into the pilot chair and desperately trying to get the Borrowed Time up and running even as Bas did the same in the engine room. Nak dropped into the dorsal turret and strapped in, swinging the blaster cannons towards the blown-open hangar doors. Verjylla was on the ship’s comm, […]

Gaming in the Wild: A Clear Canvas

A funny thing happened when I cast off the shackles of the somewhat underwhelming experience we had going through Dungeons and Dragons’ “Princes of the Apocalypse” adventure module. As the internet does with its click-bait, “The Dungeon Master gave the players control, and you won’t believe what happened next…”

Gaming in the Wild: The End of the Apocalypse

Over the last year or more, my table at the Bracebridge Tabletop Gaming Community has been plodding their way through the Dungeons and Dragons adventure module “Princes of the Apocalypse.” After a meeting with the group, here is what we have decided…

Traps, Triggers, and Puzzles 1

Dungeons should be filled with danger and contains the remnants of those who built it. Dungeons are built for many different reasons: to house ancient treasures, imprison powerful creatures, hide secrets, etc. In order to protect these treasures and creatures the builders create traps and puzzles to keep out unwanted visitors.

Adventure Log: Living on Borrowed Time Part 12

Having successfully engaged more of the Empire’s Inquisitors, managing to kill the Mandalorian Inquisitor Skirata and rescuing a young Force-sensitive Mirialan and her parents in the process, the Borrowed Time crew made a call to Alliance High Command once they were clear of The Wheel. Now that they had non-combatant passengers they wanted to check in. […]

D&D 5e — Heirloom of Darkness

Since it is near the end of the month known as Halloween I decided to write a module in the spirit of all things spooky. This module in particular has some inspiration from the more Lovecraftian side of horror. I will note that I ran this module through two different groups and tried some variations […]

Gaming in the Wild: Surviving the Apocalypse

For about a year or so, I have been running the Princes of the Apocalypse adventure module for my table at the Bracebridge Tabletop Community. We are about halfway through it, if the level range is to be trusted. After all of that time, here are some thoughts…