My usual advice for handling iconic benefits in 13th Age is to push as much of the work as possible onto the players. The GM has enough to do running the game and playing all the monsters and non-player characters without adding the burden of working a random number of iconic associations into the storyline. […]
Tag Archives: Gareth Ryder-Hanrahan
For some time now, the Agents have been on the trail of something called FOREVER. From what they’ve gathered, FOREVER is some sort of vampire-connected program run by shadowy elements within the United States intelligence community. Some claim FOREVER’s an ultrablack operation, a dozen levels higher and deeper than anything at Groom Lake. Other accounts […]
District Knowledges, used in the Station Duty campaign frame in The Esoterrorists and in Cthulhu City, are a special set of investigative abilities designed for use in games where a particular city is of paramount importance – and the city’s right there in the title in Mutant City Blues! The districts in your Mutant City […]
The advent of some mutant abilities has created whole new categories of criminality, while other powers are covered by existing laws. It’s still aggravated assault with a deadly weapon if you threaten someone with a sharp blade, even if you grew that blade yourself using your Natural Weapons ability. Some of the more obscure legal […]
Both Paris and The Wars feature General Kits: prepackaged sets of General Ability scores, so a player can just grab a General Kit, pair it with an Investigative Kit, and quickly come up with a character’s ability ratings. The other two settings, Aftermath and This Is Normal Now don’t include General Kits, on the assumption […]
The Zone Jaune is a region in north-eastern Europe that was deemed “inhospitable to human life” in the wake of the Continental War. The widespread deployment of Carcosan ‘yellow science’, not to mention conventional artillery and chemical weapons, rendered the region – some 2,000 square kilometres of forest and former farmland – utterly hostile and […]
April 30th rolls ‘round again, season of doors and frightful manifestations. You may know it as Walpurgisnacht, the Witches’ Sabbath – at least according to poor Walter Gilman, the ill-fated protagonist of Dreams in the Witch House. Now he was praying because the Witches’ Sabbath was drawing near. May-Eve was Walpurgis-Night, when hell’s blackest evil […]
Recently on the Pelgrane Press Twitch channel, game designers and writers Robin D. Laws, Kenneth Hite and Gareth Ryder-Hanrahan walked through the process of designing a scenario for The Yellow King RPG. If you missed it on Twitch, catch it over on our YouTube channel now!
Both Trail of Cthulhu and Fear Itself feature protagonists who are comparatively (or cosmically!) feeble compared to the foes they encounter. By no coincidence whatsoever, both games also incorporate the Fleeing ability, an ability that’s used only for running away. To make Fleeing a bit more complex and combat-like, here are some optional expanded Fleeing […]
In the autumn of 1967, a highway patroller radios in a report of a multi-vehicle automobile collision just outside of Ipswich, Massachusetts, on the Great Arkham Highway. There’s no such road. Over the next few days – before DELTA GREEN closes down the area – there are more reports of strange incidents. A motorist is […]
