Tag Archives: See Page XX

The Plain People of Gaming: Fruit of a Poison Tree

It’s been some time since the Poison Tree campaign was announced, even by the sometimes leisurely standards of Pelgrane. It’s currently on my desk undergoing development and additional writing. The core concept of the campaign is unchanged from those early articles – a series of connected adventures across the generations, from 1650 to the present […]

New Legacies (2)

(My apologies for the long delay between installments. I’d intended to post this and the other pieces in the series in early 2020. I wonder what could possibly have distracted me in, oh, say around March of that year.) The Dracula Dossier Director’s Handbook (DH) covers the present-day Legacies of the main members of the […]

Images of Unremitting Horrors

    (*** As a warning before you read on – some of these images are quite disturbing. They’re all entirely computer-generated, but still… they’re uncanny. ***)     I’ve been keeping an eye on neural nets and automated generation of content, in the manner of a fisherman keeping an eye on a storm front […]

Unseen Icons

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. […]

View From the Pelgrane’s Nest – July 2021

As a company with tentacles in many countries, we’re taking comfort from the fact that the vaccines are, indeed, finally rolling out around the world. Our USAian Pelgranistas were the first to be vaccinated, followed by our some of our UKians. Us Irish Pelgranes are about to get our second shots, but the new Delta […]

See Page XX: Sketching Our Your Yellow King: Wars Sequence (Part 1)

A column about roleplaying by Robin D. Laws Previously in See Page XX, I laid out a two part sample outline for a Yellow King RPG: Paris series. By popular demand, I’m now going to do the same for the next of the game’s four sequences, The Wars. As before, this is a starter framework […]

District Knowledges in Mutant City Blues

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 […]

New Mutant Crimes

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 […]

Serpentine Plot Hooks: Rebellious Factions Part 2

By Kevin Kulp Combining focused ambition with poor judgment is a great basis for an adventure. When you want to run a last-minute Swords of the Serpentine game and aren’t sure where to begin, start with one or more of the factions. You’ll see an example of this in the two free adventures here at […]

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