Tag Archives: See Page XX

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 […]

General Kits for Aftermath & This Is Normal Now

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 […]

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