Posts Tagged by alternate structures

While talking with a friend about a game system development issue, I had the spark of an idea for an alternate hit point system that could easily be merged into almost any game system. It applies mostly to enemies and is aimed at controlling the pacing and drama of combat. Sitting down to think about this, it feels really sound and interesting. I’m going to use it in the next game I run, but wanted to present it here for people to look it over.…

GMingAdvice01

There are a lot of interesting ways to handle time and history in your game. Most of us default into straightforward linear time as characters wander from event to event, like we do in our own lives. Sometimes it’s good to mix that up; visiting the character’s past can be a great chance to reveal information that puts the present in a new light. Or, like a novel writer, you want to explore the characters in more depth now that you’ve hooked the audience. Thanks…