December 4, 2022
Session 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
As you can note by the big ol' index above, I played a lot of RUNE last month! As someone who has both made a few Realms and played a ton, here are my opinions (not rules or anything! Just my observations) on what helps make a good realm.
...November 2, 2022
Follow-up to my post about Total//Effect core mechanics.
I realized I barely described what the rest of the system is in favor of being a Probability Weirdo. Let's do that. I also didn't describe, or even mention any of the three games I'm outlining while I'm writing it somehow. Let's do that too.
The Subsystems
What's a core system for the system? Like what parts do you need? You need the core mechanic, which can in turn be expressed through any of the subsystems listed. Basically aside from how to roll, the concept of escalation, and some concepts around level/tier advancement, there isn't any one system that's "core". My big intentions for this system/toolbox/SRD/whatever are modularity and configurability, which I'm defining as:
...October 31, 2022
So this is my first public post/design blog/etc about a system I'm developing as a SRD/toolkit, Total//Effect. It includes a bunch of probability stuff at the end if you're into that, but I do sum up the important bits if you're not.
I'll start with my initial forays into the humble 3d6 (and the originator of some of these mechanics), 36th Way and LUMEN.
3d6 and 36th Way/LUMEN
Total//Effect's resolution is a kind of combination of two different resolution systems I've used in the past: 36th Way and LUMEN.
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