This marks the first of a 10-part series I’m doing on my favorite game systems. Game systems are a very personal choice and tastes will vary of course.
For me, I like efficient systems that resolve combat and skill checks in a reasonable amount of time and don’t require constant rules lookups or cause players to have analysis paralysis.
When you’re new to BX D&D / Old-School Essentials, the terror of saving throws (such as a save vs. poison) can be palpable. But death isn’t the only outcome from such saving throws. Let’s take a look at some great examples of creative uses of saving throws (in this case, saves vs. poison) in the excellent The Black Wyrm of Brandonsford by Chance Dudinack.
While awaiting my pre-ordered copy of John Lambshead’s Sci-fi Skirmish Scenarios: Small-unit Missions For Use With Your Favourite Wargaming Rules from Amazon (I’m in the USA), I went ahead and bought a digital ePub copy from the publisher Pen and Sword in the UK.
I just skimmed through and had some early thoughts on using it not just for sci-fi games but for other genres such as historical World War II.
I’ve been intrigued by the upcoming QuestWorlds RPG. It will be the third major edition of the rules when it comes out (previously it was Hero Wars and then HeroQuest (not to be confused with the miniatures game of the same name).
It is sort of like Fate or Cortex, a narrative game, but is faster and more streamlined than other similar games.
I’ve created a QuestWorlds rules summary which you can download here or on our downloads page.
You can download the rules-only text for free from Itch.io or get the very latest version from GitHub.
One often overlooked technique in play-by-post (PbP) gaming is the use of conditional logic. PbP is already a slow medium, so any little trick you can use to speed up gameplay is a godsend. Conditionals are one such technique.