Random entry from the Encyclopaedia Telrhinica:

Pirates Cove
The infamous and possibly mythical bay with the cities of Narsom and Nyr, along with the fortress of Pol Adok and home to the Scarlet Brotherhood.

Blog Posts: Game Systems & Rules

Posts about game systems and rules, including house rules. All flavors, from Advanced Stab & Pillage ("Stabmaster") to Dragonbane and 5E.

Blogs posts by category: World & Cosmology Game Systems & Rules Campaigns, Sessions, and Site History

Dragonbane Options: Escalation Die and Enhanced Fumbles

I put together some options for Dragonbane to spice up combat in our campaign.

The fumble results borrow from DCC RPG and our in-house OSR Stabmaster rules, with inspiration from the Arduin Grimoire and its glorious Critical Hit table.

The goal was to make fumbles a larger part of the game: more mirth and variety, adding more flavor than the stock 6 options in the core rules. I leaned heavily on Conditions, both as part of how Dragonbane works but because Conditions contribute directly to the fumble roll itself. 

We're also using the Escalation Die, straight from 13th Age (Pelgrane Press). A great mechanic, which brings the added intensity to fumbles as part of that roll as well.

https://freeleaguepublishing.com/Fumble table (cropped)

Dogs to Rats to Baby Dragons: How Kobolds Changed in D&D

Kobold phylogeny

The kobold that most of us grew up with was a nasty little dog creature. Illustrated by David C. Sutherland III in 1977 for the original AD&D Monster Manual.

Normal Folks in a World of Monsters

Wolves, bears, garden-looting rabbits: real problems for medieval villagers. They also had bandits, plagues, and feudal wars. Add in some griffons, goblins, ghosts, dire wolves, and a few heartless fairies and you wonder how normal people get through a single day in a fantasy world.

How do things work in a world with magic? In games we tend to talk about monsters in the wild, in tombs, in dungeons. What about the villages? These tiny outposts of civilization have to have some way of surviving.

These are some thoughts on how it all can work, making better sense for a world while adding layers of story, and even a few adventure hooks.

Dwarves and Elves: De-Elfing the Fantasy World

As we rebuilt Telrhin a few years back, the impulse was a full embrace of nostalgia. The whole panache of beloved geek fantasy from our gaming years. We're living in the Old School Renaissance after all.

But there comes a time to de-elf the world. We may have re-invented everything top to bottom in Telrhin Mark IV, but the old names were still there, ripe with stereotypes and the stolen ideas of others before us. The backstory to the "older" races was re-imagined, history re-thought, origin myths re-invented.

May

Since last post many things have developed. The new HQ for Telrhin has moved cities for one.
 

RULES NEWS:

Playtesting the new spellcasting rules. It's coming along nicely. Magic as a 'gift' (both for mages but also 'true faith' for divine powers). This gift is class-independent, so the class of mage or priest is a form of specialist.

Die pool for casting, rules for 'subversion' and control tests, 'stealing vis' and other fun stuff. 
 

WORLD NEWS:

Field Guide to the Lowlands

At long last I've finished the new Field Guide to the Lowlands, a player's guide to the main campaign region of the world. The old Field Guides, written over the years, had covered the whole world. And covered it poorly. So as I got about developing the re-imagined 'mark iv' I thought I'd keep it focused on one area. This also lets me keep a steady perspective and point-of-view based on the culture of the Lowlands.

Stabmaster 8

Thought I'd tinker with rules again.  Not ambitious, mind you -- our in-house rules, affectionately called 'stabmaster', aren't meant to re-invent the wheel.  A happy blend of old-school nostalgia and story-focused simplicity. 

v7 was a cobbled re-imagining of the old broken house rules, band-aided and patched more than anything.  It did manage to simplify a little, which was a good start.  But it's time to re-work it all into something more congruous.  Well, as congruous as an AD&D inspired set of house rules can be.