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Bag o' Nifties
#24: Sci-Firearms - The Bottom of the Bag (06/04/2003)
Incorporating sci-fi weapons
#23: The Red Pill - Running Adventures in The Matrix (05/07/2003)
Running adventures in The Matrix
#22: LARP Combat - The Fast and Easy Way (04/09/2003)
Speeding up LARP combat through abstraction
#21: Fun with Target Numbers - Tricks and Gimmicks for Target Number (05/05/2003)
Manipulating target number systems without resorting to tedious calculation
#20: Great Men - A Narrative Structure for Modern Pulp Action! (02/05/2003)
Taking ordinary, modern characters and letting them do extraordinary things without resorting to super-powers or magic
#19: Scientifical Magic - Running Less Magical Spellcasters (01/08/2003)
Running laws of magic with a technological approach
#18: Non-Combat Actions in Combat-Focused Games (12/04/2002)
Using the tricks that liven up fight scenes to benefit even the most pacifist scenes
#17: Silicon Spirits - Gods and Demons as Intelligent Interfaces (11/06/2002)
Using sci-fi technology and good user interface design to create an unexpected twist
#16: Ferals - A New Monster Myth for a New Millennium (10/09/2002)
A new monster myth
#15: Triggers - An Adversarial Approach to Running Shapeshifters (09/04/2002)
Mimicking the conflict between shapeshifters and their bestial alter-egos
#14: Stunt Dice - A Core Mechanic for Encouraging Cinematic Stunts (08/15/2002)
A system that links success probability to colorful description
#13: Self-Balancing Talents & Flaws (07/11/2002)
Balancing talents and flaws and what you should balance them with
#12: Telepathy as Brain Hacking (or Nifty Psychology Tricks) (06/13/2002)
Running telepaths with better game balance and more interesting characters
#11: Lock 'n Load - Tips for Fast-Paced, Cinematic Action (04/04/2002)
Speeding up RPG combat
#10: The Double Check - Running Dangerous, Unpredictable Magic (03/07/2002)
Running dangerous, unpredictable magic
#9: Elementalism (02/05/2002)
Running hermetic elemental magic
#8: Hexcraft - Running Coincidental Magic That's Truly Coincidental (12/07/2001)
Running coincidental magic that's truly coincidental
#7: Instinct, Insight, & Intuition- Running Characters Smarter Than You (12/07/2001)
Techniques for running characters smarter than the GM
#6: Biofeedback - The Psionicist's Answer to Body Modification (11/01/2001)
Using Biofeedback, giving the Preservers a way to match many kinds of body mods without defiling their natural forms
#5: Immortality Part Two - Fates Worse Than Death (10/04/2001)
Creating immortality countermeasures
#4: Immortality Part One - Creating Characters Who Cannot Die (08/22/2001)
Solving the problem of character mortality
#3: Glass Room Interfaces - Getting Hacker Characters Back In the Action (07/12/2001)
An in-setting method for bringing virtual and actual spaces together
#2: Prophesy, Precognition, and Portents - Running Characters Who Can See the Future (06/20/2001)
Three skills or powers the GM can offer players to introduce the element of predicting the future
#1: A Peak Inside the "Bag o' Nifties" (05/31/2001)
An introduction to the purpose of the column: to provide the reader with an assortment of GM tricks and stand-alone game mechanics

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