#24: Sci-Firearms - The Bottom of the Bag (06/04/2003)
Incorporating sci-fi weapons
Incorporating sci-fi weapons
#23: The Red Pill - Running Adventures in The Matrix (05/07/2003)
Running adventures in The Matrix
Running adventures in The Matrix
#22: LARP Combat - The Fast and Easy Way (04/09/2003)
Speeding up LARP combat through abstraction
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
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
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
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
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
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
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
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
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
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
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
Speeding up RPG combat
#10: The Double Check - Running Dangerous, Unpredictable Magic (03/07/2002)
Running dangerous, unpredictable magic
Running dangerous, unpredictable magic
#9: Elementalism (02/05/2002)
Running hermetic elemental magic
Running hermetic elemental magic
#8: Hexcraft - Running Coincidental Magic That's Truly Coincidental (12/07/2001)
Running coincidental magic that's truly coincidental
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
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
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
Creating immortality countermeasures
#4: Immortality Part One - Creating Characters Who Cannot Die (08/22/2001)
Solving the problem of character mortality
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
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
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
An introduction to the purpose of the column: to provide the reader with an assortment of GM tricks and stand-alone game mechanics

