Members
Tales from the Rocket House
#63: MORE (Modern Old-school Roleplaying Engine) Core Game Mechanics (01/03/2013)
Attributes and time for MORE.
#62: A New Old School Project (11/29/2012)
An introduction to a new Old School system.
#61: Streamlining (10/25/2012)
Redefining skills and traits.
#60: Ethics of RPG Violence (10/01/2012)
How do we address violence (and ethics) in RPGs?
#59: Action and Violence (08/29/2012)
How do you do non-violent action scenes?
#58: The Edge of Intentionality (07/26/2012)
A new weapon system for Tarafore.
#57: A Simpler Time (05/31/2012)
A simpler game system (that could potentially be used for S-I play).
#56: Rules that Go Crunch (04/26/2012)
Yet Another Simulationist-Immersive Roleplaying Column.
#55: A Simulationist-Immersive Miscellany (03/29/2012)
Responding to recent forum discussions.
#54: Bringing Randomness into Simulationist-Immersive Roleplaying Character Creation (03/01/2012)
Random characters in S-I play.
#53: Mechanics Are Physics (01/26/2012)
Mechanics that work for Simulationist-Immersive RP.
#52: More Fundamental Elements of Simulationist-Immersive Roleplaying (12/29/2011)
Discussion on Simulationism & running a Simulationist game.
#51: Fundamental Elements of Simulationist-Immersive Roleplaying (11/30/2011)
An overview of immersive, self-consistent games.
#50: A Simulationist Manifesto (11/03/2011)
Simulationist games are art too.
#49: All Decked Out (09/29/2011)
The Quick Dungeon Delving Metagame.
#48: Kickin' it Old School, Part One (08/30/2011)
A first look at creating an OSR game system.
#47: Adversarial GMs (07/28/2011)
Mixing drama and an adversarial GM can be tricky.
#46: Reach Out and Touch Someone (06/29/2011)
Adding weapon reach to the Tarafore combat system.
#45: Keep on Rollin’ Under… (05/26/2011)
Another blackjack-inspired roll-under game system.
#44: Chaosium, Blackjack, and Zocchihedrons: Oh My (04/26/2011)
A blackjack-style mechanic that uses margins of success.
#43: Lights, Camera, Action(s) (04/05/2011)
Back to the Nuts and Bolts of System Design
#42: Empire Sword (03/03/2011)
A fantasy Sumeria in which evil spirits cause disease and violating taboo can kill.
#41: Seven Deadly Sins (02/03/2011)
A setting with races built around the deadly sins.
#40: Life Paths and Grammar Maths (11/25/2010)
Creating a character with race, background, profession, and event tables.
#39: Traits and Skills, Revisited (10/28/2010)
New thoughts & organization for what defines your character.
#38: More 'Random' Thoughts (08/26/2010)
A setting and a lifepath.
#37: Who Are You Part Three: Roll the Bones (07/28/2010)
Why to use random character generation and some random tables.
#36: Group Dynamics (06/30/2010)
Getting the players (and characters) together.
#35: For What It's Worth (06/04/2010)
Making the swashbuckling system gritty.
#34: How Much Does System Matter, Part 3 (04/28/2010)
Testing a new combat system.
#33: How Much Does System Matter? (Episode V: The System Strikes Back) (03/23/2010)
RP theory and a playtest.
#32: How Much Does "System Matter?" (02/24/2010)
Adapting systems to control the tone of games.
#31: Five Swords Against the Darkness (01/28/2010)
Notes for a freeform game.
#30: Seven Paths to Systemless Freeform Roleplay: Adventure Preparation (12/29/2009)
Preparing adventures for freeform games.
#29: Seven Paths to Systemless Freeform Roleplay, Player's Guide (12/02/2009)
Having good fun with freeform games.
#28: Seven Paths to Systemless Roleplay (11/02/2009)
Necessities for playing without rules.
#27: Too Clever By Half (09/30/2009)
Don't waste mechanics.
#26: I'm a Model, You Know What I Mean? (09/03/2009)
ASSURE: A model of instructional design.
#25: Neither Hot nor Cold (07/02/2009)
Rules, genres, and the City of Night.
#24: Zero to Gaming in Thirty Minutes (06/01/2009)
Designing a quick pick-up gaming system.
#23: In with the New (04/30/2009)
What's a good game for introducing roleplayers?
#22: Targeting (04/07/2009)
Buffy and how you should know your audience.
#21: Learning Curves (02/25/2009)
Can educational content fit in RPGs?
#20: Resolutions (01/28/2009)
Creating a new game system.
#19: Holding out for a Hero (12/30/2008)
A look back at a more innocent (and heroic!) time in gaming.
#18: What Do You Want? (10/29/2008)
Finding the right RPG system.
#17: Conflict (10/06/2008)
About conflict resolution in games
#16: Mechs, Visuals, and Themes (08/27/2008)
How will your story look?
#15: Please Buckle Your Swashes and Return Your Blades to an Upright, Locked Position (07/29/2008)
A swashbuckling system!
#14: Reflections and Refractions (06/26/2008)
On the Tarafore System and Concept Ownership
#13: Are You Experienced? (05/30/2008)
On character advancement systems in RPGs.
#12: Them's Fightin' Words (04/29/2008)
Conflict resolution and the Tarafore system.
#11: Return to the Dark Side of the House (03/25/2008)
Tim explores system problems that arose during playtesting.
#10: The Dark Side of the House (02/27/2008)
Past gaming experiences and new system creation.
#9: Musings and Ramblings (01/30/2008)
Thoughts on and experiences with the GNS model.
#8: Who Are You? (Part Two, Part Two) (11/27/2007)
More about subjective character creation.
#7: Boo! (10/24/2007)
The Horror Factor for the Rocket House.
#6: Shounen Sword (09/26/2007)
A cinematic anime game.
#5: Who Are You? (08/28/2007)
Realism and character traits.
#4: How Do You Do? (07/26/2007)
The Rocket House combat system.
#3: This is a Test. This is Only a Test ... (06/27/2007)
Some specific examples of the Tarafore test system.
#2: Breaking it Down (05/30/2007)
Elements of a common language system applicable to any RPG system.
#1: Speaking the Same Language (05/01/2007)
Running multiple games with a single system.

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