Members
Columns author Search: Bayn (88 Results)
Action Scenes! #1: Clinging to the Side of a Building (07/23/2003)
Fight scenes from a precarious height
Action Scenes! #2: Wreaking Havoc at the Health Club (08/04/2003)
Using the gym as an adventure location
Action Scenes! #3: Smashing Up a Liquor Store (09/03/2003)
Setting a fight scene in a liquor store
Action Scenes! #4: Demolishing a Hardware Store (10/08/2003)
Setting a brawl in a hardware store
Action Scenes! #5: Showroom Showdown (11/12/2003)
Setting gunfights in commercial showrooms
Action Scenes! #6: Kicking Holly Jolly Ass! (12/03/2003)
Setting violent action scenes in the Christmas-time mall
Action Scenes! #7: Zero-Gravity Martial Arts (01/05/2004)
Setting a fight scene in zero-gravity
Action Scenes! #8: Razing a Restaurant (03/02/2004)
Setting fight scenes in restaurants
Action Scenes! #9: Taking to the Air (04/05/2004)
Setting up flying fight scenes
Action Scenes! #10: Pugnacious Transportation (05/03/2004)
Setting fight scenes in public buses and subways
Action Scenes! #11: Tearing Down a Derelict Mansion (06/10/2004)
Setting fight scenes in old, abandoned mansions
Action Scenes! #12: Traumatizing a Hospital (07/07/2004)
Setting a fight scene in a hospital
Action Scenes! #13: Taking 'em to School (08/03/2004)
Setting a fight scene in an elementary school
Action Scenes! #14: Gen Con Carnage (10/04/2004)
A fictionalized account of a visit to Gen Con
Action Scenes! #15: Casino Chaos (11/03/2004)
Setting a fight scene in a gambling establishment
Action Scenes! #16: On the Open Road (12/09/2004)
Setting up freeway chase scenes
Action Scenes! #17: Where Pedestrians Fear to Tread (01/05/2005)
Setting up car chases on city streets
Action Scenes! #18: Off the Beaten Path (01/31/2005)
Setting up car chases in novel locations
Action Scenes! #19: Battle at the Big Top (03/01/2005)
Setting a fight scene at the circus
Action Scenes! #20: Going to Church (04/05/2005)
Setting a fight scene in a church
Action Scenes! #21: Crashing a Parade (11/24/2006)
Street parades in action scenes: a segue from chase to fight.
Bag o' Nifties #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
Bag o' Nifties #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
Bag o' Nifties #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
Bag o' Nifties #4: Immortality Part One - Creating Characters Who Cannot Die (08/22/2001)
Solving the problem of character mortality
Bag o' Nifties #5: Immortality Part Two - Fates Worse Than Death (10/04/2001)
Creating immortality countermeasures
Bag o' Nifties #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
Bag o' Nifties #7: Instinct, Insight, & Intuition- Running Characters Smarter Than You (12/07/2001)
Techniques for running characters smarter than the GM
Bag o' Nifties #8: Hexcraft - Running Coincidental Magic That's Truly Coincidental (12/07/2001)
Running coincidental magic that's truly coincidental
Bag o' Nifties #9: Elementalism (02/05/2002)
Running hermetic elemental magic
Bag o' Nifties #10: The Double Check - Running Dangerous, Unpredictable Magic (03/07/2002)
Running dangerous, unpredictable magic
Bag o' Nifties #11: Lock 'n Load - Tips for Fast-Paced, Cinematic Action (04/04/2002)
Speeding up RPG combat
Bag o' Nifties #12: Telepathy as Brain Hacking (or Nifty Psychology Tricks) (06/13/2002)
Running telepaths with better game balance and more interesting characters
Bag o' Nifties #13: Self-Balancing Talents & Flaws (07/11/2002)
Balancing talents and flaws and what you should balance them with
Bag o' Nifties #14: Stunt Dice - A Core Mechanic for Encouraging Cinematic Stunts (08/15/2002)
A system that links success probability to colorful description
Bag o' Nifties #15: Triggers - An Adversarial Approach to Running Shapeshifters (09/04/2002)
Mimicking the conflict between shapeshifters and their bestial alter-egos
Bag o' Nifties #16: Ferals - A New Monster Myth for a New Millennium (10/09/2002)
A new monster myth
Bag o' Nifties #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
Bag o' Nifties #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
Bag o' Nifties #19: Scientifical Magic - Running Less Magical Spellcasters (01/08/2003)
Running laws of magic with a technological approach
Bag o' Nifties #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
Bag o' Nifties #21: Fun with Target Numbers - Tricks and Gimmicks for Target Number (05/05/2003)
Manipulating target number systems without resorting to tedious calculation
Bag o' Nifties #22: LARP Combat - The Fast and Easy Way (04/09/2003)
Speeding up LARP combat through abstraction
Bag o' Nifties #23: The Red Pill - Running Adventures in The Matrix (05/07/2003)
Running adventures in The Matrix
Bag o' Nifties #24: Sci-Firearms - The Bottom of the Bag (06/04/2003)
Incorporating sci-fi weapons
One Shot #1: Advancement Addiction (04/01/2005)
The psychology of character advancement & overjustification.
One Shot #6: Zoroastrian Noir (07/06/2006)
Presenting pulp Persia!
Sanctum #1: What the Hell? (05/03/2005)
A description of the Sanctum concept.
Sanctum #2: Gaslight (05/31/2005)
Dan Bayn kicks off Sanctum with a political & supernatural London in the late 1800s.
Sanctum #3: Imperial Rome (06/27/2005)
Dan Bayn continues Sanctum with a description of epic, post-Republic Rome.
Sanctum #10: The Frozen North (02/02/2006)
A journey into the cold American frontier of the 19th century.
Sanctum #13: Sanctum: Bodhisattva (05/04/2006)
A modern-day Buddhist parable, directed by John Woo.
Sanctum #14: Charlie's Sanctum (06/08/2006)
Good morning, Angels!
Sanctum #17: Untouchable (10/05/2006)
Corpse-eaters for Halloween in 1930s India.
Sanctum #19: Celestials (12/07/2006)
San Francisco, 1865. A story of kung-fu, gunslinging, and mysticism.
Wushu Skidoo #1: That Wushu You Do (02/28/2007)
Introducing the Wushu Skidoo concept.
Wushu Skidoo #2: Aztech (03/08/2007)
The Mesoamerican post-apocalypse.
Wushu Skidoo #3: Celestial (04/05/2007)
Far-future Taoist mythology.
Wushu Skidoo #4: Bad Mojo (05/10/2007)
New Orleans, after the storm.
Wushu Skidoo #5: Datarchy (06/07/2007)
What if the cyberpunks won?
Wushu Skidoo #6: Karmic (07/05/2007)
An Indian Buddist/Hindu post-apocalypse.
Wushu Skidoo #7: Kindred Shores (08/09/2007)
Pirates of the Caribbean and the Eaters of the Dead.
Wushu Skidoo #8: Rainbow Effect (09/06/2007)
Lovecraft's From Beyond meets the Philadelphia Project.
Wushu Skidoo #9: Parademic (10/04/2007)
An action/horror setting, perfect for your Halloween gaming.
Wushu Skidoo #10: Static (12/06/2007)
Political stunts and a modern magic game.
Wushu Skidoo #11: Tulpa: Born In Chains (01/08/2008)
Yogi roleplaying.
Wushu Skidoo #12: Parallax (02/07/2008)
A far future setting of variety and wonder.
Wushu Skidoo #13: Destroyer of Worlds (03/06/2008)
Modern atomic myth
Wushu Skidoo #14: Trickster (04/01/2008)
On trickster mythology
Wushu Skidoo #15: Project Cassandra (05/08/2008)
Prescient police work and savage, robot violence
Wushu Skidoo #16: Anathema: The Cursed (06/05/2008)
Your gift is your curse.
Wushu Skidoo #17: Ujigami (07/03/2008)
You're dead. Now, you serve the living.
Wushu Skidoo #18: Majic 12 (08/07/2008)
Pranking the public to protect America's secrets.
Wushu Skidoo #19: Lost Carcosa (10/07/2008)
Lovecraft Meets Planescape.
Wushu Skidoo #20: The Word (11/06/2008)
The Tower of Babel and the Brotherhood of the Bloody Tongue.
Wushu Skidoo #21: The Feynmen (12/04/2008)
Stupid Physics Tricks for Destroyer of Worlds.
Wushu Skidoo #22: Heaven vs Hell (01/08/2009)
The voices in your head know the future.
Wushu Skidoo #23: Dustbowl Wuxia (02/03/2009)
Insanely over-the-top action in 1930s America.
Wushu Skidoo #24: Heaven's Tether (03/03/2009)
An Incan space elevator for Aztech!
Wushu Skidoo #25: April's Fools (04/01/2009)
A Datarchy service pack.
Wushu Skidoo #26: Rakshasa (05/07/2009)
Hunt cannibal-sorcerers through the slums, streets, and skyscrapers of India!
Wushu Skidoo #27: Clockwork Wuxia (06/02/2009)
The Tao of Steam.
Wushu Skidoo #28: Missing Time (07/09/2009)
Walk a mile in Dr. Jekyll's shoes.
Wushu Skidoo #29: Bad Lands: The New World (08/05/2009)
Bad Lands: The New World
Wushu Skidoo #30: Bad Lands: Enlightened Alchemy (09/10/2009)
Tagline: Transmutations, road scholars, & necrology!
Wushu Skidoo #31: Bad Lands: The Untamed West (10/08/2009)
Preachers, Mountain Men, and Savages in Bad Lands.
Wushu Skidoo #32: Bad Lands: Industrial Revolution (11/04/2009)
Steam tech, unions, and claw hammer escrima in Bad Lands.
Wushu Skidoo #33: Beautiful Violence (12/10/2009)
Living weapons give mankind the send-off it deserves!
Search Columns
Search For: Search In:
 

Copyright © 1996-2013 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2013 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.