Mayhem in the Morgue (Champions)
Out For Blood (Shadowrun)
The Three Basics of Adventure Design (Article)
The Ice Edge (Over The Edge)
The Sultan's Treasure (Call of Cthulhu)
Wiles of the Wyrm (Castle Falkenstein)
The Adventure of the Knight Sinister (Pendragon)
Winter (Mage The Ascension)
Adventures of Distinction (Article)
Dopplegangers (Legions of Steel Miniatures Scenario)
Renegades (Warhammer 40,000 Miniatures Scenario)
Inn of Chaos (HeroQuest Board Game Scenario)
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Mayhem in the Morgue
General Mayhem and the Dogs of War are threatening the city. Is the sinister Staff of Nergal significant?
Out for Blood
Looking for somebody richer and hipper than the weasely sararimen you usually meet? Sound like a dream? Maybe
The Ice Edge
Strange things always happen in Al Amarja, but you can usually count on good weather. But now it's getting
The Three Basics of Adventure Design
The balance between character, setting, and plot, and their roles in a satisfying adventure.
The Sultan's Treasure
The sunken submarine UB-131 holds a fabulous treasure. But it takes a special kind of man to be a
Wiles of the Wyrm
Bad weather forces you to over-night in the village Caermaben. It seems like such a nice village.
The Adventure of the Knight Sinister
A one-handed stranger appears and offers a compromise - defeat the thing that took off his hand, or Logres will be
A time of clarity, beauty, and oppressive quiet. Sometimes death just leads to rebirth.
Adventures of Distinction
Two adventures that were revolutionary.
Deep in the heart of the Machine robotic killers dog your every step. For Legions of Steel.
Two armies locked in battle. For Warhammer 40,000.
Inn of Chaos
It looked like a nice place to stop for the night... For HeroQuest.
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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