Tag: House Rules

Sep 27


  A Flaw with benefits One of the aims of sprinkling Interludes into my Campaign is to explore new rules and see if there is anything that I can steal and turn into a Rules Widget for HeroQuest 2. The latest Interlude was run using the Fate Accelerated Edition rules. One feature of FAE that …

Continue reading »

Sep 20

What’s in a Name?

  This article has been Updated . The old text has been deleted to save space. Please visit the newer version. . Thanks Phil

Sep 13

Rules Widgets

  A framework for seamlessly introducing House Rules   House Rules Everybody’s doing it House Rules, we all have them. I suspect that most, if not all, GMs apply one or more House Rules to their game. The next iteration of D&D is heading towards making the entire rules something of a selection box, for …

Continue reading »

Sep 06

Totally Yes/No And But

  Nuanced ways to say Yes and No in the narrative of your game Adjudicating Player Actions Can the Hero do that? Describing the outcome of Heroes’ actions forms one of the major roles of the GM. Can the Hero hit the goblin, climb the wall or bargain with the merchant? For many games, this …

Continue reading »

Aug 30

We all need Intrusions

  Managed interventions in the Narrative Playing with the Plot Why do I want an Intrusion? In a recent game of HeroQuest 2, I experimented with having Wyrd cards to use as a GM. Wyrd cards are our House Rules variant of Bennies, Fate Points and the HeroQuest application of Experience points, all rolled into …

Continue reading »