
Mounted Combat in Shadowdark TTRPG
Streamlined Shadowdark mount rules: melee bonus, charging with polearms, risks of bolting, gear and barding, mounts and costs, plus travel flavor.
Streamlined Shadowdark mount rules: melee bonus, charging with polearms, risks of bolting, gear and barding, mounts and costs, plus travel flavor.
Classic modules show early editions centered on negotiation and player ingenuity, contrasting with later skill-driven, performative approaches.
OSR-inspired herbalism rules add strategic foraging, preservation checks, an expanded herb list, Ranger balance notes, and GM tips to your Shadowdark games.
Proposes a universal 10s/5s critical scheme for Chaosium percentile games to speed resolution, add special failures, and reduce sheet-checking.
Practical, playful principles to be a better TTRPG player: show up, engage, share spotlight, pursue story beats, state intentions, respect others' fun.
Argues for XP-based advancement in D&D, rewarding non-combat play, encouraging agency, easing pacing, and doubling as a memory log for your campaign.
Build better tables by aligning assumptions about the world and preferred play styles, then using communication, examples, and incentives to support shared fun.
Revamps exhaustion in 5e with -1 per level, gains on crits and death saves, class Shake It Off, and clearer recovery, adding tension, stakes, and teamwork.
Rather than quick yes/no rulings, challenge players with conditional goals that turn edge cases into quests, deepening stakes and shared world.
Applying Sanderson’s principles to tabletop RPGs, this argues for limits, costs, and risk over power creep, using subsystem interplay to enrich play.