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Game Theory

In the course of running and playing games for over ten years, you occassionally come up with interesting tidbits that aren't exactly part of the settings. Sometimes they're new rules. Sometimes they're good advice. They're both here.

New Rules

Blood mages are a new wizard class for use in AD&D 2e. The material can be easily adapted for any version of D&D, however.
Reality mages are another new wizard class. They are unwitting servants of a dark god in my Ianthe setting.

Game Mastering Advice

A Swashbuckling! Style Guide
Making a swashbuckling game feel different than high fantasy using the genre's conventions for heroes, villians, and storylines. Contains examples from swashbuckling literature.

Online Gaming
Types of games; challenges of the online format; guidelines for GMing or playing.

Experimental Theology
Adding uncertainty to religious matters even when the gods are directly and provably involved in human affairs; adventure ideas based on intra-religious conflict.

When Less is More
How limiting GM and PC options by a focused setting design can add depth and flavor to a campaign

Word Magic
Maybe it's Jungian archetypes at work, but it's certain that we respond to the resonances of some "magic words." How to use this to your advantage.

Epic Poetry Made Easy
Unrhymed alliterative poetry was invented for the English language. With practice, you too can toss off stanzas by dwarven skalds or barbarian scops quickly and easily, adding depth and flavor to your game.

Rivals
They're not really villains and they sure aren't allies. Some ideas for playing a continual thorn in the PCs' sides.

History for Fantasy Role-Playing Gamers
This is actually an entirely separate site, still a work in progress. The Combat section gives first-person reports on how fighting in armor really works.




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