Casting Runes 4: The Dance of Death
Posted by Runeslinger on April 21, 2013 · 4 Comments
This post continues the exploration and implementation of RuneQuest 6th Edition for the creation of a sword and sorcery campaign setting. This installment focuses on combat in general and magic use in combat in particular. Our Combatants For my first few sample combats with RuneQuest 6, I picked pregenerated characters and creatures randomly and worked … Read more
Casting Runes 3: Developing the Experience
Posted by Runeslinger on April 2, 2013 · Leave a Comment
This post continues the exploration and implementation of RuneQuest 6th Edition for the creation of a sword and sorcery campaign setting. Balancing Interests For me, the lure of developing this campaign is to delve deeply into RuneQuest. I hope to develop a believably violent world with mediation, tactical evasion, and strategic forethought as hallmarks of … Read more
Distractions of Creativity
Posted by Runeslinger on March 10, 2013 · 6 Comments
I think when I was younger, and had more time for gaming, the primary reason I was involved in running so many games was that the act of refining ideas I have created seems to spark more and more ideas for completely unrelated things. As readers of this blog know, these days I am working … Read more
Category Live Game Report, Preparation and Preparedness, Shadowscast, The Blog · Tagged with creative streak, fantasy campaign, gaming
A Project for the Morrow
Posted by Runeslinger on February 21, 2013 · 9 Comments
I haven’t been home in years. It is no surprise that the longer I stay away, the fewer people who are there to great me on those few occasions when I do make the journey. The graveyard has always been a bit hungry for my friends and family, but the last few years have been … Read more
Genre and the Modern Prometheus
Posted by Runeslinger on February 4, 2013 · 6 Comments
Consciously, or unconsciously what we do as a group of players in a roleplaying game gives shape to a specific genre. There is no escape. In our quest for a good time, our actions and interactions as an amalgam of players, characters, GM, and non-player characters create a fictional world we own perhaps even more … Read more






