I've been thinking about moving my blog for a long time. WordPress has become so overloaded with… stuff, half of which I absolutely have no need for. I just want to write, and sometimes post a nice picture or two. Enter: Substack. I found a new digital home. It carries the same good energy as … Continue reading Moving… to Substack
High-Stakes Poker in Dusty Gulch
Playtesting Uncle Greg's Swashbuckler! FKR system with Claude AI. I'm deeply impressed. It takes the old 2d6 vs. 2d6 and puts them on steroids. If you are like me and enjoy pulp adventures (regardless of genre), this should become your new go-to system. No math. No stats. Just narrative positioning and the question, "How dangerous … Continue reading High-Stakes Poker in Dusty Gulch
Not another FKR rules kit
Yes, indeed. Here's another FKR "rules kit" written by me. Landshut was my first and most popular (with a total of roughly 7.500 downloads, both on my old blog and itch), then FKR Bones, and now Jungle Rules. All three are Pay-What-You-Want, and of course, they're similar at the core. Jungle Rules are the way … Continue reading Not another FKR rules kit
If you LOVE playing, but HATE prep
…you probably should take a look at my shiny little jewel called "Pulp Die". This is a toolkit I tested obsessively extensively. You need zero prep (but you can prep a little, if that's your jam), and you roll the Pulp Die at certain moments in the adventure. Everything goes from there. It's only a … Continue reading If you LOVE playing, but HATE prep
Tradition is king
I have been testing many different ttrpg rules with Grok for weeks now; I played gritty, I played heroic, I played lots and lots of genres. The situation and setting I used most often was Andor (Star Wars show). The hero, Kassian, is trying to escape from Ferrix. I playtested the situation when Imperial Soldiers … Continue reading Tradition is king
The simplest Shadowrun 1e to 24XX conversion
I've fallen in crazy FKR love with the 24XX system. The rules, for those among you who might not have heard about it, are this, in a nutshell: When you attempt something risky, roll 1d6 by default. Roll a higher die with relevant experience, training, traits etc. (1d8→1d10→1d12), or 1d4 if hindered by injury or … Continue reading The simplest Shadowrun 1e to 24XX conversion
