Tag Archives: house rules

The Lazaro Heresies (House Rules for The Black Hack)

So, despite my initial criticisms of it being a cheap fad in the indie OSR scene, The Black Hack has pretty much  infected me with how I love to run my games. This past week I’ve been compiling together my own playbook for all the ideas, house rules, and add-ons I want to use as my “core” system.

It’s become a 24-page booklet that I’ve already handed out to my players (including two kids I’ve run 5e for in the past.) I’d share it with you folks, but I totally ripped off a lot D&D line art — both official and fan stuff — because I wanted it to be awesome for my crew and not just a tech manual to study.

So instead, I present to you a blog post hitting my big changes. I’ll do my best to cite who I ripped off as best as I can.

Continue reading The Lazaro Heresies (House Rules for The Black Hack)

[WHITE STAR] My House Rules (Dec 2015)

Originally meant to share this as a doc over Google Drive, but apparently something is borked with linking via G+. A good chunk of these (especially the skill system) were actually ripped off from Lamentations of the Flame Princess. I plan on also using these ideas with Swords & Wizardry Whitebox in the future. All of my White Star rules are printed out in a school notebook binder, along with most of the Hyperspace Messengers by DwD Studios and the Psionics supplement by DYS Games. 

Continue reading [WHITE STAR] My House Rules (Dec 2015)

Mashed-Up: The Strange, Accelerated.

Revised Intro: 5/10/2016

What follows is a set of house rules I originally came up with to run The Strange by Monte Cook Games using Fate Accelerated by Evil Hat Studios. At the time, I wasn’t too sure how I felt about the Cypher System. Since then, I’ve ran quite a few games using both The Strange and the Cypher System Rulebook. It’s grown on me, and it’s one of my favorite new systems.

That said, there’s still a lot that merging Cypher and Fate can provide. The biggest advantage is how Fate handles Aspects, and relies on the narrative to define the rules. As long as you and your GM agree on what a descriptor on your sheet means, you can rock it. On the flipside, I think Cypher has the strength in allowing newcomers to cherry pick descriptors, types and foci to build a character in a somewhat “Mad Libs” fashion. My only gripe is then you’re stuck with an ability progression that is somewhere between d20 Feats and a Diablo-style skill tree.

This homebrew mashup sort of takes the best of both worlds, and allows you to quickly get to playing. It allows the fluid flexibility of Fate Accelerated with the options and guided concept building of Cypher (as well as Cypher’s effort system) with minimal adjustments.

Note: This was originally written for The Strange, prior to Cypher System Rulebook coming out. I also hadn’t played or read much Numenera at the time. Even though I reference The Strange heavily, I think any Cypher game could convert using these pretty easily.

Continue reading Mashed-Up: The Strange, Accelerated.