Tag Archives: rpg

The Witch of the Citrine Tower

This post is some raw ideas transcribed from some very loose notes from a one-shot adventure I put together for Swords & Wizardry. I present them here as a loose framework for anyone to use however they wish in their own games. 

The immediate area surrounding the town of Silverbrooke has long been protected by the “witch” of the Citrine Tower. Though human, she’s been around as long as a lot of elves can remember. Her tower pulses with a fresh, yellowish glow that casts a serene light by nightfall (and is even noticeable by day.) She only leaves her estate two days a month to acquire goods from the local markets. It’s unknown where her wealth comes from — many speculate she’s a master alchemist, but her coins always have the imperial stamps of the time.

In the past year, however, her absence has been felt across the whole of the countryside. The fresh yellow of her Citrine tower is now a shade akin to a gingivitis grin. The crops around Silverbrooke have been suffering from a blight, and vines of thorns tendril out of the woods as if to suffocate the farmlands.

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Reflections on High Valor

Six years ago, I had my view on gaming flipped on its head. I was at the end of a two-year 4e D&D campaign; one that saw decks of power cards, miniatures, three different desktop applications, and combat encounters that lasted entire evenings. It was clear that, while we had a blast, that the days of such bloated systems were in need of ending. We needed something lighter, more elegant, and easier to run in the fewer hours we had.

That’s when Tim Kirk sent me a review copy of High Valor. And it blew my mind.

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Ramblings on Shadowrun: Anarchy

Well, it happened.
Catalyst Game Labs released Shadowrun: Anarchy,  an “alternate rules set” that aims at letting players run the shadows of the Sixth World in a more story-driven rules set.

If you’re looking for a solid, full review of Anarchy I highly recommend the Casting Shadows review.  Otherwise, I’m just going to sit here and gush fanboy for a moment…

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Frequently (Non) Asked Questions: The Patchwork Manifesto

Perhaps as an exercise in narcissism, I’m going to ask questions that nobody has ever asked me about my upcoming rpg system: The Patchwork Manifesto. That said, I figured it’d be a fun way to talk about the Hows and Whys of the project. Besides, you can’t tell me that any FAQ posted at time of any other game announcement consisted of questions that were, ya know, frequently asked up until that point.

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