Traveller: Mercenary Campaigns on the Rim

Games in the Solomani Rim are in a much more civilized region of space than the Spinward Marches. As such, games have less of a rough and tumble feel to them. Or do they? Here are three ways to run mercenary campaigns in the Solomani Rim. 1) Corporate Wars Just because the governments in thisContinue reading “Traveller: Mercenary Campaigns on the Rim”

Traveller: 3 Reasons to Include Ultra High Tech

Giving players some ultra high technology is controversial. That tech shouldn’t be easily available but they’re players and should have access to the cool stuff. It can be game breaking or game defining. While both sides have a valid argument, I come down in the side of including it for several reasons. 1) It MakesContinue reading “Traveller: 3 Reasons to Include Ultra High Tech”

Traveller: 3 Types of Adventures in the Solomani Rim

As I have discussed elsewhere, I am working on the Solomani Worlds for Traveller. Since then, I was asked if a group of people trying to eek out a living at the edge of the law was possible there considering that so much of the sector is under heavy-handed, represive Imperial puppet governments. My instinctContinue reading “Traveller: 3 Types of Adventures in the Solomani Rim”

3 Rules for Plot Lines in a Long Term Campaign

This blog post is my latest in my 3 Rules series. Check out the others here. During COVID-19, I’ve been running two D&D 5e games over Fantasy Grounds: one is for my daughter and her cousins, the other is for my wife and a group of adults. Through it all, I have a number ofContinue reading “3 Rules for Plot Lines in a Long Term Campaign”

3 Rules to Designing Spaceships

My blog posts as of late have focused mainly on fantasy. Today we’re going to take a break from that and focus on science fiction (or science fantasy, since this applies equally to that genre) and take a look at spaceships. Making your own spaceship is fun and exciting. Ships can serve as the mainContinue reading “3 Rules to Designing Spaceships”

3 Keys to Reskinning an Adventure

As I mentioned, my “office” game is Tales of the Yawning Portal. Previously, I talked about reasons to use published adventures and how to turn published modules into a campaign. Today I want to talk about keys to taking a published adventure and turning it into what you need for your campaign. This process isContinue reading “3 Keys to Reskinning an Adventure”

3 Steps to Turn Published Adventures into a Campaign

As I mentioned last week, I am running an “office” game of Tales of the Yawning Portal. These are some really great adventures, but what they are not is a campaign. These are adventures that for all tense and purposes have nothing to do with each other except that one starts at a level whereContinue reading “3 Steps to Turn Published Adventures into a Campaign”

3 Reasons to Run Published Adventures

For the JBE “office” game, I run Tales of the Yawning Portal for the group. I mean, I can’t run anything that we ourselves published because we know each adventure so well. And honestly, who can pass up a collection of classic adventures. Last week, we finished up the first adventure, the Sunless Citadel, andContinue reading “3 Reasons to Run Published Adventures”