Turning Undead Without Clerics

Here’s something from it that may be useful for others. I exclude Clerics whenever possible, partially to make the undead threatening as they should be. But there’s a way that I found interesting to deal with them anyway, a bit more involved than giving any character the change to turn them if they have an occult implement in hands. The framework follows:

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Thinking Disability in Adventure Gaming

Cosmic posted this in the expectation of further discussion. I did discuss with her a few minutes after the publishing (the added footnotes at the end were influenced by that), but I think it is better for me to just tackle in a full text to add to it. I have already shared thoughts about mental health in horror games, and will get back to it eventually.

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Three Campaign Settings From the Drawer

Bit of a slush post. This is a list of a few campaign settings that, like so many, linger on the hidden drawer, expecting for the kiss of life or for me to just face them solo, without a group to see me pratfall on the street. So it goes.

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World of Dungeons – A Few Rules

Taking a Risk

When you attempt something risky, roll 2d6 + bonus. 6- is a miss; things don’t go well and the risk turns out badly. 7-9 is success with some cost or harm. 10+ is success without complications.

Critical success is excluded. So is the original use of skills, that create a partial-partial success that I could never quite grok. Skills only inform the reasonable impact and consequences from a roll. I often codify exactly what are the standard costs for a campaign, such as units of time, losing an item or getting a negative tag.

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