Map #31 – River Crossing

Here’s a map of a small village. I experimented a little with colored pencils and some parts turned out OK. No backstory this time, but this should be easy to fit to almost any situation where you need a map of a generic small village.

Here’s a little ‘lighter’ version, if you prefer that.


This map is free, but if you want to tip me (and get first access and higher resolution), check out my patreon page.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Rules are the story

A common sentiment appearing too often is ‘Story is more important than rules’ or some derivative. Frankly, I find this baffling. I see rules as integral to player empowerment and player empowerment is one of the unique features tabletop RPGs can offer over other media. By player empowerment, I mean that players (including the GM) have significant control over the events of the game. Before I get started, I would like to stress that you should keep playing however you like. This is another strength of RPGs. But I hope that this short post would give some food for thought.

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Map #30 – Hall of arbitration

It has again been a while without a map, so here’s one to get this year started.

This is small hall for negotiation. A monastic order is famous for arbitration and mediation. The disagreeing parties bring offering that they leave at the altars before entering the hall. If the negotiations take a long time, there are a couple of rooms to rest. The monks of the monastery encourage small parties, so usually there are only a handful of people on each side.

To use this in your game, perhaps the players are hired to protect a merchant or a noble during their stay. There are a couple of tunnels from which assassins might enter to try to stop the negotiations. Or if you’re so inclined – or rather if your players are – they might be the ones using tunnels. Depending on your plans, this could be a simple job or a start of something far more sinister – for example, how come the assassins could dig their tunnels freely so close to the monastery?

Here’s a version without background.

This map is free to use according to cc-by-nc-sa, but if you want to tip me (and get first access and higher resolution), check out my patreon page.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Dice Math – Mathematics of PURGE.bat

I recently found an in-development cyberpunk RPG called PURGE.bat. If you want to check it yourselves, you can find it here. The game itself is currently quite rough (completely understandable), but we can still explore the skill mechanic a little. The combat in the game uses a simple linear dice roll which is very easy to grasp, so I’ll be focusing on the skill system.

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