Role-Playing
Disclaimer: Despite what certain more religious individuals may tell you,
roleplaying has nothing to do with devil worship. In most games,
almost to the exclusion of others, the imaginary "characters" are heroes
fighting for the cause of good and against what would be called satan's
minions. If you think reading Harry Potter is evil (laugh not, I
saw them on CNN), then I have no real chance to sway you. Otherwise,
read on. Indulge yourself vicariously in my fantasies : )

Original Creations:
This section is devoted to all the little things
that go into a campaign. Rules, Spells, Adventures, and the like.
Hopefully, someday this section will eventually
force me to get more webspace. But, we're still a long way off.
Major Project(s):
HAAMGE - My attempt to craft a modern horror game to my liking.
Bits and Pieces:
Spells from War of Shadows
- Around 60 spells from 1st to 8th level. Everyday combat spells
and hardcore mad scientist spells. Sorted by level.
Moralar's Spells
- The spells invented by my PC in another AD&D campaign I played in.
His character sheet is here too.
Mastery Rules
- Alternative Specialization and Mastery rules, crafted to my liking.
Detailed out, but still lots of room for expansion (you'll understand).
Thread Magic -
An additive system of magic, the opposite of normal spell magic.
Wasn't originally quantified, so the rules may not make too much sense.
Magical Items in Low
Magic Campaigns - Basically ideas for what to do with them and how
to make them really "magical." Just my 2 cents worth.
Regarding Vampires
- A different look at a different type of vampires, from the perspective
of a modern secret society. Only superficially like normal bloodsuckers.

Advanced Dungeons and Dragons, 2nd Edition:
The Grandaddy of modern roleplaying games, AD&D
still manages an enormous market share. The reasons for this are
beyond me, but I too spent much of my role-playing life with this system.
War of Shadows - My
longest running campaign was under this system, but with some very heavy
modifications. It lasted from Spring '96 to Summer '99, with a few
small (monthish) interruptions. The original characters were actually
refugees from an even older campaign, that was started around '93, but
I really can't remember. So, by the end of the campaign, the PCs
(including one remaining refugee from the original) were obviously very
powerful.
Moralar - My character
from an extended campaign I played in.
Moralar's Spells
- And his personal spells.
Mastery Rules
- A new version of the mastery rules, bent to my personal tastes.
More techniques will be added as time progresses.
Call of Cthulhu:
Unfortunately, not a game I've had a lot of experience
with. I Keepered (Kept?) for a short time, but it didn't really pan
out. However, I have a lot of respect for the subject, if not the
system itself. See my Cthulhu
section for more background info.
Regarding Vampires
- The writings of a secret society aligned against the shadow. A
stranger modern, sort of Cthulhoid way to look at vampires. If you
like normal bloodsuckers you can just ignore this. Or throw it into
a campaign as disinformation...
Delta Green
Technically Call of Cthulhu, but cool enough
to deserve its own review. It brings Call of Cthulhu into the here
and now, while providing for that oft asked question "Just why are
we
hunting these supernatural horrors anyway?" Enter the world of Delta
Green, a paranoid's delight. As members of a disbanded government
agency forged to combat the supernatural, you seek and destroy in small
cells while avoiding your former colleges and the horrors of the Mythos.
RuneQuest/Glorantha:
A fiendishly complex fantasy world, using a system
similar to Call of Cthulhu. The sheer amount of quality material
for this setting is mindboggling. And the net seems teeming with
sites relating to it, even though it suffered from some absence of late.
I think the most challenging part of this setting is the restraint required
to not throw it all at the players.
The Window
These lovely folk went through the difficulty
of making a workable game system, then posted it on the web. I'm
working on trying something similar, but I just hold a deep respect for
someone that willing to share their labors.
Neverworld:
I accidently came upon a copy of this game once,
and I can say with absolute conviction that it is the worst game I have
ever seen. It has massively cumbersome rules, far worse than D&D
could imagine, combined with a pitiful setting. I rarely attack fellow
gamers, but avoid these people if at all possible. The company is
ForEverWorld Games. I think I'm still scarred from the experience.
Supernatural Creature: The Endtimes
The White Wolf games range from poor to above
average. Some are obvious flops. Werewolf: Wild West.
What marketing genius came up with that one? I personally prefer
Mage, simply because it fits my world view pretty well. Vampire attracts
vampires, or vampire groupies if you like, which just complicates the matter.
The System is perfectly workable, and actually very good, but the setting
encourages angsty roleplaying which makes me want to trottle someone.
Mage and Changeling manage to keep that sense of wonder I like in role-playing
games (even dark games need the occasional beam of light to show just how
awful things really are, that's why I dislike angst games). Hunter
has its up points but I honestly think a game about _actually_ normal people
taking it into their own hands would be kickin', and allow for some brilliant
role-playing.

If anyone is looking for a GM or player for a
PBEM or similar game, feel free to contact me at [email protected]
Specialty GMing is complex plot lines, player
freedom, and general weirdness.
Proficient in D&D, CoC/RuneQuest, and World
of Darkness, but only have the books for D&D with me. More than
willing to learn new systems, adapts easily.