Article 34 of the Tycho Conventions details the legality of (mega)corporation and state cooperation. Often known as the Seperation of Corp and State law, Article 34 is one of the most frequently violated and trampled sections of the treaty organization.
"So's ya want ta know about the maze and the labyrinth? There's a difference, ya know. The maze is more like a, a, puzzle, a puzzle where ya wander and gets lost. An' a labyrinth is more... straight, ai guess, straight with curves, if'n ya gets what I'm sayin'."
-Old Gerald, man in the pub.
One thing holds consistent across the numerous worlds of science fiction and fantasy: everyone speaks the same language. Whether it's Lojban, English, Common, or the High Tongue of the Autumn Empire; there's one language that everyone knows, unless plot demands otherwise.
A Scrasamax rebuild/rewrite incorporating elements of Vampire the Masquerade, Requiem, and some stuff that I made up or borrowed from popular Vampire culture. Without background knowledge of the Vampire game or system, most of this might not make much if any sense.
Base of operations for the expanding revisioning of Cthulutech, and codex for relevant submissions
Confiscated log entries concerning research, particle scanners, micromachines, and computer software on the subject of Teleportation.
The skies tell the tale of the living and the dead. The honored and the worshiped. What do the stars tell in your setting?
The beginning of the 21st century was marked by the leading world powers staking their claims to strategic resources. Foremost of the resources was petroleum. Each nation stated that it was willing to go to war to secure these vital resources. This was not an empty claim.
Creating a specific Web of Intrigue for a social situation players will encounter can be a very strong aid towards immersing players in a social quagmire they will have to navigate. In this article I will articulate how I have created a web of intrigue for my current campaign, and how I plan to continue the trend.
Sticks.. vines.. simple engineering… hut! Coconut… scry magic.. Radio!!
A boring factual retelling of the complete history of the world
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
One of the most powerful tools found in the World Building 102b article is the Worksheet. Here is a place to put the settings you might make with them.
What kind of interesting Afterlife(s) do the people have in your game world(s), whether they believe in it or for real? Is there hell(s), or paradise(s), or something in-between? What happens when people die?
Four maxims to remember at all times when creating a fantasy world.
Many times the Old World has been mentioned in my works. Submitted for your approval…The Old World.
A guide on creating legal codes for games, history, examples, and why bother?
This article is also know as World Building 1A.
I personally always recomend creating your own game worlds for your campaigns. It makes the game your own, rather than something you are just using. Most people will not run characters that other people create. why should game worlds be any different.
While we’re talking about the subject of constructing religions, I’d like to bring up the concept of the Creed. The creed is nothing more than a simple statement of the religion’s beliefs, meant to be recited. If you cannot write a creed for your monotheistic religion, it probably needs work on internal consistency. Creed examples:
Termites, in certain places, make homes that can be eight meters high and only a half meter wide. They are built facing North to South to take advantages of the suns travel, maximum heat in the morning and evening and little in the afternoon. Imagine grassy plains with vertical structions facing a certain direction all over the place. Ambush? Maze? New creature? Larger structures?