Monday, April 24, 2023

House Rules & Maunderings Index

This is a sub-index covering all the house rules and other general maunderings that appear on this blog.  You can find links to all the other sub-indices on the main Blog Content Index page.


House Rules

Villain Design Analysis: Approaches Part 1 - Start of a series, covers Adaptive and Ancient Approaches

Villain Design Analysis: Approaches Part 2 - Covers the Bully and Creator Approaches

Villain Design Analysis: Approaches Part 3 - Covers Dampening and Disruptive Approaches

Villain Design Analysis: Approaches Part 4 - Covers Focused and Generalist Approaches

Villain Design Analysis: Approaches Part 5 - Covers Leech and Mastermind Approaches

Villain Design Analysis: Approaches Part 6 - Covers Ninja and Overpowered Approaches

Villain Design Analysis: Approaches Part 7 - Covers Prideful and Relentless Approaches

Villain Design Analysis: Approaches Part 8 - Covers Skilled and Specialized Approaches

Villain Design Analysis: Approaches Part 9 - Covers Tactician and Underpowered Approaches

Villain Design Analysis: Archetypes Part 1 - Covers Bruiser and Domain Archetypes

Villain Design Analysis: Archetypes Part 2 - Covers Formidable, Fragile and Guerrilla Archetypes

Villain Design Analysis: Archetypes Part 3 - Covers Indomitable, Inhibitor and Inventor Archetypes

Villain Design Analysis: Archetypes Part 4 - Covers Legion, Loner and Overlord Archetypes

Villain Design Analysis: Archetypes Part 5 - Covers Predator, Squad and Titan Archetypes

Villain Design Analysis: Upgrades - Covers all Upgrades, including a pair of homebrew ideas

Villain Design Analysis: Masteries - Covers Masteries and adds a few new suggestions

Villain Design Analysis: Final Thoughts - Wrapping up this lengthy series of posts

You'll Pay For This, Hero! - Nemesis house rules


Maunderings

A Musing On Powers - Discussion of why Tunneling isn't in the game, and why it might not really need to be

Designing An Action Scene, Part 1 - An overview of my process for designing and prepping an action scene, completed in the second part

Designing An Action Scene, Part 2 - The crunchy mechanical half of my scene prep along with some after-action commentary

More Maunderings: Types of Scene Elements - A look at what each of the five types of scene elements contribute to an action scene

Other Sentinel Comics Online Resources - Index of links to other online discussions, podcasts, and resources for the game

The Other Kind of Character Advancement: Hero Points And Their Uses -  Also includes some suggested house rules for modifying the way some of the alternate reward s function

The Sentinel Comics RPG Advancement System Is Seriously Misunderstood - How characters grow and change over time in the game

Sentinel Comics RPG Gameplay Overview Part 1: Basic Ingredients - Start of a series looking at gameplay, starting with a review of the three scene types and how they differ

Sentinel Comics RPG Gameplay Overview Part 2: Putting A Session Together - An examination of how to prep and sequence different scenes types, with practical examples of starting points for a session  

Twists In the Sentinel Comics RPG - Discussion of the many uses for twists and why you shouldn't be afraid to take them

Urban History And Your Roleplaying Campaign - Adding more character to your campaign's home city

Villain Design Analysis: Approaches Part 1 - Start of a series, covers Adaptive and Ancient Approaches

Villain Design Analysis: Approaches Part 2 - Covers the Bully and Creator Approaches

Villain Design Analysis: Approaches Part 3 - Covers Dampening and Disruptive Approaches

Villain Design Analysis: Approaches Part 4 - Covers Focused and Generalist Approaches

Villain Design Analysis: Approaches Part 5 - Covers Leech and Mastermind Approaches

Villain Design Analysis: Approaches Part 6 - Covers Ninja and Overpowered Approaches

Villain Design Analysis: Approaches Part 7 - Covers Prideful and Relentless Approaches

Villain Design Analysis: Approaches Part 8 - Covers Skilled and Specialized Approaches

Villain Design Analysis: Approaches Part 9 - Covers Tactician and Underpowered Approaches

Villain Design Analysis: Archetypes Part 1 - Covers Bruiser and Domain Archetypes

Villain Design Analysis: Archetypes Part 2 - Covers Formidable, Fragile and Guerrilla Archetypes

Villain Design Analysis: Archetypes Part 3 - Covers Indomitable, Inhibitor and Inventor Archetypes

Villain Design Analysis: Archetypes Part 4 - Covers Legion, Loner and Overlord Archetypes

Villain Design Analysis: Archetypes Part 5 - Covers Predator, Squad and Titan Archetypes

Villain Design Analysis: Upgrades - Covers all Upgrades, including a pair of homebrew ideas

Villain Design Analysis: Masteries - Covers Masteries and adds a few new suggestions

Villain Design Analysis: Final Thoughts - Wrapping up this lengthy series of posts

Villains: More Than The Sum Of Their Abilities - Things your villains can do in an action scene beyond their usual abilities

Villainy Unpublished: A Blog Introduction - The one that started it all


2 comments:

  1. Wow, this looks great! I can't wait to dig in.

    ReplyDelete
    Replies
    1. Hope it's of some use for you - or at least an interesting read.

      Delete

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