Tag: module

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  • All the Rules

    Here they are, in all their unformatted glory! 98, by my count. Double digits, baby! Module Number Title Text 0 00 Rule Zero The Guide of Modos is the final arbiter of what happens in the game. 0 01 Campaign Theme Each game or campaign has a theme …

  • A Modos Market...here?

    We can't have a thriving, free alternative to corporate roleplaying, online marketplaces without a hub for sharing the Modos community's works of art. I'm thinking that this site might work for that. Due to limited file hosting, I won't be able to …

  • Worth the Wait...?

    So, it turns out that the lucky person to get a copy of the Skyrim mod for Christmas was me, and it wasn't a complete copy. Luckily, I've had time to work on it, and it is currently receiving its editorial review. It has been field-tested, and with some …

  • Levels of Complexity

    As I was explaining the game to a new player this weekend, I was going over her character sheet and looking for sections where what-you-see isn't exactly what-you-get. Fortunately, the complexity build-up occurred in the same sequence as the five …

  • Bam Crack POW!

    POW should have been an attribute a long time ago. Now it's one of six optional attributes that you can add to your Modos game with the new sample rules module: Combat Crunch. I catalogued the rules this morning, and I'm hoping it's a good sign that …

  • On the Horizon: Adding Art

    As I was finishing my first formatting pass on Modos 2 deluxe, I was watching gameplay from Horizon: Zero Dawn in the background. (I would be playing it, but I don't have a PS4.) The unique setting has both ancient and future elements: primitive living, …