Tag: module


  • 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

  • A Modos Market...here?

    We cant have a thriving, free alternative to corporate roleplaying, online marketplaces without a hub for sharing the Modos communitys works of art. Im thinking that this site might work for that. Due to limited file hosting, I

  • 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 wasnt a complete copy. Luckily, Ive had time to work on it, and it is currently receiving its editorial review. It has been field-tested

  • 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 isnt 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 its 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,

  • 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 dont have a PS4.) The unique setting has both ancient and future elements: primitive

  • All our hopes are riding on thee

    Just speculating here, but I think a Dragon Warrior (1st edition) module has some potential. When you play the game, the main characters essential statistics are very simplistic:

    Hit Points
    Magic Points

  • A Different Way to Use Powers

    After discussing the misty/mystical ways of the standard spell (power) rules with a player, I am eager to try my idea for the future-based Modos powers system.

    The idea is to make powers more wondrous by adding an element of chaos. Without

  • Combat Stance - An Idea on Tactics

    A discussion on ENworld got me to thinking: what would combat stance rules look like in Modos RPG? I see them mostly as a close-combat tactical decision, so Im not sure that magic-users or shooters would use them. But

  • End of Year Work

    2022 is coming faster than expected. The OSR rules are fun (and begging for new class creations and magic items), but theres something that Id like to wrap up before year-end. Its a good Halloween game,