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Starting a duet RPG Campaign

This column will focus on the process of starting a duet campaign, especially for someone who isn’t that experienced of a GM, perhaps even someone who has never GMed before. In many ways, duets are a great opportunity to try to GM. You have one player and usually this is a significant other or good friend who isn’t going to give you a hard time.

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Agency in scenario driven eLearning

First of all I will make this very clear; I am a game player -a big, big games fan. I have been playing videogames, board games and role playing games since I was a child and they have had a massive impact in developing my imagination, my visualisation skills, my social skills and even my empathy skills. This is important for me to make clear since the start of this article because I want everyone to know that I am biased. Yes, I believe in games as a medium to develop healthy personality traits and interaction skills.

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War of the Dead: Chapter 1

War of the Dead Chapter One is the first leg of the War of the Dead campaign epic for Savage Worlds by Daring Entertainment. To be clear: Chapter One is actually 13 adventures, of which there will ultimately be 52 (not counting one sheets, which Daring has begun to release). It is a modern setting, set during a zombie outbreak, and you can buy them in bits or you can buy all of Chapter One as a package. I’m going to save you the trouble: Like Savage Worlds and zombies? Go buy the bundle. I’ll even link to it for you.

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Terrible Sharp Sword

Terrible Sharp Sword is the latest supplement for Sharp Practice, covering the American Civil War with a complete list of rule amendments that allow you to recreate this heroic and desperate struggle on the tabletop.

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Blades, Dungeon Dwellers & Dragons

Another in Misfit Studios’ line of microsupplements, we get 5 magic blades. The introduction informs us that each Blade’s powers should be hidden, and gives guidelines on researching them…complete with a table to roll on (there is a unique one for each blade), detailing just how much information the researcher finds. A Critical Failure means that they get it ALL wrong. This is a great concept, but stumbles just a bit in execution: If they players roll it, they will know they got a Critical Failure, and will suspect something. If the GM rolls it, they essentially lose the right to use a benny to modify the roll, which some could construe as unfair. Other than that, I love it…and I have been told by the author that a benny solution is coming soon.

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Heroes of the Fallen Lands

D&D Essentials are a new product line designed for new players. It boils down some classes to a single new build (sometimes two) with the express interest of making the game easier for new players to get involved in 4th edition and to create a new baseline for players to build from. The Essentials line comes in three parts: the part for everyone, the part for Players and the part for the GM. The part for everyone includes the new Red Box, the Rules Compendium and the official dice set. The Players books are Heroes of the Fallen Lands and Heroes of the Forgotten Kingdom.

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Divine Foes

Divine Foes is a short PDF supplement for the Divinity system. The layout is a simple 2 column affair with a good sized font and no real art save for a background design on the pages themselves. The pages are designed to look old and faded, with a vaguely arcane symbol imprinted in the centre. While I like the virtual aging of the pages, I’m not a fan of the background image. While subtle, it draws my eyes away from the text and makes the PDF more challenging to read than it needs to be.

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