The Ogre Gate Inn and the Strange Land of Li Fan is a new sourcebook for Wandering Heroes of Ogre Gate. If you’re interested in some wuxia RP action, you’ll want to check it out. It will take players to the land of Li Fan, where restless ghosts and other spirits haunt the living. Dare […]
The American Football season is well under way. And I’m sure many of you have tabletop football seasons going as well. If you’d like to expand out your roster with a new team, you can do so over on Kickstarter. Atlas Miniatures is running a campaign to fund their S.P.Q.R. team of Ogres and Snotlings. […]
Worlds of Empyrea, written by Frank Mentzer (famed Dungeons & Dragons author) is a setting book with a difference. It’s not written for just one system. Or two. Or three. It’s written with rules for 10 different gaming systems. If you’re wanting a new place for your game to be set and don’t want to […]
Epic Games, the creator of both Fortnite and the Unreal Engine, says that developing the game's recent battle royale mode led to a number of optimizations headed to the next few Unreal updates. ...
Just about any group of friends has come up with names for situations they’ve been in. You know, semi-vague sayings that hint at what happened, but don’t really give it all away. Many are rife with innuendo. Well, Oscar’s Hot Night Out is a game designed to help you come up with names for crazy, […]
It’s halfway over. The work week is about half-done for most of us. With any luck, you’re looking forward to a weekend of gaming. I might be doing some of that. But I can guarantee that I’ll be doing some baking. Actually, that’ll start tomorrow. We’re having a chili and dessert cook-off here at the […]
Epic Games says that its PUBG-like Fortnite: Battle Royale has passed 7 million players at the close of its first week out in the world. ...
After a couple of pages advertising assorted Star Trek miniatures, the full rules and other accessories, we get to Chapter 1: Quickstart Rules. This consists of an introduction, basic operations and combat. The introduction provides brief basic details of what the game is about and what you need to play it, then there's a run-through of how a character is described in terms of attributes, skills and so on, and how these are used in play. There's a lot packed in, and as well as providing the detail you need to run the Quickstart could make a good introduction for new players joining an existing game. Finally, there's sufficient information for running a brawl. The concentration is on person-on-person combat, but there's a nice sketch of a Galaxy-class starship showing where all the weapons are located.
Chapter 2: Away Mission 'Signals' contains a short adventure. Apparently a small vessel, a runabout, has gone missing whilst investigating a mysterious signal emanating from the Carina Nebula, and the party's starship has been tasked to investigate. Finding a planet, the characters are beamed down to the surface as an away party, and that's when the fun begins... settlers and Romulans provide opposition, and there's the source of that signal to sort out as well. The notes are full of advice for the first-time GM, explaining how to use the rules to best effect throughout.
Finally, six pregenerated characters are provided: first officer, science officer, medic, engineer, a bridge officer, and the security chief. Amongst this we have a Vulcan, an Andorian and a Trill. Quite a bit of variety for the players to try out.
This presents a good introduction to an excellent interpretation of Star Trek as a role-playing game, with an adventure that captures the spirit of the show well. The illustrations and style of the whole thing suggests The New Era, but it would adapt reasonably to a different era if you insist. It certainly leaves you wanting to play some more of this game!
We’ve all told tall tales from our past. It was really a $5 bill and not a $100 you found that one time on the ground. The fish you caught was only 2lbs and not 10lbs. You only defeated 3 frost giants and not 16. You know how it goes. But sometimes you might be […]
These days, the world of the digital and tabletop are blending together more and more. You’ve got board games that have apps that not only help run them, but are vital to the play experience. Well, Alchimie Inc. is blending technology and umm… non-technology in NecroMech, their upcoming Dieselpunk RPG. They’ve recently released the latest […]
Ramshackle Games is looking to bring a new set of rules to your tabletops. It’s called Mini Gangs and, as one would expect, it puts you in charge of your own post-apocalyptic gang. It’s designed to be quick to play, without lots of charts and rules, in three different rules tiers, depending on how in-depth […]
When vampire clans fight, things can get really, really messy in a hurry. When the Gargoyle and Phoenix clans clashed, it nearly wrecked them both. This caused the Secret Order to realize that having hidden Inquisitors in the various clans, tasked with keeping their numbers in check, was a good idea. And if the Inquisitors […]
The same secret technique that led to FloJo's unbeatable world records in track can be adapted to game development to make products that render current game design models obsolete.
Strong designs include strong limits. 30 minute talk explaining how uncomfortable limits from the 80's can have a focusing effect on your game's design, look, gameplay, and marketability without sacrificing modern gamefeel.
Many people think the only way to work in the game industry is to be a programmer, artist, composer or game designer. Luckily, you can still work in the industry outside of these fields!
Gaming industry is a world where we-game developers, a team of talented graphic designers, artists, programmers, and skilled artisans pours our talents.
People generally hate to fail. In videogames, however, failure is expected and even celebrated. What can we learn from games if we want to foster this kind of perseverance in other contexts?
The game development industry in this country is currently a mixed bag, and I do think we are doing pretty bad, from the limited number of games to the extremely long development times. However, there's chance things will improve in the near future.
In the current state of our game, we can defeat the enemy, however we can never lose. Today were going to create a health system to fix this problem.
How I built an unrelated business, left my dreams behind and then eventually found my calling as a game developer.