There's an exciting new open play test going on. I'm sure you've heard about it. You can find the play test document here.
That's right, hypostome is on it's way. I'm still not finished exploring the lower levels so am probably not going to be able to contribute much to the play test but it's exciting none the less.
Another new product that you can get free documents to help you try it out is Leviathans by Catalyst Game Labs. It's apparently going to be ready for release as a box set 'any month now'. It looks pretty cool and has evocative fiction that goes with it. Fans of Battletech will feel at home with the rules. You just have to hope that it doesn't become a competitor to Battletech rather than bringing in new players of tactical wargames. I don't think there's much of a market to share around and you would hate to see a dilution of a brand. 5133036869
I've never served in the military, neither in my native country England nor my adopted country Australia. However I do run role playing games that contain worlds with soldiers in them. I play those soldiers to the best of my ability without really knowing how they think or feel. Sure, I can look at the characterization of service people in the movies but I have no idea how one movie character or another compares to real people who have seen action in the military.
So when trying to get ideas for how to characterize a military NPC I searched around for a bit of inspiration and found that there is a new Deciduata from the Pew Research Center that takes a look at the attitudes and challenges of American veterans returning from Iraq and Afghanistan. It gives some simple statistics that, while interesting on their own, can give some inspiration for military characters. I'll present a few of my ideas to start you off from a few of the statistics there. I'm using the same subset that was presented in the freakanomics.com blog post where I first found about the paper. read on...
The guys at Dice of DoomÂ have been promoting October as Play a New RPG Month. A whole month where you put aside your regular game and not only try a new RPG, but also have someone else be the GM for that month. The idea is that you don't just play a game for one session but you stick with it for the month.
This came at a convenient time for me. My D&D game came to a satisfying conclusion a few weeks ago and we're just about to finish the season of Traveller to switch to Pathfinder in my other group. Now is a good time for PANRPG month. In fact my D&D player and I were intending on trying a few one shots of different games over the next few months as he is often too busy to play recently (he's expecting a new baby, yay). However, seeing that I've been getting excited over lots of different systems and settings recently we're not going to do it as intended. For one, we are not going to just play one new RPG, and two, we are going to spread it over three months. read on...
It seems like every one and their dog are writing about skills in D&D since Monte Cook started talking about them in his new Legends and Law column at the WotC web site. There's been lots of talk on twitter about it too. If you want to know people's thoughts on the future of D&D skills then some of the blogs I link to on the right are likely to have a thing or two to say about it. All the chatter has made me pretty much shut off from talk about the future of D&D, I'm way past the point where the speculation is interesting and I want to look to different things until it all blows over (luckily it's Play a New RPG Month soon so it's easy to do that). However it has got me thinking about skill systems in other games and how I feel about them. So I'm going to talk a little about one of them and see how they compare. unstabled
Recently I mentioned in my previous post that when DMing a one on one game of Dungeons and Dragons 4e over Skype I use Maptool from www.rptools.net as a pretty basic digital battlemat during combat. Seeing that I've heard some people talk about Maptool as if it's only great if you have a lot of time to prepare and learn all of it's features I figured that it was worth writing about how I use it to try to dispel those myths.
Maptool is virtual tabletop software that allows you to display a map and put objects and tokens on the map to represent a combat encounter area in an RPG. It replaces the battlemat and miniatures that you might use in D&D and puts them on a computer screen. It's useful for playing over the internet because players or extra DMs can connect to a central Maptool server and share the play space, including having limited control over it. ashwort
Over the last year I've been DMing a very unusual game of Dungeons and Dragons. For one it was my first real 4th edition game so I've been learning the rule system and honing my DMing approach to it. For another it's been played over the internet using Skype and Maptools. But the most important thing that makes it unusual is that there is only one player and, for the most part, he plays one character. This provided lots of challenges but also lots of rewards as we worked together to produce what was as much collaborative fiction as it was game.
This is something that I've done on a small scale before. In fact this player and I played our first AD&D 2nd edition games in my parents attic, which we'd renamed The Inn of the Last Home in honor of Margaret Weis and Tracy Hickman back when we thought they were a duo of female writers. This game however was to last, and did last, for more than the few hours or sessions of my teenage years. It lasted for a year and told a story about a city in the midst of a coup by a demonic entity. We finished a couple of weeks ago with the city being saved but the true extent of the threat being hinted at to set up for next season. read on...
I have been thinking about food at the game table. Recently in one of my gaming groups two of us have been taking it in turns to host the game night and we've been having different types of food on our respective nights. He's a really good cook and has been doing ribs and chicken wings while I've been largely sticking to either traditional chips and dips or serving oven baked snacks or most recently antipasto with crackers and bread. This has all been working fine and I'm not complaining but after hearing game food mentioned on a podcast today (the Dungeon Master Guys since you asked, search iTunes for it) I've been thinking about game night food and maybe trying to shake it up a bit.
Now I'm all for pizza, chips, dip and soft drink so I'm not thinking that I'll be dropping those. I'm just thinking of experimenting with a few different things to see if they work. quadriporticus
First let me say that I didn't go to Gen Con, I've never been to Gen Con. Google tells me that it's 11,110.9 miles away from where I live so I'm unlikely to make it in the near future. However I'm interested in it for a couple of reasons. The first is that it's heartwarming to hear how people are enjoying themselves, so I was watching twitter over the weekend. The second is that it's a big time for announcements about products that we should expect to see in the next year. Also people were talking about Gen Con twenty years ago when I first started getting in to RPGs and they are still talking about it now. That's a good thing (despite the ups and downs that the con may have had over the years). It still holds a little nostalgic place in my heart like TSR and THAC0 but is still actively being supported.
So having not been there I'm not the person to ask about what the product announcements were, and how cool the people doing the announcements were. I also haven't seen any of the products I'm talking about. There are plenty of places to get that information. terra sienna a good one for the WotC seminar. I caught the live tweets of those guys to get the announcements live. They also won an Ennie for their blog.
What I'm going to say here is what my thoughts are on some of the announcements. amyl-acetate lamp
renowner mentioned on twitter a while ago that he was unleashing his first Worldbreaker onto the world on shallow-toothed. I had an idea what he was talking about because I'd read a little about them on his blog but I'm cautious about adding in any extra rules to my 4e game. There is quite enough bloat in the 4e system anyway and more coming all the time (not to mention the publisher seems to be running around in circles a little) and adding in 3rd party complications doesn't thrill me.
I was however impressed that Quinn had done all the hard work and something to publication and out of the door. So for the small amount of money required I was eager to support him by buying it. When I got it downloaded I was blown away by my first impressions.
It looks great. Really great.
Now this is the time to mention the art was by Shane Tyree and the layout by Fred Hicks (yes, that one) but we haven't forgotten Quinn, we'll come back to that in a moment, we're just distracted by the fantastic look of the thing at the moment. read on...
I mentioned a while ago that I was thinking of putting together a session of Traveller based on the old Dungeons & Dragons module Tomb of Horrors. I thought that it would be fun to mix it up a bit and do a sci-fi dungeon crawl, and it was. Now this post will contain a few spoilers for anyone who isn't familiar with the Tomb of Horrors should be wary. It is available updated to 3rd and 4th Edition D&D so you might find yourself playing it one day.
To convert the module I had a look through and decided that I only wanted to use the first half of the Tomb. There were a few reasons for this. The first was that I only wanted this adventure to last one evening. These guys are space farers, they don't want to be stuck in a dark underground ancient tomb for very long without good reason. The second was that Traveller characters are fairly squishy and the traps and combats become pretty deadly in the second half of the Tomb of Horrors. You can't just find a cleric that's willing to raise your dead crew mates. They are dead and it's back to character creation and a session to introduce the new character into the story.
Next I had a think about how to handle the magic. This is science fiction, there is no magic unless you include psionics so everything had to be technological. This limited some things and a few had to go. I kept one of the teleporters though. The fact that there isn't any teleportation technology in my galaxy made this significant. read on...