When Fantasy Flight Games lost the Games Workshop RPG licenses, two properties were left in the lurch. Warhammer Fantasy Roleplay (WFRP) was picked up by Cubicle 7, while Warhammer 40k’s RPG properties were grabbed by Ulisses Spiele, best known in the US for their reboot of TORG. Around the same time that the Fourth Edition of WFRP came out, a new game in the 40k universe was also released. Unlike WFRP 4e, Wrath and Glory steps away from the tried and true d100 system to create a game with 2010s sensibilities that still feels planted in the grim darkness of the future.
An alien invasion that’s taken all the adult superheroes out of the picture, leaving the new generation to fend for themselves. A re-written world where heroes are only now beginning to discover their powers, where crime rules the streets with an iron fist. An academy of learning, where prospective heroes learn history, math, and how to punch a supervillain across the gym while trying to navigate a high school social life. A cosmic roadtrip that takes the heroes across worlds, time, and dimensions in pursuit of the notes of a universe-ending song. A warning from the future, a cosmic wanderer, and a child of evil. Such are the new worlds and new heroes to be found in Unbound, the third and latest supplement for teenage superhero roleplaying game Masks: A New Generation from Magpie Games!
RPG design innovation is a slow, deliberate affair. For all the games which push the envelope, there are an equal number that go back over existing designs to tweak and adjust them. Even Fate, which represented a significant push on traditional mechanics when it first appeared 15 years ago, isn’t immune from this phenomena. Strands of Fate appeared on the market between when Spirit of the Century came out in 2006 and when Fate’s role as Evil Hat’s flagship was cemented with Fate Core in 2013. At the time, there wasn’t a generic version of Fate, and Strands of Fate sought to do that by expanding the mechanics and options available in existing Fate games like Spirit of the Century and Starblazer Adventures. When Fate Core did appear, not only were there now two generic versions of Fate, there were two vastly different versions of Fate.
There’s always been a bit of mystique and fascination with fighter pilots from the days of the Red Baron, so it should be no surprise that there has been a fascination with those same tight dogfights IN SPAAAAAAAACE!!! Space fighters have been a big part of the Space Opera for decades, popping up in places as varied as the venerable Mobile Suit Gundam and Macross franchises (as forerunners to the famous mecha), to harder sci-fi novels such as the LAC’s in Honor Harrington, but probably the biggest exposure has come through Star Wars, with starfighter v. starfighter combat being staples of the movies, the well loved X-wing and TIE Fighter franchises, and a long stretch of novels in the Expanded Universe that brought fans fleshed out and loved characters in the form of Wedge Antilles and Corran Horn. And so the concept of these awesome space fights has been brought to us in tabletop form by our good friends over at Evil Hat with their new installment, Tachyon Squadron!
It was time to take the training wheels off. My previous attempts at GMing have, up to this point, been drawn from modules and published campaigns, or had been drawn up using notes provided to me when I stepped in to guest GM. Now, there is nothing wrong with running from a module, and it is required for something like D&D’s Adventurers League. However, with an upcoming gaming marathon on the horizon (As Aaron, Seamus and were running the planned scenarios, it was dubbed CHGCon) I found myself preparing to run a session of Blades in the Dark, something I had been looking to do for a while. The problem, however, was that the first time everyone would be able to sit at the same table would be gametime. There wouldn’t be time to weave together the backstories of characters without making them myself. I would have zero idea of team dynamic, or what kind of gang they would be, and that would prevent them from having access to team benefits. While I could have made characters in advance, I didn’t want to take away from the character creation process for them, especially with a system with fairly streamlined and boilerplate mechanics for character creation.
Continue reading The Noob GM: My First Original Scenario
Don’t let anyone tell you otherwise- grim and gritty is fun. Since 1986, Warhammer Fantasy Roleplay has built off of the setting of the Warhammer Fantasy Battle miniatures game to offer adventures and untimely deaths in the Old World, a “Europe with the serial numbers filed off” beset by both feudal politicking and chaos beasts from beyond. Now, in 2018, the Fourth Edition of Warhammer Fantasy Roleplay (WFRP) has recently hit stores, ready to introduce a new generation of gamers to “A Grim World of Perilous Adventure”. But like so many grim and perilous things, WFRP has had a difficult quest to get to this point. Before we dive into the game, let’s talk about WFRP’s 32 year history and why Fourth Edition is so pivotal.
It was a normal enough day for the crew of the Citadel-class transport called the Black Rose, currently berthed in a space station dock in orbit around Nar Shaddaa. Drake the Bothan Entrepreneur was trying to balance the crew’s budget after they sold their last ship, the Red Empress. Aralai the Twi’lek Pilot could be heard grumbling in the cockpit about how she had run out of booze the night before. Zeb the Human Mechanic was tinkering with the ship’s modifications, and his younger sister Morgan was putting together a particularly malicious slicing program on her datapad. Patches the B-1 Doctor, Bulldawg the Klatooinian Heavy, and the sundry other members of the crew were keeping to themselves . . . when a loud banging sound echoed on the main hatch. Instead of the usual bounty hunters, when they opened the hatch they found the furious owner of the space dock, screaming about how one of his two shuttles had just been stolen. Drake immediately turned to Zeb and Morgan and asked the dreaded question: “Where’s Barry?”
The time has come for four youths to travel to the village of Tsuma, there to participate in the Topaz Championship as part of their gempukku to earn their status as adults and samurai of the Emerald Empire. Not everything in Tsuma is as it seems, however, and not all intentions are honorable ones. Proving your worth may be more complicated than you expected . . . in the Legend of the Five Rings Roleplaying Beginner Game from Fantasy Flight Games! I’ve got a copy of this impressive-looking kit and I’ve gone through the whole thing, so let’s see how your gateway to the land of Rokugan shapes up!
Dungeons and Dragons has a long and storied history, but like all long and storied histories there are some bumpy parts. When Third Edition (3e, and then 3.5e) came out, the first version of the game produced by Wizards of the Coast, many of the old guard were less than pleased. It was this reaction that planted the seeds for the OSR movement, in addition to the Open Gaming License (OGL), which made it easier to use the basic mechanics of existing D&D rulesets. Despite having detractors, 3e was wildly successful, so successful that it too inspired a wave of dissatisfaction when it was replaced by the significantly revised Fourth Edition (4e). The shift in design and the decision to discontinue the OGL at the end of the 3.5e product run not only alienated some players, but left many content producers hung out to dry. One of these was Paizo Publishing, a well-regarded outfit who had made a name for themselves publishing Dungeon and Dragon magazines. When this license expired in 2007, the entire company was in jeopardy. It was then that Paizo made a bold move and developed its own OGL-based game, Pathfinder.
The day foretold in the Draconic Prophecy has come, and Eberron has returned to Dungeons and Dragons 5th Edition! The planned settings announcement went live on July 23rd, and to accompany it came the PDF of the Wayfinder’s Guide to Eberron (don’t worry, we’ll pay due attention to the Guildmaster’s Guide to Ravnica when it comes out later this year). We grabbed a copy pretty much right away, and after a few days to read through it and digest the contents I’m ready to talk about what’s in it, what’s not, what it all means, and where Eberron and D&D go from here!