Paranoia, West End Games’s RPG of comic dystopia, has become a meme in gaming circles, one of the few games with as strong a play identity as D&D itself. Shouts of ‘treason’ and ludicrous extensions of the color-based ranking system help evoke the feel of a Paranoia session, which tends to consist of different uses of the Alpha Complex backdrop as excuses for players to find more and more inventive ways to accuse each other of treason and/or being a communist or mutant, and then kill each other. Neither West End Games nor Mongoose Publishing, the publishers of the most recent edition of Paranoia, ever did anything to dissuade this. That said, the game has been designed to allow for something a tad more sophisticated.
It should go without saying that all text from this point hence is of ULTRAVIOLET clearance! Do not read, under pain of disintegration (or if you want hidden parts of the game to stay a surprise)!
Continue reading Meet the Campaign: Straight Paranoia
A Cannibal Halfling mainstay since well back into the Mad Adventurers days has been Meet the Party: a collection of ready-made adventurers to get your creative juices flowing for a number of game systems. Today, we’re introducing something different. Nipping at the heels of System Hack but less mechanical, looking for detail like Meet the Party but more broad, we have Meet the Campaign! Cannibal Halfling examples and Level One Wonk playstyle editorials come together in a mashup that might even be useful.
Continue reading Meet the Campaign: Apocalyptic Hexcrawl
Welcome back prospective GMs! Last week, we started off intrigue and mystery in the City of Brotherly Love using Dresden Files Accelerated from Evil Hat Productions. In Break & Enter, the players discovered a Fomor burglary ring attempting to steal a mysterious document from a wealthy collector. In Group Texts a missing researcher found himself seized by a spirit beyond his control, looking to tap into a well of power.
I also encouraged GMs to take some time with Case Files of their own in order to address plot elements brought in with the players. While this isn’t necessary, it does help people flesh out their characters. However, if you are feeling anxious and want to get right into the action, we will bring this plot arc to a head with Raising Cain and Court Summons.
Continue reading Dresden Files Accelerated Philadelphia: Raising Cain and Court Summons
Welcome back prospective players and GMs! Last week we took a crash course to learn about a slew of the movers and shakers of Supernatural Philadelphia for a Dresden Files Accelerated campaign, and some advice about aspects for the city. Now, we’ll start with some Case Files for GMs to use for their players. These, quite obviously, contain spoilers, but a clever GM can have ways to use that to their advantage if they discover that players are planning things to go exactly to script.
Continue reading Dresden Files Accelerated Philadelphia: Break & Enter and Group Texts
Greetings everyone. We will be trying something new in the following weeks. We will be publishing our first set of player made modules, ready for use for GMs who need a bit of structure to get a game off the ground! Shortly after we published Meet the Party: Dresden Files Accelerated, someone in the comment section over at Evil Hat said something along the lines of: “This is great, but what about a few loosely laid storylines for a GM to get started with?” We thought it was a great idea, and one we are going to unabashedly pretend that we were planning all along. While we’ve been backed up with some other things, it’s been simmering on the back burner. Today is the first part in a three part series where we give interested GMs the background on the setting and the factions withing it, and a series of four interconnected Case Files for which to create a story arc for their players.
Continue reading Meet The City: Dresden Files Accelerated Supernatural Philadelphia