Sure, you could enlist and get issued a giant robot by your space military. Or you could be a traditionalist and just
steal fall into the cockpit of the nearest mecha to start your adventure. Why trust some other engineer’s design, though? You’ll be making your own story, why not your own mecha to tell it with? Well if that’s what you want to do then you’re in luck, because that’s what we’re doing for one last G.E.N.E.S.Y.S. Mecha System Hack using the Genesys system from Fantasy Flight Games!
Continue reading System Hack: Genesys Mecha: Custom Mecha
Kickstarter Wonk is an opportunity for me to, every month, show off some neat Kickstarter campaigns that deserve to get a little extra attention. To write these articles, I read pretty much every Kickstarter campaign that could be termed as an original RPG, and then pull from there to make my list. Some months, getting to ten is difficult because there are twenty or more games, sixteen or more that are worth covering, and narrowing down the list gets really hard. That’s when I apply some really arbitrary metrics like “the campaign ends less than two days before the article will be published” and “I will weigh my choice towards the game with original mechanics as opposed to the one which is using Fate”. On the other hand, sometimes there’s fewer than ten games I want to cover, and the last one or two which are all right will have a bit of sarcasm in the descriptions. What has not happened until now was a month where I couldn’t even muster up half a dozen games I was excited about.
Continue reading Why Tabletop RPG Kickstarters Fail
“How do I play a roleplaying game?” One might answer that question with a bunch of talk about the rules, and the dice, and the character creation, but that doesn’t quite cover all the aspects of the question. What about the actual roleplaying part? I’ve mused among friends and while teaching newcomers that it’s a ‘learned skill’, but don’t worry about, let’s just get into it and you’ll get the hang of it. I don’t think I’m wrong to say that . . . but surely there’s a way to learn the skill, and better yet practice it, besides just fumbling your way through the first few sessions? As it turns out, there is, and it comes in the shape of a book: Improv for Gamers from Evil Hat Productions!
Continue reading Improv for Gamers Review
It’s time again to look at one of Evil Hat’s purple books for Fate. The Fate Toolkits, or the purple books, are the cornerstone of Fate rules hacking and, in my humble opinion, some of the best resources for a Fate GM out there. Today’s purple book takes a very different approach than the others, but still provides a comprehensive resource. The Fate Accessibility Toolkit is the book in Evil Hat’s lineup which deals bluntly with how to approach disability in your games, both in terms of characters and players.
Continue reading Fate Accessibility Toolkit Review
Eclipse Phase has been in my gaming shelf ever since it first came out. The transhuman horror game has one of the best original settings available in the sci-fi RPG world, but its take on d100 mechanics were dense and difficult to work with, especially when it came to figuring out character creation. Now, Posthuman Studios has finished their work on the second edition of Eclipse Phase, taking notes from the community on the first edition and the reception of their Fate version, Transhumanity’s Fate. Eclipse Phase Second Edition (2e) is not intended to be a simpler or less complicated game than First Edition (1e) was, but what it does do is take the crunch and streamline it, including a significantly easier character creation system, revised faction rules, and a combat chapter which is an easier read while still doling out some ludicrous weapons and cybernetic enhancements. For me though, the discussion of Eclipse Phase begins with the core of what makes the game pop, the setting.
Continue reading Eclipse Phase Second Edition Review
A raging warrior influenced by a realm that abounds with beauty, unpredictable emotion, and rampant magic. A contemplative who focuses their meditations inwards, bringing forth their true self. We’ve been given some new player character options for 5th Edition Dungeons and Dragons in this week’s Unearthed Arcana, and neither one of them is tied as tightly to the Material Plane as your bog standard characters. How do they shape up, and what might their appearance on the playtesting table mean? Let’s find out as I go through feature by feature to examine the Path of the Wild Soul for the Barbarian and the Way of the Astral Self for the Monk!
Continue reading Unearthing the Barbarian and Monk
Out in one of the suburban zones of the Halcyon City metropolis Gilbert Phillps was shrugging on his trenchcoat and looking over his shoulder at the sleeping figure in his bed. When the doors had blown in at the Halcyon City High School #5 Semi-Formal Dance, the first thing he’d done had been to grab his friend and date Emma and spirit her away to safety. Once they’d gotten there, though . . . well, it had been an exciting night, long-hidden emotions had been revealed, and teenagers are teenagers. Now, though, Gil had to find out what had happened to the rest of his team. Leaving a note for the sleeping Emma, CryptoHertz opened his room’s window, deployed the flight pack that was the latest of his cybernetic upgrades, and flew off into the night (or rather, morning) sky. Continue reading Adventure Log: Masks: High Impact Heroics Pt. 7
There she stands on high mountain, overlooking her domain: My Queen, my Love, the woman who will kill me. I know she has planned my end, yet still I love her with every ragged shred of my darkened heart. No matter how hard she tries, she will not find peace while I yet live. My death will sever the line of inheritance of the Duchess, and quell her rival’s ambition. Perhaps when I lay still this war will end, and she may remove her cloak and veil and rest easy on the throne she has always deserved. Yet for now there is one more path to walk…
Welcome to For the Queen, a storytelling game of political machinations, dark history, and undying love. Put on your travelling boots, sharpen your sword, and keep an eye out for skulking figures in the night as you follow your liege on a fateful journey to broker peace.
Continue reading The Independents: For the Queen
The Cyberpunk Red Jumpstart Kit made a splash at GenCon, selling out huge stacks of the black and red box set in what seemed like no time at all. Given the hype of Cyberpunk 2077, it’s important to step back and look at both what this means for Cyberpunk fans as well as what we can honestly expect out of a product which is still just a Beginner Box.
Personally, I’ve been waiting for this moment in one way or another since 2005. 2005 was, for those of us who remember, the release of Cyberpunk v3. Without casting (too many) aspersions at that product, I can say that it was not what Cyberpunk fans expected or wanted, and was disappointing to many, including myself. After making my peace with the fact that Cyberpunk 2020 was the last edition of the line that I’d play, the announcement of Cyberpunk Red split me between side-eyed skepticism and bouncing off my chair like, well, a nerdy teenager.
Continue reading Cyberpunk Red Jumpstart Kit Gameplay Review
You are in a tin can with half a dozen other scoundrels and there is literally nothing outside for light years. You are tumbling through a bitter galaxy that used to have a lot more people. You are going where many others have gone before. The trick is surviving to come back. You are looking for a new rock for your people to call home. And once you find it, the refugees can leave their overcrowded slums to become settlers so you get rich doing the right thing – just this once. On an unrelated note, you are not pirates. “Not in this port, officer.” Such is the world of a space western game with quick-shooting dice, details in the cards, and a wrecked and dangerous universe to rediscover: Dust Bowl Galaxy by Ilya Bossov and Lagging Dice LLC! Continue reading The Independents: Dust Bowl Galaxy