A long time ago in a Tabletop RPG company far, far away . . . West End Games released its Star Wars: The Roleplaying Game. The game would go on to produce two full editions (plus one revision of 2e) and more than one hundred sourcebooks and adventure supplements, but as with most things time eventually moved on. West End Games closed up shop, the Star Wars RPG license transferred to other companies and other systems, and the fans of the original SWTRPG were left to carry the flame as best they could. Now, however, Fantasy Flight Games has brought it back into the light with Star Wars: The Roleplaying Game 30th Anniversary Edition!
The smoke from the hookah lounge downtown swims through the place, heavy and sweet. At a back lounge sits a bald man with a gold hoop earing who knows just what you need to do to get what you want…if are able to ignore the literal fire flickering in his eyes. In the Industrial District’s meatpacking plant, a grizzled old timer working the graveyard shift wonders how life passed him by, noting with some curiosity how his skin didn’t break on that saw, when he slipped and ponders why all the leftover animal parts always seem to vanish when he takes a nap on the job…and why he just gets hungrier whenever that happens. In the financial district there is a business guru who, despite his age, always seems to be in exceptional vigor and with an improbable knack for turning seemingly useless investments into gold…and nobody seems to know how long he’s been here? It’s like he’s practically immortal. But lots of strange things happen in The City. Once its inhabitants were wide eyed and agape, but now they’ve seen it all…or so they like to think.
It’s the genre that started it all, and it has set the baseline for what people think of when they hear the term “role-playing game”. It’s a literary genre of astonishing breadth, that still seems to get people thinking about elves and wizards. So why is fantasy role-playing such a different animal than fantasy in general? And what sort of games are hiding in the wings around the 500 pound Gygaxian elephant in the room? Today, the Level One Wonk is going to look around what fantasy role-playing is, how it’s related to fantasy literature, and what that all means when it comes time to sit down and roll dice.
Welcome to Kickstarter Wonk for July! This month sees game projects a little thin on the ground, as many people are off at the beach, not running Kickstarters. To make it worse, the dastardly Seamus stole a great Kickstarter, Blackwind Project, out from under my nose and reviewed it already! The nerve! (It’s a Halfling-eat-Halfling world out there. Hence the name. – Ed.) Well, I’ve still managed to gather up ten projects, though there are a few honorable mentions in there to bulk it up. Have no fear though, dear reader: there’s a lot of good stuff in here, and that’s doubly true if you like supers, dieselpunk, or eating game pieces.
Worlds and plot hooks come together, tension rises, heroes struggle against their foes, and as the dust settles we see the end of the tale. So go movies, books, shows, and no small number of roleplaying games – but there’s a new one coming onto the market that puts that plot progression front and center, and even makes its creation and development the main mechanic of the game. Blackwind by Elisa Mignemi and Allan Kelley is currently running through its Kickstarter projectnow live on DriveThruRPG, and they were kind enough to give us a look at the finished product and answer some questions about the game!
Ah, GURPS. One of the most comprehensive toolkits on the RPG market, GURPS and its plethora of supplements offer the ability to play in almost any genre at almost any complexity level. The tradeoff here is that when you open the GURPS Basic Set for the first time, you are dazzled and overwhelmed by a vast range of options to select, dials to adjust, and levers to pull. Coming from a game like D&D, a GM starting with GURPS isn’t going to know where to, ahem, start. Steve Jackson Games realized that, and recruited two GURPS veterans to write How To Be A GURPS GM. While this slim volume is thin on generalizable GMing advice (with admittedly good reason), it does exactly what it says on the tin, and provides some guidance on how to actually make GURPS do what you want it to do.
This week in the vault, we are going to reach for something a little…different. In fact, you could say it is EFFIN’ EPIC. OH YEAHHHHHH! There has been recurring jokes in many campaigns that I’ve been in, certain over the top scenes deserve to be airbrushed on the side of whatever transport we have that counts as a van. (Once game had a space Winnebago, so let’s not judge). So when I say that Epic Spell Wars of the Battle Wizards is over the top, I mean that playing 80s metal over your play would be a thematic decision which would work. This is a game that found the top, and magically kicked its ass so hard it saw the curvature of the Earth. As the game phrases itself in its own rulebook, it is about “Ball Rocking Magic” and it crams every bit of over the top, Rule of Cool justification to cover its play.
So far, System Hack has highlighted Seamus working through the process of writing a hack for an existing role-playing game, specifically a mecha hack for Genesys. In my first System Hack outing, I’m going broad, super broad! We’re not talking about a specific hack, or even a specific game. Instead, I’m going to talk about a design choice that is so prevalent, so widely assumed, so transparent, that it’s not a given that everyone will give it much thought. What’s that, you may ask? Well, it’s dice. Good old dice.
A hush falls over Megapolis City. Citizen Dawn stands from atop his platform, looking over the destruction that her minions have wrought. “I am burdened with a great purpose.” Her voice, though not raised, seems to echo in the dead silence of the normally bustling street. “The bright lure of freedom has led you away from the joy of service. Service to people like me. I am here to correct that mistake.”
Splash Page: “Not if we have anything to say about it!” *The Freedom Five burst into frame* “Let’s go team!”
Based on the popular fixed-deck card game Sentinels of the Multiverse by Greater Than Games, Sentinel Comics: The Roleplaying Game takes you inside the capes of its heroes, pitting them against various dangers and threats which plague the city. Players take up the mantles of very familiar sounding superheroes, combining the backstory from the card games with fresh RPG mechanics and greater narrative freedom. The Starter Kit provides a copy of the rule book, six characters to choose from, and a number of missions, enough to get a campaign of your adventures in Megapolis City going.
Welcome to Kickstarter Wonk! The month of June was an embarrassment of riches for RPG Kickstarters, but I’ve taken on the sobering duty of narrowing the month down to my top ten projects. Here you see some inventive games, some games by rising stars in game design, and some games that just need to be seen. Check it out!