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
Well, it was quite an eventful ENnie season this year! Our site had the honor to be nominated, even if we didn’t win (there is still a continual “what?” on loop that we even got considered). The hard work and dedication of the judges is wonderful, serving not only to excite us when we rediscover something that had been previously reviewed, but also offering us the opportunity of new things to explore. It was partially through ENnie nominations that Bargain Bin Gaming began, and this year I had planned to do another set of quick summaries of each of the items in the category of Best Free Product.
And then I started by taking a look at Ironsworn and I found myself unable to do it justice with a simple summary.
As the doors of Halcyon City High School #5’s auditorium blasted inwards in a ball of fire and debris to interrupt the semi-formal dance, three things happened in rapid succession. First, the majority of the students present began to scream in panic and terror. Second, Gil and the Hemophiliac each separately took one look at the explosion and grabbed their dates, rushing Emma and the Sea Tarantula out a back door to safety. Third, the Lawman stood up from where he’d been knocked to the floor, drawing his revolver. Fanning the hammer he sent a hail of bullets through the smoke and dust . . . but there was an answering chatter of automatic fire. The revolver clattered to the floor as the Lawman went down, lost in the smoke and debris. The only active adult superhero and A.E.G.I.S. agent present was out for the count, maybe even dead. It looked like the younger breed of heroes were going to have to step up.
Travel between the stars is no longer science fiction, but instead reality. No longer confined to one measly system, ships now move across vast interstellar distances in the blink of an eye . .. but no biological mind can guide them. Artificial Intelligences have been created to inhabit these void-faring vessels, to guide them and lead their biological crews. Questions still remain, however. What’s out there in the darkness, waiting to be found? What is the true potential of the AI, and what will it mean for the galaxy? These questions are at the heart of TRANSIT: The Spaceship RPG, a Powered by the Apocalypse game about artificial intelligences, the starships they control, and their journeys across the galaxy from Fiddleback Productions!
The government has turned corrupt, and what should be serving the people now crushes them under the weight of fear and oppression. Secret police hunt for any kind of dissent, and authoritarian goons stalk the streets looking for heads to crack. Whether in public rallies or in secret meetings, with fists and firepower or words and willpower, revolutionaries fight to realize their ideals and create a better world. But how will they make those ideals come true? What are they willing to do, how far are they ready to go, to overthrow their oppressors and build a future? And even if they ‘win’, will that future be one that’s worth the cost, or will it be another nightmare? That’s the kind of story you’ll be telling if you play Comrades: A Revolutionary RPG by W.M. Akers, currently live on Kickstarter. Continue reading The Independents: Comrades: A Revolutionary RPG
A son learning the truth about his father, a father his mother escaped from. A teacher alone on the cold school grounds, caught between a marriage offer and the street. A ‘patient’ confined to the halls of the insane, questioning her own mind. A showgirl trapped among the carnival’s tents as surely as the locked doors of a manor. A guard finding herself locked up with the prisoners instead of them being locked up with her. Bluebeard’s Bride is a game of feminine horror from Magpie Games, wherein the eponymous bride finds herself wandering her husband’s home, experiencing the horrors within, and facing a terrible choice. When the Bride looks into a shattered mirror, however, her image splits and warps into something new. Such is what happens in the latest supplement for Bluebeard’s Bride, the Book of Mirrors!
It was like staring into a row of funhouse mirrors out of a nightmare. Every tank Sally ‘Spitfire’ O’Brien looked in held a body with her face. According to the readouts at the base of the tanks several were deceased, each corpse looking . . . warped, somehow, by the experiments they’d been subjected to, but an equal number had life signs in the green. CryptoHertz, Sabot, Calamitas, and White Coat (Showtime had vanished by now) all kept one eye on Spitfire while they spread out and looked at the tanks themselves, trying to understand. Plague Hack’s words – no, lies – and the video he had shown her – had to have been a fake – burned in Sally’s mind as she found herself standing in front one of the dead tanks. With a blood curdling scream she raised her fist and smashed it into the tank.
A tale of horror, with a grave choice at the end. Rooms upon rooms, each one more terrifying than the last. Just last week I got to chat with Marissa Kelly of Magpie Games and bring you into the uncomfortable world of their investigatory horror tabletop roleplaying game, Bluebeard’s Bride. There are a lot of doors to open in that mansion, however, and the tale is not quite over. Bluebeard’s Bride has grown beyond the core book in the year and change since it came out, with multiple supplements intended to enhance and expand upon the game. You’re in luck (or are you), because we’ve got a two-in-one review of both of the supplements currently on the market: the Book of Lore and the Book of Rooms!
A young Bride. A powerful and rich man with a beard that is shockingly blue. A massive house full of rooms, each room full of horrors. A ring of keys to open the doors, but one room is forbidden to the Bride by her new husband. A message that calls the husband away, leaving the Bride alone to explore her new home. An inexorable curiosity that drives her to open the door anyway, only to discover the bodies of previous, slaughtered brides. The husband returns, and discovers what the Bride has done, and the forbidden room gains another occupant. This might summarize the French folktale known as Bluebeard, a story whose most famous surviving version was published all the way back in 1697. But in this case it also summarizes Bluebeard’s Bride, an investigatory horror tabletop roleplaying game from Magpie Games in which you, my friends, are the Bride. Continue reading The Independents: Bluebeard’s Bride
Way back when, at the genesis of this site, I wrote a “Novice’s Guide to Powered by the Apocalypse”, a Powered by the Apocalypse (PbtA) 101, if you will. This article covered the basic mechanics and underlying assumptions of games written with the PbtA framework, and covered a few of the more popular games that were out at the time. Now, nearly two years later, PbtA is still growing, and has attracted many players to its fiction-forward, high-stakes style of gameplay. I’ve also run and played more PbtA games myself, and have noticed some really interesting elements that people have trouble engaging, take for granted, or even fight against. This 201 course to PbtA games should provide advice and information about getting the most out of the full range of PbtA games and campaigns.