Æon. Poor, sweet Æon. Or is it Trinity? Depends on who you’re asking and if Viacom is listening. This RPG was meant to be White Wolf’s epic space opera, but fell short financially and was cancelled much to the dismay of it’s small, but loyal fanbase. However, the death of Æon had larger reprocussions. As the first chapter in what became a planned trilogy, its inability to generate sales spelled doom for the other two games in the Æon Continuum. I had written a piece awhile back about Aberrant, the second game in the series, which was White Wolf’s swing at the superhero genre. They introduced us to an engrossing, but nihilistic story of superhumans doomed to be their own destroyers. In the time since writing that article, Amazon released The Boys, which is basically Aberrant the TV show. I had a friend text me, quite serious, asking if White Wolf was planning to go to court over it. They didn’t. He didn’t know it was a comic and White Wolf didn’t invent the grim superhero shtick. They didn’t invent the epic space opera either, but with Æon they gave it an earnest shot.
Old games never die, they just get new editions. Some games take big design steps and then walk them back (D&D, WFRP), while others start forking out into multiple, concurrent editions (Traveller and RuneQuest). Others still just revise every concurrent edition, walking a tight balance between satisfying the fanboys and making the game accessible to those who couldn’t or wouldn’t buy it the last time around. No game is better suited to tell this perilous story than Shadowrun. Shadowrun was born in the late 80s around the same time as Cyberpunk, but took to that genre with its own twist, adding in magic and Tolkienesque “metahuman” races. Originally developed by FASA, the same design studio behind Battletech, Shadowrun has always had wargaming roots show through by virtue of its complexity and level of detail. This both gained it many fans as well as an intimidating reputation, especially when we’re talking about the first three editions of the game.
Welcome to Indie Frontiers, the new article series spotlighting up-and-coming Indie RPG designers and their games. This is the place where we will explore the cutting-edge of game design; the place where we fearlessly read the most experimental RPG’s you can find! Join me on my Sisyphean quest to read all the games emerging on itch.io, and become a part of the Indie RPG revolution.
Today we will be looking at four designers: Jared Sinclair, Jay Dragon, Riley Hopkins, and Kienna Shaw. Let’s get started.
The Battle of Ettenmark was supposed to be the end of it. A great host of armies from the Eastern Kingdoms marching west, led by the divinely-blessed Chosen, to strike down the Cinder King and his undead host once and for all. Instead, it was a slaughter. Some of the Chosen were Broken in the previous conflcits, and no one was prepared for the horrors they’ve created for their new liege. Now the Legion is a mercenary band all on its own – except for a single Chosen who helped to pull it out of the fire. Command has decided that the company’s only hope is to march back east, making for Skydagger Keep. If it can be reached, the Legion might just be able to hold the undead back long enough for the Eastern Kingdoms to find some way to save humanity. But the Broken are in pursuit, and winter is closing in . . . it’s going to be a hard campaign for this Band of Blades from Off Guard Games and Evil Hat Productions!
The year was 1987, and mad science was brewing in the offices of White Dwarf magazine. Warhammer Fantasy Roleplay developer Graeme Davis held, in one hand, a steaming vial containing the concentrated essence of hundreds of schemes, plot twists, and capers. In the other, he held the core rulebook for WFRP 1st Edition. With a cackle and a grin, he poured the vial over the rulebook, pulled an ominous lever on the wall and a bolt of lightning crashed through a skylight to give birth to his new creation.
…Or something like that. The details may have been different, but the end result was the adventure A Rough Night at the Three Feathers. Up to this point, roleplaying modules focused on a single plot thread – an evil wizard kidnaps a princess, the king sets the heroes a quest, a dragon terrorizes a town, etc. Graeme wanted to see if multiple plots in a single story could work as well as they did on film when translated to roleplaying games. Judging by audience reactions, he was on to something, as A Rough Night at the Three Feathers continues to be one of the best remembered rpg modules of all time.
With the release of WFRP 4th edition, Graeme and the rest of the development team decided to update the original Rough Night alongside two sequel stories he’d written in the decades since, and add two more adventures in the same vein for good measure. The end product is Rough Nights and Hard Days, the subject of today’s review. Does the original hold up to modern rpg standards? And can this concept survive more than one game session? Let’s dive in and find out!
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.
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.
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!
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.
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.