The Empire reigns across the galaxy even as an alliance of resistance fighters and rebels begins to form to overthrow Imperial oppression. A space station with the power to kill worlds is still being constructed near Scarif. A group known as the Spectres still fights to free the planet Lothal. The Imperial Senate stands impotent, but certain members secretly resist. A boy on Tatooine still has no idea what his future has in store. It’s a new era in galactic history, and you can find what you need to play in it within the pages of Dawn of Rebellion, the newest Star Wars Roleplaying supplement from Fantasy Flight Games!
Dark Fantasy is more than just dying messily. While the genre does stand in contrast to “High Fantasy” in that way, there is more going on than just added mud and blood. High Fantasy and Swords and Sorcery are typified by great power, heroic character arcs, and the grand struggle between good and evil. Dark fantasy does highlight the violent aspects of pre-industrial society, but also contrasts itself from other fantasy genres by making sure that morality is represented by shades of grey, and that any quest for power comes with a price attached. The Sword, The Crown, and The Unspeakable Power brings forth a dark fantasy world of the players’ creation. What makes it pop for me is not just the violence and the superstition, but the intrigue and mechanics behind it. The game sets character against character with ease but also puts these characters into positions of power over one another, encouraging jockeying and scheming right out of the gate. This Powered by the Apocalypse game turns Apocalypse World into Apocalypse Westeros, where otherworldly threats sit right alongside petty vendettas and power-grabs.
Whew, a lot of dust in here! Both in the column’s space and in the physical board and card game collection. How to clear it all out? Well, a few explosions will do to get most of it, and maybe a follow-up implosion to make sure it’s all gone. With new games coming out every day, A Glimpse Into the Vault takes a look at older card and board-based offerings so they don’t get lost in the rush. For once there’s no drinking involved, and there’s only a little gloom, because I’m hauling out Exploding (and Imploding) Kittens from The Oatmeal!
So you’re walking, and you’re walking, and you’re walking, and a big scary dragon shows up! Traveling and wilderness exploration in Dungeons and Dragons can be fraught with peril, of course, but they can also be a little more nuanced than that. There are of course rules, in both 5th Edition’s Player’s Handbook and its Dungeon Master’s Guide, for traveling in the spaces between civilizations, but February’s Unearthed Arcana gets a little more specific still. I cracked open both books and compared them to the UA material, so let’s see what it means to head Into the Wild!
Welcome back to Kickstarter Wonk! February is the month of romance, and I think you’ll find plenty to love with a deeper field of new RPGs than we had in January. In addition to nine completely new games people are trying to bring to life, we have two honorable mentions: First, a new edition of an old game that deserves some recognition, and second, a board game which is trying to make RPG elements a primary part of its design.
Are you an old-school gamer, or a new-school gamer? I’m the Level One Wonk, and I consider myself both, which may be why I enjoy this week’s game so much. Today we’re going to talk about Stars Without Number, a game designed by Kevin Crawford. Crawford has released many games through his Sine Nomine Publishing imprint, which are all built around similar design principles: hackable sandbox experiences with an old-school heart. Games like Godbound, Scarlet Heroes and Stars Without Number are all designed to bolt right in to both old-school D&D and its retroclones, but these games are no mere clones. While Stars Without Number has characters with six familiar stats, saving throws, classes, and levels, it stretches the D&D framework quite far. As you may be able to guess from the name, Stars Without Number is a science fiction game.
“I’m writing this anonymously, because I’m spilling some secrets that aren’t supposed to slip out. Just know that I’m on the right side of true history – whatever TimeWatch says it is – and I’ve done my best to make that happen. And if I screwed up a few times? Well, no one’s perfect . . .” So begins the blurb on the back of a manuscript that has recently fallen into my hands, a century and change after a TimeWatch agent delivered it for publication and the entire print run vanished months later. It’s been out again for more than a year now, though, so apparently whoever made it vanish from the time stream didn’t manage to do so a second time around. Before history gets rewritten once more and I forget I ever read it, let’s review The Book of Changing Years from Pelgrane Press!
Welcome back to Level One Wonk, where it’s time to go back to the Dark Future! We’re substituting the interface plugs and cyberarms for a whole new Slack as we check out The Veil: Cascade. This supplement not only advances the timeline on PbtA Cyberpunk game The Veil, but also adds a whole slew of new settings, playbooks, and rules tweaks for upload. After reading, it appears that Fraser Simons and his contributing authors were not only thinking outside the box, but have gone so far as to delete the box with no chance of data recovery.
Last week, Seamus gave a comprehensive overview of the first part of Fantasy Flight Games’ new toolkit system Genesys. The first section presented a new angle on the Narrative Dice system which lived up to the promises of a genericized Star Wars game, while the second section on settings left a lot on the table and a bit to be desired. But there’s a lot more book here! Even if Seamus got more page count, this last section is the one that’s really full of the stuff you’re going to want. Now, if you need to get the lowdown on the basics of the mechanics and how this book differs from the Star Wars games, you should go ahead and check out Seamus’ first review. If you’re ready to talk toolkit, though, read on. All four of these chapters are from Part 3, the Game Master’s Toolkit. Overall, the toolkit is very well done, though there are several missed opportunities to have taken an addition that was merely good and make it great.
Genesys, the universal roleplaying game system from Fantasy Flight Games, is starting to land in mailboxes and game stores this week, and sure enough both of us here at Cannibal Halfling Gaming got our hands on a copy! Billed as a ‘toolkit’ that GMs and players can use for any setting they want, we’re naturally excited and curious to see how it shapes up. Does the system work? Is it as adaptive as it claims to be? As universal systems go, where does it land on a scale of Fate Core to GURPS? Will it actually be fun to play? Read on and let’s find out together as I take us chapter by chapter through the book for the first part of CHG’s review!