“Snowhaven has hosted a theocracy, two civil wars, a magi uprising, been partially burned to the ground, and had one small bout of cannibalism, yet still, she shambles on.” As opening lines to a setting book go, you can do a lot worse. I came across Snowhaven on Kickstarter a while back. The authors described it as “snowpunk”, a new genre they were trying to make stick. The way that the authors described it, they wanted to take the steampunk elements of technology and apply it to a fantasy setting, but also keep the sense of “grim isolation” that winter brings. Rather than having your standard bright, optimistic theme of “gaslamp fantasy”, the people of Snowhaven dwell in a brutally harsh cold water port, filled with intrigue between the noble houses and the Illuminate Church. Technology has not been soaring by leaps and bounds because of a new age of whimsy, discovery and exploration; it has advanced because it is the only way for them to survive (they weren’t kidding about the cannibalism thing).
Tag Archives: RPG
Aberrant: A Forgotten Superhero RPG Worth Remembering
With both the cultural monolith that is Avengers: Endgame finally upon us, and D&D having sunk it’s claws into my soul after a long absence (I’m trapped in two campaigns at the moment), I felt the urge to play some tabletop super-powered RPGs. Or at the very least, flip through my old books and reminisce about old characters and stories. The RPG I go back to for this fix every time, without fail, is Aberrant, a game that’s out of print and lost in the shuffle. I’ve been wanting to write about it for awhile now because it’s an under appreciated gem in White Wolf’s crown, and I don’t want it to be forgotten.
The gameplay was fun, flexible, and the lore was way ahead of the curve in its depth of world building. I actually think it’s more relevant today in 2019, than when it was released back in 1999. At least a few other people do too, as Onyx Path Publishing is working on a second edition. But I’m getting ahead of myself. What I really want to talk about is the setting.
Continue reading Aberrant: A Forgotten Superhero RPG Worth Remembering
The Independents: EABA
The phrase “ahead of its time” is usually hyperbolic, at least a little bit. That said, when you are truly ahead of your time, there are consequences for getting somewhere before everyone else is ready. What made Greg Porter’s Blacksburg Tactical Research Center (BTRC) ahead of its time was moving to PDF-only distribution of their RPGs in 2003, back when PDF was little more than an annoying format you needed that Acrobat Reader thing for. By exiting physical distribution way before everyone else, BTRC made their games pretty hard to find unless you already knew what you were looking for. Fortunately, the rest of the world has caught up…and now the rest of the world can go check out EABA.
Changeling: The Lost- Venice Unmasked
A few days ago we here at CHG were surprised to discover that we had been awarded a free copy of a Changeling: The Lost sourcebook from the Storytellers Vault by the name of Venice Unmasked, written by Christopher Handley. So, keeping in mind what I had learned from the new edition (or perhaps, completely forgetting it and getting swept up by a True Fae), I decided to take a look. But perhaps, I am getting ahead of myself: what is the Storytellers Vault? I had never heard of it before.
The Independents: Lancer
Things get lonely out here in the Long Rim, especially when you’re laying an ambush for the pirate who almost killed you a month ago. A white hot sun beats down on the black-glass face of my SSC METALMARK, but I’ve dimmed the cockpit displays and cranked the internal temperature controls way down. Gotta stay frosty.
Welcome to Lancer, a game of big robots, big guns, and big personalities. If you’ve ever wanted to fly through space tinkering with the parts of your mech and the hearts of your enemies, Lancer is the game for you. Continue reading The Independents: Lancer
Meet the Campaign: Post-The Last Jedi
Maybe it’s because I’m in dire need of a fix before Episode IX is released, but I find myself drifting back to the end of The Last Jedi. I know that it’s a polarizing topic for a lot of fans, but I keep thinking of the possibilities and implications left by the ending. The interesting part is, going at the question of “How Do I Build a Campaign?”, previous Star Wars Meet the Campaigns have created a location and then built up hooks around it. This method doesn’t work as well for something as broad as the entire galaxy. It might be simpler to have a GM pick a planet and say “this is what is happening here”, but unless we are talking about a popular setting like Nar Shaddaa, a write up for places of interest is less useful because there is little to keep players there without railroading them.
So, after some thought, I’ve decided to try coming at this from the other direction: rather than picking a location and populating it with plot hooks, this Meet the Campaign is setting up themes and using bits and pieces from throughout the system in order to build a framework that spurs a wide background of characters into the action. Unlike the previous entries, this installment is system specific for Fantasy Flight’s Star Wars RPG, but the themes are universal (or galactic) enough to be transferred over. And just to be sure, as this takes place after the events of The Last Jedi, spoilers will abound, so consider yourself warned.
Kickstarter Wonk: April 2019
Spring has sprung! With it, the games are coming up through cracks in the pavement. There was a bumper crop of fresh ideas showing themselves on Kickstarter, and sadly only ten of them can fit in this month’s rundown. Whether you’re looking for old-school Swedish dungeon crawling, 1980s wizards, or a two player game about ‘The Chase’, there are ten solid games here to contemplate as the days get longer and warmer.
Changeling the Lost: Second Edition
The political kingmaker is the fairest of them all, with a designer suit, a killer intellect, and a smile that will make men follow her anywhere. She is a master of the boardroom and has a knack for deal making, even when the terms seem a bit, well, strange. If you agree to them in jest, you may be surprised when you are compelled to follow through. The bartender is a short man, barely noticeable behind the counter. He’s quick with a smile, and a drink, and is always willing to hear a gripe or a complaint, and offer a quick word of comfort to the concerned bar patron. What is odd is the number of filled shot glasses he keeps over the lintel as a marker. The private eye has streaks of grey throughout his raven black hair. His eyes are quick and dart to the sides wildly. His smile, while charming, seems to have a few too many teeth. He’s been following up on a number of abusive husband cases lately. It’s a bit odd how so many have seemed to disappear, but no body, no crime. It might seem as if all of these characters have nothing in common, were it not for their enemy: the beings who took them away to a far off land, and who may come to take them again. And for that, these Changelings will join together to stay alive.
“Every Game is Good with a Good GM!”
Tabletop RPG design is a young practice, and designers in every genre and format are learning more about how people play games as they go. There is a universal truth, though, that every gaming group is different, and when it comes to facilitated games (i.e. those with a GM), the people who run the game will make a huge difference in the overall experience. On the internet, though, a massive logical leap is often made, leading to a fallacious and all too familiar rallying cry: “Every Game is Good with a Good GM!” A technically true sentence, this phrase has no purpose in discussions of game design other than to shut down criticism.
TRANSIT: The Spaceship RPG
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!