Welcome back to The Independents! It’s time for a gear-up montage as we check out a new offering from the sibling-run outfit Samjoko Publishing! Action movies and RPGs both grew up around the same time, and during the 80s when both forms were fresh, there was some crossover. The James Bond RPG, Ninjas and Superspies, and later Feng Shui and Spycraft all approached movie tropes when developing their playstyles. Now, though, the feel and, dare I say it, choreography of modern action movies has come to RPGs in the form of Operators. Kyle Simons has taken a very different approach from other games in developing Operators, focusing on the fast pace and tight camera work of movies like The Bourne Identity and Mission: Impossible instead of the technical details of their cars, gadgets, and guns. While the game hasn’t been fully released on retail sites like DriveThruRPG, physical rewards have been sent out to Kickstarter backers, meaning the game is pretty close to final form.
Tag Archives: RPG
The Independents: High Plains Samurai Advance Review
What happens when you throw together gangsters, cowboys, barbarians, samurai, steampunk and wire-fu and set the blender up to 11? Well, the potential for some truly eccentric, quirky or downright insane characters, and the award winning High Plains Samurai from Broken Ruler Games!
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Meet the Party: Scum and Villainy
A washed out veteran with a knack for pushing his luck at the right moment on high-stakes jobs. An illegitimate noblewoman, using her inherited charm and connections to build a shadow kingdom of her own. A grieving father, who can hold a ship together with duct tape and prayers, but can’t do the same for himself. An ace pilot, disillusioned about the costs of war and desperate to find work after fighting on the losing side.M eet the Party brings you ready-to-play characters, complete with backgrounds and relationships, for use both in your own games and as inspiration for creating characters of your own. Strap on your holster and fire up the engines, it’s time to be space cowboy bad guys!
Last week we went over the recent Forged in the Dark product from Off Guard Games and Evil Hat Productions, Scum and Villainy. There was a small bit of table fiction in the beginning of the review, and it struck a chord. What follows is the groundwork for a group of smugglers, blockade runners, and overall Ne’er-do-wells for profit, the crew of the Freefall.
The Independents: Seven Wonders
How did the children from Narnia cope with adulthood? How does a dystopian society rise, and how does it fall? What happens in your village when the heroes are away? What would you sacrifice to save your family? Who protects your home when you’re not looking? What’s it like to voyage into a black hole? What do heroes talk about on the eve of a decisive battle? Seven questions need seven answers, and seven story games provide them. This time out The Independents are going to be exploring a wide range of themes, settings, characters, and framing devices as we check out the story roleplaying game anthology Seven Wonders from Pelgrane Press!
The Independents: Scum and Villainy
“Easy does it friend.” Ari raises his hands as Marx levels his gun. He raises his voice again across the hanger. “You wouldn’t want to do anything hasty now. I’m sure there’s room to negotiate here. All we want is to get paid, and the artifact is yours.” Already the situation was looking bad. Marx, the supposed buyer they were set up to deal with, chose to bring his own group of thugs, and it seemed like their idea of negotiation involves bullets.
The Independents: Monster of the Week
A dark shadow lurks at the edge of town. Bodies with strange markings have been found throughout the city. Strange omens appear in the skies. Who will face these grim threats? A blue collar warlock, pulling out his street smarts as much as his arcane knowledge? A girl once given a “gift” by a faerie godmother, that helps (and compels) her to action? The last member of a defunct Order, sworn to stop Nazi experiments of the same? The roaming hunter, traveling from town to town to find the creature who killed his brother? The government agent who has stumbled into something larger, and can’t look away? Together, they will find out…why all these different monsters always seem to arrive like clockwork on one day of the week. It’s uncanny. This is Monster of the Week!
Kickstarter Wonk: August, 2018
Just when you thought it was safe to go back on Kickstarter . . . the lazy relaxed summer of June and July has given way to the insanity of a pre-GenCon product push! There were over twenty Kickstarters of new games, and even after picking out the second editions of recent games (Reign, Geist) and games we’ve already covered, it was still tough to narrow it down to just ten! The ten here represent games that do something new, whether it be through new mechanics or new ideas for settings. There are also a couple revivals, which are more than mere second editions due to long absences from publication as well as dramatic rules revisions. All in all, this set of ten Kickstarters represents a swathe of games that are giving us something new with rules, genre, or format.
Adventure Log: Flight of the Albatross, Part 2
Now, we rejoin the adventures of the Albatross crew!
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Time Travel: Paradoxes as Improv Practice
Time Travel is a daunting mechanic for any GM to attempt to incorporate in their game. While using time travel as a platform for historical settings and conflicts can be fun, eventually your players are going to ask “wait, what happens if we show Beethoven a recording of his Fifth Symphony before he writes it?” or, even more problematic, “can I go kill my grandfather?” These are questions which, for the sake of the integrity of the concept, can’t be left completely unanswered (though you can probably tell the player trying to kill his own grandfather to drop it before something bad happens). The good thing is that time travel as a game concept leans heavily on improv, and does so in a way that can be very helpful with developing your improv muscles in a fun, non-game breaking way. That’s because with time travel, you can come up with whatever consequences you want…the players already have the mechanism to fix it.
Star Wars: The Roleplaying Game 30th Anniversary Edition Review
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!
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