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  • Guest Article: Aeturnum Gaming – Getting into Tabletop RPGs

    Getting into Tabletop RPGs By Jake Tegtman of Aeturnum Gaming Tabletop RPGs (roleplay games) have one of the most devoted fanbases of any sort of gaming niche out there. There’s an entire industry based around it. Dice, miniatures, gaming mats, various roleplay games, and pre-made adventures all make tabletop gaming more in-depth and exciting. And it’s not a genre just for older generations. Even avid video gamers (especially RPG players) tend to love the tabletop experience because of the complete immersion tabletop RPGs can bring. What Makes Tabletop RPGs Different What makes tabletop RPGs (also known as a TTRPG) different is that they are played 1) with a gaming group, and 2) primarily using imagination – as opposed to graphics, or the artwork present in many board or card games. The “low-tech” of tabletop games, in general, can at first seem a little dull compared to the fast pace of many modern video games. But there’s a timelessness to the slower, more thoughtful approach many tabletop RPGs require. They make players stop to think before entering a trapped room, carefully decide what to say in a tense negotiation with a ruthless merchant, and create plans of attack for powerful monsters. Gaming with a Group Tabletop RPGs often require gaming with a group. In one sense, that can make getting a game started more difficult as planning around the calendars of multiple people can be challenging. But in reality, any experience in life is better when shared. Especially when shared with friends and people you care about. Playing an RPG at a table with others is like talking about something amazing you did in a video game with another gamer. Except you’re actively playing that amazing scene out with them, in real time. You’re creating amazing experiences together that will often last a lifetime (ask any experience tabletop gamer – they will tell you). It can be hard to explain. But if you’ve ever shared an incredible moment in gaming with another person, you have an idea. But since tabletop RPGs provide so much immersion in their storytelling and experience, those incredible moments are amplified. Using Imagination as Graphics Video game graphics are getting better every year; they’ve come a long way since many of us were kids (I remember playing with 8-bit graphics on the Super Nintendo). But using imagination as graphics takes all the constraints off what’s possible in a game. The mind is capable of creating entire worlds from nothing, and taking us there. We can see, smell, touch, hear, and even taste what’s entirely in our imagination. At least until far more immersive VR becomes a reality, you can’t get that level of complete immersion anywhere else, yet. But even when technology improves to allow for the involvement of more senses – have you ever wished a video game’s story was different than what the creators and designers produced? Video games have boundaries on the world created. It is what it is. But in a tabletop RPG, you and your gaming group can make the game whatever you want it to be. There are no limits on the human mind. How to Get Started Playing Tabletop RPGs There are many people out there currently looking for a gaming group, which makes it easy to get started playing Tabletop RPGs. You may start out asking some of your friends. Many will surprise you with their interest in trying it out – after all, they’ve definitely heard tabletop RPGs before. And many more than you’d think have already played. There isn’t a specific tabletop game that’s best to start with. If you go to your local gaming store, the staff there will have recommendations for you based on what kind of game you and your group would like to play. You might even try picking a couple games, playing a session of each, and seeing which one you like best. Or, try a new game every 6 months or year (you can even make it a yearly birthday or Christmas present to yourself). Meaningful Fun You’ll Remember Many people who aren’t even hardcore fans of tabletop RPGs still have great stories to tell about one of their adventures playing DnD (dungeons and dragons – the genre’s oldest and most well-known game) or some other game. It’s a great way to connect with friends and a great way to fill your life with the kind of meaningful fun you’ll remember forever. ...
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  • Guest Article: Sigil Entertainment - The Savage Sign 02 (Savage Worlds)
  • Designer's Diary: Accessible Games - Survival of the Able
  • Guest Article: Campaign Games - Forts & Frontiers The Feast of the Dead: Influences and Inspirations
  • Guest Article: Attention Span Games - Creating the World of Big Eyes, Small Brains
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Designers Diary

  • Designer’s Diary: Accessible Games – Survival of the Able

    Survival of the Able Survival of the Able is a survival horror RPG being published by Accessible Games and funded via Kickstarter. By Jacob Woods Learn more about Survival of the Able at http://www.accessiblegames.biz. Back the game on Kickstarter at http://www.bit.ly/SotACampaign. Welcome to the latest Designer’s Diary, a column where designers are given the opportunity to take readers on an in-depth ride through the design and development process of their system, setting, or product. If you’d like to share your product in the Designer’s Diary column, send a message to aaron@roleplayerschronicle.com. Designer’s Description Have you ever played an RPG and felt betrayed by an ally, angered by an enemy’s insult, or outraged by some great injustice? When your favorite character was killed, did you feel a sense of loss? If so, you were feeling empathy for what your fictional character was going through. If you’re like most people though, you’ve never stopped to think about how that empathic link can affect you in real life. You’ve also probably never considered channeling it for good. Enter Survival of the Able, a survival horror game in which you play as a disabled character during the 14th Century Black Plague. In this game, you’ll fight zombies, get lost in the wilderness, struggle to find food and shelter during the direst of times, and receive little help by those who see you as a burden. After all that, you’ll show everyone just what you’re capable of and prove once and for all that you don’t have to be the biggest, the strongest, or the fittest to be a survivor. By the end of your first adventure, you will hopefully have felt that same empathic connection. This time though, you’ll be encouraged to consider what people with disabilities face on a daily basis even in the 21st Century. You’ll get a sense of the struggles people with disabilities face, and hopefully come away with better understanding and a desire to do your part to end ableism. If nothing else, you’ll have played a fun game about surviving the Black Plague and a zombie uprising. Purpose Survival of the Able is a game about empathy. It’s about getting others to feel attached to their disabled characters so they can come away with an understanding of some of the injustices and rampant ableism that still plague our society today. One of the misconceptions people will almost certainly have about this game is that I’m trying to teach people what it’s like to have a disability. Hell, even I wrote that in some early drafts of my manuscript and marketing material. It’s an easy thing to say, but in reality it isn’t possible to teach non-disabled people what it’s like to have a disability. No amount of role-playing or education can substitute for the real, lived experience of having a disability. When I realized that was the wrong way to look at the game’s intent, I had a moment of panic. If I wasn’t teaching people what it’s like to have a disability, what on Earth was I trying to do with this game? Then it struck me that the purpose was never actually to relate that experience, but to get people to empathize with others. That realization opened up a big design space for me. Suddenly I was able to give myself and the GM carte blanche to be as miserable and disrespectful to the players as possible. The way I see it, if I can make the players feel outrage on behalf of their characters, then perhaps those same players can feel outrage on behalf of real disabled people in our world. Influences Although this is a survival horror game, I can’t say I’m influenced much by the genre. I rarely watch horror movies or play horror games. I have only tangential knowledge of what lovers of the genre find fascinating, and I only have that knowledge because I researched it a bit. I know I’m not necessarily breaking new ground on the genre, but it’s completely new territory for me. My hope is that others who aren’t survival horror fans will find the game just as interesting as I do, since it lacks any meaningful connection to its roots. With luck, fans of the genre will also find it fun. My real influences have to do with people. Elsa S. Henry wrote the blog post that kicked off my desire to experiment with this concept. My own challenges with disability and ableism have also been a huge influence on me, as have the shared experiences of others in the disabled community. I think I’m influenced more by my experiences than any outside subject matter or pop culture reference. Research A lot of work went into making this game historically recognizable. I say “recognizable” because accuracy was never the goal. There are zombies after all. The first thing I had to do was research the Black Plague. I learned that it didn’t start in Western Europe, but our ethnocentrism often leads us to believe that it did. According to several sources, the plague actually started somewhere in East Asia and took years to travel to Europe. Still, I chose to set the game around the time the plague was thought to have reached Europe because that period is recognizable. I also delved into the causes and symptoms of the plague. There were several theories at the time about what the plague was and how it started, but most (if not all) of those were incorrect. We now know that the plague was caused by bacteria, but putting yourself into the character’s shoes means you have to ignore that fact and go with what they may have believed. That ignorance is part of what caused the plague to spread so far and wide, so it’s important for characters to remain ignorant and part of the problem. Plague symptoms obviously didn’t include zombieism, but there were a lot of nasty issues that make it perfect for being described in a horror game. Boils, sores, puss, dark splotches on the skin, coughing, fever, and almost-certain death are all pretty gruesome. The plague makes a perfect villain that everyone can hate without feeling bad about it, which leaves room for them to hate the real antagonists of the game—discrimination and bigotry. Finally, Catholicism was the prevailing religion of the region during this time period. I knew I wanted to include some sort of mechanic to give the players a tool they could use in times of need, so I designed a mechanic that allows them to pray to Catholic Saints for help. I’m not Catholic myself, so I tried to do my research to ensure I was treating the subject with respect and not appropriation. I made sure all the Saints listed in the book were canonized prior to 1347 so they at least made sense for the setting, and I chose them based on information found from official Catholic sources. Art Direction Almost from the beginning, I started thinking about what kind of art I wanted in Survival of the Able. I knew I wanted it to be inclusive, That poses some challenges though, as I try to figure out how to portray ordinary, non-heroic disabled protagonists in positions that don’t make them seem powerless. One of the ways we see ableism in our culture today is through the depiction of disabled people who can’t help themselves. We praise stories about fast food workers who take their time to feed a disabled patron, for example. We’re focused on what the able-bodied person is doing to help the person with a disability, and we lose sight of the fact that the disabled person lives the rest of their life without that one person’s supposed heroic deed. I don’t want to portray people with disabilities as being helpless, but when I have specifically called attention to the fact that they are ordinary people I didn’t want them to appear super or heroic either. In the art I have commissioned so far, I’ve tried to keep things either passive or reactionary. There is one image of four characters having a discussion around a campfire (passive), and another where a character is defending herself from a zombie (reactionary). In the latter example, the heroine isn’t going out of her way to battle a zombie. When faced with no other choice, she picks up a torch and defends herself. She isn’t helpless, but being a brave zombie hunter isn’t exactly her idea of a good time. Finally, I wanted to have representation not just in the illustrations, but from the people who make them. I have hired female and disabled artists to give the book a style that was designed by the very people I strive to include. The book just wouldn’t be the same if it were designed entirely by able-bodied white dues. Gaming Experience I describe Survival of the Able as a survival horror RPG. I absolutely want to put players into situations where they are forced to make difficult and uncomfortable decisions. I want them to feel like their backs are against a wall. I want them to feel like there’s a real struggle for survival. That’s only part of the experience. I also don’t want players to feel like they’re incapable of beating the odds, because I don’t want to give players the impression that being disabled makes them weak. On the contrary, I very much intend for the players to come out on top despite their disabilities. In the end, I want them to come away feeling like ordinary disabled people have what it takes to face overwhelming odds, because in the real world that’s what we do every single day. The game’s included adventure is designed with all this in mind. I write advice for the GM to give them tips on how to make things challenging for the players. I encourage the GM to belittle and demean the characters. I point out places where it would be a good idea to kill off an NPC or sew some strife into the party. The intention is to make the players double down in their efforts to win, and the final scene gives them an opportunity to show off just how much a ragtag band of haggard disabled characters can do. Hopefully, the players will come away from the experience feeling accomplished. The goal is to make them feel like they have conquered something challenging. It’s not dissimilar from how other games reward players for being heroic, but in this case the characters don’t come from that background. They’re just ordinary disabled folks who have found the grit and determination they need to outlast a zombie onslaught. Comparison I honestly can’t compare this game to any I have ever seen. It’s built on the bones of the Fudge System, but it’s 100% rewritten with a specific experience in mind. It’s survival horror, but doesn’t really follow most of the genre’s tropes. It’s also about disabled protagonists who don’t have super powers to offset their other traits. The only way I know how to compare it is by telling you what it isn’t. It’s a game where you fight zombies, but it isn’t about zombies. It’s a game where the protagonists are disabled, but they aren’t mystical, magical, or super in any way. It’s a game about survival, but you play as characters who aren’t considered worthwhile, much less capable. It’s not a game about the survival of the fittest. It’s a game about the survival of the able. Development Process I started writing this game at a time in my life where development meant having an idea strike me and then typing furiously to get it out of my head. I didn’t do a lot of brainstorming, outlining, or storyboarding. Rules and design elements came to me, and I put them on the page. Originally, this game was just supposed to be something of a Lady Blackbird heartbreaker. My goal was to create a game with simple mechanics that were focused on telling one specific story. I started, as I often do, with the Fudge System. As I began tweaking it to fit my idea of what the game should be, I added more and more elements to tailor it to my tastes. Eventually, I realized I had created so many custom elements that the game was no longer as small and light as a game like Lady Blackbird. It wasn’t something you could just pick up and play using nothing but the rules printed on a character sheet. With that said though, most of the pertinent player rules do fit on the back of the character sheet. This isn’t a rules heavy game by any means. Once I realized the game wasn’t just about one specific story, I had to go back over what I had written and figure out how I had designed the game’s four main characters. I didn’t have a Character Creation chapter at first because you were supposed to just use the included pre-gens. I decided the game needed to be more   open though, because I wanted people to have the chance to build any disabled character of their choice. I had to add Character Creation rules and then modify the existing characters to be sure they fit. By the time I had done that, I was ready to scrap the notion that it was a Lady Blackbird knock-off. Development was slow due to real life. There were some setbacks and some huge milestones, and they didn’t leave a lot of time for game design. Still, I gradually plugged away at the game because it kept calling to me. I knew it was something I needed to one day finish. Finally I came to a point in my life where I could devote a little more time to the project, and I decided to see it through. Now with the game on Kickstarter (as of October 19th, 2019), it’s ready for the next stage of development. Fund raising, editing, art, and layout are next. After that, we’ll see where life takes us. ...
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Games and More

  • Games and More – Adapting Other Works to Your Games

    Adapting Other Works to Your Games By Tyler Omichinski In a recent gaming session I was playing in, we came upon a pretty major hint that what we were dealing with was something otherworldly. For the readers reference, we were playing World of Darkness with some decidedly Call of Cthulhu flavor. The reveal of the hint, however, was enough for me to figure out what the big bad for our campaign was. It was based on a short story from Tales of Cthulhu, a book I highly recommend picking up, and I thought I had things pretty much figured out. This is a problem that happens with many RPGs; multiple people around the table are such enthusiasts that they are all familiar with the matter. It is remarkably easy for an enthusiast to consume the materials that are put out by major companies. I suspect that this is a contributing factor to Dungeons and Dragons continued success; it is easier to buy another Monster Manual than to stat out new bad guys to surprise your players with something. Things, for me, ended up switched though. A mystery involving wendigo, something decidedly not in the original interpretation, resulted in my preconceptions being thrown out the window. When writing a scenario for your group, do everything you can to remix and change-up the baddie. Change the motivations, tweak the description, or even just change the flavour text for what a particular ability looks like. These all serve to redirect what your players are expecting. An alternative is to put your most dastardly thoughts to work and think about how you would take advantage of a particular creature’s abilities if you were a truly malicious being. An example of this that I am particularly proud of is a shoggoth that I had moving through a series of pipes only to reach out and grab unwary players. A creature that is normally a rampaging ball of destruction instead became a stealthy and clever hunter. The why of this can then become a plot hook for an entire scenario. This kind of remix, however, can be difficult. It can require time and planning that might not be available for the average pick-up game. The much easier solution is to reskin your monsters. Make your goblins into kobolds, give the brute at the bar the stats of a troll, you get the idea. The basic concept is to keep your players guessing and having fun. Knowing what they are going up against sabotages their interest in the game as an RPG, instead turning it more into a war game. Relying solely on the hope that your players have not read what you have is not always the best choice for keeping your players on their toes. Take the opportunity to stretch your creative muscles and try to experiment with things. At the very least, weld together two different stories and put yourself in the antagonist’s shoes/clawed feet/whatever. Figure out how the two creatures/characters would interact and react to each other. Would they collaborate, would they be at war, would they even be able to comprehend each other? Spin off from there as even the most basic interactions between multiple villains can provide ample fodder for your RPG games. ...
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Gaming News

  • Mutant Year Zero: Zone Wars Releasing on June 4

    Stake Your Claim in the Wasteland or Die Trying in Mutant Year Zero: Zone Wars, Coming June 4 A Fast and Furious Game of Tabletop Miniature Skirmishes Set in the Mutant: Year Zero Universe  Stockholm, Sweden (April 23, 2024) — Lead a band of mutant Stalkers into the Zone and fight others to scavenge artifacts from the Ancients. Stake out your claim in the postapocalyptic wasteland or die trying. Free League Publishing today revealed that Mutant Year Zero: Zone Wars — a fast and furious game of tabletop miniature skirmishes set in the acclaimed Mutant: Year Zero universe — will be released on June 4, 2024. Find out more about Mutant Year Zero: Zone Wars here Follow the mutants, animals, and robots of the Zone as they struggle to turn the Rot-infested wasteland into a new dawnland, threatened by a new shadowy enemy who could be the end of them all… Mutant Year Zero: Zone Wars is all about embracing mayhem and emergent narrative to create a fun and fast-flowing experience. Designed by Andy Chambers (Necromunda, Battlefleet Gothic, Warhammer Fantasy Battle, Dropzone Commander) with Tomas Härenstam (Mutant: Year Zero, ALIEN RPG, Twilight: 2000, Blade Runner RPG, Dragonbane) and Nils Karlén (Coriolis: The Third Horizon, Forbidden Lands). Sculpted by veteran sculptors Alejandro Muñoz Martín and Daniel BlueIce, the miniatures are made in 32 mm format and require no assembly. As a standard, they are sundropped at the factory, meaning that they will be table-ready right out of the box. The Robots & Psionics expansion will release alongside the core game and expand the game with two more factions, allowing up to four players to engage in multi-faction mayhem! The Mutant: Year Zero – Zone Wars pre-order has been launched today in the Free League webshop. Mutant Year Zero: Zone Wars is compatible with the award-winning Mutant: Year Zero tabletop roleplaying game; bring your favorite roleplaying character onto the battlefield or continue the Zone Wars scenarios in the RPG. Mutant Year Zero: Zone Wars Core Set The Mutant Year Zero: Zone Wars core set everything needed for two players: ten detailed 32 mm miniatures (five each for the Ark Mutants and the Genlab Tribe), cards, tokens, dice, a game mat, cardboard terrain, a ruler, and a rulebook including five full scenarios, campaign rules, character ­generation, and solo rules. Ark Mutants: A closely knit group of human mutants, searching for their origin in the mythical Eden somewhere in the Zone. Genlab Tribe: A tribe of intelligent animal mutants, recently having won their freedom from the horrors of Genlab Alpha. Included in the core set: 10 high-quality miniatures 83 playing cards 105 tokens 10 custom dice 36″ × 36″ game mat 3 full sheets of cardboard terrain Measuring ruler Rulebook Mutant Year Zero: Zone Wars – Robots & Psionics This boxed set includes ten detailed 32 mm miniatures (five each for the Mechatron Hive and the Nova Cult), cards, tokens, dice, a game mat, cardboard terrain, a ruler, and a scenario booklet including five full scenarios. Mechatron Hive: A collective of robots having recently awoken to become self-aware, seeking their place in the post-apocalyptic world. Nova Cult: A secretive cult of human mutants with powerful psionic mutations and unknown ambitions. Included in the expansion: 10 high-quality miniatures 79 playing cards 100 tokens 10 custom dice 3 full sheets of cardboard terrain Measuring ruler Scenario booklet The Rules The game rules are easy to grasp and makes for a fast-playing experience. Just like in the Mutant: Year Zero RPG, the core mechanic is based on pools of six-sided dice, and you need at least a six to hit your target. You can push yourself for a re-roll, increasing your chances but risking damage to your weapon in the process. The initiative systems keeps all players constantly on their toes, and powerful mutations and robot modules can turn the balance quickly even for a losing faction. Zone cards are drawn to represent the many dangers of the Zone, which can mean the ruin of even the most hardened Stalker! To keep up to date with Free League Publishing, be sure to follow them on Twitter, Facebook, Instagram, and YouTube, and visit their official website at freeleaguepublishing.com. About Free League Publishing Free League Publishing is a game studio and publisher dedicated to speculative fiction based in Stockholm, Sweden. We have published a wide range of award-winning tabletop roleplaying games and acclaimed art books set in strange and wondrous worlds. ...
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Geek News

  • COMICBOOKS FOR KIDS! BRINGS COMFORT AND JOY YEAR-ROUND WITH PAIZO & HUMBLE BUNDLE SUPPORT

    Woodinville, Washington, January 4, 2024 ‑ Seven years ago ComicBooks For Kids! started out with a dream. That dream was to make a difference for children in hospitals and cancer centers by providing comic books to children awaiting surgery or simply sitting in their hospital bed. Initial feedback was amazing. Hospitals informed them that these comic books were providing escapism for the kiddos and teens and reducing anxiety. Moreover, it was allowing for the nursing and doctor staff to bond with the children over these characters. But they had a challenge. They wanted to provide them more. More comic books, more boxes, more often. But reality being what it was, there was no way to do this. There is a cost to infrastructure, and they did not have the financial support to recognize their dreams. Enter Paizo and their support with Humble Bundle. Mark Weiss, Founder and President of ComicBooks For Kids! reports, “This year and directly attributed to Paizo and these Humble Bundles, we are now the largest charity in not only the US, but the world (as we now have a branch in the UK) for the items we provide. We now support over 200 hospitals in all 50 states to all demographics. Moreover, we have been able to provide almost 500,000 items across the world. These items have grown from comic books to now include coloring books, action figures, funko pops, T-shirts, toys, games and yes items from Paizo too! Our indoor storage space, necessary for infectious disease controls, has grown to over 1100 SQ feet stacked with goodies to give to the children. As the executive Director, I joyfully spend 60 hours a week ensuring that goodness happens!” They also started a sister charity called ComicBooks For Troops. When they receive materials too mature for kids, they provide them to the troops. Overnight they became the largest charity in the US for these items to the troops. “None of this, I repeat, none of this, would have been possible without the wonderful support of Paizo,” said Weiss. A quick visit to their webpage at CB4K.org and their Facebook Page tells the story. Those pictures will share how they have made a difference for so many. Moving forward, ComicBooks For Kids! have many big plans for 2024. More items for the kids and troops, bigger boxes, more hospitals and greater frequency in shipping to all. The current Pathfinder Second Edition Legacy Humble Bundle benefiting ComicBooks For Kids! ends Saturday, January 6 at 11 AM Pacific. ABOUT COMICBOOKS FOR KIDS! / COMICBOOKS FOR TROOPS ComicBooks For Kids! provide child friendly comic books to children in hospitals and cancer centers across the U.S. and select locations in Canada. Most often these  come as new comics from the many publishers who support them. On occasion, they will also provide unread, warehouse overstock. In all cases, they work within the medical facility’s infectious disease policies. ComicBooks For Troops is the largest charity in the US for comic books and pop culture items provided to all branches of the military. ABOUT PAIZO Paizo Inc. is publisher of the award-winning Pathfinder Roleplaying Game, Pathfinder Adventure Card Game, Pathfinder Tales novels, Starfinder science-fantasy roleplaying game, as well as numerous board games and accessories. In the 15+ years since its founding, Paizo has received more than 100 major awards and has grown to become one of the most influential companies in the hobby games industry. ...
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  • H.P. Lovecraft´s The Dunwich Horror, Illustrated by Baranger, is Coming October 26
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Reviews

  • Review: Free League Publishing – Tales from the Lone-lands (The One Ring)

    Tales From the Lone-lands Tales From the Lone-lands is an epic fantasy adventure supplement for The One Ring, written by Gareth Hanrahan and published by Free League Publishing. By Aaron T. Huss Learn more about Tales From the Lone-lands here Purchase Tales From the Lone-lands here (paid link) Find other The One Ring posts here Tales From the Lone-Lands is a collection of six independent adventures for The One Ring that can be easily stitched together against an overarching background to create a campaign. When taken as a whole, there is a common theme weaved throughout the adventures along with all of them being placed in the lands of Eriador west of the Misty Mountains. Tales From the Lone-lands truly showcases the style of gameplay prominently designed into The One Ring. It is a style that avoids the epic-gameplay such as a representation of The Hobbit and The Lord of the Rings. Instead, the gameplay is more akin to heroic fantasy with the spotlight is placed quite locally, focusing on the interaction of the PCs, their surroundings, and those around them. Every adventure is a small and contained but covers all the aspects of The One Ring – social interaction, the journey across the land, and the finale destination (which is presented in great detail). You also get a great feel for the lands of Eriador and how its history becomes weaved into these games, effectively making it much more than what you see on the surface (think ancient lands with buried secrets). Tales From the Lone-lands not only provides a collection of adventures, it also includes a great amount of utility for those who need guidance on creating their own adventures and campaigns. It is a great representation of the setting but also presents the ideal style of adventures to be had in Middle-earth. Adding to that representation is a collection of artwork that showcases the dire feel of the setting when one ventures outside the comforts of the home and into the lands where trouble dwells. If you’re going to run The One Ring, this is a must-have for adventures to place amidst your own campaign, running it through as-is, or as leverage for your own adventure design! ...
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RPG News

  • Free League Partners with Black Powder and Brimstone RPG for Upcoming Kickstarter

    It’s Witchcraft! Free League Workshop Partners with Black Powder and Brimstone RPG Explore a grim-dark fantasy RPG, compatible with MÖRK BORG, infused with gunpowder and witchcraft Stockholm, Sweden (April 18, 2024) — Embark on a dark and daring adventure where death and destruction lurk around every corner. Free League Publishing and Benjamin Tobitt today announced a publishing partnership for the grim-dark fantasy RPG Black Powder and Brimstone that will be launched on Kickstarter by Benjamin Tobitt on April 25, 2024. The gunpowder and witchcraft infused game is a complete stand-alone RPG based on and compatible with the multi-award-winning apocalyptic heavy metal RPG MÖRK BORG. Sign-Up to the Black Powder and Brimstone RPG Kickstarter This wicked cauldron of a game is packed to the brim with with lore, explosions, magic, war, and demons. Written and illustrated by Benjamin Tobitt, the game will be printed and distributed by Free League Publishing (Dragonbane, Vaesen – Nordic Horror Roleplaying, Blade Runner RPG, ALIEN RPG, The One Ring RPG). If successfully funded, Black Powder and Brimstone will be officially released by Free League Workshop, Free League’s sublabel for independent game creators. About Black Powder and Brimstone The Orthodox and Puritans of the Church of the Sacred Blood are stuck in a stalemate of a war that has raged for decades. You are a desperate adventurer stuck in the middle of the conflict, desperately trying to survive, and maybe even profit, amongst the chaos and destruction. Wield unique and characterful weapons, each with their own rules and advantages on top of the damage die. The arsenal includes the dreaded Black Powder weapons — infernal devices that ignore all armor on a hit and can cause as much mayhem and destruction to the wielder as the intended target. As well as mortal weapons, there are forbidden and powerful magics that can warp reality as easily as an artist paints a canvas. But beware, for magic is as dangerous as it is powerful. If you use it in front of the wrong people, then be prepared to deal with the dreaded agents of the Inquisition. This action-packed, rules-light, art-heavy OSR game offers swashbuckling adventure and gothic folk horror in an unholy blend. A treasure chest of character options, items, locations, adventures, and enemies, both human and monstrous, waits to be opened. About the Designer The game creator Benjamin Tobitt was raised in the haunted wilds of Dorset, before seeking his fortune in the grand and terrible city of London. After receiving an education at the Kingston University of Arts, he worked as an illustrator, animator, director, and comic book artist. During the Great Plague, he and his wife moved to the frozen nation of Sweden to practice their own form of witchcraft, assisted by the feline familiar commonly known as “Gus”.  Black Powder and Brimstone is his magical creation, the culmination of years of passion and research into the 30 Years War, folk horror, and witchcraft. https://www.bentobitt.com https://twitter.com/BenjaminTobitt https://www.instagram.com/bentobitt About MÖRK BORG MÖRK BORG is a blackened art-punk RPG about miserable bastards and heretics enduring a bleak, dying world. It came out of nowhere and ravaged the roleplaying game scene in 2020 when it won four gold ENNNIEs (Product of the Year is one of them) and has become a cult hit with a dedicated following ever since. About Free League Workshop Free League Workshop is a sub-label for externally designed games that Free League help print, publish and distribute. The Free League Workshop game portfolio includes the science fiction RPG Death in Space, the weird-fantasy RPG Into the Odd Remastered, the dark fantasy RPG MÖRK BORG, the cyberpunk RPG CY_BORG and the pirate-RPG PIRATE BORG. To keep up to date with Free League Publishing, be sure to follow them on Twitter, Facebook, Instagram, and YouTube, and visit their official website at freeleaguepublishing.com. About Free League Publishing Free League Publishing is a game studio and publisher dedicated to speculative fiction based in Stockholm, Sweden. We have published a wide range of award-winning tabletop roleplaying games and acclaimed art books set in strange and wondrous worlds. ...
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Tales from the Gazebo

  • Tales from the Gazebo – When to Win With a “Loss”, Part 2

    When to Win With a “Loss”, Part 2 By Cape Rust So now we get to the heart of the matter, and what better way to drive this point home than to share yet another gaming story. So there we were; we had done all of the things you do when going through an adventure. Almost died a few times, killed kobolds, orcs, skeletons, and even tangled with some drow. We had reached the “final” battle. Everyone in the gaming group knew we were at the end of the adventure. The beginning of the gaming session felt like closing night of a theater production, or the last day of school. Everyone didn’t want it to end, but were 100% ready to be done. Through a combination of the luck of the dice and some heads-up thinking by players other than I, we had the bad guy blinded and reeling. Our GM tactically played the bad guy within his abilities, but throughout the entire adventure our GM had subtly shown that he wanted to win. There were two opportunities where the characters could have finished off the bad guy in a way that would have been pleasing for everyone involved; well everyone except the GM. I will repeat that the GM didn’t “cheat” when it came to how the bad guy acted or fought, but his desire to win wouldn’t let him lose. Rather than letting the players get the kill and win on two separate occasions, the GM decided it was more important to win and in doing so everyone, even the GM, lost. The bad guy disappeared and at that point the players didn’t care. Sure we searched for the bad guy a bit, but our hearts were not into it, and one of the characters even had a really good search check. In his desire to “win”, the GM didn’t fudge the DC and allow the characters to finish the fight. Three separate opportunities to allow the game to end in a way that not only would the players be happy, but rather than inspiring an article about what not to do, it might have been that gaming story that was happily told over frothing glasses of Mountain Dew. Most of the GMs reading this will say, “I’ve never done that”, and a few might even be right. But if you think about all of the games you’ve run, you might find a few situations where you wanted to win; maybe even a few situations where you really should have lost. Fear not, you are not alone. As GMs we put so much time into the stories we are trying to tell and even the encounters or scenes we set up to to tell those stories. We labor for hours on end to have our players completely skip over areas that contain our best work or thanks to the luck of the roll, defeat a well-crafted bad guy in seconds. Subliminally you can’t help but want to get back at your players or at the very least win. You’re are a GM, but you are also a human. No matter how often things have gone the players’ way, no matter how many epic encounters your players have bypassed, you have to remember that some of the players’ most memorable experiences will come at a cost to you. You have to be willing to lose for the greater good. If you can’t stomach “losing”, rationalize what it means to win as a GM. As a GM you win when your players can’t stop talking about a game you ran for them, even a decade or more later. As a GM you win when you create an adventure that challenges your players. As a GM you win when everyone has fun. When you change the conditions for a “win”, you’ll never really lose ...
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  • Tales from the Gazebo - When to Win With a "Loss", Part 1
  • Tales from the Gazebo - Are you Really Friends with the People in your Gaming Group?
  • Tales From the Gazebo - The Clothes Don’t Make the Man and the Weapons Don’t Make the Woman, Part 2
  • Tales From the Gazebo - The Clothes Don’t Make the Man and the Weapons Don’t Make the Woman, Part 1
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Under the Hood

  • Under the Hood – The Complete Picture

    The Complete Picture By The Warden When I learned to drive oh those many years ago (24 years ago, to be exact), my dad taught me. He took me out to an unused country road, pulled over, and spoke the words that every teenager longs to hear. “OK, hop into the driver’s seat.” After fifteen minutes of seat and mirror adjusting, along with a lengthy lecture on responsibilities while driving and repercussions of failing to honour said responsibilities, the lessons began. When the time came to take my driver’s test, I was confident and ready to nail it on my first go. So when I failed by a few points, it was a little heartbreaking. It wasn’t that I drove poorly, but that I missed a few tiny little details here and there. Not enough to cause an accident in the real world or result in a few horn-honkings from other drivers, just enough to dock me a few points and deny me a licence on my first go. How did this happen? It’s simple, really. Practicality does not translate to precise instruction. In other words, just because you’ve been driving for twenty years does not make you a driving instructor. This lesson hit home the other week while reviewing yet another draft for ScreenPlay. (Now is the point when I shall address the obvious elephant in the room. It has certainly been a while since my last post here on RPC, long enough that it was safe to assume this column came to an end. Or that ScreenPlay went the way of the dodo. Not true and I’ll get into that at the end of this post.) Since our last time together, the game has undergone a shift in play. Instead of including the Director as another player waiting for his/her turn in the initiative order, their work is performed entirely as a reaction to the Writers’ choices and outcomes. Allow me to explain… SIT BACK AND LET THE WRITERS DO ALL THE WORK ScreenPlay is a story-based RPG and one of the fundamentals of this genre is allowing all players the opportunity to build onto the existing story, expand, and shape it during play. This provides plenty of room for players (known as Writers in the game) to stretch their wings, but it can also complicate matters for the Director (the GM). Not in a dire fashion, but one of the hurdles encountered during the initial playtests was confusion over what the Director could provide compared to the Writers. Plus there was a serious mechanical/balance concern with Director-controlled characters – by the time the Writers finish their turns, there’s little for the Director to offer by way of resistance or threats to the scene. It’s an issue in every game. The heroes stand united against an army of goblins, killer robots, or katana-wielding schoolgirls. When it’s the GM’s turn, she can only make 3 or 4 dice rolls in total compared to the 6 to 8 provided by the players. Nearly all games are lopsided (unless you want the GM to make 20+ dice rolls on their turn) and ScreenPlay was becoming a harsh example of that principle. If I had the time and energy to tackle this matter through extensive redesigns and playtests (which is clearly not the case, since I’ve barely had time to write another edition of this column, let alone design the game for which I’m writing about), perhaps this could have smoothed itself out. But there was a faster and decisive way to handle this. Directors now react; they do not initiate actions during play. Whenever a Writer offers a description, the Director responds with an outcome. If that outcome stems from a failed dice roll, the Director can respond by providing a complication (her own description of how one of her characters responds in kind and places an effect – up to and including damage – against a Writer’s character). Whenever a particular event occurs in response to a Writer’s description, a trigger kicks into gear and cuts into the game for the Director to introduce a new element. The key to pulling this off was through complications. See for yourself. (Warning: Unedited text ahead!) Every Complication is a trigger intended to react to a failed dice roll in a conflict. These triggers always target the triggering cast member. They can allow your enemy to dodge an attack and retaliate back at a lead character with their own strike or suddenly find your cast hanging precariously from the torn rope of a rickety old bridge as she tried to race to the other side. There are two types of Complications: Minor and Major. It is possible to have multiple Complications in the same scene. Minor Complications: Whenever you fail on a dice roll with an even number, your cast triggers a Minor Complication, which allows the Director to have their triggering cast member provide a description in the round. If this description should target the Writer’s triggering cast member, there must be conflict. If the Director’s roll fails, nothing else happens. If it’s successful, one of the following can occur to the Writer’s cast member. Minor Damage: This Complication can only cause damage equal to a resource’s damage bonus. Temporarily Remove Resource: If the Director chooses to temporarily prohibit the use of a resource applied in the triggering description, it is unavailable until the Writer uses a following description within the same scene to return the resource to play and remove this Complication. You cannot resolve this as a detail in a description; it must use up the entire description. This type of Complication is never permanent and can be automatically removed at the end of the scene. Major Complications: Whenever you fail a dice roll with an odd number, your cast triggers a Major Complication. This allows the Director to have their triggering cast member provide a description in the round, but no conflict is ever necessary – this Complication happens automatically. The effects of a Major Complication take precedence over a Minor Complication and cannot be resolved within the current scene. The afflicted cast must address it at a later time or simply accept it as a permanent event. One of the following occurs to the Writer’s triggering cast member. Major Damage: Whatever the difference between the dice result and the Difficulty is converted into damage plus any applicable resource’s damage bonus. Step Penalty: A -1 step penalty is applied to any Potential used by the triggering cast member. You can recover no more than 1 step penalty at the start of the next scene. Eliminate Resource: Using this option completely removes the use of a single resource related to the triggering conflict. Its permanency is determined by the Director based on the triggering description. TAKING THINGS FOR GRANTED On paper, it was awesome. The answer to my prayers and a way to provide something a little more mechanically original. Until I discovered a major snag last weekend. See if you can spot it. Here’s a snippet of the previous draft for ScreenPlay (known as Version 1.04): Once details have been provided and all Potentials and Difficulties are set, roll dice. There are four possibilities you can face when you roll dice for a conflict. Success with an Even Number: The outcome for your description will be positive and in your cast’s favour. You gain a bonus description to your turn; you cannot hold onto the description for later. There is no limit to how many bonus descriptions a cast member can have in one turn. Success with an Odd Number: The outcome for your description will be positive and in your cast’s favour. Your turn is over and you cannot provide a description for that cast member until the next round. Failure with an Even Number: The outcome for your description will work against your cast member. Your cast member takes a Minor Complication. Failure with an Odd Number: The outcome for your description will work against your cast member. Your cast member takes a Major Complication. Did you catch it? If complications work as the effect/damage component of the game, when do the players get to use them? Based on what was written in Version 1.04… NEVER!! In my mind, Writers would clearly be able to create effects and/or cause damage on their turns, but you wouldn’t have known it from what I wrote down, would you? Had this been published, there would have been major errata issued within 24 hours. Once I caught this, there was much self-kicking going on at and around my desk. How did I allow this to happen? It seemed like such a rookie mistake and that’s when the memory of my dad teaching me to drive came to mind. Sometimes you take things for granted when you’ve been doing it for 20+ years, just as was the case for driving. It wasn’t that Dad didn’t know I was supposed to hug the right side of the street when making a right turn, simply that it was so basic to be beyond cognition. Same thing applied here. Of course a Writer can cause damage on their turn, it’s a roleplaying game, dammit! Yet by not expressly stating so, I caused the game to fail. Roleplaying games are incredibly complicated systems. Even the most basic ones require some level of complexity because the very nature of these games is to provide near-absolute freedom of creativity within the confines of a unique or mimicked ruleset. It’s why successful games eventually release new editions, optional rules, splatbooks, and more over their lifetime – it can be impossible to cover every possible situation. With every new edition that hits shelves, clarity is provided. You see it in games where there are new mechanics for drowning, restricted movement, weapon speed, etc. It’s not that these games never intended for your character to drown, face difficulty climbing up the side of a building, or counter the hefty weight of a broadsword, but that these aspects would demand as much relevance in so many games. This doesn’t make it the designers fault, it’s simply due to good old fashioned taking things for granted. As I work on Version 1.05, I’ve gone in with a bass-ackwards mindset in the sense that it may seem like I’m talking down to my potential customers and players, yet the lessons of Version 1.04 seem to offer merit to this tactic. Assume your readers have never played a roleplaying game. Ever. Your success may thank you for it later. THE BALANCING ACT Now, as promised, a little explanation as to why it’s been so long since the last post. Some of you may say that no explanation is due, others may be shouting out loud at their screen. (If you’re the latter, now’s the time when you look around at the strangers staring at you, point at the screen, and say, “No ticket!”) Am I returning to this column as a regular feature? Or will it be another few months before there’s another post? The answer is complicated. I don’t have one. I have not given up on my design work, that is for certain, but keeping up with reality and fantasy’s two-headed Cerberus – writing and promoting – became a bit much. It happens to everyone and there are truly few who can handle it to any degree. When I last made my 104th post to this column, promoting upcoming work was nearly the only work getting done. I needed a little time away to sort out life and it was a much needed time away. Priorities have been ranked and those things not required have either been tossed aside or rests comfortably on a shelf. To date, more work goes into crafting games than talking about them and I haven’t been this happy in a while. Oh, and I have a new car. There’s a lot more I could get into, but I’m not. Nothing personal, fair reader, but don’t let these 2000+ words fool you into believing I’m a big sharer. Suffice it to say if you find yourself able to contribute to organizations helping those dealing with mental health issue such as depression, personality disorders, or post-traumatic stress disorder, please take a moment this holiday season to consider making a donation in someone’s name. Until next time… ...
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  • Under the Hood - Using Your Words Good
  • Under the Hood - Conducting the Autopsy
  • Under the Hood - Pouring Out Your Soul
  • Under the Hood - Pulling Back the Curtain

Guest Articles

Guest Article: Aeturnum Gaming – Getting into Tabletop RPGs

Getting into Tabletop RPGs By Jake Tegtman of Aeturnum Gaming Tabletop RPGs (roleplay games) have one of the most devoted fanbases of any sort of gaming niche out there. There’s an entire industry based around it. Dice, miniatures, gaming mats, various roleplay games, and pre-made adventures all make tabletop gaming more in-depth and exciting. And it’s not a genre just for older generations. Even avid video gamers (especially RPG players) tend to love the tabletop experience because of the complete immersion tabletop RPGs can bring. What Makes Tabletop RPGs Different What makes tabletop RPGs (also known as a TTRPG) different is that they are played 1) with a gaming group, and 2) primarily using imagination – as opposed to graphics, or the artwork present in many board or card games. The “low-tech” of tabletop games, in general, can at first seem a little dull compared to the fast pace of many modern video games. But there’s a timelessness to the slower, more thoughtful approach many tabletop RPGs require. They make players stop to think before entering a trapped room, carefully decide what to say in a tense negotiation with a ruthless merchant, and create plans of attack for powerful monsters. Gaming with a Group Tabletop RPGs often require gaming with a group. In one sense, that can make getting a game started more difficult as planning around the calendars of multiple people can be challenging. But in reality, any experience in life is better when shared. Especially when shared with friends and people you care about. Playing an RPG at a table with others is like talking about something amazing you did in a video game with another gamer. Except you’re actively playing that amazing scene out with them, in real time. You’re creating amazing experiences together that will often last a lifetime (ask any experience tabletop gamer – they will tell you). It can be hard to explain. But if you’ve ever shared an incredible moment in gaming with another person, you have an idea. But since tabletop RPGs provide so much immersion in their storytelling and experience, those incredible moments are amplified. Using Imagination as Graphics Video game graphics are getting better every year; they’ve come a long way since many of us were kids (I remember playing with 8-bit graphics on the Super Nintendo). But using imagination as graphics takes all the constraints off what’s possible in a game. The mind is capable of creating entire worlds from nothing, and taking us there. We can see, smell, touch, hear, and even taste what’s entirely in our imagination. At least until far more immersive VR becomes a reality, you can’t get that level of complete immersion anywhere else, yet. But even when technology improves to allow for the involvement of more senses – have you ever wished a video game’s story was different than what the creators and designers produced? Video games have boundaries on the world created. It is what it is. But in a tabletop RPG, you and your gaming group can make the game whatever you want it to be. There are no limits on the human mind. How to Get Started Playing Tabletop RPGs There are many people out there currently looking for a gaming group, which makes it easy to get started playing Tabletop RPGs. You may start out asking some of your friends. Many will surprise you with their interest in trying it out – after all, they’ve definitely heard tabletop RPGs before. And many more than you’d think have already played. There isn’t a specific tabletop game that’s best to start with. If you go to your local gaming store, the staff there will have recommendations for you based on what kind of game you and your group would like to play. You might even try picking a couple games, playing a session of each, and seeing which one you like best. Or, try a new game every 6 months or year (you can even make it a yearly birthday or Christmas present to yourself). Meaningful Fun You’ll Remember Many people who aren’t even hardcore fans of tabletop RPGs still have great stories to tell about one of their adventures playing DnD (dungeons and dragons – the genre’s oldest and most well-known game) or some other game. It’s a great way to connect with friends and a great way to fill your life with the kind of meaningful fun you’ll remember forever. ...

Letters from the Editor

Closed for Gen Con

Roleplayers Chronicle is heading to Gen Con and will be essentially closed during that time. All current posts will be readable as always, but no new ones will be posted. For those looking to get their releases posted, it will have to wait until Monday. If you’re at Gen Con, watch for me doing interviews, talking to various people, and checking out the new stuff. ...