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It’s been several months (back in December 2010 if you can believe it) since I cross-posted any links from Game Knight Reviews over here… So I thought I’d go ahead and include a list of recent articles & reviews in case anybody was interested.

Evidently I’ve been busy!

Articles

Reviews

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Hey there!

Just wanted to pass along that there’s some new content over at Game Knight Reviews. My review of Tales of the Old Margreve from Open Design went live Monday and my video interview with Cameron Crawford of Petrie’s Family Games went live today.

Tales of the Old Margreve offers all the charm of Tolkien‘s Mirkwood with the awareness of a living, breathing organism. Within the Margreve it offers its own rules for what is and what isn’t possible and woe be to those who get on its bad side…

And in my video interview with Cameron at Petrie’s Family Games, we discuss his store, current events, and his perspective on his customers. If you’re ever in Colorado Springs, be sure to drop by for a unique family-friendly game store with a little bit for everybody!

Check out these articles and much more over at Game Knight Reviews!

Have a great weekend!
–Fitz

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Hi there!

Just wanted to let you know that a review of 650 City Encounter Seeds & Plots from Johnn Four at Roleplaying Tips went live early last week on Game Knight Reviews…

650 City Encounter Seeds & Plots offers what you’d expect – a list of 650 thought-provoking ideas to help when planning a city-based adventure. There’s a solid mix of coincidence and deliberate attempts to suck the PCs into particular plots. And even if you don’t use them “as is” – there should be plenty there to get the creative juices flowing if you need a jump start.

The book definitely has some cool ideas between the covers – and the price (free) can’t be beat. Check out the full review over at Game Knight Reviews!

–Fitz

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As we approach the end of 2010, I’m left wondering where it went as far as my gaming went. However, I look forward to 2011 being a series of new beginnings with my gaming.

Will it work out? Who knows? But I won’t know until I try…

But in the meantime, here are some things to ponder as we exit the old year and enter the new!

Happy New Year to All!

–Fitz

Things to Ponder…

Religion in Roleplaying Games from Matthew Meyer at Nevermet Games

How to Build and Market a Roleplaying Game

The Roleplay’s the Thing (Wherein I’ll Catch the Conscience of the Gamer) by Shawn Merwin at Critical Hits

Art…

CthulhuTech Art

The Art of Todd Lockwood

Steampunk Typography

Cartography…

101 Fantasy City, Town, and Village Maps

RPG Clipart for Maps

Dungeon Mastering…

Top 10 New Dungeon Master Mistakes

Running the World the Players Built

Fifty More Adventure Ideas (for D&D)

James’s NPC Generator

Storybook Generator

Adventure Hooks: Welcome to the Sun & Moon Tavern, Part 1 and Part 2

Using Templates for Session Prep

Playing…

Backstory Groaners – some of these are awesome

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Hi there!

I’ve posted another couple of reviews on Game Knight Reviews…

A review of Advanced Feats: The Summoner’s Circle from Sigfried Trent and Open Design and a review of Warrior, Rogue, & Mage from Michael Wolf of Stargazer Games.

The Summoner’s Circle provides a fresh take on the Summoner class in Pathfinder. By adding a unique, wizard-crafted creature you can summon to your side, you gain some additional muscle when you need it and not just mindless critters fighting for you.

Warrior, Rogue & Mage (WR&M) offers a simplified, yet elegant rules system with limitless possibilities for fantasy roleplaying. Using a single d6 you and the rest of your party can focus on role-playing instead of roll-playing and still have the flexibility and balanced rules you may have been looking for.

Both have some interesting crunch to dive into, so be sure to check them out if you’re looking for a new game (WR&M) or some new tools for Patfhinder!

–Fitz

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Over the last couple of weeks, I’ve been looking at extending the already cool system for Warrior, Rogue, and Mage for my new project. I’m trying to incorporate a few of the concepts we developed for Moebius Adventures as well as some new skills and talents.

For example, at character creation time in the base W,R,&M book, you get 3 skills and a talent. I’d like to tweak that slightly so that players pick skills based on different broad age groupings. So if I’m playing a young character, I should pick 2 skills with an eye towards childhood and 1 with an eye towards adulthood. Or if I’m playing an older character, perhaps only direct 1 skill to childhood and the other 2 to maturity.

I’m not quite sure yet how that will play out. I suspect that most players with such a small set of skills would focus on the usable skills for the character as opposed to how their childhood went. Perhaps this will be an optional rule players can use to help them define the life of their characters up to the present. I definitely don’t want it to get in the way of what players want – just to propose it as an option.

Beyond that, some of the new skills I’m considering adding include:

  • Animals (Mage): The ability to train and control animals. This would mostly be for domesticated animals, but could be expanded to wild animals as well.
  • Art (Mage): The ability to create a visual, auditory, or other sensory work to evoke an emotion in an audience.
  • Food (Mage): The ability to cook, prepare, and preserve food for consumption or storage.
  • Games (Rogue): The ability to play various games and apply strategy.
  • Performance (Rogue): The ability to perform (via acting, dance, or some other skill) in front of a crowd.
  • Wilderness (Warrior): The ability to hunt, track, trap, and live off the land in the wilderness to survive.

In addition, there are thirteen different wizardry skills ranging from Alchemy to the Supernatural, each with a particular spell book and magical philosophy. The first book will only cover a couple of these more closely tied to the sea – Supernatural Magic (similar to Voodoo) and Divine Magic (prayers to deities or forces of nature to help with a particular aim). I figure sailors (in fiction at least) have always been a superstitious lot and can use all the help they can get when rough seas come around.

Talent-wise, I’ve only really come up with one so far:

  • Healing: The ability to heal oneself or others using Mana.

I’ve thought about a few other possible talents that may come out of the old Random Fates list from the Moebius Adventures books, but haven’t defined them so far. These would be relatively minor talents such as the ability to see ghosts, knowing what direction they are pointing in regardless of position, and so on.

The existing skill lists in the base W,R,&M book are perfectly open-ended, so I don’t want to add too much clutter to it. My goal is to define these additional options for the rules and focus on the world of Immortals’ Wake. Each subsequent book will further define additional magic and talents as well as flesh out additional areas.

What do you think?

(By the way, if you’re looking for more details about WR&M – check out the website here at Stargazer Games.)

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Over the last couple of weeks, I’ve been reading the Warrior, Rogue, and Mage supplements and trying to see how I can fit the Immortals’ Wake world and additional rules bits into it. And I’m delighted to say that it really has been pretty easy to integrate the few bits and pieces into the whole.

As I work on the book, I’ve decided to make this an open process. That means I’ll be posting as I get bits written, including chunks of the book on the blog and hoping for some feedback wherever possible. The goal is to, within a few months, have a book ready to put some finishing touches on and get out there for folks to play with.

The title at this point is: Immortals’ Wake: Rivergate. It may change a bit as I continue writing, but I’m using Rivergate as the starting point. I don’t need to take the world as a whole and cover it all in one book. Instead, I’ll focus on a bit at a time revealing tidbits here and there and adding to the tapestry.

I hope you can be involved in that process. If I write something that just sounds like crap – tell me! If I write something that gets you excited – tell me! I’m just one guy at this point, but I’m hoping that a community can form and help this village idiot get to the finish line. :)

Thanks in advance for any and all feedback you provide and I’ll do my best to stay on track with regular posts along the way.

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When Da’ Vane (Christina Freeman) dropped me a note about the first D-Jumpers product from DVOID Systems, I was definitely intrigued. Da’ Vane is another of the folks going through Yax & Johnn Four’s Gamer Lifestyle Project. She started in April 2010 and in six months has released a book with help from Ouroboros I (Sebastian Klement), which is an impressive feat to begin with!

With that in mind, I started to dive into a final copy (minus artwork, which had been delayed) of D-Jumpers Volume #1: A Gate to Adventure… As a fan of cross-genre rules systems, my interest was piqued by the very first paragraph and the question – “Why limit your games to one genre, to one setting, to one world, to one imagination?” This product provides four different encounters in very different worlds – from fantasy and space opera to the great beyond.

Each of these mini-campaigns is presented as “systemless,” which should allow you the freedom to mix/match ideas and concepts but use any rules system from Storyteller and d20 to any other system you like or no system at all (though I’m not sure how that would work, it’s an interesting idea). As you go through each “Encounter,” they’re set up the same way, with an Objective, Hooks, Details, Development, Options, and a Checklist. This makes it easy to hop from one encounter to the next with a known structure.

“Gate Keeper” introduces characters to the multi-world concept of D-Jumpers. The PCs meet an inventor who’s managed to create a tool (i.e. spell or device) allowing adventurers to go to various places to gather critters, items, and information for him. He then can better plan how to take over the weaker worlds and gain more power… Of course, this evil genius doesn’t let the PCs in on his ultimate goal of controlling the multi-verse, so they won’t know what they’re getting themselves into...

→ Read More at Game Knight Reviews here...

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When I reviewed Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 back in October 2009, I felt it was a monumental and worthwhile compilation of game material from around the blogosphere. Jonathan Jacobs somehow managed to do everything from curating the articles to having the book printed and available. The result was a book that managed to provide players and gamemasters, both new and old, more inspiration than you could shake a stick at.

With Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 2 (OGTv2), Jacobs managed to get much more help with nearly every part of the process – from nominating material to editing, art, and so on. He even managed to get sponsors to help foot the bill to pay for part of the publishing effort so it wasn’t all out of his wallet.

To avoid any misconceptions, I helped with a couple of parts of the process of OGTv2. I worked as a peer reviewer and contributed some funds to help get the book printed. But even with my help and the help of many other folks, I suspect Jonathan put in the lion’s share of the work on this book.

That said, this book is simply astounding from the description of the daily gaming convention on the web in the foreward from RPG industry veteran Justin Achili to Trent Colwell’s hilarious article – “The Tale of Jacques: A Study in Ignominious RPG Death” – in which poor Jack’s character drowns in spectacular fashion teaching everyone to make sure the rope is tied off before you jump into a torrential river of death… I think there’s something for everyone stuffed into this 158 page volume…

→ Read More at Game Knight Reviews here

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PC Therapy?

A concept came up in discussion a couple of weeks ago about how to resolve inter-party issues. We’re not going to try it ourselves, but I wanted to write about it a bit to share it and ponder the idea a bit.

It’s simple really…

For each other character in the group, a player will write down in a few sentences what their character thinks of them. So if you have four PCs in a group, character A will write about B, C, and D. Character B will write about A, C, and D, and so on.

And if you really want to make things interesting, you can also ask for feedback on what the players think about their character and the others in the group.

The GM would then gather these little summaries and… then what?

That’s really where the idea stopped. What would the GM do with these little snippets of information? Would they distribute them to the players after sanitizing the text a bit to protect the players? Perhaps come up with the top 3-5 things for each character and distribute that?

But how does that information help the player? Once a character is created, it’s tough to change their personality or how they behave towards other PCs or NPCs.

Would this technique be more useful to a group just starting out or a group of more experienced roleplayers?

I think in our case, this technique would be very interesting, but ultimately self destructive. I’m not sure any of us would be prepared for what might come to the surface.

Any thoughts?

–Fitz

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