Five years ago, I wrote about the dangers of the mega dungeon. Now my group has returned to Dungeons & Dragons, and I'm contemplating the role of dungeons in the campaign. Time has shown that the folks in my group aren't big fans of mega dungeons, but I think we still enjoy the challenge of subterranean complexes ... we just don't want to get trapped there.
While researching a column for Knights of the Dinner Table I came across a small meme called "The RPG Bucket List". Regular bucket lists are the things that people want to do before they die; and RPG bucket list is the list of games people want to play before they expire.
Summer is winding down, which means the chances that my gaming group will have a full gaming session are going up. This week saw six of us get together to continue our Weird Pulp campaign, which had been stalled since June.
After a successful playtest of Savage Worlds, my gaming group -- the Blackrazor Guild -- decided to launch a short-to-mid-range Weird Pulp campaign. The campaign began in early Spring 2014, and we're expecting it to run through at least Summer 2014.
Arkham Horror has long been one of the go-to board games for my gaming group. It's popularity has waxed and waned, usually seeing resurgences when new people join the group and the experience Fantasy Flight's epic game of eldritch horror and fiddly bits for the first time.
I've wanted to run a pulp weird RPG campaign ever since Chaosium announced their ill-fated Pulp Cthulhu: Reckless Adventures in the 1930s source book back around 2000. It was supposed to be a d20-statted sourcebook for Wizards of the Coast's Call of Cthulhu d20, and it seemed like a natural fit for my Dungeons & Dragons and Call of Cthulhu loving group.