Pinterest is a social bookmarking site for images: you find photographs, illustrations, or posters or other images that you like an "pin" them to a collection of boards. It's like dumping a stack of art catalogs onto your desk, cutting out the illustrations you like best, and then thumbtacking them to your bulletin board.
The site's popular with crafters, and when I was casting about for ideas for a recent "Summon WebScryer" column for Knights of the Dinner Table I decided to see if it could be used for gaming.
It's been a year and a half since we started Paizo's Second Darkness adventure path. The first two books -- The Shadow in the Sky and Children of the Void are done. The characters are 5th level and the third book -- The Armageddon Echo -- is on hold while they level up to the recommended 6th.
The Inner Sea World Guide is Paizo's third iteration of its Golarion campaign guide. The first was released when D&D 3.5 was still Wizard of the Coast's flagship fantasy game; the second came with the release of Paizo's own 3.5-derived Pathfinder RPG. The latest iteration reflects the growing maturity of the Pathfinder product line. Within its pages players will find that redundant material – such as class write-ups now included in the Pathfinder core rulebook – removed in favor of extended write-ups on the world itself.
And what a world it is. While evoking spirit of World of Greyhawk, Golarion excels at tweaking standard fantasy formula. Within its pages – including 64 pages of new content – you'll find Cheliax, a kingdom that embraced devil worship in order to save its empire, as well as Galt, a country that threw off its imperial Cheliax masters and descended into a never-ending bloodthirsty revolution. There are the mountaintop citadels constructed after the dwarves completed their quest for the sky, and a frozen kingdom ruled by the daughters of Baba Yaga. It's a setting that feels familiar and new at the same time, and like Pathfinder itself, it's a worthy successor to the worlds of Dungeons & Dragons.
The Blackrazor Guild held its semi-annual homegrown convention in late February 2012. About 18 people attended NukemCon 2012, some long-time members of the gaming group, others friends who join us from time to time.
NukemCons have become a standard part of our gaming group; we first started holding them because we missed our annual pilgrimages to GenCon. We missed being able to hangout, talk, and have a few beers while throwing dice. NukemCon solved that problem.
I did something I've never done before in September: I kicked off someone else's campaign. Ok, technically it's still my campaign, but material belongs to Pazio. The campaign is the Second Darkness adventure path, and if all goes according to plan, it will see our seven freshly-minted heroes face the ancient hidden evil of the drow in an attempt to save the world from a second apocalypse.
I've been running my own campaigns -- for D&D, Star Wars, and Savage Worlds -- for 15 years. Over that time I've made liberal use of material from a variety of source books, including more than a few one-shot adventures, but by and large I was the one writing each week's episode. It was fun ... but it was also tremendously time consuming.
When the time game to launch a new campaign, Paizo's Pathfinder Role-Playing Game was an obvious choice. It preserved the strain of Dungeons & Dragons that my gaming group preferred, and enhanced it just enough to get rid of the things that had been driving us crazy in the 3.x branch. But the challenge with Pathfinder is that it's a crunchy, rules heavy game. When we ran Star Wars, I could easily knock out non-player characters in a night, but going with Pathfinder meant a return to magic and all its inherent complexity.
When the iPad hit a little over a year ago, there was a flurry of posts in RPG circles about tablet gaming. Since then we haven’t seen a lot of talk about them – I’m not sure if folks grew bored with the topic, or if they’ve now become so common place that they’re not worth commenting on any more.
It’s Game Day, and for the first time in years I’m running Dungeons & Dragons. Well, technically I’m running Pathfinder, but in all the ways that matter it’s the thematic and mechanical successor to the flavor of D&D my group liked best.
Another MEPACon has come and gone, taking with it two weeks of frantic game preparation and 12 hours of actual play. The convention was held in Clarks Summit, near Scranton Pa. on November 12-14 and looked to have the typical attendance of 100 gamers playing a mix of board games, organized play, and one-shot RPGs. I ran three events, all of which had 5 to 7 players.
My events for MEPACon Fall 2010 are up and ready for registration on Warhorn. The convention is being held Friday, 11/12 through Sunday, 11/14 at the Ramada Clarks Summit in Clarks Summit, PA. I'll be running three events -- "Catch and Release" (Star Wars: Saga Edition), "The Champions of New York" (The Day After Ragnarok), and "The Rise of the Ur-Flan".
Harrowing Halls is a Dungeon Tiles set for Dungeons & Dragons that takes the long-running line to new heights. That's because they're not just dungeon tiles ... they're three dimensional dungeon tiles that can be used to build a staircase, raised platforms, tables, and pedastals, all of which player characters can jump on, leap off of and generally use to their advantage.
It makes a big difference on many fronts, starting with prep time. I got a review copy of Harrowing Halls a few months ago, but since I run a weekly Star Wars game I haven't had much call for a rustic hall/dungeon. That changed when I decided to run an epic showdown with a Jedi master in a temple on a stormwracked backwater world.