The Jedi Academy Training Manual looks to be the definitive sourcebook for Jedi and Force-using characters in the Star Wars: Saga Edition Role-Playing Game, introducing new force powers, talents, lightsaber forms, rules for holocrons, variant lightsaber crystals, alternative Force traditions, monstrous opponents and exotic locals.
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.
Dungeons are the cornerstone of the fantasy RPGs. Even as games become more story-driven, even when we give up slaying the dragon in exchange for founding a kingdom, the lure of the dungeons is still there. This page is dedicated to dungeons in all their impossible glory.
The Rebellion Era is one of Star Wars most iconic settings. Paradoxically, this can make it one of the hardest to write a campaign guide for. Much of the setting was covered in the Star Wars: Saga Edition core rule book or covered in supplements like Threats of the Galaxy and Scum and Villainy. The Rebellion Era Campaign Guide addresses this by doing its best to document the unexplored corners of that galaxy, far, far away.
This month's RPG Blog Carnival topic is "Transitions", and it's particularly appropriate for my group in 2014.
One of our players just took a job out of state and another welcomed his third child into the world. We've just started a Savage Worlds playtest, which might lead to our first non-d20 campaign ... ever. Dungeons & Drgaons 5th Edition is looming over August, and I expect we'll at least do a playtest once it's released.
The long-awaited Science Fiction Companion for Savage Worlds and an updated version of the Superpowers Companion are now available for purchase as PDFs, and pre-order for the print editions.
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.
We finished our second game of Numenera with our first character death. Talos, an Intelligent Nano Who Employs Magnetism, died at the tentacles of an alien horror while exploring a subterranean ruin. The survivors of the expedition, Deegan (a Stealthy Jack Who Commands Mental Powers) and my character, the Scorn of Dread Nazaar (a Stealthy Nano Who Exists Partially Out of Phase), did their best to fend off the beast, but when Talos fell, they fled to the surface.