WildFire's horror vs. mech CthulhuTech RPG is moving to Catalyst Games. It's a logical fit, given that Catalyst has taken over publication of the classic Battletech miniatures game (and seems to be doing a great job of it, given the reactions from the Battletech fans in my gaming group).
It's been a while since I've talked about the podcasts I listen to, partly because for much of the late summer and early fall I really wasn't listening to many of them (save the Order 66 podcast, which I've listened to slavishly since realizing my Star wars campaign was really going to happen). That's changed over the last few weeks as I've made an effort to queue up and listen to a summer's worth of podcasts.
Skill challenges were one of the best things to come out of our D&D 4th Edition playtest. Building on earlier versions that appeared in Spycraft and Unearthed Arcana, skill challenges provided an in-game mechanic for resolving non-combat conflicts and complex tasks.
One of the problems I’ve found with action points, bennies, plot points, and other similar mechanics is that unless they’re crucial to the game, players tend to forget about them. And even when they are important, keeping track of them can be a challenge as the light-weight chips or tokens get covered up, buried, or pushed out of the way.
My gaming group's used minis in our Dungeons & Dragons campaign for years, and when we playtested Star Wars we continued that tradition. I’m blessed with two players who have large collections of Star Wars minis that I can borrow and I’ve spent the last few days organizing them.
Our Dawn on Zebulon prelude campaign for Star Wars: Saga Edition hit Episode II last night, and I think to say we've hit our stride. Even with two new players joining the session with no Saga experience, our second game went as well as the first.
This is brilliant. And yes, I have occasionally felt this way. I have no idea who came up with this poster (and unfortunately can't remember the blog where I first saw it) but I think it's a sentiment that just about every GM has felt at one point or another, especially when a particularly bad intra-party fight breaks out.
Dungeons & Dragons 4th Edition has been getting some more reviewer love the last few weeks as another wave of third-party products hits the shelves. The two notable books are Advanced Player's Guide (Expeditious Retreat Press) and Forgotten Heroes: Fang, Fist and Song (Goodman Games), and both are looking to fill the void left in D&D 4E by the omission of barbarians, druids and bards.
Our Star Wars: Saga Edition campaign kicked off on Friday with our first full-fledged Knights of the Old Republic session. Since my Dungeons & Dragons 4th Edition Annotated Playtest went over so well I decided to do the same for this Saga Edition.
Our first official Star Wars Game Day is upon us. After two weeks of playtesting starship combat, we're launching into a first-level prelude campaign with about half of our regular players in attendance (the other half having family/work commitments).
Set in the time of the Knights of the Old Republic, the campaign begins on the Outer Rim binary planet of Zebulon in the Vargis Tau system. Zebulon's comprised of two worlds: the primary, Zebulon Prime, and its sister/moon, Zebulon Beta. The later of these is home to the Jedi academy that will serve as home base for the Jedi in the campaign.
As with our Dark City D&D campaign, hashing out our Star Wars universe is going to be something of a group effort. Frequent commenter (and longtime campaign member) Erilar worked up this excellent overview of Zebulon after I tweeted the name on Twitter:
Due to its slow orbit around "the Prime", "Zeb" Beta loses one day of sunlight every two months, dropping the temperature of the planet 50 degrees and treating the inhabitants to 75 hours of darkness and snowy chill – a fact of life that Beta denizens have always called simply, the Darkness.