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"Goodbye, Jean-Luc, I'm gonna miss you. You had such potential. But then again, all good things must come to an end."
- Q, Star Trek: TNG

Role-Playing Games

Dragon Age RPG Links Compendium

by Ken Newquist / April 4, 2013

The Dragon Age Role-Playing Game is a rules-light, fast-playing pen-and-paper game based on Bioware's computer RPG of the same name. It's published by Green Ronin. My lunchtime gaming group is currently running through "The Dalish Curse" introductory adventure from Set 1, and I've decided to assemble a list of resources for the game.

Star Wars: The Essential Atlas

by Ken Newquist / March 31, 2013

Star Wars: The Essential Atlas is the best source book never released for any edition of the Star Wars RPG. While Del Rey is publishing the Atlas as a general interest reference book, it's beautiful maps, graphical timelines, and planetary write-ups make the book an excellent for gamers, regardless of whether they're playing d6, Saga Edition, or a homebrew of their own design.

Game Day: Wandering off the Adventure Path

by Ken Newquist / March 17, 2013

My Second Darkness Pathfinder campaign is rapidly approaching its climax. The heroes recently started Book 4: Eternal Night but, as is often the case with my group, they quickly went off the proscribed path. Far off the proscribed path.

It illustrates one of the big lessons I learned while running an adventure path.

Delta Green: Eyes Only and Targets of Opportunity available as PDF

by Ken Newquist / February 17, 2013

I love Delta Green. I rarely get to run it, but Delta Green and its sequel, Countdown have more than earned their place on my game bookshelf. This is thanks to its modern horror take on the Chtulhu mythos and compelling scenarios like "The Night Floors", in which a certain play dooms an entire apartment building.

Achtung! Cthulhu Kickstarter

by Ken Newquist / February 13, 2013

A few years ago I picked up Weird War II by Pinnacle Entertainment Group to supplement my The Day After Ragnarok book with World War II Savage Worlds rules. The rules were fine -- it helped with the demolitions skill and gave me access to an armory of guns and vehicles -- but just wasn't weird enough for my taste. The history of the weird war was pretty much the same as the history of our war; the weirdness was at the edges and never infected the larger narrative in the way that, say, Delta Green did.

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