The cornucopia of Star Wars: Saga Edition content continues this week with a 5-part series from Wizards of the Coast about "Mythmaking in Star Wars", which talks about adapting Joseph Campbell's monomyth theories to role-playing games. They've also go two new ships detailed in "Message to Spaces": Crusader-class Corvette and the Heraklon-class Transport.
The first iPad showed up at my gaming table two weeks ago, and I have to say -- it was pretty damn cool. It's got a bright, clean screen, and while my friend didn't have a native PDF viewer on the device, I can definitely see the potential there. Comic books looked beautiful, and surfing with it was a breeze. That said, not everyone's sold on the iPad, and I haven't seen any reviews of it up on RPG blogs -- if you've done one, please let me now in the comments.
That said, there are other tablet computers out there, and Chaos Crenade looks at one with A Tabletop Gamer Look: ASUS T91 Tablet PC. It's a netbook-style computer running Windows XP, and the reviewer takes a look at how well common RPG tooks like the D&D Character Builder and Hero Lab work on the device.
Wizards of the Coast has been busy with D&D 4E since the last time I did a reviews round up. The first of the big 2010 releases is Player's Handbook 3, which includes the bedrock psionics character classes needed to power the Dark Sun Campaign Setting being released in August. Critical Hits reviewed the book and liked what they saw. This lengthy review offers an overview (and thoughts on) all of the new races, classes and skill powers.
When we were starting our Star Wars campaign and were kicking around where we wanted it to fall within the Knights of the Old Republic timeline, we struck up on the idea of the Mandalorian Interlude.
We knew we want to start the campaign in the Restoration Period -- a relatively quiet, calm time after the Great Sith Wars -- but at some point we'd enter the Mandalorian Wars, followed by the Jedi Civil War.
What we didn't want to do was slog through every era. The idea was to skip the campaign forward every few levels, allowing us to hit the high points of each era, but not get bogged down in none of them. At the same time though, we thought simply skipping forward 3-4 levels and five years would feel disjointed without some sort of transition.
Enter the Mandalorian Interlude.
For 6-8 self-contained adventures we're going to trade in our regular characters for Mandalorians from Clan Olan. They're old school, individualist Mandalorians who aren't sure what to make of the neocrusaders who are trying to establish order and conformity throughout the clans. The interlude gets everyone -- casual and diehard Star Wars fans -- up to speed on the Mandalorians and their culture while simultaneously showing everyone exactly what it is the Mandos are fighting for.
Wizards of the Coast's Star Wars license expires in May, and their web site is going away in August, so they're posting as much of their unpublished content as possible to the web. There's so much, in fact, that I can't include it all in one round up -- look for another edition later this month.
My review of Scavenger’s Guide to Droids is up on GameCryer.com. Scavenger’s Guide to Droids is the definitive droid sourcebook for Star Wars: Saga Edition, introducing a new chassis-based system for creating droids, a new streamlined "protocol" format that lets players run droids as equipment rather than NPCs, new droid manufacturing traits and personality quirks and a 96-page codex containing dozens of droids.
For decades Dungeons & Dragons players have wanted the ability to play as a dragon. Any DM worth his screen knew that it was a bad idea to give a player that kind of power. Dragons were monsters after all. So other alternatives were created. The half-dragon, the dragon blooded, even the sorcerer class was set up so you could tie yourself to a draconic ancestor. So when 4th edition rolled around the developers decided to make a draconic race. What they came up with was the Dragonborn.
When I ran my Dungeons & Dragons/World of Greyhawk campaign, I constantly spawned new subplots, new NPCs, and new locations. It was intentional; my goal was to throw a wide net of possible plotlines, and let the players choose which ones to follow. By campaign's end we probably had hundreds of unresolved storylines, but it wasn't a problem because the important storylines – the defeat of the giants in the Grand Duchy of Geoff, the defeat of the orcish overlord Turrosh Mak, the liberation of Obsidian Bay – did reach their climatic ends.
Fantasy Flight Games has announced the Deathwatch Role-Playing Game, the much-anticipated third core rule book for Warhammer 40k. Players take on the role of Deathwatch Marines fighting a desperate war to restore Imperial oversight of the Jericho Reach. Space Marines are one of the most iconic aspects of the 40K universe, and I know a lot of people have been eager to get their hands on this sort of source book.
The redesigned version of the Griffin's Crier, my gaming group's web site, is now up and running -- you can check it out at www.griffcrier.com. The GriffCrier has been around for more than a decade; our Blackrazor Guild gaming group first launched the site in 1998 as an archive for our World of Greyhawk campaign. Over time, our gaming group's evolved and added new web apps -- we now have a dedicated forum for in and out of game conversations, the archival D&D content has been moved to a Greyhawk wiki, and we've spawned several additional blogs and wikis in support of the other RPGs we play
Over time, the role of the Griffin's Crier diminished, and it was time to bring it back. Four of us are blogging now, and even more are using Twitter. We've got two campaign blogs and two corresponding wikis, all of which are producing RSS. In recent years, the home page of the Crier had been static as content was updated elsewhere; I wanted to change that by pulling in headlines from across the Blackrazor blogosphere.