For years, Order 66 was the only Star Wars: Saga Edition podcast. Now there are two, thanks to Threat Detected, a show dedicated to playing through the Dawn of Defiance campaign. In other Star Wars RPG news, Saga-Edition.com resumes publication with write-ups for the VCX-700 Heavy Courier and the HWK-290 while Dice of Doom tries out the RPG, and likes what they find.
The official Star Wars: Saga Edition web site is no more, but there are still the occasional posts by former Saga writers.
My review of the Savage Worlds Super Powers Companion is up at GameCryer.com. This book is a setting agnostic version fo the supers rules from Necessary Evil, with a bunch of non-player characters and headquarter design rules thrown in.
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.
Wizards of the Coast's new season of Dungeons & Dragons Encounters begins on May 11, 2011 with Dark Legacy of Evard, a series of linked 1-hour scenarios that involve one of D&D's classic wizards.
Duponde may look like nothing more than a sleepy little stopover along the broad banks of the Nentir River. But the village harbors a dark secret: The tomb of the notorious Evard the Black, master of shadow magic, lies in the town’s cemetery.
Green Ronin's Dragon Age: Set 2 is available for pre-order as a print-and-pdf bundle: buy the boxed set for $39.95 and get the PDF for $5. The new set looks like it'll throw some meat onto Dragon Age's efficient skeleton by expanding the game to level's 6-10.
A round of Star Wars RPG-related posts and web links, including Sterling Hershey's "Star Wars Wednesday" posts about "Adventuring in the Tree", "Running Published Campaigns" and "Species Creation". There are also revised vehicle design rules for Star Wars d6, an adaptation of the AGE system from Green Ronin's Dragon Age RPG, a love letter to the d6 system, and a discussion of story reverals in RPGs.
My Picture of the Day project is continuing -- progress has been somewhat haphazard, but I have been taking and posting pictures.
This one's from Game Day on March 4, 2011. It was a board game week, so we decided to give the Castle Ravenloft boardgame another try. A separate set of Blackrazors had tried it a few weeks earlier and had been underwhelmed. This week's didn't fair much better.
The game is essentially a stripped-down version of D&D 4E. That's not a bad thing (at least for the half of the group that likes 4E) and tt runs well enough. The problem we found was there wasn't enough immergent story in the game -- meaning unlike Arkham Horror's expansions, there wasn't much story meat holding the game's adventure skeleton together.
MEPACon Spring 2011 is being held Friday, April 8 through Sunday, April 10. It's the 10th anniversary of the convention, and they're going to be having a special reception Friday night. As always I'm looking forward to the convention, but this time around I'm taking my own advice and only running two RPGs.
My review of Gamma World is up at GameCryer.com. As an introductory game I think it's superior to the D&D Red Box. While the Red Box gives you a map, some tokens, dice and a barebones version of the rules, once you get past the initial adventure you need to jump to the Essentials books.
One of the big differences between running a fantasy campaign and a science fiction campaign is that when playing SF, I find myself constantly looking for starship deckplans.
With a fantasy campaign, many of the maps revolved around buildings, dungeons or overland adventures, and those sorts of maps were easy to knock out over lunch. Failing that, I had plenty of maps from 20+ years of Dungeons & Dragons that I could fall back on.
With my Star Wars campaign though, the adventures are split between world-based exploration and starship- or space station-based combat. Starship based adventures represent perhaps 1/8 to 1/4 of the encounters I run, but when I do run them I often find myself scrambling for deckplans.
The big reason there is that it takes more effort to come up with a rational-seeming starship. A dungeon can be as simple as a series of rooms, but with a starship players always want to know where to find the bridge, engineering, jeffries tubes, etc.