Posts relating to role-playing games.
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.
The Gamer Traveler has posted a round up of the "Games & Travel" blog carnival from January 2010. This was a cool topic, and one I wish I'd taken the time to participate in (perhaps I will, retroactively).
While I think many campaigns tend to hand-wave away travel (perhaps after one too many random wilderness encounters during their Advanced Dungeons & Dragons days) it can make for some great adventures. Heck, one of our most memorable Star Wars campaign arcs involved our heroes bouncing out of hyperspace into a proto-star nebula. They barely escaped the nebula with their lives, the ship's outer hull having been melted into what we're now calling "star forged armor".
Without a doubt, the big news Star Wars this month is the announcement that Wizards of the Coast is not renewing its Star Wars license and is ending the Star Wars: Saga Edition RPG and Star Wars Miniatures product lines. It's a sad day for Star Wars gamers but I suspect that the game will continue to have a small but fierce following in coming years, just like West End's d6 Star Wars does.
In happier news, Galaxy of Intrigue was released in late January, and we have one more source book -- The Unknown Regions -- before the end of the line
Some suspected it, but now it's official: Wizards of the Coast is dropping the Star Wars license, and with it, the Star Wars: Saga Edition role-playing game and its counterpart, the Star Wars Miniatures Game.
OneBookShelf, the company that runs the virtual RPG storefronts DriveThruRPG and RPGNow, is offering a $20 mega bundle as a fundraiser to help the survivors of the Haiti earthquake. Donate $20 to Doctors without Borders through the web site, and you'll receive $1,500+ worth of PDFs. View complete list of products in the bundle, broken down by company. The bundle sale ends January 31, 2010.
WotC’s supplement,Primal Power: Options for Barbarians, Druids, Shamans, and Wardens presents expanded choices for each of the classes that draw power from the Primal Power Source.
It offers new possibilities for these classes in the same way that the books Divine Power, Arcane Power, andMartial Powerdid for their respective classes.
When I ran my 4E D&D playtest campaign, I decided to make it larger than life. That meant going planer. The churning unpredictability of the planes, the potential for exotic locations, the alienness of its inhabitants calls to my imagination. The Plane Below: Secrets of the Elemental Chaos, which details 4E's churning elemental wastes, is just my cup of tea. Or it would be if it had retained more of the 3E cosmology. As is it's more like a cup of chia; worth a sip, but not as satisfying as I'd hoped.
Arthur Dent beverage metaphors aside, The Plane Below is a 159-page source book that builds on the foundation laid down by last year's The Manual of the Planes. The Elemental Chaos is 4th Edition's catch-all planar setting for D&D's traditional elemental planes, as well as the Nine Hells, the Abyss, and the rest of the rest of the D&D cosmology that isn't the Astral Plane or Ravenloft.