After seven years away, I'm going back to GenCon. It's been far too long since I was last there, and even longer since the late 1990s when GenCon was an annual pilgrimage for my gaming group. I'm looking forward to going back.
A hundred years after the Battle of Yavin, the New Republic is ash, crushed by a resurgent Galactic Empire and it's Sith allies-turned-usurpers. Darth Krayt sits upon the throne, maintaining his power by forsaking the Rule of Two and anointing a half-dozen Sith Lords. A ragtag fleet of Republic ships thwarts his will, as does the Roan Fel, the deposed emperor who resists the Sith from the Imperial home world of Bastion.
The Jedi Academy Training Manual looks to be the definitive sourcebook for Jedi and Force-using characters in the Star Wars: Saga Edition Role-Playing Game, introducing new force powers, talents, lightsaber forms, rules for holocrons, variant lightsaber crystals, alternative Force traditions, monstrous opponents and exotic locals.
After a successful playtest of Savage Worlds, my gaming group -- the Blackrazor Guild -- decided to launch a short-to-mid-range Weird Pulp campaign. The campaign began in early Spring 2014, and we're expecting it to run through at least Summer 2014.
Dungeons are the cornerstone of the fantasy RPGs. Even as games become more story-driven, even when we give up slaying the dragon in exchange for founding a kingdom, the lure of the dungeons is still there. This page is dedicated to dungeons in all their impossible glory.