Nuketown

Role-Playing Games

What I want from D&D Next

Wizards of the Coast has announced D&D Next, the successor to D&D 4th Edition aimed squarely at unifying the game's fractured fan base. My gaming group is practically a case study for 5th Edition -- we played 2nd Edition, 3rd Edition (both flavors), and 4th Edition, but finally gave up on the game when the group couldn't agree on which version to play. 60% of the group wanted to play D&D 3x or the Pathfinder Beta, 40% wanted to play D&D 4th Edition. We split the difference and played Star Wars: Saga Edition, which addressed many of our issues with both systems, and gave us a much needed break from the fantasy genre.

We've since returned to fantasy ... but not D&D. Instead we're playing the Pathfinder RPG and Paizo's Second Darkness adventure path. I can't speculate on what it would take to bring the Blackrazor Guild back to D&D -- we simply haven't talked about it enough -- but I know that I am looking for.

Game Day: Second Darkness

Posted in by Kenneth Newquist on Sun, 10/16/2011 - 5:00am

I did something I've never done before in September: I kicked off someone else's campaign. Ok, technically it's still my campaign, but material belongs to Pazio. The campaign is the Second Darkness adventure path, and if all goes according to plan, it will see our seven freshly-minted heroes face the ancient hidden evil of the drow in an attempt to save the world from a second apocalypse.

I've been running my own campaigns -- for D&D, Star Wars, and Savage Worlds -- for 15 years. Over that time I've made liberal use of material from a variety of source books, including more than a few one-shot adventures, but by and large I was the one writing each week's episode. It was fun ... but it was also tremendously time consuming.

When the time game to launch a new campaign, Paizo's Pathfinder Role-Playing Game was an obvious choice. It preserved the strain of Dungeons & Dragons that my gaming group preferred, and enhanced it just enough to get rid of the things that had been driving us crazy in the 3.x branch. But the challenge with Pathfinder is that it's a crunchy, rules heavy game. When we ran Star Wars, I could easily knock out non-player characters in a night, but going with Pathfinder meant a return to magic and all its inherent complexity.

Game Day: The Saga Ends

Cover: Star Wars: Saga Edition Core RulebookAfter 47 chapters, 10 episodes, and 2.5 years, our Star Wars: Shadows of the Force campaign has come to an end. What started with a fight against pirates on the jungle world of Zebulon Prime ended with against grey market salvagers in the depths of a planetary nebula. In between we saw the rise of Binary Transports, the promotion of three Jedi Knights, the training of two padawans, the discovery of an alien holocron , and numerous battles against the Force knowledge cult known as the Sith Ascendancy.

But the campaign was about far more than numbers. Along the way we changed how we play RPGs, incorporating narrative mechanics like skill challenges that created truly exceptional, truly memorable encounters, including hot-wiring a speeder while fending off high plains lizards and bouncing a starship through a proto-star nebula. We also told some really cool stories, including the adoption of a young Force sensitive Twi’lik and his training as a padawan, the epic battle with the fleet of the pirate lord Ral Duris, and lightsaber duels amid alien ruins in the sunward desert of Ryloth.

Searching for Mac RPG Tools

Posted in by Kenneth Newquist on Sun, 07/24/2011 - 4:30am

I'm in the progress of updating Nuketown's Mac Role-Playing Game Tools page, which has developed an embarassing case of bitrot.

Unfortunately some of the more stalwart tools, like Crystal Ball, as well as one-offs like the Town Creator and D&D Manager, are no longer available, and their sites have gone to the Great Bit Bucket in the Sky. Still others, like Dunjinni, no longer work with under Mac OS Lion and don't seem likely to be updated any time soon.

As such, there's aren't a whole lot of tools featured on the page that are actually still working. And yet, I know from researching my "Summon Web Scryer" columns for Knights of the Dinner Table that Mac compatible tools do still exist. Many of these are Java based apps that are platform indepenent, which may make them even more appealing to gamers who want to share their creations with other players.

Know of a Mac-centric app that deserves promotion? Post it as a comment below, and I'll add it to the features page as I rebuild it.

Savage Insider Issue 1 released

Posted in by Kenneth Newquist on Wed, 07/06/2011 - 4:54am

 Savage Insider #1Savage Insider Issue 1 is a new Savage Worlds PDF magazine by Mystical Throne Entertainment. You can download it via RPGDriveThru.

Included in its inaugural pages is a one-sheet adventure, the first part of a The Crypts of the Crystal Lich serial fiction series, and a round robin Q&A session with Savage Worlds licensees.

It's nice to see Savage Worlds getting some periodical support; there's a lot of third-party product out there, but there hasn't been much in the way of a periodical to help keep the community informed about what's available. With any luck, the Savage Insider will help with that.

Savage Worlds Deluxe on sale at DriveThru RPG

Posted in by Kenneth Newquist on Tue, 07/05/2011 - 4:40am

 Savage Worlds Explorers EditionSavage Worlds Deluxe, a hardcover version of the Savage Worlds core rules, is available as a PDF through DriveThruRPG.com. It's being pitched as a sort of special edition of the rules that expands upon, but doesn't invalidate, what came before. This version adds new setting-specific options, rules for social conflict, better and expanded examples, new artwork, and rules commentary from the creators.

I'm looking forward to the new book. I love the Explorers Edition's sleek digest format, which launched a Savage Worlds renaissance in my gaming group, but there are aspects of the rules (movement, rate of fire, vehicle chases) that I'd appreciate some elaboration on.

Tablets at the Table, 2011 Edition

When the iPad hit a little over a year ago, there was a flurry of posts in RPG circles about tablet gaming. Since then we haven’t seen a lot of talk about them – I’m not sure if folks grew bored with the topic, or if they’ve now become so common place that they’re not worth commenting on any more.

I suspect it could be the latter. At my game table we have three iPads (two first generation, one second) and an Android tablet. For my last two sessions I ran Paizo’s Crypt of the Everflame for Pathfinder almost entirely off the iPad, using the PDF of the module and the iTunes Remote app to control music playlists on my Mac. I wasn’t entirely digital – I still used index cards to track initiative (old habits diehard) and looked up a few rules in the Pathfinder core book and the Bestiary, but I was just as likely to look up something in the Pathfinder SRD.

Star Wars Roundup: New Starships, Threat Detected Podcast, Battlestations

Posted in by Kenneth Newquist on Mon, 05/09/2011 - 4:44am

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.

GameCryer.com: Savage Worlds Super Powers Companion

Posted in by Kenneth Newquist on Sun, 05/08/2011 - 7:30am

 Super Powers CompanionMy 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.

I approached the review from the standpoint of using these rules to replace the Mutants & Masterminds rules that powered my group's Infinity Storm campaign. I like the M&M rules well enough, but in the end they were just too damn crunch for our needs. Savage Worlds is a better fit, providing much of the same diversity of powers, but without all of the rules overhead.

I don't expect that we'll return to Infinity Storm on an ongoing basis, but it's my hope that we can continue the campaign in the form of one shots at our homegrown Nuke(m)Cons. If we do so, it'll be because of the Super Powers Companion rules.

Game Day: The Return

Posted in by Kenneth Newquist on Fri, 05/06/2011 - 7:01pm

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. 

This session is a long time coming. I’ll save the story of the road back for another post; the short version is that my group experienced a catastrophic burnout brought about by 8+ years playing D&D 3.x and the subsequent Edition Wars. For the last three years, Star Wars: Saga Edition has been a welcome refuge, providing us with a much-needed change of genre (wizards with laser swords notwithstanding).

Part of what drove us away from D&D 3.x in the first place was the “x” in 3.x; the splintering of the 3.0 and 3.5 rule set gave rise to all manner of confusion as we constantly stumbled over changes large and small.  More than one disagreement at the table was inspired by disagreements over spells that had morphed and then morphed again between microeditions (and then morphed again when Spell Compendium was released). It was this sort of thing that led us to abandon D&D 2nd Edition for 3E in the first place.