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.
The Rebellion Era is one of Star Wars most iconic settings. Paradoxically, this can make it one of the hardest to write a campaign guide for. Much of the setting was covered in the Star Wars: Saga Edition core rule book or covered in supplements like Threats of the Galaxy and Scum and Villainy. The Rebellion Era Campaign Guide addresses this by doing its best to document the unexplored corners of that galaxy, far, far away.
I have found my all-time favorite portable gaming device: the Nintendo 3DS XL. It's a larger, more refined version of their 3DS and led to a renaissance of mobile gaming for me.
One of the things I love most about the iPad is how many board games have made it to the iOS platform. Classics like Ticket to Ride, Carcassonne, and Settlers of Catan blazed the trail, but now we're seeing another wave of releases with games like Eclipse: New Dawn for the Galaxy and Lords of Waterdeep. Here are some of the games I've come across recently, but I'm always looking for more. Add your own as a comment or email me at firstname.lastname@example.org.
Starbase Orion is a turned-based galactic exploration, colonization, and conquest game inspired the classic Masters of Orion series. It's available for iPhone and iPad, though the developer hopes to expand it to Andorid, Mac, and Windows as well.
When it comes to pinball, there are two tables that I love. Star Trek: The Next Generation and Indiana Jones. I easily spent hundreds of dollars in quarters on those two games in college, and they're the two games I'd most like to own.
Fantasy Flight Games made its name creating huge, sprawling board games with hundreds of fiddly-bits and robust game mechanics that take hours to play. Fans who buy Arkham Horror or Mansions of Madness know they’re getting their money’s worth … and that there’s no way the game will fit in their pockets. With the Elder Sign: Omens app for iPhone ($3.99), Android ($3.99) and iPad ($6.99), they’ve taken a different approach: create a lightweight, fast-playing game that’s as atmospheric as its predecessors but can be played anywhere.
Masks: 1,000 Memorable NPCs for Any Roleplaying Game is a fire hose of inspiration aimed directly at your brain. It's a massive collection of non-player characters for the fantasy, science fiction, and modern genres designed to make the game master's life easier.
One of the good things about Dungeons & Dragons next-generation inspired publishing hiatus is that it gives other games a chance to shine. While I doubt gamers are suddenly diverting all of their D&D 4th Edition buying power toward other games, I do hope (and anecdotally this seems to be the case) that it gives folks a chance to try something new.
One of those new thing's that's generated a fair amount of buzz has been Margaret Weis Production's Marvel Heroic Role-Playing, which is a Cortex-infused take on the superhero genere. I bought the core rulebook early in the summer and paged through it. Based on that initial glance, I liked what I saw, particularly with how it handled the superhero tropes of particularly solo vs. duo vs. team match-ups, but I give it a more through read-through.
The Unknown Regions is the final sourcebook for Wizards of the Coast's Star Wars: Saga Edition Role-Playing Game. The book serves as a placeholder for all the books left unpublished, and promises to carry players to the unexplored corners of the Star Wars galaxy. It does this by venturing into The Unknown Regions to explore what fans know -- the Chiss, the Rakata and the Sorcerers of Rhand -- and plenty that they don't.
The Unknown Regions details eight worlds created just for the book, introduces a planet generator that game masters can use to make their own, and debuts creature generation rules to populate them. Since Scouts are essential to exploring these brave new worlds, they get a variety of feats and talents, and because no final frontier should be without its dangerous challenges, the book re-envisions "Hazards" as Dungeons & Dragons Fourth Edition-style threats that require a combination of brawn and skill to defeat. The end result is a tool kit that gives players everything they need to continue their adventures beyond the last book in the Star Wars Saga Editions line.