Such a fun year, which seemed to move so fast at it's end, and here I am on my 299th post. A couple of weeks ago I received my copies of GM Gems and the Monster Alphabet, both wonderful resources.
Yesterday swung by my flgs and picked up DCC's The 998th Conclave of Wizards and the new Doctor Who RPG, both of which are excellent for different reasons. The 998th conclave is basically a mini setting in itself, from which your players can leap from adventures spanning fantasy, sci fi, horror, and many variations of those. Doctor Who RPG places all the (updated) information at your fingertips, in one handy volume. At fifty bones it is a bit pricey, but it is not necessary for every player to own a copy, just the GM. When I say pricey, I mean for non role-players coming in, it can be a bit of sticker shock, as most of the big rpg's have a basic price of that much.
Finally, I am participating in the BX Campaign Challenge on Google +. James V West had a wonderful idea that he shared with us and pretty soon, it become a challenge. So look it up, or find someone to send you an invite. I am very excited and will keep yo all apprised of the situation as it develops. Au revoir, and I hope to post on more time before the year ends, hopefully I'll see you soon!
Gamer/artist in North East Florida talks about running games for his kids, friends, and total strangers. Also his encounters with various artists (friend or otherwise). Also 'casting at anchor.fm/jim-yoder with game/media thoughts.
Tuesday, December 29, 2015
Saturday, December 19, 2015
Crawling Under a Broken Moon #11 review
This issue focuses on the clerics of the different faiths first introduced in issue #4. What started as a random table (Whose temple is that?, page 7) in there, has been well expanded.
Each individual listing gives you the lowdown on the deity, their followers and their relationship to others. Any special rules for that particular group and which creatures they consider unholy (which can be an entertaining read) and special ways they can interact with their deity (Followers of Santa's Gift that keeps on giving, Kizz's enlightened awesomeness) Each entry specifies which creatures they find unholy, and are therefore able to turn (Santa can turn the naughty) Fourteen faiths in all and every one of them amazing.
Then we come to a substitute for halflings, the Feral Urchins. Reminiscent of the wild kid from Road Warrior and the mutating kids from the OS Star Trek episode "Miri" there are three ways to play it. Depending on your alignment (though not set in stone) there Wildchildren(Chaotic) Slingers(Neutral) and Nerds(Lawful) There is enough that is different from halflings that if a group contained both they would not step on each other's toes.
Weapons of the Wastelands returns to give us different armor types (biker jacket equals leather armor, scrap metal is like scale mail) some special armor (silver suits, power armor!) and some common homemade weapons. The section finishes with "Cheap, AKA damaged goods". In case your players can't afford a new weapon, here are some quick rules for buying/using cheap-crappy equipment.
Hologram is a brand new class, they carry their data disc with them, like Tron, but interact with the real world. There is an occupation table to roll on, for starting holograms, as well as a corruption table to make it more interesting. As always, cool new options await!
Twisted Menagerie returns as well with the scorpionoid, with enough back story to make them more than mindless, cackling drones to throw at the pc's. They look to be pretty deadly, but wave a soda in front of one and he might let you rub his belly. You'll see when you read it.
Lastly, we have a piece about when deities call in favors and what happens if the pc's don't comply. Just remember, good stuff happens when your patron/god is pleased with you. There you have it, fantastic content and great art, Reid and company have delivered again. Get it while you can!
Each individual listing gives you the lowdown on the deity, their followers and their relationship to others. Any special rules for that particular group and which creatures they consider unholy (which can be an entertaining read) and special ways they can interact with their deity (Followers of Santa's Gift that keeps on giving, Kizz's enlightened awesomeness) Each entry specifies which creatures they find unholy, and are therefore able to turn (Santa can turn the naughty) Fourteen faiths in all and every one of them amazing.
Then we come to a substitute for halflings, the Feral Urchins. Reminiscent of the wild kid from Road Warrior and the mutating kids from the OS Star Trek episode "Miri" there are three ways to play it. Depending on your alignment (though not set in stone) there Wildchildren(Chaotic) Slingers(Neutral) and Nerds(Lawful) There is enough that is different from halflings that if a group contained both they would not step on each other's toes.
Weapons of the Wastelands returns to give us different armor types (biker jacket equals leather armor, scrap metal is like scale mail) some special armor (silver suits, power armor!) and some common homemade weapons. The section finishes with "Cheap, AKA damaged goods". In case your players can't afford a new weapon, here are some quick rules for buying/using cheap-crappy equipment.
Hologram is a brand new class, they carry their data disc with them, like Tron, but interact with the real world. There is an occupation table to roll on, for starting holograms, as well as a corruption table to make it more interesting. As always, cool new options await!
Twisted Menagerie returns as well with the scorpionoid, with enough back story to make them more than mindless, cackling drones to throw at the pc's. They look to be pretty deadly, but wave a soda in front of one and he might let you rub his belly. You'll see when you read it.
Lastly, we have a piece about when deities call in favors and what happens if the pc's don't comply. Just remember, good stuff happens when your patron/god is pleased with you. There you have it, fantastic content and great art, Reid and company have delivered again. Get it while you can!
Sunday, December 13, 2015
Cryptworld Comic Conversion, issue one
Tim Snider makes some fantastic stuff for Mutant Future, and now Cryptworld. In addition to helping bring the rules set to the masses, as well as Monsters Macabre, he has a zine for Cryptworld. What Tim has done is take a classic horror comic from the 50's, reprinted it in the first half of the zine then turned it into a scenario in the second. He gives the cryptmaster the story background (basically what is going on) and then how to run the scenario with different ways you can get the pc's involved. The main creature gets statted up, as well as a lesser critter that appears in the comic.
Look at that back cover, a Defense Against Paranormal Agencies advert. Just like in the olden days!
Here is the cover to the second issue, The Fleshless Ones looks to be even more amazing than the first. Tim hopes to have this ready sometime in the near future and I can't wait. Woot!
Labels:
Cryptworld,
Crypyworld Comic Conversion,
Tim Snider
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