Monthly Archives: August 2015

Police/Detective show-meets-Supernatural Horror show. All created by a man who knows and loves the city of Detroit. This is the kind of thing Savage Worlds is perfect for.

“Watch your step rookie, or you’ll end up in Corktown.”

Calamity brews in Detroit. Paranormal activity is on the rise. An angry spirit, a dangerous creature, or a pack of desperate cultists hides under every sewer cover and within every abandoned building. The officers of Corktown Precinct are the only thing standing between the city and paranormal onslaught. Corktown has a secret, though. Its crew of supposed washouts are either psychics or have encountered the paranormal. These damaged, over-worked, and under-paid officers must keep paranormal activity in Detroit under wraps and out of sight. No mean feat in a city as old, large, and haunted as Detroit.

Corktown officers face constant threats from mundane crime, paranormal forces, as well as their inner demons and growing madness. Do they have what it takes? Can they stand against the growing threats, or will they be consumed, along with the city they guard?

The Thin Blue Line is a modern horror setting that requires the Savage Worlds Core Rulebook and the Savage Worlds Horror Companion for use.

This is the full setting for The Thin Blue Line – A Detroit Police Story. It includes detailed information on the setting’s NPCs, paranormal creatures, adventures and an adventure generator, and cursed items.

We’ll wrap this week up with a profoundly awesome graphic novel – gorgeous art, wonderful story, set in one of the most popular D&D settings ever. Return to Krynn with the Dragonlance Chronicles, Vol. 1: Dragons of Autumn Twilight.

An age of despair has dawned for the world of Krynn. As dark forces marshal their growing strength, fear and religious fanaticism grips the land. With war on the horizon, a group of lifelong friends are reunited, all outcasts in their own way.

It will fall to these eight companions to prevent a cataclysm!

Originally published by Devil’s Due as DRAGONLANCE CHRONICLES: DRAGONS OF AUTUMN TWILIGHT issues #1–8.

Carinn and I just started watching the Capaldi episodes, and I’ve been drawn back in pretty hard. I didn’t want to like him at first (I still pine for Tennant), but I must admit, I really enjoy his Doctor. Something of a callback to Tom Baker, but… darker.

Anyway, here’s the latest iteration of the Cubicle 7 RPG, featuring the latest Doctor and his supporting cast.

Imagine you could go anywhere. This world or countless others, encountering strange alien races, new cultures or hostile environments. Now imagine you could travel to any time. Meet Robin Hood (and duel him with a spoon!), discover what terrible monster lives under your bed, journey inside a Dalek or travel to the end of time itself. Where would you go?

With Cubicle 7’s Doctor Who Roleplaying Game, the power is in your hands! You can go anywhere or anywhen in the universe. It’s not going to be easy. It’ll probably be dangerous. The universe is a hostile place, full of Daleks, Zygons, Sontarans, the Boneless, Cybermen, Clockwork Robots, Silurians and worse. There will be fear, heartbreak and excitement, but above all, it’ll be the trip of a lifetime.

The Doctor Who Roleplaying Game is a set in the universe of the world’s longest running science fiction show on TV – the BBC’s Doctor Who. This new edition of the rulebook, fully updated with imagery from the Twelfth Doctor’s adventures, presents all the rules and background you need to have your own adventures in time and space in a single volume, including:

  • A complete set of rules for playing the game.
  • Rules for creating your own characters, gadgets and more.
  • A guide to creating your own adventures, as well as two new adventures.
  • Ready-made character sheets for the Twelfth Doctor and his companions, including Clara Oswald, Danny Pink, Madame Vastra, Jenny and Strax.
  • Rules and background for some of the Doctor’s most infamous enemies – including Missy!
  • All-new imagery from the Twelfth Doctor’s adventures.
  • And much more besides!

The Doctor Who Roleplaying Game has been written to appeal to both the experienced and first-time gamer. The game is suitable for 2 or more players aged 10 to 2000.

The Doctor Who Roleplaying Game is the new name for Doctor Who: Adventures in Time and Space. 

Am I detecting a resurgence of science-fantasy in RPGs? I do believe so! To which I say… woot! And also a hearty thanks to Wil.

Rise up against the Masters of Umdaar!
Behold the fallen world of Umdaar, home to savage warriors, cyborg insects, and merciless warlords. Oh, and lasers—lots and lots of lasers. The Masters rule with an iron fist, and the people’s only hope are the archaeonauts and their quest for long-lost artifacts of power. But will the Masters get there first? Masters of Umdaar, our latest Fate World of Adventure by Dave Joria, is a retro tribute to such shiny serials as John Carter of Mars, Flash Gordon, He-Man, and Thundercats.
Masters of Umdaar requires Fate Accelerated Edition to play. This 51-page supplement includes:
  • A randomized Fate dice system to create a wide variety of sci-fi/fantasy characters like robots, mutants, talking animals, and more
  • Character class breakdowns based on Fate Accelerated approaches, with a wide variety of options
  • New rules for cliffhangers—a new form of obstacle to overcome—with rules that encourage the use of different approaches
  • A variety of tools to easily populate your adventures, including a beast generator, trap guidelines, and sample artifacts
  • A sample adventure—The Starblades of Su’ul—as well as seeds for further adventures

Today I want to give another shout out for a buddy and his really cool game – Richard Glosson and his Terminus Productions have powerful military sci-fi game using that 3.x d20 system so many folks remain very fond of. They’ve got a lot of fans, especially in the South where they’re based, and this game definitely falls in the “in case you missed it, seriously check it out” category.

You play the role of a heroic soldier fighting to protect a galaxy and her people who are plagued by threats both mundane and fantastic. Whether a member of one of the elite Legion Companies or one of the rank and file soldiers of the vast United Defense Force, adventure awaits you in the stars. The fate of the galaxy is in your hands! Your courage, determination, and trusty M62A2 Storm Hammer may be the only thing that stands between life and complete annihilation!

From character generation to the rules for adventuring in deep space, this one book provides everything a player and game master needs to enjoy the worlds of Legion.

Inside you will find:
•All rules for character creation, combat, environments, equipment, and creatures
•Full descriptions for sixteen different player character races
•Six different Branches of the military like Mobile Infantry, Fleet, and Intelligence
•Two branch Specialties for each branch like Close Combat Specialist, Fighter Pilot, and Inquisitor
•The new and easy to use Legion Skill System
•A multitude of Feats that cover Combat, Skills, and Psyche Talents
•A simple and easy to understand rules for combat that utilizes the D20 system with a few new additions that increases the dangers and excitement of combat
•Psyche Talents used by the Shar-Nithian Lords to solidify and safeguard all of humanity
•Arms and armor of the Legion including the incredible Legion suits of powered armor
•A unique look at experience and character advancement with the Mission System that uses Terms of Service rather than experience points
•And much more!

Today I’d like to point your attention to my friend James Dawsey‘s Vigilance Press and his Rogues, Rivals & Renegades series. It’s an ever-increasing selection of villains and other characters for use in any Mutants & Masterminds (3rd Ed) campaign, featuring great design, art, graphics, and writing.

Let’s look at the latest entry –

The Birdman of Beacon City… Black Heron!

A Power Level 8 Rogue, Black Heron is ready to cause trouble in your next Mutants and Masterminds campaign.

Some heroes just attract the weirdest bad guys… and Black Heron works perfectly as a foil for such heroes! Struggling to earn the respect (or even just the attention) of the world at large, Black Heron will go to any lengths to be seen battling your heroes. His ambitions may frequently outstrip his capabilities, but that doesn’t mean he can’t make life more complicated for even the most skilled superheroes!

Welcome to Rogues, Rivals & Renegades. Each entry in the series is designed as a villain, a potential ally with complications, or an outsider who might help the PCs one day and be at odds with them another. Each character has the potential to become a mainstay of your campaign!

Rogues, Rivals & Renegades are presented as files from a meta-human monitoring agency called METAs, with a loose frame story connecting them to Vigilance Press‘s ownBeacon City setting. They are designed to drop into any setting with minimal effort, however, and the METAs commentary is written to give you a better picture of each character’s personality and threat level. Each issue gives you a background for the character, commentary by METAs agents, a standee to print and play with, and the Hero Labfile for the character! 

Authored by Jack Norris with full color art by Alex Williamson and Dionysia Jones, and layout by Ruben Byrd. Designed for the Mutants and Masterminds Third Edition Roleplaying game.

Let’s finish out this odd week with a great callback to the 2nd Edition days, with the Revised version of the 2nd Edition AD&D Player’s Handbook. This one mainly re-organized and cleaned up a lot of stuff from the original printing, the total effort being greatly appreciated and highly lauded by fans at the time.

Here is the indispensable encyclopedia of fantasy role-playing. Everything the player needs is here: how to create a mighty hero or crafty wizard; uinque aspects of the elves, dwarves, halflings, and other fantasy races; all the weapons, armor, magical spells, and rules for thrilling battles against supernatural monsters. This fresh, new format for the Player’s Handbook is your complete and illustrated guide to the world of heroic adventure!

Product History

Player’s Handbook (1989), by David “Zeb” Cook with Steve Winter and Jon Pickens after Gary Gygax, is the first core rulebook for the AD&D 2e game. It was published in February 1989.

Moving Toward AD&D 2e. The first hint of what Gary Gygax called the “expansion, reorganization, and revision of the AD&D game system” appeared in Dragon #90 (October 1984). Gygax said it was about a year off, because his right-hand man, Frank Mentzer, was busy digging through Gygax’s 300 pages of info on “The Temple of Elemental Evil”. Gygax’s timeline proved quite accurate. The cover of Dragon #103 (November 1985) proudly proclaimed that it would reveal the “Future of the AD&D game”. Inside, Gary Gygax’s “From the Sorceror’s Scroll” column gave the reorganization a name: the second edition of AD&D.

AD&D first edition was only six years old at the time, but the recent releases of Unearthed Arcana (1985) and Oriental Adventures (1985) had introduced lots of rules revisions and expansions for the game. Gygax thus felt that it was time to pull everything back together. According to his plan, a new Players Handbook would incorporate portions of the original Player’s Handbook and the two new player books. There was also talk of adding three new subclasses: the mystic (a cleric), the savant (a magic-user), and the jester (a bard).

I’ll be honest – Lovecraftian horror is pretty much the polar opposite of what I look for in fiction or gaming. I am clearly in a serious minority, however, because the man crafted a deep and powerful setting and mythology that resonates with millions of fans, and has for many decades now. DriveThruRPG is celebrating his 125th birthday with a huge sale (20% off) of products related to all things Cthulhian.

Since I missed yesterday, here’s a “makeup Pick” that I think will appeal to a lot of folks. It’s another in the End of the World series from Fantasy Flight Games, this time pitting survivors against eldritch horrors and supernatural disasters.

The supernatural enters the physical world in Wrath of the Gods, the second book in The End of the World roleplaying line! With the scenarios included in this book, you can take up arms with heroes of yore and the Norse gods, or flee from the mind-bending terror of Cthulhu. You may hide from the Four Horsemen as the events of Revelation take place, speak to Quetzalcoatl as the Mayan apocalypse unfolds, or battle wild beasts as Earth itself turns on us. Wrath of the Gods brings you as close as you can (safely) come to supernatural powers ending civilization!

This roleplaying game offers you the chance to play as yourself during the tumult of the apocalypse, using an elegant, narrative ruleset. Wrath of the Gods contains five unique scenarios, each offering a different take on the end of humanity by divine wrath. Each scenario also contains an apocalypse and a post-apocalypse, allowing you to survive the initial panic and make your way in life after the world’s ending.

After storms and delays, I am finally back at my desk in Colorado and kicking out more Picks. Today’s is a powerful resource for all Game Masters, written by some of the best in the business.

The heart of roleplaying is the gaming session, that point when everyone is gathered around the gaming table — and exactly when so many of your game mastering skills are most needed. To the best of our knowledge, there’s never been a system-neutral book focused on running great sessions. Until now. Focal Point: The Complete Game Master’s Guide to Running Extraordinary Sessions is that book.

Written by award-winning authors Phil Vecchione, Walt Ciechanowski, and John Arcadian, Focal Point is the third volume in Engine Publishing’s “accidental trilogy” of GMing advice books, which began with Never Unprepared and continued in Odyssey. You don’t need those books to enjoy and make use of this one, although they do complement each other well (and we offer a special bundle price for the trilogy).

Each of Focal Point’s authors is a veteran GM with years of experience, and each of them excels at a particular aspect of GMing. John is an entertainer, a GM who loves props and drawing his players into the game world. Walt is a storyteller, an adventure-writer who makes his living in the RPG industry. Phil is a facilitator, an organized GM who specializes in helping his players work well together.

These three roles — entertainer, storyteller, and facilitator — are at the core of Focal Point. From building “sets” for your gaming table, to using flowcharts to structure your adventures, to making sure everyone in your group feels comfortable during play, this guidebook addresses everything that goes into running an extraordinary gaming session.