Monthly Archives: October 2015

The verbiage of characters is a powerful concept in Cypher-driven games, which The Strange exemplifies in nigh-infinite degrees. Now the doors are opened to start with someone who isn’t human or from the core Earth paradigm. One thing players love is more options for character builds (and, in the case of this setting, more translation options as well), so here’s a must-have.

In The Strange, characters frequently change as they travel from recursion to recursion. A Stealthy vector who is Licensed to Carry on Earth might become, through the process of translation to a fantasy-like recursion such as Ardeyn, a Stealthy vector who Slays Dragons. Or a Stealthy vector who Integrates Weaponry in a recursion where mad science is a natural law.

But what if your character isn’t from Earth? What if she came here from one of those recursions—or what if your campaign is set in Earth’s shoals, in places where the characters don’t even know Earth exists? What if you just want even more flexibility in how characters translate in your campaign?

Alternate Origins introduces 15 new descriptors for characters not from Earth. A Vampire vector who is Licensed to Carry? A Halfling or a Grey spinner? How about a Rebel, or a Mutant paradox? New worlds of choices open up to your characters when they have Alternate Origins!

Someone pointed me at this one in particular, and it seems extraordinarily appropriate for the season. Play out the Zombie Apocalypse in a world full of supers – Rotted Capes.

Death Never Held So Much Power!

The Golden Age of Superheroes has ended, not with a BANG, but with a BITE!

The Dead overran the world and humanity’s protectors are missing, dead or worst of all, Z’ed!

Once dismissed as the B-List Superhero, you are now mankind’s last hope for survival in this horrific world where the Super Zombies sit atop the food chain, looking hungrily down upon you. 

Survive the Zombie Apocalypse with: 
• Rules based upon the Origins-Award Winning Arcanis Roleplaying Game system 
• Power sets, gear, survival techniques, and a comprehensive skill system 
• A complete example setting: Paradigm City!

Since the shift of the property from Evil Beagle Games to Savage Mojo, the manuscripts have been flying in at a lightning pace. Here’s a new Guidebook, the one for the Dwarves of Shaintar.

Welcome to Hearth, Home and Forge – your entrance to the Dwarven Clanhomes of Shaintar!

The song of the mountain calls you. What happens during marriage, birth or death ceremony? How do the craftmasters make such amazing stone and steel items?

What does a home look and feel like and how do they interact with magic?  These questions and more are answered here.  You’ll learn much about what life is like in a typical clanhome.  We talk about politics, family and even crime and punishment.  Follow us as we delve down deep into Iron Song, home of Clan Shalebreaker and learn about how this city works.  

An excellent addition to your Shaintar campaign, as well as for any Savage Worlds fan looking to add some new and fun material for their fantasy gaming.

This just-in-time for Halloween adventure from Fabled Environments has a decidedly Deadlands kind of feel (and you could also use it in a Sixth Gun game just as easily). The ideal combination is the bundle that connects it to the map they designed for the setting.

The Battle for Whistle Reach Junction

It’s a well-known fact that evil men walk this earth; that foul beasts lurk just outside the light of the so called civilized world. Some even disguise themselves as part of the civilized world and walk in the light with the rest of us. What some folks don’t understand is that places, like people, can go bad too. Some places just see so much evil and soak up so much blood, that it gives birth to something heinous. Whistle Reach Junction is one of those places.

In this adventure, you take on the role of one of the people drawn to the town prior to its scheduled demolition. The town will not go gentle into that good night. In fact, if you don’t lay the town to rest, it will kill everyone.

This module is designed to use the “An Average Wild West Town” from Fabled Environments.

 

No matter where you served during the Great Edition Wars, this is a fairly important PDF you may want to have on your virtual bookshelves. Though many felt it was much too far a departure from what they wanted for their D&D experience, there’s no denying its efficacy as a game. As well, it was part of the greater well of “Good Ideas” that the designers of 5e drew from.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Player’s Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.

Moving Toward D&D 4e. The path to D&D 4e began in early 2005 when D&D’s managers began looking for a team to write the new edition of D&D that would follow D&D 3e (2000) and D&D 3.5e (2003). They quickly decided on Rob Heinsoo, Andy Collins, and James Wyatt, who held their first design workshop in May 2005. These core designers led a few different teams that worked on the game through September 2006. They then began finalizing what would go into the new Player’s Handbook and Monster Manual. Writing followed in April and May of 2007.

Meanwhile, the 4e design team was trying out some of their ideas in live products. Tome of Battle: The Book of Nine Swords (2006) tested the idea of fighters having active powers, while the Star Wars Saga Edition (2007) also contained many design ideas which were at the time a part of D&D 4e. (Not all of them made the cut.)

The general public had been speculating about a new fourth edition since at least 2006; they finally got their confirmation at Gen Con Indy 2007. A countdown on the Wizards of the Coast web site revealed forthcoming “A4venture” (or perhaps “Adventure”) just as the D&D team announced the new edition at the convention.

In the year between the “Big Announcement” and the release of the new game, D&D publication was very light. Eberron was one of the few lines that filled the gap, while many publications were editionless — including The Grand History of the Realms (2007), Dungeon Survival Guide (2007), and An Adventurers Guide to Eberron (2008).

Wizards also spent that year previewing the upcoming game. Wizards Present: Races and Classes (2007) and Wizards Presents: Worlds and Monsters (2008) laid out some of the philosophy of the new game and hinted at the massive changes to D&D fluff. Players then got to try out the new edition at D&D eXPerience 2008, from February 28 to March 2, 2008.

Publication for the fourth edition finally began in May 2008 … with an quickstart adventure, H1: “The Keep on the Shadowfell” (2008). Then on June 6, 2008, all three core books hit, the bringing Dungeons & Dragons game into a new era… (For more info, hit the link and read the entire product history section).

Today, an Bonus Pick as I point you once again towards the sister site to DriveThruRPG, DriveThruCards. My buddy Ian Price has a cool new card game up called Bad Decisions, and there’s lots more to check out there, besides.

Who doesn’t love making fun of Bad Decisions made by Fools reacting to unexpected Crises? Bad Decisions, a new card-matching storytelling party game, can be played for a few minutes by 3-4 people or for an entire evening by up to a dozen friends. 660 cards, ages 13+. 

I’m really glad to see more and more of Professor Barker’s exquisite Tekumel and Empire of the Petal Throne material finding its way to the digital bookshelves. There can be no arguing that every other fantasy game setting owes a large debt to his painstaking efforts to craft and present a world for others to tell their own stories within.

The Tekumel Sourcebook provides a wide-ranging survey of the World of Tekumel, specifically the Five Empires and surrounding lands as of 2358 A.S. – history, geography, customs, architecture, religion, magic, languages and much, much more!  An invaluable resource for players and gamemasters of Tekumel!

This is a reprint of the original Gamescience edition of the Tekumel Sourcebook, published in 1983 as a boxed set with maps as Swords & Glory, Volume 1.  The new printing includes an index and glossary, entirely new to this edition.  (The maps are sold separately.)

Yes, another Savage Worlds Pick. What can I say, except (a) it’s an ever-more-popular game system and (b) that’s the kind of thing people keep sending me for Pick of the Day.

Oh, did you not know I accept nominations? All the time, as a matter of fact. If you care to nominate a Pick of the Day, either as a publisher/creator or just as a fan, by all means drop me a line at seanpatfan {at} gmail {dot} com. Please include a link to it’s page on DriveThruRPG (that’s a must for it to be a Pick, please).

So a talented bloke from South Africa (I believe this is my first Pick for something from that nation) put together this interesting after-the-apocalypse setting.

Winter Eternal is not a post apocalyptic setting. It’s about what comes after the disaster, many years later when civilization is starting to thrive again.

When the sun exploded, the continent of Ehlerrac survived the wave of flames because it was on the night side of the planet. Then the earthquakes and tsunamis hit and thousands died as cities fell and the landscape were torn apart. The dark world started cooling rapidly and the survivors struggled to find food and shelter.

A group of Nature Wardens started camps and used their magic to grow food.  People of many different races came stumbling out of the darkness into these camps, grateful for the protection.

Now, hundreds of years later, the 6 camps are giant, cramped cities, heated and lit by magic. Two cities are underground and one is build on the inside edges of a chasm. The cities are now connected by enclosed roads called Archways and travel is now much safer.

A few years ago explorers came upon orange crystals in an old crater. When light shone on the crystals, it generated a massive amount of heat. Artificers are now using these “sunshards” to help Ehlerrac to take it’s first tentative steps into an industrial and steam age.

This is an exciting time on Ehlerrac and its up to Savage worlds game groups to tell the stories of this dark, cold , but not dead world.

So, yeah, seems a lot of steampunk is crossing my desk lately. Somehow, I blame Bill “Teh Ebil Bunneh” Keyes.

This one is fairly fascinating, in that it leaves the pleasant lands of England (and the rest of Europe), instead exploring the exotic East.

See where else Steampunk can take you…

Asia in 1872 has thrown off the yoke of colonialism and embraced the industrial age. The nations of the Indian Alliance unite the subcontinent with railroads. Buddhist apothecaries from Viet Nam spread advanced medicinal learning throughout the region. Japanese war automatons sweep into Chinese territory while the Qing Dynasty responds with its terrifying Dragon Airships. Thai elephant cavalry face off against Burmese airboats as tensions rise along their border. Meanwhile, sea and air pirates threaten trade throughout the island and coastal nations of Southeast Asia.

Steamscapes: Asia is the second major setting book for Steamscapes. It includes extensive alternative historical backgrounds for over a dozen nations and regions. It offers detailed martial arts rules including full coverage of fifteen different historical forms from across the continent. It introduces the Apothecary profession, elephant cavalry rules, rocketry indirect fire rules, new airships, new weapons, and a new racial template for Japanese war automatons. It also provides several introductory scenarios and a variety of character templates so GMs and players can jump right in and start playing.

Steamscapes: Asia requires the Savage Worlds core rulebook to play. Steamscapes: North America is also recommended but not required.