Monthly Archives: November 2015

Caias Ward‘s been doing this a while, and he’s brought out a new, intriguing game that steps pretty far outside the usual boxes. The product text of Riders really sells it well –

So let me get this straight:

We’re mortal servants of the Four Horsemen, who want us to ride around and witness the End of Days. But we don’t want the world to end, so we are cheating Doomsday?

Some sympathetic angels gave us an ancient Babylonian rite which lets us know what events will trigger The End, so we can go and fix the problems and avert Kingdom Come?

And both Heaven and Hell want us dead dead dead because they think we actually want to pull the trigger and they aren’t sure who will win yet?

But we get to save the world?

Command powers of Conquest, War, Famine, and Death?

Ride Awesome Motorcycles? 

Ah Hell… Let’s Ride!

When I first met Carinn, my Belovedest, her then-eight-year-old daughter, Samantha, expressed a very early interest in participating in the RPGs we played frequently in the home with others. We instructed Sammi that she would only be allowed to join in if she was willing to delve into the necessary math involved. Up to that point, Carinn had experience great difficulty getting her daughter to embrace math in any way, and the young girl struggled mightily.

Today, my teenage daughter Sammi is a top math student, also deeply enmeshed in S.T.E.M. programs with a keen interest in forensic science currently. All thanks to her desire to game with us, and her deep enjoyment of it once she got involved. I can think of no greater testimony to the power of getting the kids in your life to join you at the game table than that. I am very, very proud of the part I played in helping to create and launch Teach Your Kids to Game Week.

OK, seriously – this is entirely too good a deal for you to ignore! Even if you don’t have the core rules for Cartoon Action Hour: Series 3 (and, really, why the heck not!?!), the wealth of awesome, fun material in this bundle – from some of the best writers and designers in our industry – is a total steal for the price of $16.95 (there’s well over $50 of material here)!

The entire Series 3 Bundle includes –

Crusaders of Sarillon by Steven S. Long
Punk Rock Saves the World by Matt Forbeck
Infinivaders by John Wick
Dark Brigade by Eddy Webb
The Mighty Mirror Masters by Jason L Blair
Hexslinger by Shane Hensley
Wasteland 2010 by Cynthia Celeste Miller
FLAG Force by Rob Wieland
Iron Wolves by Eddy Webb
Galactic Heroes by Cynthia Celeste Miller

Today’s Pick is driven primarily by one thing – the rather excellent letter sent out to folks by the creator. I am sharing that instead of the usual product page text.

Fellow Gamer,

Hi, I’m Bill Logan. Although I’m not a spy, nor do I play one on TV, I am a huge fan of espionage action and adventure. You’re receiving this email because through your download history at DriveThruRPG and RPGNow, you’ve shown interest in DwD Studios’ OSR (mostly Labyrinth Lord) and Covert Ops role-playing games. I wanted to reach out to you and let you know about our new lite offering, White Lies.

White Lies is an espionage action and adventure RPG. It embraces the Sword & Wizardry WhiteBox license and engine, creating a familiar and fully OSR compatible solution, all set in the fun shadowy world of spies. Due to this compatibility, you can play in or run any kind of campaign you can imagine. Use it alone for an experience like James Bond, Bourne Identity, Mission Impossible, Burn Notice, Man From UNCLE, Covert Affaire, A-Team, G.I. Joe, etc. Use it with your favorite OSR product for an experience like Men In Black, X-Files, Dresden Files, Underworld, Resident Evil, etc. Use it with White Star for an experience like Babylon 5, Star Trek Deep Space 9, or to add layers of espionage to any other space setting. The mix & match possibilities become endless.

I think you’ll really like the content, compatibility, and stylish appearance of White Lies. On its own or in conjunction with all the other OSR products out there, it’ll make a great addition to your OSR or modern espionage bookshelf. We’ve managed to keep the production costs low so the $8.99 title is affordable to any budget. The POD will be available soon as well, and will only be $13.99. As DwD Studios works diligently on Covert Ops 2nd Edition, FrontierSpace, Malevolent Domain, and other titles in development we have not yet disclosed, White Lies will be a parallel product line we’ll support and grow with.

And it’s all OGL-covered. That means YOU can make products for it and sell them. We’ve even made a nifty compatibility logo so you can show everyone it’s affiliation and usefulness to the product line by using our logo.

Whether you prefer your espionage action and adventure with d00’s or d20’s, there will be something for everyone in White Lies!

Kind regards,

Bill Logan

DwD Studios

No equivocation, I use this space often to promote the efforts of friends. Here’s a really good one from my buddies at Legendary Games, a D&D Next-compatible bestiary that flows from an entire line dedicated to expanding your library of latest-edition material. I particularly dig the at-the-table utility approach, featuring handouts and paper minis!

A fantastical 5E bestiary of fey and undead! 

A good game can never have enough monsters, and the Coldwood Codex brings you 10 brand-new creatures suitable for use in any 5th Edition campaign, especially if your heroes are wandering in search of their fortune through the cold, desolate woods of the northern wilds. These creatures add a delightful bit of novel menace equally split between fey spirits bursting with the raw and wild energies of life and vile undead seething with the power of death. Drawing upon real-world folklore, classic fantasy tropes, and the design skills of the top creative minds in the business, the Coldwood Codex is an indispensable addition to any GM’s monster toolkit. This 42-page monster product includes not only full-page color player-friendly handout portraits but also foldable paper miniatures for every creature!

Future installments of the Beasts of Legend series will continue introducing richly detailed monsters  carefully tailored to specific campaign themes, like the wintry menaces in the Boreal Bestiary, the pitiless creations of the Construct Codex, and the wide-ranging Asian adversaries in Beasts of the East! These are terrific additions to our existing 5th Edition product line, including horror adventures like The Fiddler’s Lament and The Murmuring Fountain, the overland expedition Road to Destiny, and upcoming adventures like the witch-haunted The Baleful Coven, the desolate fey wilderness of Cold Mountain, and the pirate shenanigans of Spices and Flesh!

We hope you enjoy using it as much as we enjoyed making it, and that you’ll keep coming back again and again to Make Your Game Legendary!

The Battletech universe has long held an interesting place in the history of gaming, as well as the hearts of gamers. Though best known for the miniatures wargaming game play, the depth and intricacies of the setting draws the roleplayers and storytellers in as well. This latest offering from Catalyst goes right to the heart of what many gamers love to play in the universe – Mercenaries.

Have ‘Mech, Will Travel.
 
Some soldiers fight for king and country, some for honor and glory, others for liberty or loved ones. We’ll fight for that too, whatever your cause, as long as the check clears.
 
For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It’s a dangerous life, but as long as you keep your ’Mech intact and your bottom line balanced, the universe is yours!
 
BattleTech Combat Manual: Mercenaries contains information on the soldier-for-hire trade and their place in the Inner Sphere. This manual takes a look at some of the most renowned mercenaries of the 31st century, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This Alpha Strike expansion includes special rules for unique character abilities, faction-specific rules, force-building, and a mini Technical Readout—everything you need to field your favorite mercenary command on the tabletop or create your own.

Green Ronin’s Mutants & Masterminds remains the top-flight supers RPG of the current era, and this highly-anticipated supplement takes things to the Great Beyond in epic fashion.

The cosmos is a vast realm of primal powers, alien empires, and wonders and dangers beyond imagining. Now it is yours to explore with The Cosmic Handbook for the Mutants & Masterminds Superhero Roleplaying Game. This sourcebook looks at the universe beyond Earth, from the history of the cosmic in the comics to the conventions of cosmic stories and characters. In the pages of The Cosmic Handbook you will find advice and rules for creating characters and adventures in the depths of space. GMs get ready-to-use villains, from space tyrants and aliens to nigh-omnipotent cosmic beings, and an expanded look at the universe of Freedom City and Emerald City beyond the bounds of Earth. 

Get ready, heroes. Infinity awaits!

Every once in a while, a product “sneaks” its way to the top of the Hot List, and this is one. Stars Without Number is considered one of the best sci-fi interpretations of the D&D rules out there; there’s a Free Edition, and the expanded Core Edition. Starvation Cheap is a collection of military campaigns designed by someone who’s stated goal is “to make a GM’s life easier. Whether you intend to run a full-fledged mercenary campaign in a sci-fi universe or simply throw in a bit of open warfare into a campaign with a different focus, Starvation Cheap will give you all the tools you need for the job.”

Starvation Cheap is a military campaign supplement for the free Stars Without Number sci-fi tabletop role-playing game. It’s written to provide the reader with all the tools they need for building a sandbox-style military campaign focused on planetary armies and mercenary legions. Everything from the construction of wars and vital military objectives down to the gritty details of building a battlefield adventure is provided in this 110 page book.

While written for Stars Without Number, the great majority of the tools in this book are system-neutral, perfectly usable with the sci-fi game of your choice. Within these pages you’ll find tools like…

  • Details on the typical structure of a modern ground army. Ranks and roles are described, along with the pertinent details of military justice, the chain of command, and the various types of modern military units. GMs unfamiliar with military culture and flavor can use these pages to tighten up their game.
  • Guides for creating planetary conflicts through War Tags, rolling up reasons for savage conflicts and assigning critical Vital Points that must be captured or overcome if a side is to be victorious.
  • Building ground armies, dividing them into units, and dealing with the potential complications of sending modern laser rifles and gravtanks against spears and lostworlder jezails. Creating a mercenary legion? Everything you need is in here, too.
  • Strategic mass combat rules for resolving these planetary wars with the armies and mercenary legions you’ve made. The rules are quick and streamlined, meant to give a fast outcome and focus on player involvement in offensive priorities and desperate defenses.
  • GM tools for building battlefield missions and adventures, with the PCs thrown onto the field to achieve some grave task or die trying. These rules interface with the mass combat tools, making PC success in their objectives the crucial factor that tips a bitter defeat into a hard-won victory.
  • Hardware, of course. Lots of merciless hardware, from self-propelled artillery guns to radioactive weaponry and semi-sentient landmines. The far future battlefield is a dangerous place to be.

This one is for the Old School Gang. It’s – well, let’s know it for what it is.

It’s one big damn dungeon. And that’s a really kicking good thing for those who love big damn dungeons.

Ride the beanstalk and crawl into the sprawling halls of Castle Gargantua. There awaits the most legendary of giants and the fiercest creatures known to man. Delve further than ever for the great doors of Castle Gargantua have swung open once again, and what lies ahead isn’t for the faint-hearted.

The biggest dungeon ever published by the OSR. A campaign, a massive generator, and a grotesque setting all-in-one.

A bookmarked PDF & print edition compatible with everything Old School Renaissance

 

“It’s not about killing monsters, looting treasure, and gaining experience as you delve deeper into some mad archmage’s architectural folly. It’s about surviving in a loathsome, terrifying environment where nothing is quite as expected. It’s about atmosphere, gloom, and despair. It’s a thriller.”

It’s funny – over Halloween weekend, I briefly participated in a chat about what kind of game would it be if Cthulhu woke up, started eating ships at sea, mass hysteria…

On November 2nd, 1936, the world died.

Finally, the stars had come right; and things that lurked under the seas for eons rose to claim their rightful place. Now, they rule the earth, stalking it like titans.

Millions of women and men died—yet you survived, doomed to wander the ruins, searching for answers. What went wrong? Are there others like you? How can you stay alive? And is there a way to put this right?

Cthulhu Apocalypse is a survival horror supplement for the Trail of Cthulhu roleplaying game that takes Investigators into a terrifying post-apocalyptic world.

Using the award-winning Apocalypse Machine, GMs can destroy the world any number of ways—including the death rays of alien tripods, a plague of white flowers, or the rising of Great Old Ones—and run adventures of investigation and survival in a land transformed beyond recognition.


Cthulhu Apocalypse
 includes:

  • The Apocalypse Machine, an award-winning GUMSHOE sandbox setting that gives you the tools to create your own global catastrophe—from the first strange rumblings to the final, cataclysmic event—along with Drives, Occupations, and more for adventures among the ruins.
  • Five adventures in the aftermath of disaster, taking Investigators through Britain, across the sea to America, and beyond the veils of reality as they struggle to survive. (Previously published as The Dead White World.)
  • Three adventures set years later, as the few survivors find their humanity cracking and moulting in the process of becoming something new. (Previously published as Slaves of the Mother.)
  • Eight all-new scenarios that give your players the choice as to whether—and how—humanity survives in this strange new world.