Monthly Archives: August 2016

Apparently, the folks at Steve Jackson Games are ready to remind the gaming world that GURPS was one of the most transformative game systems ever released, and is ready to retake center stage in a major way. They’re going back to the well that is the classic GURPS Dungeon Fantasy, bringing it fully into 4th Edition compatibility, and releasing a stand-alone RPG that focuses on the Old School joys of dungeon-delving hack-and-slash.

Hit the linked image for more on EN World.

Shadows of the Colossus. Dark Souls. Monster Hunter. These games – and the desire to create a specific kind of customized campaign experience for D&D 5E players – lie at the heart of Hunters Mark: Long Live the Hunt. It’s a pretty spiffy merger of full roleplay tabletop gaming with the more compelling elements of action computer games. This is a magical, monster-hunting thing that Game Natural has wrought.

Hit the linked image for more from EN World.

“It is often said that Castles & Crusades is the Rosetta Stone of Old School Gaming. It certainly is that, but there is a lot more going on here…” – Timothy Brannan about Castles & Crusades. C&C is considered by a huge part of our culture to be a fantastic expression of OSR gaming (in this case, with a focus on the 3.x era), and it’s certain that the folks at Troll Lord are good people who know their stuff. Here’s the latest release for the line, which lets players get into the machinery of the game and customize their character building and options.

Most everyone wants an edge, an angle that allows them to take that extra step, achieve that extra goal, to surprise the enemy. This angle, in hard fought battles with certain loss, can turn and snatch victory from the jaws of disaster.

Expanding Classes is just that angle. Herein we delve into the 13 standard C&C classes, and the Rune Mark, and unleash the power of multiclassing, enhanced classes and switching classes.

Create new characters that combine the powers of several classes, or breath life into old characters, long used to the campaign trail, by switching classes!

Expand your game with C&C Expanding Classes!

And now for today’s Pick, which establishes that, yes, Onyx Path is still producing stuff for Exalted 3rd Edition. This is a good thing, if the popularity of this latest release is any indication. Then again, Exalted fans are always keen to discover more about the ascended Solars.

The blessing of the Unconquered Sun unlocks the potential within each of his Chosen, allowing their heroic skills to become expressions of divinity. More than any other Exalted, the Charms of a Solar express who she is and what shape her legend will burn into the world.

This book contains over 80 new Solar Charms embodying a range of concepts and stories dreamed up by players of Exalted and meticulously crafted and balanced for inclusion at any and all tables.

Fire an arrow and let it become a waiting judgment upon the wicked. Unleash a sword stroke that can overwhelm the blade of Heaven itself. Train your loyal beast companion into an unstoppable colossus. Effortlessly seed the battlefield with inspiring words alongside arrows and blades. Empower your spirit familiar with the light of your anima. Tame a hurricane with your music. These miracles and more may be found within. 

[Note – Something happened to yesterday’s Pick, so I am re-posting it today to have it on here for later.]

In case you missed it, Monte Cook‘s Numenera is heading for the digital world. In a solid multiple media move, they’ve released a tabletop product that covers the part of the world the computer game is set within. Written and designed by the inestimable Shanna Germain.

The Torment: Tides of Numenera computer game is set in a whole new region of the Ninth World. This book details the weird and fascinating places, people, and creatures first glimpsed in Torment. Discover secrets of the computer game, and explore its world in greater depth and detail. Incorporate the region and its inhabitants and conflicts, in whole or in part, into your campaign. Maybe even become a castoff or explore the Tides, mysterious forces that can shape human interactions.

Delve into Greater Garravia and the splendor of Torment: Tides of Numenera. The book includes:

  • Detailed descriptions and maps of prominent areas in the computer game, including Sagus Cliffs, the Bloom, and the Forge of the Night Sky, along with other points of interest in the region such as the Lost Sea, Tiaow Chain, and the Great Library.
  • New character options such as the Bloomborn and Slick descriptors, the Breathes Shadow and Speaks With a Silver Tongue foci, and a new racial option: the aquatic Ghibra from the water city of M’ra Jolios.
  • New creatures, including the ever-hungry corpuscular maw, the transdimensional crystalvore, and the golden nakal.
  • Stats and details about important NPCs from the computer game who are ready to step into your campaign.
  • Tips on playing a castoff, the same type of character you play in the computer game, along with optional rules for using the enigmatic forces known as the Tides.

As in Hollywood, so with RPGs. Classic ideas are constantly called back to for revival and revision, and the Basic Roleplaying (BRP) system’s been enjoying a lot of renewed interest in the last few years. Here’s a particular popular take on the game engine, essentially a rebranding and repurposing of Runequest 6th Edition.

Mythras is the new name for an older game, but while the name might have changed, the system remains the same, but presented in an updated format with new interior artwork and layout design, along with some new content (Special Effects, small tweaks to the rules, and Spirit Combat Effects). In fact, we’ve managed to pack more into a smaller space, and reduced the price accordingly.

For those new to the game, Mythras is a percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement – not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters’ aspirations and motivations.

Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play.

What’s in this book?

Mythras contains everything needed for play:

  • Character Creation – building your character through the familiar characteristics, through developing culture and community relationships, choosing a career, and gaining basic equipment according to social class.
  • Skills – What they do, how they work, and how to handle many different circumstances (degrees of difficulty, critical and fumbled rolls, opposed skills, group skills, and so on).
  • Economics and Equipment – Arms and armour, tools, clothing, accommodation… everything your character needs as he or she begins on their life of adventure.
  • Combat – Mythras’s combat system is unique, dynamic and geared towards adventurous realism. Gaining success over an opponent generates Special Effects that can rapidly turn the course of a fight. Copious advice is presented on balancing combat skills and styles, through to handling rabble and underlings.
  • Magic – No less than five very different forms of magic are presented and explored, with complete lists of spells and effects. How magic is defined and used in different fantasy settings and campaign worlds is examined in detail.
  • Cults and Brotherhoods – Religious, magical and secular organisations, as well as other kinds of societies are detailed the Cults and Brotherhoods rules. Cults are an important  part of Mythras, and they are covered in significant detail along with templates for many different kinds of cult, order, school and so on for Games Masters and Players to build upon for their own campaigns.
  • Creatures – Over 50 creatures are fully detailed, including several non-human player character races. This chapter also offers complete guidance on how to use creatures effectively in Mythras games, and notes on how to design your own.
  • Games Mastery – Copious notes, thoughts and guidance on how to Games Master Mythras games. Areas for consideration are summarised, options explored, and different ways of using the rules offered. An invaluable chapter for new and old RuneQuest Games Masters alike…
  • Anathaym’s Saga – Numerous examples of play and how the rules are used are provided through Anathaym’s Saga. Follow Anathaym, her sister Kara, Mju the Mystic and Kratos the Sorcerer as the Mythras rules are illustrated and explained.

Savage Worlds is known as a system that can handle anything, but it’s important to note that, right down to the name of the thing, it’s roots run deep into pulp adventure territory. The folks at Polish publisher GRAmel get that, and they’ve started putting out a lot of product that really plays on the strengths of the game. If you’re keen to get your pulp-era action on, here’s a great place to do it.

Welcome to Bailongan, jewel of the southern seas. There are secrets here, from the nefarious Sky Pirates preying on the helpless, the strange jellyfish people, nefarious Imperial Japanese forces under the mystical Black Dragon Society – and the volcano hides a secret darker still. Will your heroes discover the mystery of the Prison of the Dragon God?

This pulp adventure for Savage Worlds contains enough setting material and story hooks to be an introduction to a pulp campaign of your own, where your players will explore the exotic island of Bailongan, or it could be a standalone adventure for a group of four pre-generated characters.

Japanese cults, ancient alien gods, flying mutated giant jellyfish witches – all this awaits your players.

Sadly, we’ve lost more than a few – too many, in fact – really good people from our ranks. The designer of this “Rosetta Stone” universal RPG system, Dennis J. Parizek, is one of those who went on to the Great Next Adventure, and his wife, Debra, continues to uphold his legacy with her efforts to share his vision with the rest of the gaming world. This is me, helping her with that worthy task, and sharing an interesting take on the “One System to Play Them All.”

EVERYVERSE RPG is the COMPLETE role-playing game. It features:

  • As You Like it: 5 methods of character generation
  • Standard Distribution: Uses the same scale as used in measuring real-world IQ for more meaningful information at a glance
  • Cascades: tree-like arrays of skills from general to specific
  • The Attempt: a single method to resolve all outcomes. Lets you keep your nose out of the book
  • System Conversion: Convert from any other gaming system to EVERYVERSE RPG

My buddy Russ Morrissey is full-speed-ahead with his dreams to publish even more awesome, fun gaming stuff, and here’s the latest entry in the What’s O.L.D. Is N.E.W. line. We’ve seen pieces of the system for a while – O.L.D. (the fantasy RPG), N.E.W. (sci-fi), and N.O.W. (the surprise third core, covering modern-day, primarily 80s-era action), all part of the larger, universal-system driven whole that is WOIN. Unapologetically crunchy, this is meant to be your anything-and-everything 21st Century approach to what Hero System and G.U.R.P.S. accomplished in the 80s and 90s, but with the wisdom and design sensibilities of today.

Note: If you’ve picked up the previous, sectional releases for N.E.W., you’re already pretty much good-to-go. This is the book that collects all of that under one cover.

Bounty hunters track down outlaws hiding in trader towns on worlds at the fringe of the galaxy. Starships explore unknown worlds, going where nobody has gone before. Great generational arks seek somewhere to call home. Detectives investigate a murder on a trail which will take them from Mars to Jupiter’s moons. Agents infiltrate a criminal organization, going undercover to take down a galactic crime boss. A group of smugglers locates a new hyperdrive system to increase the speed of their freighter.

Play a brave starship captain, a reckless smuggler, a hardy marine, or a daredevil pilot. Are you a cunning bounty hunter, a clever engineer, or a charismatic trader? Over sixty science fiction careers await you!

This roleplaying game allows you to create and run adventures in any sci-fi setting!

  • A range of alien species, and over 60 careers which allow you to generate any far-future character with a fun, intuitive life-path system.
  • A wide array of science fiction equipment, including weapons, armor, drugs, cybernetics, vehicles, and more. Wield anything from a laser sword to a sonic pistol; use a gravbelt or a handheld scanner; wear a kevlar vest or a powered suit of armor.
  • Full rules for running the game, including fast but tactical combat, environments, and extended scientific, medical and engineering tasks.
  • Starship combat rules, both using detailed hex-based miniatures and abstract theatre of the mind.
  • Rules for creating ship crews from which to form specialized Away Teams for specific missions.
  • Astronomical information, space travel, and information on starship crews and operations.
  • Extensive guidelines for building a far-future game setting, with detailed rules for creating star systems, planets, civilizations, races, careers, monsters, and more, along with discussion on genre, theme, and technology.

Whether you’re aboard a starship exploring new worlds, a bounty hunter tracking down outlaws on the fringes of civilisation, an agent infiltrating an intergalactic criminal organization, an intrepid hunter of exotic alien species, fighting a galactic civil war, or just a trader trying to make your way in an uncaring universe, N.E.W. has you covered! 

This is a What’s O.L.D. is N.E.W. core rulebook.

 

Dear Friends, Fans, and Purveyors of RPGs,

Many of you know that I have a web site called Sean’s Pick of the Day, where I regularly point out RPG products (and sales, and other special things) over the course of the week. At the end of the week, I collect those Picks on Friday and share them on EN World, arguably one of the most well-known and pervasive sites on the Internet for RPG fans.

Recently, I’ve been invited to expand my relationship with EN World, which I am excited and honored to do, and I’ve been included into the team of columnists that are currently working to build the recently-launched ENN (EN News Network). This is the first development to come out of our still-new EN World Patreon site, and there’s more planned.

Straight up, this is a chance for me to earn a bit more revenue for what I do. I want to be open and honest about that from the start; helping me with what I am presenting here has a direct financial benefit for me, as well as increasing the news and information that fans of gaming receive, and enhancing the promotional opportunities for creators and publishers.

With that in mind, I am reaching out to the community of which I am so proud to be a part of, and I am inviting you all to participate and help me (and my EN World colleagues) in a few ways:

  • If you are a publisher, please contact me about special opportunities for product and Kickstarter promotion. You can reach me at the usual email (seanpatfan [at] gmail).
  • News and Announcements: We have a special email address – news@enworldnews.com – where you can send anything you think is newsworthy or of special interest to the RPG enthusiast’s community. We want to know everything going on, so feel free to share anything you’d like. We cannot guarantee we will share everything we receive, but it’s a simple matter and a moment of time to make sure we have it in our queue. Note that I will be specifically re-broadcasting the various “ENN News Links of the Week” via Sean’s Pick of the Day, ensuring that this information gets even wider viewing and awareness.
  • Patreon Support: Of course, we’d greatly appreciate you become a supporter of our Patreon, and there are some pretty cool rewards. Those at the $5 level will get advance previews of special articles, and those who pledge at the $10 level will get a free PDF every month. Of course, the big deal is your helping us to bring you the most and best news and cool information every on a daily, weekly, and monthly basis.

I want to also point out that, with this new arrangement, I will be shifting how I promote Kickstarters. I will first announce Kickstarter (and other crowd-funding efforts) for gaming via news bites on ENN. Then, as per my statement above, they will come out via the ENN News Links on Sean’s Pick of the Day. So, yes, I still want to know about your Kickstarters—keep sending those links along, but feel free to use the news@enworldnews.com address now.

Thanks for taking the time to read, and for your continued support. I and my family (especially Riah, who I will be able to afford kibble for now) greatly appreciate it, as do all of my colleagues at EN World.

Sean Patrick Fannon

Riah wants more kibble…

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