Monthly Archives: November 2017

With Black Friday and Cyber Monday soon upon us, I decided this week’s theme is Black Friday Big Picks Week. I’ll be focusing on top releases that folks you love who game may well wish to receive as a nice gift.

Today, I’m opening up with the current top-seller on DriveThruRPG – Arms of the Chosen. It’s a powerful sourcebook for Exalted, signaling a new commitment from Onyx Path to maintain top-level support for their hyper-fantasy setting.

Take up the panoply of legendary heroes and lost ages, and awaken the world-shaking might of their Evocations. Before the dawn of time, the Exalted wielded god-metal blades to cast down the makers of the universe. In an ancient epoch of forgotten glories, Creationís greatest artificers forged unimaginable wonders and miracle-machines.

Now, in the Age of Sorrows, kingdoms go to war over potent artifacts, scavenger princes risk everything to uncover relics of the past, and the Exalted forge great arms and armor on the anvil of legend. These treasures are yours to master.  

Discover the mystical power of the five magical materials and the secrets of creating your own Evocations. Wield weapons of fabled might and don the armor of mythic heroes, making their puissance your own. Claim Creationís wonders: the miraculous tools of the Chosen, living automatons, flying machines, hearthstones, and more. And unleash the mighty warstriders, titanic god-engines of conquest and devastation, to once more shake Creation with their footfalls.

NOTE: This is the Advance PDF and we will be adjusting this based on errata from buyers and then creating the final PDF and PoD files. Purchasers of the Advance PDF will receive a coupon for the PoD so that their combined purchase amount will be the cost of buying the PDF/PoD combo.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

I’m closing out Get Your GURPS Week with one of the many campaign-oriented books Steve Jackson Games publishes. Banestorm is a complete world book to get folks started with the fantasy-oriented aspects of the system. For other campaign-enhancing books, check out GURPS ZombiesGURPS Dragons, and GURPS Infinite Worlds. No doubt, a lot more of the SJG campaign books will start showing up on DriveThruRPG soon.

Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters – including people snatched from our Earth and other worlds by the cataclysmic Banestorm!

Whole villages were transported – from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren’t ancient history here – they’re current events!

Characters can journey from the windswept plains of the Nomad Lands – where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla – to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb’al-Din.

This book provides GMs with a complete world background – history, religion, culture, politics, races, and a set of 16 detailed, full-color maps – everything needed to start a GURPS campaign. Phil Masters (GURPS Discworld and Hellboy RPG RPGs) and Jonathan Woodward (Hellboy RPG and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to the just-released GURPS Fantasy and GURPS Magic.

So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Ray Greer of Hero Games fame told me the story of how he convinced Steve Jackson to push his deadlines and include guns in the original release of GURPS; Steve was just going to stick with fantasy-level support, since a lot of folks loved the core rules for just that (and its roots in the game-changing The Fantasy Trip didn’t hurt that impression, either). GURPS Fantasy establishes beyond question the strength of the system for the most popular genre of gaming in the world.

At the same time, there’s lots of other genre-support material for GURPS fans – GURPS Horror and GURPS Supers, as examples.

Fantasy – from ancient myths to popular films, stories of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a comprehensive guide to the entire Fantasy genre. Building on the flexible, streamlined Fourth Edition rules, it helps you develop a campaign to explore the world of your favorite book or film – or create a new one from your own dreams. The main emphasis is on historical fantasy, in settings from the Bronze Age to the Renaissance, but the principles apply to any fantasy setting, from the prehistoric past to the remote future.

A complete campaign setting, Roma Arcana, is ready to use in your own campaign. It can stand on its own, or fit into the Infinite Worlds campaign framework from GURPS Fourth Edition. Send a band of adventurers on impossible missions in a magical Roman Empire, as they struggle to hold back the darkness from their native city and win honor.

You’ll find help in running your campaign in Roma Arcana or any other setting – advice on creating balanced parties, devising scenarios to challenge them, and using the game systems to achieve dramatic effects.

Take the most flexible, most consistent game rules system available, and use it to run the campaign of your dreams.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

As we roll on with Get Your GURPS Week, let’s look at one of the most popular GURPS releases ever. How this system handles varying levels of technology is one of its strongest design foundations, and the various books that cover the many options for gear in the nigh-infinite number of games you can play is a huge selling point. Along with this one – GURPS High-Tech – there’s Low-TechUltra-Tech, and Bio-Tech, giving both players and GMs massive options for their campaigns and characters. The fact that immense research goes into these books makes them useful to any game, regardless of system (in fact, that’s why this one, in particular, is so beloved by gamers across the decades).

From the Industrial Revolution to the Digital Age, GURPS High-Tech lets you outfit adventurers of all stripes, be they a pioneer party just trying to survive or a SWAT team taking down bad guys. Its meticulously researched TL5-8 hardware includes:

  • Weapons. Descriptions and stats for hundreds of historical weapons – small arms (from muskets to assault rifles, plus oddities and prototypes), light artillery, explosives, and more – with new rules for guns, gunmen, and “Gun Fu.”
  • Armor. Head-to-toe protection for every budget.
  • Vehicles. An essential selection of rides. Cover ground by stagecoach, jeep, or tank . . . cruise the coasts by kayak, surfboard, or patrol boat . . . cross the skies by glider, plane, or helicopter . . . and more.
  • Tools. Complete tools of the trade for such specialists as detectives, divers, firemen, medics, spies, and thieves.
  • Electronics. From early telegraphs to modern computers, medical scanners, and surveillance devices . . . if it beeps or blinks, it’s covered.
  • Survival Gear. Camping equipment, first-aid kits, rations, and everything else explorers need.

GURPS High-Tech requires the GURPS Basic Set, Fourth Edition. The notes on real-world equipment will enhance any game set after 1730.

Bonus! Includes a free copy of GURPS High-Tech: Weapon Tables! No need to go through 256 pages of troublesome words when all you need is a Colt Python’s Bulk and Rate of Fire rating.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

(Another post today, getting us caught up from missing yesterday) – Get Your GURPS Week continues with the other half of the GURPS Basic Set duology, this one focused on all the campaign-oriented stuff you’ll need to do pretty much “all the things” in GURPS.

GURPS Basic Set: Campaigns.

With GURPS, you can be anyone you want – an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. Fourth Edition makes it even better!

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II – plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don’t have to play in the core setting – there isn’t some game-altering metaplot – but it’s there if you want it.) This 240-page, full-color PDF contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

GURPS Campaigns is the companion book to GURPS Basic Set: Characters. The two provide everything you need to play or run a GURPS campaign.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

(In missing yesterday – due to travel back from Con on the Cob – I’m “backdating” this Pick to make up for it.)

Gotta admit, I did not see this coming. Steve Jackson Games’ GURPS (Generic Universal Roleplaying System) is actually up on DriveThruRPG! In celebration of this surprise shift in my universe, I’m declaring this Get Your GURPS Week!

Naturally, I think opening up with the core book is the right move here – GURPS Basic Set: Characters.

GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine. Use all types of weapons from clubs to lasers . . . magic and martial arts . . . psionics and superpowers.

Create exactly the character you want to play . . . your favorite fictional hero, or your own invention. Choose from over 400 advantages and disadvantages, over 350 skills, spells, and techniques. Customize your character with individual perks and quirks, and you’re ready to go.

No more switching game systems when you change campaigns! GURPS gives you one set of clear, comprehensive rules to cover any background. This new Fourth Edition is based on 16 years of gamer feedback from the Third Edition, and is faster and easier to play than ever before.

GURPS makes the Game Master’s job easy and fun. All rules are carefully organized, indexed, and cross-referenced. Charts and tables are clear and legible. And to help you introduce new players to the system, there’s a “Quick Start” section which covers the basics in a few pages.

This is Book 1 of the two-volume Basic Set. Only this book is necessary to play. Game Masters, and players wanting more detail, will find Book 2 valuable.

GURPS Characters is the companion book to GURPS Basic Set: Campaigns. The two provide everything you need to play or run a GURPS campaign.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Closing out Oddly Wonderful Week with a … Superhero? Mythical? Detective Noir? Y’know, it’s kind of all of that, and kind of a lot more. I’m kind of reminded of that quirky Dark City movie, but there’s a lot more going on here. The art alone drags you into this place where nothing is at it seems and everyone… is legendary.

THE CORE BOOK FOR THE AWARD-WINNING COMIC-BOOK NOIR RPG SET IN A CITY OF ORDINARY PEOPLE AND LEGENDARY POWERS

Hit the rainy streets of an enigmatic metropolis as a modern-day legend in search for the truth. Investigate unsolved cases, uncover the stories of the city residents, and confront the hidden forces pulling the strings from beyond the veil of the Mist. Make hard calls about which aspect of your life to promote and which to neglect; then suffer the consequences. And when it all falls apart, stop holding back and become the unstoppable incarnation of your Mythos…

The City of Mist Core Book contains everything you need to create and run City of Mist stories: rules for creating your own characters and crew, a comprehensive explanation of the roll+tags system, the Mythos & Logos character development rules, and a complete guide for the MC (aka Game Master) including tips on how to orchestrate the drama as well as guidelines and examples for creating cases, characters, locations, and story arcs.

The rulebook design is a homage to super-powered noir graphic novels with six comic strips, full-spread chapter covers, and staggering character and location art back to back.

WHAT’S IN THE BOOK?

  • Chapter 1: The Lowdown has the inside scoop on the life of a Rift (a player character) and the process of awakening, and describes some of the main City districts, locations, and local Rifts.
  • Chapter 2: Who Are You? is a guide to the Exposition Session, in which you create your series as a group. It includes the complete character creation system using themebooks (questionnaires), quick character creation with Character Tropes, a system of crew relationships reflected in Help & Hurt points, sample crew themes, and a crew themebook.
  • Chapter 3: Working the Case is a comprehensive set of player rules, detailing the rules of the conversation, defining the use of tags and statuses as well as resources such as Clues and Juice, expanding on all eight core moves, as well as on four cinematic moves: Voiceover Monologue, Flashback, Montage, and Geek Out During Credits.
  • Chapter 4: Moments of Truth describes the game’s character and crew development system, including Mystery and Identity rules, Moments of Evolution, Nemeses, expanded Avatar and Sleeper (“Denying the Beyond”) rules, and three extra theme types: Ally, Base of Operations, and Ride.
  • Chapter 5: Behind the Scenes is a detailed breakdown of the MC’s roles, a step-by-step guide on how to run sessions including a variety of tools to help make your game cinematic, and an in-depth walkthrough for creating your own cases and designing your series based on the Iceberg model.
  • Chapter 6: This is MY City! is a comprehensive guide to Avatars and their operations and includes Avatar profiles, rules for creating and handling Dangers with a Danger Profile directory containing ready-to-use Dangers, and a special section on creating and using custom moves with templates and ready-to-use moves.
  • Throughout the book: a host of colorful examples for every rule and a range of optional rules to allow you to adjust the game to your group’s needs, with a specific emphasis on controlling the challenge level of your game.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Today’s Oddly Wonderful Week Pick is a special kind of horror game that I remain baffled how to explain, exactly, but I know it’s something very, very special. An Apocalypse World Engine game crafted by an all-women team to present a strange, horrific mystery based on the classic macabre legend of Bluebeard’s Bride. Each player represents an aspect of the Bride, and it all leads to what is behind that fateful door…

WILL YOU OPEN THE FINAL DOOR?

A young bride is wed to an ugly, but powerful man with a blue beard. He invites her to explore the house…but one room is forbidden. Eventually, the young bride falls prey to her curiosity and opens it, discovering the gruesome display of former brides murdered…

Explore Bluebeard’s mansion and create your own beautifully tragic version of the dark fairy tale with Bluebeard’s Bride. Experience the nightmarish memories that haunt the rooms of this broken place and discover the truth of what happened here. But it is up to you and your friends to decide whether or not you are a faithful or disloyal bride.

In this book, you get:

  • Five playbooks, each representing a different aspect of the Brides personality
  • Detailed instructions for running the game and playing to find out what happens
  • Tools for creating your own custom servants, rooms, and horors for Bluebeard’s Bride
  • Tips and tricks for managing horror at your table, including safety mechanisms

Bluebeard’s Bride is an investigatory horror tabletop roleplaying game that makes use of the same rules-light engine as Apocalypse World, Monsterhearts, and Urban Shadows to create stories of feminine horror in the vein of Crimson Peak, American Horror Story, and The Company of Wolves.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

So, you’re playing a supervillain. You have a demon that granted your powers, and that’s the thing that drives you. A bit different, but not really all that odd, right?

Wait.

The demon? That’s played by the player next to you. Also, you’re playing the demon of the player over on the other side of you.

Now that is Wonderfully Odd, doncha thing?

A demon gave you superpowers and it demands EEEEVIL!

In Better Angels, you play a supervillain trying to control the demon that gives you amazing powers—and you play the demon for the player next to you, pushing that player’s supervillain to greater and greater acts of supervillainy.

Do too much evil and the demon might take control. Too little, and—well, it’s a demon. It will find ways to punish you.

Better Angels focuses directly on characters’ moral stances. Is your villain Insightful or Devious? Cunning or Patient? Is your Courage as great as your Cruelty? Those characteristics drive your superpowers. They shape your relationship with your demon. And they are shaped by it in every scene.

Prepare yourself. There are diabolical inventions to create. Enemies and rivals to thwart.

AN ENTIRE WORLD TO CONQUER!

All it will cost is your soul.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

As I get ready to head out for Con on the Cob, I wanted to make sure you all knew about some kickin’ Kickstarters – some of which are coming to a close very soon.

First up, a project my good friend and awesome up-and-coming designer Wendelyn Reischl is involved with, a horror/science-fiction game from a team of talented and enthusiastic folks who are innovating the hobby. Act quick, this one is almost over!

Aliens & Asteroids: Sci-fi Horror Roleplaying

Streamlined game for fast, intense RPG sessions in a world inspired by classic sci-fi — in an expanding universe of hope and horror!

Aliens & Asteroids is a tabletop roleplaying game with a streamlined mechanic, fast character creation, and easy ways to ratchet up the dramatic tension of every encounter. The rules are focused on allowing you to tell exciting stories around alien encounters, abductions, combats, and horrors, inspired by science-fiction films like Aliens and Starship Troopers, computer games like X-COM: UFO Defense, and television shows like Babylon-5 and The Expanse.

Aliens & Asteroids is written to evoke the terror of being on a spaceship in the middle of nowhere being stalked by creatures only wanting to survive and thrive. Maybe you’re a tasty morsel. Maybe you’re a warm body for hosting the next generation of horrors. But it’s definitely going to come down to you or them.


An alt-history 16th Century in which dragons are used to conquer the American continent? Fffaaaaaannnn-tastic! Also, you can check out a free Quickstart to see if you are picking up what they are laying down (or whatever the kids are saying these days).

Dragons Conquer America Season 1: The Dawn of a New World

Feathered serpents, dragons, magic and epic battles await you in this new RPG. Discover the New World and Change the Course of History!

Dragons Conquer America is a tabletop role playing game that grabs the best of our award-winning RPC Engine and it carries it back in time to a fantasy-imbued iteration of the 16th Century, a living, breathing world full of mythological beasts, powerful magic and, of course, dragons.

We want to create this New World hand in hand with you. In Dragons Conquer America, each book will affect the next through your actions. During the first Season, entitled The Dawn of a New World, you’ll be able to experience the first two Episodes of the setting. 

Each one focuses on a different side of the epic clash between the Spanish and the Aztecs, and through them you’ll be able to rewrite history. The two campaigns contained in this book are full of action, intrigue, magic, and mystique


More and more folks are discovering just how awesome Savage Worlds is for action-tastic science-fiction gaming.

Welcome to Seven Worlds, a new Epic Science-Fiction Setting and Campaign for the Savage Worlds role-playing game, from Intellistories, official Savage Worlds Licensee!

Seven Worlds is a unique, epic hard(ish) Science-Fiction role-playing campaign and setting. In the year 2217 humanity’s greatest achievement is the colonization of the nearby star systems now known as the Seven Worlds, where humanity lives, thrives, and prepares for the next great wave of space exploration. But when the unexpected threatens humanity, only an unlikely band of heroes can unravel a deadly conspiracy and try to avert the Fall!

“This isn’t the usual Firefly-meets-Star Wars space opera, it’s more like The Expanse… Overall rating: 5 out of 5.”  – Halfway Station

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!