Like Starfleet, the characters of Star Trek Adventures are divided into three major divisions: command, operations, and science. To support character development in the game, Modiphius has three supplement books planned, one for each division, and… More
So, I’ve been looking up a lot of science discussions about aliens for an upcoming project (you’ll see) and it’s a bit of a rabbit hole to say the least. There are countless examples of aliens out there from Star Trek’s various foreheads to the tongue-in-cheek aliens of Futurama. But for a hard sci-fi setting like Eclipse Phase that won’t work. So how do you make some interesting but realistic alien ecosystems? Here are some resources.
Continuing with the Ten Things to Know About the Chronicles of Darkness, today we’re going to go over the world of Werewolf: the Forsaken. While it inherits some of its themes from the older Werewolf: the Apocalypse, it’s a very different game with some interesting quirks.
Ryan Chaddock has been a subject on this blog since its very beginning. Mostly of the time that has been because of his Cypher System products, but today I want to talk about his second foray into adapting D&D 5e to a different genre. With his gaming label, Scrivened LLC, Chaddock has taken on cinematic spacetravel with Hyperlanes but now he’s coming out with a new book all about the apocalypse.
I’ve written before about how I love the Cypher System kids’ game No Thank You, Evil! and it’s ability to be whatever sort of game you want. My own son, Little Mephling, is currently obsessed (obsessed) with Mouse Guard and so I wrote some new nouns for NTYE to play mouse characters. Today I’m back with some options for that other classic icon of mischief: goblins.
The first major sourcebooks for Star Trek Adventures are out! The game has seen a core book, adventures, pregenerated characters, and custom dice but not much in the way of official expansions of mechanics and options. There are two books releasing next month but if you have the PDF Collection then you’ve already gotten links to them. The first one (alphabetically) is a sourcebook outlining the Beta Quadrant, home to the Klingons, Romulans, Orions, and other nasties. What is the book like? Well read on and find out.
Craig Campbell is the founder and lead designer for Nerdburger Games, a professional RPG author for nearly two decades who just recently published his first game Murders & Acquisitions. Now that Craig’s starting his second Kickstarter he graciously agreed to answer some questions about the new game: CAPERS!
Last week I gave you guys Ten Things to Know About the Chronicles of Darkness as a quick way to get your gaming group up to speed on this rich setting. I’m now spending time on each of the game lines to round things out. There were seven items on the last list; this time we’re circling back to the splats and then including some specific items about vampires.
Campaigns (or, more properly, “chronicles”) in the World of Darkness involve a lot of different elements. These gamelines have been celebrated for decades as rich storytelling systems that have huge followings but they also are notoriously dense in lore. If you want to start a new campaign using the Chronicles of Darkness, here is a short list of items to get your gaming group up to speed.
Last time we looked at Kids On Bikes we focused on characters and collaborative worldbuilding. This is how things look from the players’ side of the table and is an important part of the game, but today we want to look at the other half of the equation. What tools does the game provide for GMs (on or off bikes)?
Star Trek Adventures is designed for starships warping around the galaxy, chasing down adventure on strange new worlds and contacting new life and new civilizations. One of the challenges in creating a campaign centered on a space station is a feeling of being stuck. What do your players do when you can’t head off into the final frontier? Well, here are a few ideas to consider.