He’s done it again.
Chris Dias published a modern-fantasy setting called Amethyst eight years ago and it really impressed me.Growing out of that came the adaptation of the D&D 4e ruleset called Ultramodern4 which offered classes and rules for playing modern and futuristic characters with the Fourth Edition rules. The understanding of the system and the innovation of the rules were awesome and now Chris has repeated this accomplishment with Ultramodern5.
Continue reading “Ultramodern5”
So it’s probably not a secret that I’m a fan of the Cypher System. I have been ever since I got the original Numenera core book; I wasn’t lucky enough to jump on the original Kickstarter but I got it soon after and was enraptured. Now there’s a new sourcebook out that ties into the Torment: Tides of Numenera game set in the Ninth World, yet I wasn’t sure I wanted to get it. I’m really glad that I did.
Continue reading “Tides of Numenera: The Explorer’s Guide”
One of the steps to making a character in the Mouse Guard RPG is picking out where you were born. The map of the Mouse Territories shows tons of different towns but only a few of them but only the big eight are described in detail: Barkstone, Copperwood, Elmoss, Ivydale, Lockhaven, Port Sumac, Shaleburrow, and Sprucetuck.
The others are left to the GM and players to invent details for, which I think is a great idea. Still, I’d like to be able to make characters from these locations. There are many more towns with sentence descriptions and this is enough to come up with skills and traits for PCs.
Continue reading “Additional Communities”
After getting the second edition of the Mouse Guard RPG for father’s day in June, I’ve been gearing up to launch an online campaign on Myth Weavers. As with everything, though, no sooner have I started to read through and plan then my mind wanders to how to break what I’m looking at wide open.
Continue reading “A Guard by Any Other Name”