I’m continuing my campaign-building for my hypothetical City of Mist campaign and this time I’m delving into the antagonistic side of things. I established early on that Alexis had an enemy in the criminal known as the Red Queen, but I am thinking that’s not the ultimate threat here. It’s actually interesting (and super-noir) to have a criminal that the protagonists might end up working with. So that’s what we ended up with!
I was thinking back the other day to some of the awesome D&D supplements I’ve used in the past and how they are just collecting dust now (in my hard drive or on my shelf). Usually this is because I’m not really playing the games they were written for anymore (old editions, settings I haven’t been back to, etc) but there are some really awesome ones that I think I should have back in my repertoire anyways! Today I want to talk about five older books that you might not have heard of that you should check out anyways.
So a while back I wrote about the fantasy-noir PbtA game called City of Mist. I still have this game on my list of long-term campaigns but now that it has a new campaign book on Kickstarter it seems like the time to revisit this awesome game and give it the attention it deserves. In order to explore the possibilities of this game, I’m going to go through the process of world- and character-creation for the campaign that I’d happily launch tomorrow, players pending.
Today I’m back with more stuff about a Dinotopia RPG, following up on the two original posts about Dinotopia for Fate. As a modular system, we’ve already got everything we need to run a Dinotopia campaign but if you’re aiming to try it then here are a few NPCs to get the ball rolling!
Last time I came at you with some Fate rules for Dinotopia, I took the broad approach to making characters. This time I’m drilling down on something that’s very important for all characters and a little different from other Fate games: species. Characters’ species in Dinotopia likely affects nearly every facet of the character. Mechanically, it comes up in two ways: the character’s skill array and their species aspect.
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.
I’ve been thinking a lot about different sorts of games, and often about kids games. Reading stories to the little Mephling gets me thinking about playing RPGs with him eventually and what I’d want to start him on. The more I thought, though, the more I realized this is a tricky subject.
Thinking through the various stories of gods in the modern world for my Godlings Fiasco scenario, I started to wonder why all these tales seem to be snapshots of the past. If the gods are real and they’ve been around since the beginning of civilization then what have they been up to for two thousand years?
I love starting off campaigns with things already in motion but sometimes you’re starting something new and you need to take it slow. My preferred compromise is the Active Session Zero, a “pre-campaign” session where your gaming group can build characters together but also actually play the game. Today, we look at an Active Session Zero for Red Markets, the game of roaming zombies and cutthroat capitalism.