When I started writing about Dinotopia I had some strong ideas about how I’d approach it with different gaming systems. I’ve been percolating the ideas ever since and I thought I’d share the first part of running Dinotopia in the Fate system.
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.Continue reading “Kids’ Games and Games About Kids”
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.
It’s time for another part of the Invasion of Earth campaign for Mutants & Masterminds. Last time, I outlined the option to recruit allies and build up the defenses of Earth in the face of this invasion, but now I’m presenting the challenges to that. While the PCs are looking for friends and creating a strong Palladion Initiative, there are foes and enemy scouts constantly landing on Earth to drive home the danger.
Along with the Federation and the Romulans, the Klingon Empire is likely to be one of the factions your players might like to try out in Star Trek Adventures. What might that look like at your table? Well, it’s a tall order to cover in a single post but these resources should get you started!
Last time, I laid out the general plan for my Cosmic Invasion campaign where aliens are headed for Earth and it’s up to your superheroes to gather together an army to meet them from the supers of the world. Next up? How the heck you might actually accomplish that.
I’ve been enjoying Star Trek Adventures a lot and think it’s well-poised to become the sort of sweeping Star Trek RPG that Last Unicorn Game’s Star Trek RPG was. To do this, though, it needs to expand beyond Federation starships and into territory that Star Trek fans are interested in and don’t necessarily have an on-screen model for. To help with that process, I’m starting with a short guide on how to play STA as everyone’s favorite xenophobes: the Romulans.