So, like I said last time, Spire is a great RPG that’s been out for a while (since the beginning of this year) but it’s new to me and I’ve fallen pretty quickly. I went over the awesome character options in my previous post but that’s only half the awesomeness awaiting you in Spire.
Hoo, it’s been awhile! When I took my brief hiatus following the birth of Baby Grue I had promised a second look at the rest of the Esper Genesis core rulebook. An attentive reader pointed out that I didn’t come back to this, so today I’m coming back to it! If you missed it, last time we looked at races, classes, and backgrounds in this game. Today we’re looking at setting, stuff, and aliens!
Being a Dungeon Master is hard work, especially if you want to create a deep and engaging setting for your players. There’s no need to do it all yourself, though, you can get your players to help you with the worldbuilding. Not only does this help you with your workload for the game, but it builds buy-in from the players. Win-win!
As I write this, the baseball World Series is going on here in the States and people are looking forward to the World Cup for soccer next summer as the last countries qualify. I’ve never been that into professional sports (and I imagine that I’m not alone in that among RPG enthusiasts) but they’re a great way to add some depth and color to a campaign world. In this post, I go over a few ways to do that.
My brother and I just released a Gith Handbook on the DM’s Guild and I’m pretty proud of how it turned out. We’re both huge fans of the Planescape setting and while that hasn’t been approved for writing on the DM’s Guild there are plenty of topics that have been so we’re exploring the edges of things for use with D&D 5e. To that end, I thought I’d give a new generation of players what they need to start in on this amazing setting.
A few weeks back, I posted some thoughts about Star Trek: Adventures by Modiphius and then the other day I got a semi-final copy of the pdf from them. If you’ve read through that post you know I had some concerns about the direction things might be headed and now I get to see if those were justified or not. Let’s lay in a course!
When I was a kid, I was obsessed with dinosaurs. I memorized names, watched Jurassic Park on loop, and poured through National Geographic information books. My brother and I had Jurassic Park dinosaur action figures that we gleefully set up massive battles amid the ferns in the yard with raptors stalking the X-Men and pterodactyls swooping down at a Starfleet away team. It was fun and a crazy mash of worlds… and it’s the reason I was so excited when I saw Predation in Monte Cook Game’s lineup of Cypher worlds.
Last time I went over the history of the Dark Horizon setting and today I’m back with more! Since the last post was so long (#selfpromotion) it might surprise you that there were zero humans in the whole thing. Even discounting the long history of the galaxy before this timeline begins, there is nearly eight hundred years of setting events before we even get to humans. Since you all are humans, though, you might be interested in what happens after that happens.
Fria Ligan and Modiphius have released their latest game: Tales From the Loop. This uses the same base mechanics as Coriolis and Mutant: Year Zero with a setting that draws from 1980s strangeness like Stranger Things and Flight of the Navigator. There’s a lot in this book so I’m going to be breaking it up into multiple review articles.
Onyx Path, the current publishers of the World of Darkness lines, have been doing a lot lately to come up with material for historical settings. White Wolf did their share with Requiem for Rome, the vampire setting in the Roman Empire, and Mage Noir, a much thinner book about mages in World War II and after. Onyx Path continued with Victorian Lost, a changeling sourcebook for 19th-century England, and then decided to make a sourcebook with just a bunch of different historical settings, a book called Dark Eras that they would Kickstart.
Then things exploded.