Planets of Peril and Vengeance, Arranged From A-Z An impossibly distant future. A vast sprawl of planets, each without parallel, with its own bizarre customs, bedeviling procedures, and wily inhabitants. As one of the implacable revenge-seekers populating The Gaean Reach Roleplaying Game, you know that correct intelligence on these worlds makes all the difference between […]
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To accompany my Dreamhounds of Paris game sessions, I created a playlist on Rdio. (Search for “Dreamhounds of Paris” should the link betray us.) If that happens to be your streaming music service of choice, you can use it as is. Otherwise, these notes can help you recreate it elsewhere. The playlist contains: Kiki de […]
A column about roleplaying by Robin D. Laws I designed DramaSystem to allow groups to impose their own dynamic on play. It gives you a framework and lets you decide what to do with it. So when it turns out that one-shot games tend to take on a cutthroat edge, that’s not because I installed […]
A column about roleplaying by Robin D. Laws Hillfolk and Blood on the Show present a couple of series pitches that cross the streams with our flagship GUMSHOE games. Chris Lackey’s “The Whateleys” lets you play in Lovecraft territory from the cultists’ point of view. My own “Mutant City: HCIU” flips the police procedural […]
See P. XX A column on roleplaying by Robin D. Laws Roleplaying offers a pleasure we don’t much mention or, for that matter, particularly think about. When you play with a group, you get to see how each of its members thinks. Here I’m speaking not so much of the content of their thought—about resource […]
FanExpo Canada rolls out this weekend at the Metro Toronto Convention Center. Robin will be joined this year on his home turf by his fellow Pelgranista Kenneth Hite. Their various appearances include a special live episode of Ken and Robin Talk About Stuff. Gather up your questions and catch them in the flesh at 3:45 […]
See P. XX A column on roleplaying by Robin D. Laws For a pivotal feature of the roleplaying experience, the ability of players to make choices that alter the course of events can be awfully easy to lose track of. The way in which an adventure is devised and delivered tends to alter both the […]
See P. XX A column on roleplaying by Robin D. Laws The text of 13th Age refers at several points to the tradition of “d20-rolling fantasy games.” The result of a super-designer team-up between boon pals Jonathan Tweet and Rob Heinsoo, the game arises very much from the the legacy of D&D. For legal reasons […]
Christian is very close to being finished with the layout for Hillfolk, and it’s really capturing the feel of the game. We’ve also had a picture from the printers of one of the bags for the Hillfolk tokens. Here are some initial mock-ups of how the books, the cards and the bag will look.
Talking at Yourself by Robin D. Laws Experienced GMs know to avoid situations in which multiple NPCs carry on a conversation. These conversations with yourself are hard for GMs to sustain and for players to follow. Most of the time you can engineer events so that this doesn’t happen. If one or more PCs […]