Last week, we tried to find out if any of you were as amused by some of the critiques of what we know of Fallout 3. The majority of people did not call me a moron, but only by a slim margin, as most of you picked that all the complains were reasonable. Second place […]
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Inquisition of the Week: Ridiculous Critiques
As I write this, the results of last week’s poll are still in the air. Calling it now means that most of you said that you will see “more than meets the eye” on opening night, just narrowly edging out those who will wait for the following weekend. I’m very surprised to see so few […]
Flog the Horse Once More
So apparently the back of my head made it onto Kotaku, from the auditorium at the Fallout 3 Press Event: Is this a benevolence beyond all recognition, or is it an evil that will never wash off?
About
In many games there is the concept of a “Critical Hit”, literally, a hit that is critical (in that it causes severe damage). In Dungeons & Dragons 4th edition, a Critical Hit is scored by rolling a “natural 20” on a die, which causes maximum damage and often extra damage from magic. In World of […]
The Quest for a Magic Sword
Magic Swords – real, true magic swords – were the stuff of legend. So the bards claimed. And bards claimed all sorts of ridiculous things.
Surviving
Survival mode pumps Fallout 4’s feel up to the right notch, adding a little something I missed without quite knowing it.
Shotgunning
Since that day my first nameless elf died in the gray-ooze cave in The Keep on the Borderlands, I was hooked. I got into roleplaying games over three decades ago because I was interested in the drama.
“Don’t Kill Your Grandfather”: A “Don’t Rest Your Head” Time Travel Hack
A time travel hack for the Don’t Rest Your Head RPG.
The Architect DM: On Modern and Futuristic Settings
I’ve talked quite a lot about worldbuilding and running roleplaying games in fantasy settings, but I’ve been planning on addressing modern and futuristic RPGs for a long time as well. One of the big hurdles that I have to overcome when thinking and writing about modern/future settings is that they seem inherently more difficult to deal with than their fantasy counterparts. For a modern or even a historic RPG I believe the difficulties come from the game being based in a real world that brings with it a vast amount of expectations from the players. If you’re running a game in these settings and a player at your table knows more about history than you, it can become very intimidating to even try to plan or run the game. Science fiction and futuristic games are a little bit better, but you’re still dealing with a lot of heavy science and realistic elements that can lead to issues where they might not have arisen in your typical elves and magic infused setting.
Barf Forth Apocalyptica! Review: Apocalypse World
Not for the faint of heart from both a thematic and playing philosophy point of view, Apocalypse World presents a very clever and potentially engrossing game. It’s main focus is not so much on player accomplishment (or setting exploration) but rather the relationships that form between PCs and the constantly mutating loyalties and rivalries between them.
If you’ve started enjoying story games that thrive on failures like Mouse Guard and Burning Wheel but want to explore a darker, very adult theme, Apocalypse World is worth giving a try.
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