Tabletop Gaming Feeds

Jordan Peterson vs Cathy Newman – FIXED

Jeffro's Space Gaming Blog - Sun, 01/28/2018 - 23:18

The carcass of the dead horse may be too scant to be beaten… but the Jordan Peterson / Cathy Newman debate is still the most entertaining thing on the internet.

Pop some popcorn, y’all. The rubble is going to keep on bouncing!

Categories: Tabletop Gaming Blogs

[BLOG] The formless wilderness

Beyond Fomalhaut - Sun, 01/28/2018 - 17:16
So yesterday we had a great game session where the characters ventured out into the wilderness in the pursuit of various adventure hooks, some campaign-specific and some plainly mercenary. There were forgotten ruins, great stone heads vomiting poisonous snakes, a griffin attack on the party’s lone horse thwarted by a very fortunate gust of wind spell, mountain lakes with magical ice, a mud pit full of giant leeches a PC just walked into, and mysterious stone circles with runic messages. A good time was had by all. The evening before yesterday, I was panicking over a blank piece of paper and The Tome of Adventure Design, trying to make a few feeble sparks of creativity catch on fire while the clock was ticking away. That happens every time I write a wilderness adventure, and no matter the practice and the fact that I’m quite good at running them, it doesn’t get much better. Writing wilderness adventures is surprisingly hard if we don’t fall back on a few overused concepts (which I’ll discuss below).
There is a good reason so many D&D adventures take place in dungeons, and that’s not just because descending into a mysterious underworld full of danger and riches is such a compelling idea. Dungeons are one of the most successful game structures, balancing ease of use with a lot of potential for complexity and depth. And of course, a lot of the rules (including spell descriptions) apply to dungeons, or are formulated in the context of dungeons. Dungeons gave us the original languagefor location-based adventures, and this legacy shows up in most game materials, even those that don’t describe dungeons per se, but look and feel like them anyway. “Dungeon-likes” may be the most common form of RPG scenario next to mission-based ones.
Scorpion Swamp: the original pointcrawlSadly, the OD&D booklets never developed a comparably powerful engine for adventuring above ground. There are a lot of fascinating ideas scattered in the text of The Underworld & Wilderness Adventures which outline some kind of implied setting, but I am not sure Gary & Co. ever used them that cohesively or comprehensively. Whatever its virtues, it didn’t catch the popular imagination and was pretty much forgotten until interest was rekindled in OD&D in the 2000s. Pretty much the same happened to Judges Guild’s simple and amazingly functional campaign hexagon system – there are a lot of hex maps in 1980s and 1990s game products, but they are vestigial, used only to measure distances, and not to structure and run game space. On the other side of the coin, the wilderness exploration guidelines in the AD&D Dungeon Masters Guide don’t form a complete system: they are disconnected ideas which relate to running a wilderness, but don’t present clear procedures you should follow in play. In the end, more space in the DMG is dedicated to aerial combat than designing a wilderness. The Fighting Fantasy gamebook series had the great Scorpion Swamp by Steve Jackson (the American one), which mapped a swamp on a square grid consisting of “clearings”, each with some kind of encounter in it. This was perhaps the best model for a non-linear wilderness game, but it didn’t really cross-pollinate tabletop games.
We know a lot about the megadungeon (“the mythic underworld”), but we don’t even have an approximately developed idea about the... megawilderness(Moorcock called it “the exotic landscape” in Wizardry and Wild Romance). The wilderness as a place of fantastic dangers, natural wonders, monstrous adversaries and lost history has even more precedents in fantasy literature than big dungeons, and wilderness maps are a very big thing in fantasy fandom, but it has not been distilled into a coherent package of rules, guidelines and building blocks. The closest is the hex-crawl, which gives you large-scale travel based on day-to-day movements on a hex map, features of interest to explore, and random encounter charts to complicate things. It is the best way I know to run grand expeditions. But even the mighty Judges Guild stumbled when it came to packaging a smaller piece of wilderness into an adventure. Hexes fail when they are applied to finer terrain (there is both too many and not enough of them), and that doesn’t even cover filling the wilderness with interesting encounters.
***
The consequences have been with us ever since. Where running a place consisting of connected rooms and passages has established standards and a lot of helpful techniques and idea generators, the same does not apply to running an open landscape. In the absence of translating the idea of traversing fantastic landscapes and discovering danger and riches therein into a gameable thing, we have a tendency to reach for crutches and substitutes.
Eriador, land of poor road planningOne of the big ones is roads. Roads connect big hubs of activity like cities and dungeons, and they can have interesting stops (inns, encounters, things to see and roadside lairs to explore), which makes for an exciting journey. Roads can be concrete or figurative (rivers, valleys, etc.). Roads are the easiest, but they are also lazy and they make players lazy. Like the overly linear dungeon, they cultivate bad habits and lack the true feeling of discovery. For all the care I invest in my wilderness maps, my players still have an annoying habit of staying on the roads, and missing out on several points of interest. I either have to point them directly at the vicinity, or yank the rug from underneath their feet to prod them into expedition mode. This is a big reason why my settings increasingly lack developed road networks, and occasional trails taper off after a few hexes. (Seas and large bodies of water also encourage a sort of open exploration approach.)
Another substitute for deep wilderness action is to populate the wilderness with dungeons instead of treating it as one. This is the classic case of falling back on familiar modes of play to avoid getting tangled up in a less defined one. Mini-dungeons are easy to develop on a tight time budget, and they give a good bang for the buck. But the moment you are entering a mini-dungeon is also the moment you are exiting the wilderness. You can even see it in Wilderlands of High Fantasy, whose wilderness is populated with “Citadels & Castles”, “Ruins & Relics”, “Idyllic Islands” and “Lurid Lairs”. They are very much about non-wildernessy things you find in the wilderness.
The third substitute is to use monster encounters, and lots of them. This is largely logical – you stock a dungeon with dungeon monsters, and you stock a wilderness with wilderness monsters. The monsters have lairs and they can also be found roaming at random and maybe having conflicts and interactions with each other. But just like a dungeon filled with monster closets feels one-note, so does a wilderness filled with monster closets.
Perhaps we are still missing the forest for the trees?
***
So then what about true wilderness play? There is no big solution in this post, and some of it feels a bit obvious to restate – but here it goes. It should be something analogous to a developed dungeon, but use the fantastic game logic of the exotic landscape instead of the fantastic game logic of the mythic underworld. It should be intuitively understandable and easy to replicate in preparation and play. Here are just a few things which I think deserve thought and attention.
There should be a robust movement systemto help players navigate. This can be a combination of the point-crawl(a system of lines connecting encounters in an interesting way, like a dungeon’s corridors and rooms), landmark-based navigation (approaching, avoiding, or leaving behind natural and man-made landmarks and distinct terrain features), and compass-based movement (move in any of the eight cardinal and ordinal directions). This system should be gamey, but flexible, with broad applicability. No need to figure movement points or cross-reference encumbrance with terrain types, but there should be a way to let both the GM and the players describe the party’s movement through the wilds in simple terms.
It is useful to have good, simple procedures for exploration. Dungeoneering procedures tell you how to get across a chasm, keep an expedition’s progress lit, batter down a door and so on. Likewise, wilderness procedures should tell us about foraging for food, keeping watch at night, navigating a treacherous mountain trail, taking care of pack animals, and spotting important landmarks from a distance. None of these should be more complicated than a few routine player decisions and a few dice rolls – after all, the emphasis is on dangerous and fantastic things, and the exploration procedures serve to ground them in a sense of reality.
Connected to the previous point, there is perhaps some need to reconsider game rules from the wilderness perspective. This is not a new thing, since things worked differently in OD&D’s dungeons and wilderness sections, but it has been only inadequately explored. If, say, spells were written with the dungeon in mind, how do they work in a forest? In the mountains? Can I lift a fallen tree from our path with an open doors check?
Mapping a wildernessBut above all, we should reconsider what makes a good wilderness encounter. Beyond monster encounters, dungeons have flavour (dungeon dressing), traps, tricks and enigmas. What are the equivalents out on a wilderness site? This is the main question. Of course, a lot of dungeon accoutrements have a place in the wilderness. Mysterious statues, glittering pools, or deep chasms with something interesting down on the bottom feel as much at home in an enchanted forest as in the underworld. Mechanical traps and secret doors are harder to find counterparts for. Treacherous ground? Malevolent vegetation? Something hidden in the roots of a massive tree? These should be encounters where the characters can observe, experiment, and come up with unorthodox ideas to cut Gordian knots. How do we get across a raging river? Do we take the slippery-looking and altogether too convenient bridge, or do we create our own rope bridge? How do we investigate a seemingly abandoned hut? These open questions make for memorable adventures full of improvisation and ‘Eureka!’ moments.

The greatest potential lies in putting ideas from adventure novels, movies, mythology and fantasy into the context of a magical, gamified landscape, and mashing them up until they are their own thing. These are the equivalents of the true dungeon trick/enigma, like the enchanted field, the tree laden with different kinds of magical fruits, the burial grove where the long dead rise to consult the living, and many such ideas. They are not about the literal translation of original concepts, but creating something new through the power of dream logic and loose association. It is somewhere in these foundations that we will find the true idea of the megawilderness, and give it a form we can bottle and distribute to other gamers.
Categories: Tabletop Gaming Blogs

"Blood On The Beach" An Old School Campaign Set Up For War - Using L1 The Secret of Bone Hill By Lenard Lakofka OSR Commentary

Swords & Stitchery - Sun, 01/28/2018 - 15:56
"Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford, seeking unwary victims. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford."    Lets get the details out of the way first;"The Secret of Bone Hill is Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Weird Revisited: In the Belly of the Beast

Sorcerer's Skull - Sun, 01/28/2018 - 15:00
This 2012 post on the hunting and uses of the leviathan didn't make it into Weird Adventures.
Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.

Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.

The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.

Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.

Ravagers of Saltmarsh - OSR Commentary On U3: "The Final Enemy" (1983) By Dave J. Browne with Don Turnbull

Swords & Stitchery - Sat, 01/27/2018 - 19:10
" At last! An opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified - evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh?"So I had this dream last night about U3 The Final Enemy because I was reading through the module before bed. I've been on the moveNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

(Pathfinder) Teeth of the Storm

Ten Foot Pole - Sat, 01/27/2018 - 12:16


By Ron Lundeen
Run Amok Games
Pathfinder
Level 1

Late at night, the storm howls and sheets of rain fall. The High Road is supposed to be safe and well-traveled, but this stormy night there has been no one else on the road and no place to stop for shelter. A gruesome scene on a rain-slicked bridge leads to a nighttime race to grant a restless soul peace.

Gah! Freaky fucking cover!

This 38 page “adventure” has eight scenes. You’re trying to track down a local nobles undead kid and put him to rest, complicated by a troll running around. Linear, padded text, too much read aloud, endlessly droning DM text. Also, at least one good bit of imagery, but, like Paperboy, it’s not worth it, kid.

Scene 1: You stumble on the scene of a battle on a bridge, then skeleton attacks. Scene 2: Meet aristo at an inn. Scene 3: Troll attacks. Scene 4: Aristo pleads with party to take over his mission. Scene 5: Chase after the troll. Scene 6: Party kills undead kid. Scene 7: Fight maggots in graveyard. Scene 8: Put kid to rest/fight undead. This takes forty pages because … well … the designer doesn’t know any better? I can only assume they’ve only seen examples of shittily written adventures.

Three sentences. THREE. FUCKING. SENTENCES. That’s how much read aloud you get to put in a time. You put the fucking information in the adventure in such a way that the DM can communicate it AS the NPC. Or in back & forth questioning/responding to the players.

I don’t know what the fuck else to say. The DM text is padded to fuck and back with endless trivia and go-nowhere statement. Hence the forty pages. “The party might be suspicious of the open gate in to the cemetery, particularly is they realize it detects as magic and requires a Will save for some reason. Therefore, the party might instead decide to enter the cemetery by climbing over the fence or obelisk.” This is after a paragraph listing the climb DC’s for the fence & obelisk. “Once inside the party must locate the kids resting place.” Uh huh. You forgot to say they also need to breathe.

The designer doesn’t know how to write an adventure. The ideas aren’t in and of themselves bad, but he presents them in just about the worst way possible. An aristo hunting his undead son, a vindictive troll … the dead of night in a storm .. it’s a good gimmick. At one point skeletons claw their way out of corpses, bursting them, in order to attack. That’s pretty fucking good right there and EXACTLY the sort of imagery I’m looking for in an adventure.

I like the overall idea but it’s close to incomprehensible here, buried in the text the way it is.

This is $6 at DriveThru. The preview doesn’t work. Sucker.
http://www.drivethrurpg.com/product/104119/Teeth-of-the-Storm

Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnel NOW on sale!

Two Hour Wargames - Sat, 01/27/2018 - 01:17


Rules are now on sale, minis and tunnels will be Monday on Kickstarter.

Buy it now here.

Categories: Tabletop Gaming Blogs

Cults, Chaos, & Dungeons Design Amid War - More D1 Descent Into The Earth By Gary Gygax Commentary

Swords & Stitchery - Fri, 01/26/2018 - 17:10
So PC's have explored Gary Gygax's D1 Descent Into The Depths of the Earth & now the world is safe! The Hundred Years War is wrapping up, all is right, & now events are in motion after  the Battle of Castillon. The party can relax & move on with their lives! Not in the least. Moping up the affairs of Europe are going to years and here's why. Right so one of the side lines of Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Fantasy and Science Fiction’s Most Acclaimed Potemkin Village

Jeffro's Space Gaming Blog - Fri, 01/26/2018 - 02:54

Let’s take a look at a signature story of the critically acclaimed award winning author.

Omelas sounds in my words like a city in a fairy tale, long ago and far away, once upon a time. Perhaps it would be best if you imagined it as your own fancy bids, assuming it will rise to the occasion, for certainly I cannot suit you all. For instance, how about technology? I think that there would be no cars or helicopters in and above the streets; this follows from the fact that the people of Omelas are happy people. Happiness is based on a just discrimination of what is necessary, what is neither necessary nor destructive, and what is destructive. In the middle category, however – that of the unnecessary but undestructive, that of comfort, luxury, exuberance, etc. — they could perfectly well have central heating, subway trains, washing machines, and all kinds of marvelous devices not yet invented here, floating light-sources, fuelless power, a cure for the common cold. Or they could have none of that: it doesn’t matter. As you like it.

Is this supposed to be fantasy or science fiction…? Both…? Neither…?

Whichever way you look at it, it fails to deliver. As fantasy, you don’t get an actual magical place from a mythic past that could very well have been true. As science fiction, you do not get a far future society on a distant planet.

Le Guin doesn’t even go through the motions to create a transparent allegory. Gosh, the dreaded “message fiction” of today is actually a step up from this. All of the smarminess of an NPR radio essay is here, sure. But even the pretense of honest storytelling is gone. All of the skill and powers that fantasy and science fiction authors devote to their craft to create a sense of verisimilitude…? It’s not only dispensed with entirely. This story doesn’t even get the tongue-in-cheek cogency of a shaggy dog story!

I incline to think that people from towns up and down the coast have been coming in to Omelas during the last days before the Festival on very fast little trains and double-decked trams, and that the train station of Omelas is actually the handsomest building in town, though plainer than the magnificent Farmers’ Market. But even granted trains, I fear that Omelas so far strikes some of you as goody-goody. Smiles, bells, parades, horses, bleh. If so, please add an orgy. If an orgy would help, don’t hesitate. Let us not, however, have temples from which issue beautiful nude priests and priestesses already half in ecstasy and ready to copulate with any man or woman, lover or stranger who desires union with the deep godhead of the blood, although that was my first idea. But really it would be better not to have any temples in Omelas – at least, not manned temples. Religion yes, clergy no. Surely the beautiful nudes can just wander about, offering themselves like divine souffles to the hunger of the needy and the rapture of the flesh. Let them join the processions. Let tambourines be struck above the copulations, and the glory of desire be proclaimed upon the gongs, and (a not unimportant point) let the offspring of these delightful rituals be beloved and looked after by all. One thing I know there is none of in Omelas is guilt.

Talk about a product of its times. This comes off like some sort of brainstorm session for a horrible, bloated Robert A. Heinlein novel from a point in his life where he had the benefit of neither an editor nor common sense. But I have to give that dirty old man his due: he at least tries to get the reader to feel something, to vicariously share in his swinging concupiscence.

If you were going to be as charitable as possible, you might say that Ursula Le Guin wrote philosophy disguised as science fiction. But by the time 1973 rolled around, it’s clear that she just wasn’t that into keeping up appearances.  And compared to the truly great writers like Lord Dunsany, A. Merritt, Robert E. Howard, and C. L. Moore, it’s obvious that she could not keep up with the level of artistry expected of even the more mediocre pulp writers.

Of course when it comes to the effluent spewing forth from the establishment media on the topic of fantasy and science fiction, genuine brilliance, craftsmanship, and verve are not the criteria at all, are they?

If you have the right political bona fides, the accolades come cheap.

Categories: Tabletop Gaming Blogs

La ePtite Mort OSR Mail Call & More OSR Commentary

Swords & Stitchery - Fri, 01/26/2018 - 01:01
So today I've been on the road & tomorrow I'm going to be on the road again with work. But I was able to sneak in some time for my personal OSR mail call. So I've been waiting for an inexpensive hardback of The Lion & Dragon Rpg from lulu.  I like what I see from just the slight read through because I'm a Dark Albion & Dark Albion Cults of Chaos cheerleader.  I've used both books as settings Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Flip Through Review Coalition Wars 4 Cyber-knights

Gamer Goggles - Thu, 01/25/2018 - 19:30

This is the fourth book in the Coalition Wars campaign. This book may seem out of place for the war on magic, but hosts the most crucial point in Cyber-knight history.

Click here to view the video on YouTube.

 

If you are a Cyberknight fan this is a must have book – even if you could careless about the war.

Categories: Tabletop Gaming Blogs

Mutants, Murder, & Wilderness Weirdness - Olathoë' Session Report Nine

Swords & Stitchery - Thu, 01/25/2018 - 08:06
Hyperborean trade house business, petty murder, & deep wasteland exploration market tonight's game. A trade caravan is now on its way deeper into the Western Wastelands. The part is going to be passing the head quarters of a cult  operating fifty miles outside of the Outpost of the Western Wastelands in an abandon temple of the Huldra ("hidden beings") but tonight their dealing with the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

She Made Science Fiction Dull… and Fantasy Uninspiring

Jeffro's Space Gaming Blog - Thu, 01/25/2018 - 05:21

With Ursula Le Guin’s passing, the mass media outlets are out in force and in lock step as usual.

A headline writer at NPR proclaims, “Ursula K. Le Guin, Whose Novels Plucked Truth From High Fantasy, Dies At 88.” This is objectively untrue. Real fantasy does of course touch on capital “t” Truth. This is because it is rooted in real mythic tales hailing from real cultures, encapsulating not just the wisdom of the ancients, but in some cases even presaging the good news of Christianity.

Regardless of your opinion of Christianity and the various Pagan peoples, you have to admit… it’s an astonishingly rich dialog replete with some of the most inspiring imagery mankind has yet produced. Le Guin, however, did not make a career out of working with these materials to produce something new. She subverted them. She used them as fodder for an ideology amounts to little more than intellectualized resentment.

As The Washington Post puts it, she “upended the male-dominated genres of fantasy and science fiction, crafting novels that grappled with issues of gender inequality, racism and environmental destruction.” The New York Times says “Ms. Le Guin embraced the standard themes of her chosen genres: sorcery and dragons, spaceships and planetary conflict. But even when her protagonists are male, they avoid the macho posturing of so many science fiction and fantasy heroes. The conflicts they face are typically rooted in a clash of cultures and resolved more by conciliation and self-sacrifice than by swordplay or space battles.”

I have a hard time imagining it really. How can it possibly be an innovation when someone comes along and takes a genre synonymous with thrills and adventure… only to drain it dry of anything that smacks of heroism. This is absolutely bizarre to me. I mean I honestly don’t get it.

What exactly is there here to celebrate?

Well, The Guardian has one explanation for why the big media outlets are positively beside themselves singing her praises: “Most of the characters in my fantasy and far-future science fiction books are not white. They’re mixed; they’re rainbow. My colour scheme was conscious and deliberate from the start. I didn’t see why everybody in science fiction had to be a honky named Bob or Joe or Bill. I didn’t see why everybody in heroic fantasy had to be white (and why all the leading women had ‘violet eyes’). It didn’t even make sense. Whites are a minority on Earth now – why wouldn’t they still be either a minority, or just swallowed up in the larger coloured gene pool, in the future?”

These are the words of an intellectual giant, no doubt. But hey… I do think we ought to give credit where credit is due. Ursula Le Guin managed to create science fiction and fantasy for people that hated science fiction and fantasy. That’s no mean feat!

And if you limit the definition of “woman” to hard core Marxist/feminists that really want to sock it to the honkies, then yeah… I guess she really was the first significant woman in fantasy and science fiction just like everybody says.

Categories: Tabletop Gaming Blogs

Remembering Ursula K. Le Guin

19th Level - Thu, 01/25/2018 - 03:12


I discovered Ursula Le Guin back at the University of Connecticut in my final year. I had the opportunity to take a few electives - my last year included classes like Age of the Dinosaurs and Science Fiction - and the Science Fiction class included her The Dispossessed. It was my favorite book in that class - and to this day it remains one of my favorite books. Subtitled An Ambiguous Utopia, it's great science fiction that makes you think. It doesn't give easy villains but rather people trying to do the best they can.

Ms. Le Guin passed away on January 22 at the age of 88. She lived a long life and had a successful career - in my opinion her greatest works are among the greatest of the 20th century. She bridged genres and made it look easy. There was a hardness to her science fiction, such as a universe with no faster than light travel. But her stories were very much social ones, exploring ideas such as sexuality and gender roles, anarchy, capitalism, etc. Her Earthsea novels are superb examples of young adult fantasy. The Dungeon Master in me loves the idea of a game set on a world of islands and seas...

Like many artists and writers, what she created will live well beyond her years.
Categories: Tabletop Gaming Blogs

LSR Now Available

The Splintered Realm - Thu, 01/25/2018 - 00:17
Legends of the Splintered Realm, my first new release in about two years, has been posted on RPGNow. It's a pay-what-you-want download, so I guess you have nothing to lose...

And for what it's worth, this game feels to me like a Lord of the Rings RPG should feel. I think it actually emulates that world really well. I like how character levels scale; it's possible to have a group of level 1 hobbits walking around with a level 5 wizard, and they all can contribute. It doesn't have concrete character stats so much as it paints characters in broad strokes, giving each one a few unique abilities that make individuals stand out.

I'd love to hear what you think.


Final Days for Starfinder Masterclass Miniatures

Gamer Goggles - Wed, 01/24/2018 - 22:36
Final Days for Starfinder Masterclass Miniatures Pledge Manager DON’T MISS YOUR CHANCE! PLEDGE MANAGER CLOSES MIDNIGHT JANUARY 25 Starfinder Masterclass Miniatures Pledge Manager Still Available! Don’t miss out on this last chance to get your hands on these high-quality resin miniatures for Paizo’s Starfinder Roleplaying Game! Paizo and Ninja Division Publishing are excited to bring you these high-quality resin miniatures for Paizo’s Starfinder Roleplaying Game. Ninja Division’s art studio has created stunning masterclass miniatures for your playing and hobbying pleasure! However, time is limited! Only 24 hours remain to access the Pledge Manager from Game On Tabletop! CLICK HERE FOR PLEDGE MANAGER PAGE! After a highly successful Kickstarter campaign, backers can now fill their pledge slots with the awesome miniatures they desire! And for those who are interested in obtaining their own collection of these science-fantasy miniatures, this is your last chance to get in on this amazing collection, including the epic new Blue Dragon; a Game On Tabletop Exclusive! This stunning Blue Dragon is only available through the Game On Tabletop Pledge Manager that you can visit by clicking on the above link! Don’t miss out! About Ninja Division Publishing LLC Ninja Division Publishing™, LLC produces and publishes high quality board games, card games, and beautiful hobby model miniatures for tabletops around the world. Ninja Division’s tabletop lineup includes beloved originals such as the ground-breaking, dungeon-dashing Super Dungeon®: Explore; the charming chibi-ninja battle game, Ninja All-Stars®; the immersive and ever-expanding space war of Relic Knights®; and the interstellar railway hold-up and heist, Rail Raiders Infinite™. Ninja Division also publishes an array of licensed games including favorites such as My Little Pony: Tails of Equestria™, Codinca™, DrunkQuest™, and the award winning family game, Luchador!™. With legions of fans around the world, Ninja Division encourages both collaborative and competitive play in its community of gamers of all ages!
Categories: Tabletop Gaming Blogs

5150 Bug Hunt Kickstarter coming Friday - Take a look!

Two Hour Wargames - Wed, 01/24/2018 - 20:37
Here's what the 15mm mins and tunnel system look like. Coming this Friday!








Categories: Tabletop Gaming Blogs

FROM THE CREATOR OF TAHALA, GAME ON TABLETOP DEBUTS THE SEIGNEURY OF BORTH ROLEPLAYING GAME

Gamer Goggles - Wed, 01/24/2018 - 20:27

FROM THE CREATOR OF TAHALA, GAME ON TABLETOP DEBUTS THE SEIGNEURY OF BORTH ROLEPLAYING GAME
LYON, FRANCE (January 22, 2018) – Game On Tabletop, the crowdfunding platform by gamers for gamers, and Guillaume Tavernier, creator of TAHALA, today launch the crowdfunding campaign for The Seigneury of Borth Roleplaying Game. The Seigneury of Borth is Tavernier’s second project with Game On Tabletop and the first in to be published in both English and French. The campaign is now live on Game On Tabletop.

Away from the commercial main roads, the little barony of Borth knew how to keep her authenticity and her rural charm. Decorated with cultivated fields and large grassy meadows, the region seems outside of time and out of the power strugglers of the kingdom. But under her surface, merchants enjoy the benefit of being away from watchful eyes of legislation and authority.

The Seigneury of Borth artwork really drives the play of the game and lends itself nicely to the card format,” says Guillaume Tavernier, Borth’s creator. “Gamers will have fun immersing themselves in familiar fantasy environs using our innovative cards for a new game play experience.”

Tavernier continues, “Game On Tabletop’s dedication to tabletop gaming is part of TAHALA’s success story and we’re looking forward to bringing our new RPG to life through the community.”

The Seigneury of Borth is an adventure setting for any medieval fantasy roleplaying game, presented in the unique format of giant placards. Players will need to inspect the cards carefully, paying attention to the smallest details for clues to access the passages, undergrounds, NPC secrets and more. The cards will come together to create a cohesive RPG setting of intrigue and adventure.

For more information, visit the campaign at:
https://www.gameontabletop.com/crowdfunding-95.html

About Game On Tabletop
With more than 20 years of experience in the hobby gaming industry and four years successfully running the Casus Belli crowdfunding platform, Game On Tabletop takes that platform and launches it on the global scale to create an engaging crowdfunding community for gamers, by gamers. For more information, visit www.gameontabletop.com.

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