One of the most interesting aspects of the new Chaosium line-up is the monographs, freelance tape-bound splatbooks detailing a very specific setting within a game. But do they help or hinder the actual creative development of the game itself?
A nostalgic look back at early play and pondering the making of a gamer. Where did it all start? Where could it all go? Come share your early gaming experiences and help unravel the mysteries of play.
It's a Friday night after a long week that was both physically and mentally challenging. What better way to start your weekend than with a new system and a bunch of newbies (myself included). The system was Risus, a system where the only goal is humor, and where anything goes.
Steampunk Musha is an alternate setting for Iron Gauntlets by Precis Intermedia Gaming (formerly Politically Incorrect Games) and uses the Impresa Express gaming system. Steampunk Musha combines asian-flavored fantasy with Victorian technology in a setting where the old and new ways are clashing, where generations are fighting for their beliefs and traditions, and the world of Rosuto-Shima is changing.
The third part of a series of "How-I" articles. This specific article covers what I (as a GM) determine regarding maps, magic, religion, politics, style, NPCs and other things best not discussed in polite company. "How-to" implies that there is a best way. There might be, and this might be it, or maybe not. This is how I do it.
Yes, I know this is a popular subject that's discussed all too often in the RPG world, but I plan to take a slightly different spin on things. Come share your thoughts!
I GM-ed a multi-generational D&D3E family game over the Holidays. While that was very rewarding, I was left with some slight doubts. It felt great to bring people together for a fun time and to have some family togetherness, but I saw my young cousins get excited about killing and looting and stealing, which was off-putting to say the least. It made me think about the example I was setting for them at such a young age, and what sort of habits I might have myself that I am unaware of. It made me start thinking about ways to keep the game fun, but to encourage problem-solving that does not always include wanton killing.
Steam implies the age of steam say late 1800s, punk indicates the inclusion of weird science, and Musha meaning Stir-fried (OK, I made that up) gives an indication of oriental flavor. Taking this we get an Oriental game with Western flavor and a willingness to combine with traditional fantasy. This is pretty much what you get with Steampunk Musha, a worldbook for the Iron Gauntlets RPG.
Installment-3 in the series of general game design discussion. An old interview of Sid Meier provides some "topic seeds" on taking play elements from one type of game and employing them in another format. The subject is developed with examples from Gamegrene contributors actively cultivating ideas on genre-splicing game designs.