In the late 1980s, Palladium Books was a plucky up-and-coming RPG publisher. They’d netted the highly successful Robotech cartoon’s licence, and had also landed the then underground comics sensation Teenage Mutant Ninja Turtles licence. It was time to push forward with an idea they’d established in 1984. It was time… for Ninjas & Superspies. The game’s first release was in 1987, with a revised edition in 1990. Its final official expansion was in 1995 with Mystic China, and since then has only been intermittently supported in the Rifter magazine. So let’s dive in on the overarching aspects of this game.
Building a world for play is, to many, one of the big attractions of playing a TTPRG. However, it can be a daunting task, especially if you get caught upRead more »
So far in this series, I’ve looked at incremental world development, and how you might approach peopling and monstering your world. This post is building on the last post, where I discussed how genre, and the implied amounts of magic and monsters in them can affect how your fantasy world is going to deviate from “Normal Earth” if you’re doing a nuanced and thought out build. So let’s look at that.
So, in the last month or so, Wizards and its adjacent organizations have been involved in some serious issues around race, sexuality, and some stuff I will not reprint here because wow did their vetting process fail to pick up on some red flags. Their responses have been weak, milquetoast affairs that do nothing to actually address anything, and several well-known podcasts and live plays have publicly announced that they are moving away from 5e D&D as the basis for their games and shows. So, what are the options out there? What non-D&D, and non-D&D-esque/based games are there out there for you? Let’s talk fantasy games!Read more
The Summit of Kings. What is it? How is it? Should you buy it? Well buckle up, because this is a review The Summit of Kings by Brandon Dixon!
Originally, this was going to be part of a twofer post on faiths and monsters, but both components turned out to have way more scope than anticipated. So this installation in the short world building series is going to be all about monstering up your world. If you haven’t already, check out parts one and two of this series on world building, as this post references ideas in them. Those can be read here, and here. As with the previous posts (and future ones), this isn’t a definitive “how-to”. These are just my ideas and concepts for world building based on my experience over the years as a GM and DM.