What is a Short Adventure?

For the last few days, something has been gnawing at me. “What is a short adventure?” So, in this post I’m going to explore what a short adventure is to me, and give an example from the home archives.
Read moreFor the last few days, something has been gnawing at me. “What is a short adventure?” So, in this post I’m going to explore what a short adventure is to me, and give an example from the home archives.
Read moreThis is a combination post and announcement, as POCGamer moves forward with its first themed year! That’s right, there’s going to be a theme to a lot of the posts this year! And that theme? Generic RPGs. Read on to find out more!
It’s been a year for D&D. The year started strong, but rapidly devolved into scandal as their claims of diversity and inclusion came into question and began to collapse under serious scrutiny following the revelations of former marginalized employees. I even formally announced that my D&D related material was all on hold until there was concrete movement on the deep issues around race that the game had suffered from for decades. But there was a lifeline. Prior to the scandals breaking, Jeremy Crawford (D&D’s current principle rules designer) announced that they’d “heard” us, and that changes were coming later this year (2020) to address this long standing set of problems. [1] So how did that go down? Time to break the pause on D&D posts.
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.
In the first part of this series, we looked at the world flower idea of world building for your home campaign. This time around, we’re looking at peopling your world flower. This process is a bit more involved, but can produce a much more vibrant and varied world than some of the more traditional methods of world building. So let’s get into it!