Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Friday, December 8, 2017

2018 (A flash forward)

Hey Game Fans, it’s that time of year again and we’re going to take a look at some new ideas and thoughts for what we’re going to do around the office for 2018 to keep bringing you spectacular content and new ideas about gaming. We have a cyclical relationship with games, and what that means to us is that we go through a cycle of engagement and disengagement with the games we love. This means we sort of lose track of them and pick up new, shiny things that we are interested in, and we’re in the middle of several of those cycles as we speak. So what does that mean for 2018?

Monday, November 13, 2017

Savage Metaverse (Thoughts and ideas)

If you were keeping up with last week, you know how much of a fan we are of Masters of the Metaverse (a fine RPG show on Hyper RPG’s Twitch and Youtube Channels), and the underlying concept that it runs with.  For those that aren’t familiar, the idea is that the player characters have the ability to hop into the bodies of people from parallel worlds and can take control of them to interact with their world for a variety of different reasons.  The tagline for the show is that it’s sort of like Quantum Leap and Sliders had a baby.  

Monday, October 30, 2017

Just Dumb Things (Deadlands Short)

So I have an abiding love of Deadlands in all of its permutations (I would love to see someone mod Fallout 3 into the Wasted West), but oh my lord have I seen some awful interactions between characters in this game.  Today's JDT is the first time we got a horse killed by a PC. 


Sunday, May 7, 2017

Sunday Editorial (Deep Thoughts Edition)

Thoughts and Ideas, Part I

So i’ve got some extra minutes this afternoon and i wanted to share a semi deep thought about organizing your gaming group and i am going to end up using one of those R words i don’t like to utilize.  I’m going to break out a Rule for all of you, and bear with me for a second.  I don’t like Rules in general because for every rule i can think of, exceptions apply.  If a Rule generates more exceptions than the original idea the rule was supposed to help you by providing a guideline or a hard and fast way of looking at things, then the Rule isn’t much help is it?  The Rule i’m going to drop on you is my rule 0, and it goes something like this “Don’t let the options get in the way of fun.”  Seems easy right?  It’s a fairly easy rule that i use as a guide for when i am building a character for an RPG, or an army for a Tabletop Miniature war game.  There are some considerations for using this rule, and i’m going to talk about this first in terms of character (and party) construction, and then i’ll talk a little bit about designing an army for a Minis game.  Bear with me, and i’ll see if i can help you out with the thought process behind Rule 0.