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Seco Creek Vigilance Committee

RPGNow - Thu, 01/18/2018 - 13:14
Seco Creek Vigilance CommitteePublisher: Human Hand & Brain
Three notorious outlaws sit in the Seco Creek jail.

The evidence against them for the current crime is scant. They’re probably not guilty—at least of this. But their reputation precedes them and the townsfolk have no intention of letting them make it to trial. You're part of the posse that apprehended them and the fate of the three outlaws is tied to your actions. But so is your own. What will you do?

Seco Creek Vigilance Committee is a tabletop role-playing game of justice, law, revenge, and the discrepancy between what is right and what is good. It’s designed for intense one-shot play with five to six players.

“Seco Creek Vigilance Committee is the sort of game I adore - an impossibly tight situation with a broad range of terrible outcomes emerging from it. Each session has been the best kind of awful.” JASON MORNINGSTAR, designer of Fiasco, Night Witches

“The play itself was fantastic. I remember this terrible tension building up in the back of my neck. This feeling that I need to keep everything together, and that probably wasn’t going to happen.” SEAN NITTNER, Evil Hat

"Seco Creek Vigilance Committee is about making intensely - maybe even painfully - character-revealing choices in a high-stakes scenario where there will be definite winners and clear losers. I had a great time playing it, and I can't wait to play again!" BILL WHITE, designer of Ganakogok, Nitrate City

Price: $10.00
Categories: Company News

January 18, 2018: Watch As Hunter Cracks Munchkin Collectible Card Game Packs!

Steve Jackson Games - Thu, 01/18/2018 - 12:26
Over on the official Munchkin Collectible Card Game Facebook page, Hunter has been slowly opening a complete display of booster packs on live video. At four packs a week and 24 packs to a box, Hunter will be opening and sharing his discoveries for another four weeks (he has opened two so far, with the videos posted here and here). Best of all, Hunter has been giving away some of the cards in Facebook contests; find the contest details attached to each video.

Like the Munchkin Collectible Card Game Facebook page today and don't forget to share the page with all of your friends!

 

Phil Reed

Warehouse 23 News: Get Your Super Suit Ready

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets. Reach Level 10 and win! Super Munchkin Guest Artist Edition joins the unique visual style of comic creator Lar deSouza with Super Munchkin - a parody of capes, utility belts, day-saving, and nemeses. Order today at Warehouse 23!
Categories: Company News

Modern Zombies

RPGNow - Thu, 01/18/2018 - 12:23
Modern ZombiesPublisher: DramaScape

 

Modern Zombies

Dramascape Miniatures Volume 14

“Braaainss?”--Zombie

 

Modern Zombies is a set of 36 zombie figure flats (12 per page x 3 pages) for modern games on the tabletop. There are 23 slow zombies and 13 fast running zombies. This set has 22 male and 14 female zombies. The types of zombies included in this set are doctors, nurses, and patients which may be useful in a post-apocalyptic hospital or asylum. Zombies in suits may be useful in businesses or corporate offices. A maid zombie may inhabit an estate or hotel. Construction worker zombies may be out on the roads or highways.

 

Modern Zombies is intended for use in modern horror or post-apocalyptic games.

 

Asylum of the Dead:  Seeking shelter from a horde of zombies, the group finds an intact asylum with a thick brick wall and gated entrance that the zombie mob hasn’t broken through yet. The zombies can’t climb the walls, but the group sure can! Inside the asylum, zombified nurses, doctors, and orderlies wander the halls along with zombified patients sometimes beating on the doors of padded cells to no effect.

The padded cells have some survivors inside. Raving lunatics and silent madmen alike are wrapped in straitjackets dying of thirst. They are crazy but they are still human. This presents a moral quandary. Save the inmates and deal with their potential chaotic choices and risks and drain on resources, give them a merciful end, or leave them to a painful death. Each padded cell should have a key on one of the zombified doctors, nurses, or orderlies.

After the group has had some time to explore all the levels of the asylum to scavenge for gear and supplies and decide what to do about the survivors, a huge crash is heard! The zombie mob has broken through the old gate and is surging into the courtyard! The zombies surge forward and head for the entrance door of the asylum to break it down and get to the group!

Price: $2.99
Categories: Company News

Boris Johnson - Custom Card

RPGNow - Thu, 01/18/2018 - 09:02
Boris Johnson - Custom CardPublisher: Brotherwise Games
293407

A community created card built with the DriveThruCards card creator.
www.drivethrucards.com/builder/bossmonsterPrice: $0.50
Categories: Company News

Test - Custom Card

RPGNow - Thu, 01/18/2018 - 09:02
Test - Custom CardPublisher: Monte Cook Games
Its a test

A community created card built with the DriveThru card creator.
www.drivethrurpg.com/builder/numeneraPrice: $0.25
Categories: Company News

Transhuman Space Classic: Toxic Memes

RPGNow - Thu, 01/18/2018 - 09:02
 Toxic MemesPublisher: Steve Jackson Games
Believe It Or Not . . .

Although you might not have a choice. In 2100, memetics rules – the science of analyzing, engineering, and manipulating ideas. Memeticists know how to get into your head, and will do so for power, money, and religion.

Sometimes they'll do it just for the fun of it.

Transhuman Space: Toxic Memes explores cults, conspiracies, urban legends, fads, and more from around the world at the end of the 21st century. In a world where belief, fear, and ideology can be sculpted like clay, how does anyone know what they really think?

Toxic Memes is a sourcebook for the Transhuman Space setting, and includes detailed rules for the creation and propagation of memes, technologies for controlling information and managing reputations, new characters, new templates, campaign ideas, and over a hundred cults, movements, conspiracies, myths, and fringe sub-cultures to use as adventure seeds, background flavor, and to enhance your game's sense that the world of Transhuman Space is a very strange place indeed.

(This is a digital reprint of a product based on GURPS Third Edition rules.)

Price: $9.99
Categories: Company News

Transhuman Space: Bio-Tech 2100

RPGNow - Thu, 01/18/2018 - 09:02
 Bio-Tech 2100Publisher: Steve Jackson Games
Make New Friends

In the future of Transhuman Space, no field has grown as much or had such a profound impact as biotechnology. The exploitation of new frontiers in space and underwater has pushed civilization's boundaries – but only because biotech has delivered improved humans capable of living there, not to mention bioroids and uplifted animals to do much of the work. And behind these visible innovations is a great deal of change, both scientific and social.

Transhuman Space: Bio-Tech 2100 complements Transhuman Space: Bioroid Bazaar, taking a closer look at the practical details behind upgrades, parahumans, uplifts, bioroids, and bioshells. It delivers setting information and game mechanics valuable to gamers interested in playing champions or enemies of the biotech revolution – friends or foes of the not-quite-human and nothing-like-human beings that now share the solar system. Contents include:

  • A review of Transhuman Space biotech from both scientific and social perspectives.
  • Notes on skills and abilities needed to create, identify, and even impersonate artificial life.
  • New looks at Legality Class and Social Stigma in a sprawling setting with endless societies, and at what "species" really means in game terms.
  • Stats for 11 uplifted or adapted animals, and seven bioroid animals.

Whether your goal is to design a custom pet, pick farmyard stock for your Mars colony, or track down rogue bioroids, Bio-Tech 2100 is here with the facts and figures!

Price: $7.99
Categories: Company News

Transhuman Space: Bioroid Bazaar

RPGNow - Thu, 01/18/2018 - 09:02
 Bioroid BazaarPublisher: Steve Jackson Games
Embrace Genetic Diversity!

In the year 2100, humanity is remaking itself using mature biotechnology – and creating new kinds of living things. Transhuman Space gamers have the option to play genetically edited human upgrades, enhanced or specialized parahumans, or completely synthetic bioroids. Even if they don't decide to tamper with genetics, they'll encounter plenty of modified beings walking down the street or flying spaceships.

Transhuman Space: Bioroid Bazaar completes the job started in Transhuman Space: Changing Times of updating relevant game templates from earlier Transhuman Space supplements to GURPS Fourth Edition, this time covering the setting's genetic marvels and half-human monstrosities. It also gathers a couple of Fourth Edition templates from other supplements, and features a few new designs, including the disturbing Leonardo and Bingmayong bioroids and the tragic J7-S53 "upgrade." In all, Bioroid Bazaar delivers:

  • GURPS templates for over 20 human upgrades and parahumans.
  • Over a dozen bioroid templates.
  • Templates for six uplifted animals.
  • Game insight into advantages and disadvantages, quirks and perks, features, and meta-traits of interest to biotechnological enthusiasts!

From the ocean depths to the Arctic wastes, and outward from there to the "Flying Dome" of Luna City and comet herder ships in the Outer System, biotechnology is changing what it means to be human – or more (or less) than human. Come, see what's on the market in the Bioroid Bazaar!

Price: $7.99
Categories: Company News

Download Your Holocrons

Fantasy Flight Games - Thu, 01/18/2018 - 03:26
Published 17 January 2018 | Star Wars: Destiny Download Your Holocrons

The Standard and Trilogy Holocrons for Star Wars™: Destiny Are Now Available
 

The Star Wars™: Destiny Standard Holocron (pdf, 186 KB) and Trilogy Holocron (pdf, 233 KB) are now available for download!

Recently, we introduced three constructed formats for Star Wars: Destiny. They each use specific card pools to promote different play experiences, and you can learn more about these product cycles and rotation from the article, "What Lies Ahead."

  • The Standard format is the primary environment for competitive play. It consists of all products from the latest two cycles, as well as all products associated with an unreleased cycle.
  • The Trilogy format is fluid and accessible to newer players. It consists of only the latest cycle and all products associated with an unreleased cycle.
  • The Infinite format will cater to master deck builders and experienced veterans. It will consist of all Destiny products that have been released.

These formats exist so that players of all levels can enjoy the Destiny experiences that most appeal to them. They encourage the exploration of new decks and strategies. They make it easier for new players to jump into competitive play. And each of these formats is governed by a single Holocron, which details everything players need to know to build a format-legal deck.

What Does a Holocron Do?

Each Holocron defines and governs a single format for Star Wars: Destiny.

  • It provides a list of all sets of cards currently eligible for play within the format, and it displays the identifying symbol for each of these sets.
  • It lists the card errata from the Rules Reference (pdf, 10.0 MB) for all eligible cards.
  • It presents format-specific changes to cards or rules as they become necessary to maintain a healthy and balanced play environment.
How Does a Holocron Balance Its Format?

A Holocron may use a variety of balance tools to promote diversity and fun within the format it governs.

The balance tool currently employed by the Standard Holocron and Trilogy Holocron is the Balance of the Force list. This list temporarily applies format-specific adjustments to the point costs for select characters. The adjustments introduced by this list will differ between formats to reflect their distinct combinations and possibilities.

As the game and its formats evolve, the Holocrons may introduce other balance tools to support the health of the environments they govern.

When Will the Holocrons Be Updated?

Like the game's Rules Reference, the Star Wars: Destiny Holocrons are living documents and will be updated as necessary.

You can find the most recent version of each document available on the Star Wars: Destiny product page, and you can follow our Twitter account @FFGOP for updates. On the first weekday of each month, we will announce which Holocons—if any—will be updated that month.

The Infinite format and its Holocron will not be introduced until the Standard format experiences its first rotation.

Download and Roll Out

The Standard Holocron (pdf, 186 KB) and Trilogy Holocron (pdf, 233 KB) go into effect with the official release of the Legacies set on February 1st, 2018. Download and review these documents today!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

He's Going to Fight

Fantasy Flight Games - Thu, 01/18/2018 - 03:26
Published 17 January 2018 | Star Wars: Armada He's Going to Fight

Chris Fritz on Admiral Raddus in Star Wars: Armada

“Rogue One, may the Force be with you.”
  
–Admiral Raddus, Rogue One

At the climax of Rogue One, three storylines are playing out simultaneously. One chronicles Jyn Erso and Cassian Andor’s heroic infiltration of the Imperial installation. The second follows their Rebel comrades as they wreak havoc outside the base, creating chaos and buying Jyn and Cassian the time they need to succeed. And the final storyline follows the Rebel fleet, providing orbital support and a chance to receive the transmission of the vital Death Star plans.

Those Rebel starships in orbit are under the command of Admiral Raddus—who’s coming soon to Star Wars™: Armada in the Profundity Expansion Pack. Today, guest writer Chris Fritz shares his thoughts on making Raddus shine in your Rebel fleet!

Chris Fritz on Admiral Raddus

Hey everyone! Those of you that hang around the online Star Wars: Armada community may know me as Truthiness. I’m a community blogger and gamer, focusing heavily on Star Wars: Armada, and I’m really excited that Fantasy Flight Games invited me to share my ramblings to the community at large. Those of you that follow me on the Steel Command blog know that I absolutely love theorizing and breaking down new and emerging fleet builds. Today, I have the pleasure of doing so for none other than Admiral Raddus.

First, I should address a little bit of my philosophy on fleet building. While some believe that fleets should be able to function independent of their commander, I firmly believe in starting with the commander and building the fleet around that central pillar. Sure, some commanders don’t really need this: Admiral Motti and Moff Jerjerrod generally work in pretty much any fleet. Many others, however, such as Admiral Ackbar and Mon Mothma, require a little more forethought and care when constructing their fleets. Do you really want a bunch of Nebulon-B frigates or Hammerheads with Admiral Ackbar? Are you going to take nothing but big ships with Mon Mothma? Of course not! That doesn’t make them bad commanders. It just means you have to plan a little more deliberately when you’re putting together your fleet.

With that philosophy in mind, let’s take a closer look at the topic of today’s article. Above all, Admiral Raddus shatters the normal deployment paradigm of Star Wars: Armada. Deployment can be critical to deciding the outcome of a game, and getting that last ship placement can be a major deciding factor. While a fleet with multiple small units might not care, deployment often makes or breaks large ships. If you deploy in the wrong position, you can end up out of the fight for critical turns or flying straight into a trap you can’t avoid. As such, players often load up on cheap squadrons and flotillas to pad deployments. That’s where Admiral Raddus comes crashing in out of nowhere to ruin your opponent’s best laid plans. With Raddus as your commander, you essentially guarantee that you get the last deployment, but without needing the usual investment. Squadron padding for deployment’s sake becomes unnecessary. Objectives like Solar Corona or Superior Positions don’t hold as much appeal for your own objective deck.

Raddus also changes normal activation dynamics. If you’ve been around Star Wars: Armada for a while, you’ll know that the number of activations on your side is a pretty big factor. Being able to guarantee the last activation and move your ship into perfect position without worrying about return fire is crucial. When combined with first player, it can be the deciding factor in a game. Just a single sequence of last activation followed by first activation with the same ship can swing the game.

Raddus changes that normal logic for one of your ships. Up until you use his ability, Raddus guarantees you could have the last say in positioning during any one round. Your opponent may have “out-activated” you, but because the ship brought in by Admiral Raddus comes in at the beginning of a round, you get to react to that final positioning. It only works for that one turn, but as I said, that can make all the difference. As second player, you can use that advantage to force the first player to choose between his planned first activation or getting smashed in the flank by your newly arrived ship. As first player, you may not get an immediate reward for your positioning, but you certainly will in subsequent turns.

My last major consideration with Raddus is really more about what isn’t in his limitations versus what is. Namely, there is no limitation on the size of the ship you bring in from hyperspace. If you’ve played an All Out Assault in The Corellian Conflict campaign expansion, you have an idea of how incredible it can be when a large ship hyperspace-jumps into the battlefield. Raddus gives you that advantage in every time. There is a little bit of a catch-22, though. To get the most out of your new ship’s placement, you want to throw a lot of points into a large ship equipped to cause maximum pain. However, you also want a good number of other ships in your fleet to maximize the flexibility of placing your ship that hyperspace-jumps into play. You may choose to use lots of flotillas and sacrifice ship-to-ship firepower, or you may skimp on squadrons and become more vulnerable to attack from your opponent’s squadrons. Both approaches have their risks and advantages.


Admiral Raddus brings in an MC80 Star Cruiser out of hyperspace to catch the Imperial fleet in the flank!

I find the best place to start when building an Admiral Raddus fleet is with that large ship. This ship will define your approach to the rest of your fleet. One of the most potent combinations I’ve seen is an MC80 Command Cruiser loaded up with upgrades: the Defiance title, Quad Battery Turrets, Leading Shots, Electronic Countermeasures, Flight Commander, and most importantly, Rapid Launch Bays. You then load up the Rapid Launch Bays with three B-Wing squadrons and a HWK-290. All put together, it unloads an absolutely hellish burst of firepower coming out of hyperspace, with little your opponent can do to stop it.

My personal favorite is using a MC80 Battle or Star Cruiser. While it won’t match the burst potential of the Defiance combination shown above, it has a long reach combined with good speed to keep up the pressure. An MC80 Battle Cruiser with Spinal Armaments, a Gunnery Team, and Leading Shots will spit out a lot of dice over a wide area, with Raddus giving you the perfect positioning.

From there, you just need to decide what your support ships are going to be. Because you want options for the hyperspace deployment, you need a fair number of ships. I set my personal minimum at four (not including the hyperspacing ship) to maintain maximum flexibility. That likely means you’re looking at Hammerheads, CR90s, and/or GR-75s. You need at least a Hammerhead to use as your flagship. After all, you can’t use Admiral Raddus if he’s not on the board and you can’t use a flotilla as his flagship. I find the support ships that you choose often depend heavily on how competitive you want to be in the squadron game. If you don’t mind going light on squadrons, you can grab more Hammerheads and CR90s to supplement your ship-to-ship firepower. Or, if you feel the need to maximize squadrons, you’ll gravitate toward flotillas and their cheap squadron activations. Here are a couple fleet builds with some of the above considerations:

Defiance

391/400 points

MC80 Command Cruiser
- Defiance
- Flight Commander
- Engine Techs
- Rapid Launch Bays
- Electronic Countermeasures
- Quad Battery Turrets
- Leading Shots

Hammerhead Torpedo Corvette
- Admiral Raddus
- External Racks

GR-75 Medium Transports
- Bomber Command Center

GR-75 Medium Transports
- Comms Net

GR-75 Medium Transports
- Bright Hope
- Toryn Farr

3x B-Wing Squadrons
1x HWK-290
2x A-Wing Squadrons
Shara Bey
Tycho Celchu

This fleet wants to play heavily in the squadron phase. Shara, Tycho and the A-wings are there to fend off enemy bombers. Meanwhile, Raddus drops in Defiance to gut the enemy fleet. This is a very “all or nothing” approach, but one that can work well if executed properly.

Liberty or Death

392/400

MC80 Battle Cruiser
- Raymus Antilles
- Gunnery Team
- Leading Shots
- Nav Team
- Spinal Armament
- XI7 Turbolasers

Hammerhead Torpedo Corvette
- Admiral Raddus
- External Racks
- Task Force Antilles

Hammerhead Torpedo Corvette
- External Racks
- Task Force Antilles

Hammerhead Torpedo Corvette
- External Racks
- Task Force Antilles

Hammerhead Torpedo Corvette
- External Racks
- Task Force Antilles

GR-75 Medium Transports
- Slicer Tools

Shara Bey
Tycho Celchu

This list illustrates the reverse approach, emphasizing ship-to-ship firepower and allocating a bare minimum of resources to manage the squadron fight. The abundance of Task Force Antilles titles will help mitigate some of the worst bomber attacks, but it still risks getting overwhelmed by squadrons. On the flip side, the MC80 Battle Cruiser brings a fearsome amount of consistent, long-range firepower that covers a large area.

Those two lists are just a small taste of the opportunities that Raddus opens up for Rebel players. Like you, I’m chomping at the bit for Wave VII, and I can sincerely say that the design team knocked this wave out of the park. Thank you all for reading!

Discuss this article
in our forums!

Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.

© & TM Lucasfilm Ltd.

 

Categories: Company News

Delta Green: The Way It Went Down

RPGNow - Thu, 01/18/2018 - 02:33
 The Way It Went DownPublisher: Arc Dream Publishing

Lovecraftian cosmic terror meets modern-day conspiracy in these 33 brief tales of horror and personal apocalypse.

  • The Key
  • The Junk Shop
  • Into the West
  • Inside
  • At the Shore
  • In the Back Seat
  • Kay’s Voice
  • The Witness
  • Dear Cind
  • The Phone Man and I
  • The Lady of the Rock
  • Between Here and Forever
  • It Was Not Her
  • Words
  • End of the World of the End
  • What the Voice Said
  • Water Town
  • The Last Machines
  • Life in a Box
  • Where the Trains Don’t Go
  • The Last Go Round
  • Group
  • Face Games
  • There’s Life Underground
  • What’s Your Name
  • Something Behind the Eyes
  • What Do You Do?
  • White Was Coming In From the Edges
  • The Strange People
  • The Weight of the Water
  • He Dies, Again
  • Awake
  • The First Report

    Play Delta Green: The Role-Playing Game with Need to Know, the Agent's Handbook, and the Handler's Guide.

    Price: $2.99
    Categories: Company News

    Dados de salvación / Saving throw dice (CARTA)

    RPGNow - Thu, 01/18/2018 - 02:16
    Dados de salvación / Saving throw dice (CARTA)Publisher: EnPapelArte

    Dados de salvación 5ta edición

    Dado de estabilización y dado de la agonía

    Saving throw dice 5th edition

    Stabilizig and agony dice

    Price: $1.00
    Categories: Company News

    100 Campground Loot

    RPGNow - Thu, 01/18/2018 - 02:15
    100 Campground LootPublisher: Fishwife Games

    100 Campground Loot
    The survivors cautiously scope out a clearing at the edge of the overgrown woods. A half a dozen or so aging campers are parked next to some rusting down vehicles. The place was obviously a campground at one point. So what kind of loot would a lucky adventurer find here? This list provides a combination of things, from the useful to the not so useful.

    Price: $1.00
    Categories: Company News

    LARP LAB: Going Postal: Victorian Era British postage Stamps, printable props

    RPGNow - Thu, 01/18/2018 - 02:08
     Victorian Era British postage Stamps, printable propsPublisher: Grinning Skull Studios

    Grinning Skull Studios brings you "Going Postal: Victorian Era British Postage Stamps" the printable prop money factory from the LARP Lab range.

    Inside you will find the means to print an endless supply of authentic looking, British stamps from the 19th Century. This product is ideal for those who play Victorian based RPG settings such as steampunk and other historical based games of that period. It's also ideal for Larp games of a similar theme, or just simply as nice looking props to display on your mantle!

    Included are Penny Blacks, Penny Reds, Tuppeny Blues, Penny Venetian Reds, and the 4d Rose (All released between 1840 - 1880.) Check out our other victorian printables that complement these props, such as LARP Lab: the Bank of Grim: Victorian Era British MoneyVictorian Newspapers, London poster maps, and much more in our Historical reference series!

    Price: $2.50
    Categories: Company News

    The Druidic Routes - Jigsaw Fantasy Freebie (Location)

    RPGNow - Thu, 01/18/2018 - 02:07
    The Druidic Routes - Jigsaw Fantasy Freebie (Location)Publisher: Artemis Games

    An original short piece, created as a freebie, The Druidic Routes are a way to link distant regions of the world without resorting to portals - a method to allow rapid travel but only when the travel itself would be boring.

    As with all Jigsaw Fantasy products this also includes a series of "Jigsaw Links" giving advice on how to tie the elements into your own setting, using examples drawn from many different fantasy worlds, and occasionally from real world history or mythology.

    Price: $0.00
    Categories: Company News

    A Call to Vol II--Gen Con 2018!

    Paizo - Thu, 01/18/2018 - 01:00

    A Call to Vol II—Gen Con 2018!

    Wednesday, January 17, 2017

    I just finished attending MarsCon in Williamsburg, Virginia, and am making my way back to Seattle. An unexpected snowstorm kept me in Atlanta a bit longer than I planned, but piloting skill and no ice meant the plane flew today and I made it safely to Seattle this afternoon.

    This weekend, badges for Gen Con went on sale. We sent the message out that our volunteer call would go live on Wednesday. So here it is! As the program continues to grow and evolve, we make changes from year to year to streamline processes and help the convention run smoothly. With over 300 volunteers and around 1700 tables of organized play games running, Gen Con is easily our largest event. This means even more attention on processes and efficiency. The changes below are the same adjustments we made to PaizoCon and are aimed at bringing all the large conventions into the same logistical umbrella.

    First, we changed the nomenclature from session or slot to block. Each block is 5 hours. This unifies the terminology from the event support form used by our event organizers and keeps things consistent across the board.

    Second, we ditched using the Tier system to describe how many volunteers. It is a RPGA holdover that caused confusion, as the lower number the tier, the more slots a person volunteered. Also, we have tiers for our scenarios, so having tiers for volunteers caused some confusion in our data. This year, you register for the number of 5-hour blocks you wish to volunteer.

    Third, we are setting an 9-block maximum for volunteering, with the goal that no volunteer will do more than 8 blocks and that no one will be scheduled for more than 3 in a row. A full day is hard (been there, done that) and we want people to take breaks to sleep, eat, bathe, and see what the convention has to offer. This is really, really important, no matter how much of a GM/HQ machine you want to be!

    Fourth, it is my understanding that the hotel lottery and badge refunds changed this year. I submitted our badge request and should be able to drop them into volunteer accounts as soon as we send out the acceptance letter and have an acknowledging email in reply. This should allow volunteers signing up for less than 8-blocks to submit their names for the hotel lottery, which occurs in February.

    Fifth, we are looking at ways to streamline our processes and reduce the number of HQ personnel. In the interest of efficiency, we also are looking for volunteers willing to commit to 7 and 8 blocks. Anyone may volunteer for a HQ position, but I want to be forthright about the limitations of the position from the beginning.

    Finally, we are looking to schedule tables bottom up, instead of top down. By starting off with a few tables of each scenario, then increasing based on ticket sales; we should be better poised to respond to player demand. Hopefully, this means that we will have fewer tables fail to make and fewer GMs released. Volunteers will have their block schedules before event registration opens, but may not have scenario list until late June/early July. We are still committed to getting scenarios into GMs hands at least 2 weeks before Gen Con starts. While this split schedule means more emails and paperwork, it should mean fewer changes at the last minute. Hopefully, a more streamlined system all around and more efficient use of our GM pool.

    Block times:

    BlockRPG/ACG GMsHQ Thursday Morning7:30 AM to 1:00 PM7:00 AM to 1:00 PM Thursday Afternoon1:30 PM to 7:00 PM1:00 PM to 7:00 PM Thursday Evening7:30 PM to 1:00 AM7:00 PM to 1:00 AM Friday Overnight1:00 AM to 7:00 AM1:00 AM to 7:00 AM Friday Morning7:30 AM to 1:00 PM7:00 AM to 1:00 PM Friday Afternoon1:30 PM to 7:00 PM1:00 PM to 7:00 PM Friday Evening7:30 PM to 1:00 AM7:00 PM to 1:00 AM Saturday Overnight1:30 AM to 7:00 AM1:00 AM to 7:00 AM Saturday Morning7:30 AM to 1:00 PM7:00 AM to 1:00 PM Saturday Afternoon1:30 PM to 7:00 PM1:00 PM to 7:00 PM Saturday Evening7:30 PM to 1:00 AM7:00 PM to 1:00 AM Sunday Overnight1:30 AM to 7:00 AM1:00 AM to 7:00 AM Sunday Morning8:30 AM to 2:00 PM8:00 AM to 2:00 PM

    We base benefits on how many blocks a volunteer commits to working. The chart below illustrates the breakdown:

    Block CommitmentHotelPrint ProductBadgeT-ShirtsBoon/RewardStore Credit 8 Blocks✔✔✔✔Choice of 3✔ 7 Blocks—✔✔✔Choice of 3✔ 6 Blocks—✔✔✔Choice of 2✔ 5 Blocks——✔✔Choice of 1✔ 4 Blocks———✔Choice of 1✔ 3 Blocks————Choice of 1✔ 2 Blocks—————✔ 1 Block—————✔

    The details of each benefit are as follows:

    • Room—One-quarter of a double room. Volunteers may indicate their roommates preferences when completing the questionnaire.
    • Badge—A free 4-Day Gen Con 2018 badge
    • Print Product—A FREE copy of one Paizo print product. Offerings are TBD, but will include at least one Starfinder and one Pathfinder title.
    • T-Shirts—Limited release t-shirts (purple for GMs and orange for support staff) given every other year.
    • Store Credit—Paizo.com store credit at $10 per slot
    • Boon/Reward—A Gen Con exclusive boon/reward for Starfinder (RPG), Pathfinder (RPG), or Pathfinder (ACG).

    Those interested in volunteering, please complete the Gen Con 2018 volunteer questionnaire. The leads and I will consider everyone who completes the form, but reserve the right to select volunteers who have worked at Gen Con in prior years. When you complete the form, please read all the question descriptions, as they give details for what information we need to place volunteers where they are best suited.

    If you have questions, please put them in the comments section of the questionnaire or email them to [email protected]. Also, if you are willing to help with cleanup Sunday afternoon after the GM meeting (usually 4:00 PM to 8:00 PM), please indicate your availability in the comments section of the questionnaire. Volunteers assisting with cleanup will receive pizza for dinner, one additional block of store credit, and potentially other goodies.

    Huge thanks to everyone who gives of their time and resources to help make us the largest organized play program in the world. We couldn’t do it without you!!! You are simply the best volunteer team out there and it is my greatest pleasure to work with all of you!

    Until our next blog—Explore, Report, Cooperate!

    Tonya Woldridge

    Organized Play Manager

    Tags: Adventure Card Guild, Conventions, Gen Con 2018, Organized Play, Pathfinder Society, Starfinder Society

    2018-01-18T01:00:00Z
    Categories: Company News

    VTT Battlemap - Rough Forest Path Curved

    RPGNow - Thu, 01/18/2018 - 00:53
    VTT Battlemap - Rough Forest Path CurvedPublisher: DM Philosophy

    The dark and dangerous path has led the PC's straight into a sinister and twisting part of the forest, with cliffs all around...this is dangerous ambush territory, and people have been going missing at an alarming rate...

    This map contains a forest path with raised ground above and below the path, with sloping hills that lead to these vantage points.  There is also a boxed canyon which makes for a good camp site or for operating out of sight...also, it makes for a good ambush from high ground when the PC's set up camp (using the included Camp version of the same map).

     This pack contains...

    • Plain Path & Camp Versions
    • Day & Night Versions
    • Gridded (84x45 squares) and Gridless Versions
    • High Resolution Version for printing
    • Low Resolution Versions for VTT
    • Point of view shots - 34 of each day & night which showcase the forest path & camp, which make for great player aids to set the scene!

    I hope that you enjoy the excitement this map will bring to your game!

    Price: $4.99
    Categories: Company News

    GM's Maps #41: Library

    RPGNow - Wed, 01/17/2018 - 23:22
    GM's Maps #41: LibraryPublisher: Gethsemane Games

    Map making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.

    Libraries are a staple for investigative and investigative horror games. Your PCs may spend hours upon hours studying dusty tomes or old newspaper articles, pouring over every word to find those vital clues that might lead them to uncover the truth. However, they don't need to be some vaguely defined notion against which the PCs make a succession of research skill rolls, bring your libraries to life with this, the 41st offering in our GM's maps range.

    Libraries can themselves be the locale for some mystery, murder, robbery or haunting, or perhaps the PCs unleash some monstrous horror from beyond with their incautious studies. In a post-apocalyptic world he last remaining libraries are a treasure trove of lost knowledge that might be worth fighting and even dying over.

    Make your library an integral part of your adventures and you can develop some memorable scenes that players will remember for years to come.

    Publisher's Licence

    Publishers wishing to use this map in their own products may do so subject to the following restrictions;

    You may use the map in your own adventures or supplements provided you add your own content.

    This map may not be resold as part of a product that is intended primarily as a map or collection of maps.

    If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 3 by Profantasy Software”

    Price: $1.50
    Categories: Company News

    MARS - Savage Worlds Sword-and-Planet Print Bundle [BUNDLE]

    RPGNow - Wed, 01/17/2018 - 23:02
    MARS - Savage Worlds Sword-and-Planet Print Bundle [BUNDLE]Publisher: Adamant Entertainment
    This special bundle product contains the following titles.


    MARS Adventure Omnibus (Savage Worlds)
    Regular price: $12.99
    Bundle price: $0.00
    Format: Watermarked PDF
    Adamant Entertainment presents four tales of intrigue and adventure beneath the moons of Mars! For use with our Savage Worlds setting of sword-and-planet action, the MARS Adventure Omnibus collects the following adventures, previously only available in PDF, in print for the first time. • FACE OF MARS: The heroes brave the perils and uncover the ancient secrets of the tomb of the legendary Emperor of Mars, a vast structure fashioned in his own image!  Yet the truth of Emperor Noldes Bartarigan's tomb is far stranger than the legends that are told... • BLOOD LEGACY OF MARS: When an impoverished noble discovers a royal birthmark on a wastrel poet and playwright, he immediately knows what it means: he has a way back into Baltan high society, Coat-tailing on the mys...

    MARS Adventure Omnibus (Savage Worlds)
    Regular price: $24.99
    Bundle price: $16.99
    Format: Softcover B&W Book
    Adamant Entertainment presents four tales of intrigue and adventure beneath the moons of Mars! For use with our Savage Worlds setting of sword-and-planet action, the MARS Adventure Omnibus collects the following adventures, previously only available in PDF, in print for the first time. • FACE OF MARS: The heroes brave the perils and uncover the ancient secrets of the tomb of the legendary Emperor of Mars, a vast structure fashioned in his own image!  Yet the truth of Emperor Noldes Bartarigan's tomb is far stranger than the legends that are told... • BLOOD LEGACY OF MARS: When an impoverished noble discovers a royal birthmark on a wastrel poet and playwright, he immediately knows what it means: he has a way back into Baltan high society, Coat-tailing on the mys...

    MARS: Savage Worlds Edition
    Regular price: $13.11
    Bundle price: $0.00
    Format: Watermarked PDF
    Welcome to Mars! Not Mars as it is - airless, most likely lifeless, with only the faintest hints of what might have once been a damp, if not necessarily lush and living, world billions of years in the past. No, this is Mars as it should be and as it was once imagined to be - an ancient, dying, but not yet dead world, a world where a vast canal network reaches from pole to pole, bringing water and life to vast and fantastic cities. A Mars where albino apes run a vast empire in the last surviving jungle, a world where warrior tribes of Green Martians raid the outlying cities of the canal dwellers, a world where, in places dark and quiet and forgotten beneath the surface, ancient and terrible intellects plan dark and dire deeds. It is a Mars of sky-corsairs, of duels with blade ...

    MARS: Savage Worlds Edition
    Regular price: $34.96
    Bundle price: $23.00
    Format: Hardcover B&W Book
    Welcome to Mars! Not Mars as it is - airless, most likely lifeless, with only the faintest hints of what might have once been a damp, if not necessarily lush and living, world billions of years in the past. No, this is Mars as it should be and as it was once imagined to be - an ancient, dying, but not yet dead world, a world where a vast canal network reaches from pole to pole, bringing water and life to vast and fantastic cities. A Mars where albino apes run a vast empire in the last surviving jungle, a world where warrior tribes of Green Martians raid the outlying cities of the canal dwellers, a world where, in places dark and quiet and forgotten beneath the surface, ancient and terrible intellects plan dark and dire deeds. It is a Mars of sky-corsairs, of duels with blade ...


    Total value:$86.05Special bundle price:$39.99Savings of:$46.06 (54%)Price: $86.05
    Categories: Company News

    Xeno File Issue 5: Monsters as BIG as Starships!

    RPGNow - Wed, 01/17/2018 - 22:39
     Monsters as BIG as Starships!Publisher: Amora Game
    Monsters as BIG as Starships!!

    XENO FILE Issue 5:

    Our 5th issue contains three very large, living starships that traverse the Void. Egocentric elemental asteroids, electric-loving jellyfish, and mischievous space dolphins make their debut in the Xeno’verse. We introduce stat blocks of magnitude and include encounters for each one of these gigantic living starships. Keep the nose up and replace that primary buffer panel.

    Also Inside this Issue:

    • Statistics for three giant living starships
    • Three encounters.
    • Racial option stat block for the Hiddarrok
    Price: $1.25
    Categories: Company News

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