Supers! Public Domain Supers 04

RPGNow - Mon, 02/13/2012 - 20:09
Supers! Public Domain Supers 04Publisher: DM Studios
Supers! Public Domain Supers 4 - Super Americans

Now you can bring the superheroes from the days of yore into your SUPERS! games. This edition of Public Domain supers includes 10 Supers! who are Patriotic Visions of the United States of America.

Included in this set are:

American Crusader

Commando Yank

Fighting Yank

Captain Flag

Captain Freedom

Eagle

American Eagle

Cadet

Major Victory

Shield

The art is original, and the text for each hero was adapted from the Public Domain Supers website. Don't forget to get the rest of the collection in the DMSTUDIOS store front. Issues 1,2,3 are all available now. 

Price: $0.99
Categories: Company News

Echoes of Empires Past

Fantasy Flight Games - Mon, 02/13/2012 - 19:24
Christian T. Petersen, Corey Konieczka, and Peter Olotka discuss Rex

With the release of the rules for Rex, the upcoming board game of negotiation and betrayal for 3–6 players, players all over the world are already planning their conquest of the galaxy’s capital city. Coming to stores worldwide later this month, Rex tells the fateful story of once-proud Mecatol City in the months and years following the death of the last Lazax emperor.

Fans following the development of this much-anticipated board game are likely already aware of its design roots. Rex is based on a game system originally designed by Bill Eberle, Jack Kittredge, and Peter Olotka (Cosmic Encounter) and redeveloped for a new audience through the collaborative efforts of Christian T. Petersen (Twilight Imperium, A Game of Thrones: The Board Game), John Goodenough (Tide of Iron), and Corey Konieczka (Battlestar Galactica: The Board Game, Runewars). The original mechanics have been celebrated by the hobby games community for over thirty years, having first appeared in the ancient-Roman themed game Tribute. However, hobby game enthusiasts are more likely to recognize Rex’s core mechanics from Dune, the 1979 Avalon Hill board game based on Frank Herbert’s classic science fiction masterpiece.

Today, we’re pleased to offer a few words from Christian, Corey, and Peter, in which they discuss some of their insights into Rex.


Click the image above to view the back
of the Lazax Empire’s faction sheet. You can
also view the back of the Jol-Nar sheet.

Christian T. Petersen

We were absolutely, positively, thrilled when Peter Olotka and the team at Eon agreed to license FFG the rights to the game mechanics used in the great Dune board game. After signing the deal with Peter, we set about trying to procure the Dune license to relaunch the classic game which Avalon Hill so famously published in the 1980’s. Unfortunately, no matter how hard we tried (and we do know a thing or two about licensing), the Dune rights were not forthcoming from the Herbert estate.

While not being able to license the Dune IP was a disappointment, Peter and I agreed that the game-system (which Peter dubbed “The Dial-Based Conflict System”), would work perfectly in FFG’s Twilight Imperium setting. As the game mechanics were originally intended to distill the flavor of ancient Roman conquest, they would lend themselves well to the epic universe of strife, diplomacy, and betrayal that are the hallmarks of Twilight Imperium.

Making the organic and non-invasive narrative port of the Dune board game to the Twilight Imperium canon, however, was not an easy task. The last thing I wanted, was to contrive a retelling, or a thinly disguised paste, of the Dune narrative. I didn’t want to invent a substitute for Arrakis, or create some equivalent of Spice. Not only is there no substitute for the amazing Dune, but such a contrivance would be a disservice to the spirit and the stories we’ve told, and plan to tell, of Twilight Imperium.

Practically, there were some difficult key aspects of the Dune board game that would need to be convincingly recreated such as the sandstorm, the unique dynamics of race abilities, and the transportation of forces to the game board.

The narrative idea for Rex came sometime in ’09 after I browsed through a few office copies of older Twilight Imperium releases. Several years earlier, in the rules for the Shattered Empire expansion, I had written a short fiction piece about Sallai Sa Corian and the surprise attack on Mecatol Rex that killed him. The death of the last Lazax emperor had taken place 3,000 years prior to gameplay in the Twilight Imperium board game. It was an event that ultimately led to the Twilight Imperium galaxy spiraling into a prolonged dark age.

It struck me: This fateful incident, and the ensuing struggle for power on the imperial throne world, would work perfectly as the backdrop for the “The Dial-Based Conflict System,” Instead of the sandstorm, we had the Sol bombardment. Instead of Arrakis and the Spice, we had Mecatol City, its dwindling resources and its myriad of influential constituencies. Instead of the Guild, we had the Hacan-enabled Sol blockade. It fit.

With the IP concept decided, the long journey to make Rex began. I was pleased to contribute by writing artwork descriptions and helping with artwork procurement, to write the racial narratives and a short story of the Rex era, to develop the background for the Mecatol City regions, and so on. The heavy lifting, of course, was done by John Goodenough, Corey Konieczka, and Jason Walden who worked diligently on the development, project-management, and testing of Rex. To represent the opulence and ancient texture of the Lazax empire (which was to have existed millennia before the look we had given Twilight Imperium) Dallas Mehlhoff and Andrew Navaro created an elaborate “futuristic art deco” look that blew me away. It was at once sophisticated and elaborate, it was earthy but with a sense of spindly fragility. It was ambitious but fickle; a fantastic basis for the ruins and other faded remnants of Twilight Imperium’s long-dead empire.

The process of creating the next iteration of Eon’s classic game has been a rewarding experience. I hope that players will be as pleased with Rex as we are.

Corey Konieczka

Developing Rex posed some interesting opportunities and challenges. We knew that we wanted to use elements of the classic game Dune in a way that would fit into the Twilight Imperium universe, while appealing to gamers that may or may not have heard of the original game. At the same time, we had said from the outset that Rex should be its own experience. Indeed, our August announcement stated that:

Rex [has not sought] to become a replacement or a “new edition” of its classic predecessor, but a different game, one based in the same core mechanics, one inspired by, but not replicating or replacing, Avalon Hill’s classic Dune.

Some of our design decisions were relatively easy. For example, the plentitude of optional rules and race advantages could present a barrier of entry to new players. We wanted to make sure that ALL of a race’s abilities were printed on their faction sheet, and there was no question about which special version of the game we were playing. This dovetailed into the creation of Ally Advantage cards, which players could use to not only mark who they were in an alliance with, but also reinforce the fact that ALL special abilities available to a player were sitting in front of him.

Meanwhile, part of what made Dune such a fantastic design was the way that all of the various game systems interacted with each other. Conveying this sense of interconnectedness while updating the game to fit our own design vision was a challenge; each change we made would cascade into a larger one. First, we chose which abilities were most exciting and/or fundamental to our desired game experience, and then we began meticulously playtesting, to balance them alongside the changes we’d introduced. As we continued to develop Rex, the process confirmed that we were not just sticking a new IP on a classic game, we were creating a new game based on the classic system. The heart of the old game lived in its unique combat system, game-changing variable player powers, and shifting political allegiances. This is what we wanted to preserve, and this is how we captured the spirit of EON’s beloved classic.

Every design decision, from big to small, was made with the utmost attention to detail. Some were made to modernize the game – for example, not requiring players to write down who their Traitors were. Others were made to add more tactics – such as the new deployment rules. Ultimately though, everything came together to create one cohesive vision that we hope that gamers new and old will enjoy for many, many years to come.

Working with Peter Olotka and the rest of the EON crew was really a treat. I’m a huge fan of both Dune and Cosmic Encounter, and meeting their creators left me star-struck. These guys were pioneers, and without them, the game industry would not be where it is today. In fact, playtesting Rex with Peter Olotka will go down as one of the defining moments of my game design career!

Peter Olotka

Future Pastimes (Jack Kittredge, Bill Eberle and I) created the game system [used in Rex] in the late ‘70s for one of our unpublished games called Tribute. Tribute was a strategic territorial conquest game devoid of any luck, and chief among its attributes was our simultaneous revelation ‘battle wheel.’ The wheel pits players against one another by allowing them to secretly sacrifice their troops in order to gain a territorial win.

Simply put, you dial the number of troops you are willing to sacrifice (limited by the number of troops in the territory in question) and the player with the higher number wins the battle, but loses the number of troops dialed. Meanwhile, the loser of the battle loses all troops in the fray. Players were therefore allowed to dial 0 and “beat a hasty retreat,” fleeing to an adjacent territory. With Dune, and subsequently Rex, additional considerations of leaders, weapons, and defense were added to battle.

When I played Rex at FFG last fall, I was delighted at the elegance of the fit. From story line to graphical details to play mechanics, our game system felt like it belonged. The sense of fit was evident in the face of dramatically different stories, environments and characters. I am certain that Twilight Imperium fans will be drawn into the intrigues of the game without the slightest twinge, and that Dune players will easily pick up the modified mechanics without missing a beat!

I am excited for Twilight Imperium fans, many of whom have not played Dune, and for our loyal Dune fans who have longed for the republishing of the classic. Both groups of players will have the opportunity to experience elements of each other’s cherished game blended into one.

Thanks, Christian, Corey, and Peter! Look for Rex on store shelves everywhere next week, and keep checking back for more.

About the writers

Game Designer and CEO Christian T. Petersen (Twilight Imperium, A Game of Thrones: The Board Game) founded FFG in 1995, and has since guided the company to become one of the world’s foremost hobby games publishers.

Corey Konieczka (Battlestar Galactica: The Board Game, Runewars) works as Vice President of Research and Design for Fantasy Flight Games, where he has contributed his valuable creative input since 2005.

Peter Olotka (Dune, Cosmic Encounter) is co-owner of Future Pastimes, LLC. His contributions to the hobby games industry have been substantial; during his time as owner and designer at Eon Products, Mr. Olotka helped to develop the Dial-Based Conflict System, among many other designs.

...

Categories: Company News

PaizoCon Pathfinder Society Review

Paizo - Mon, 02/13/2012 - 18:00

PaizoCon Pathfinder Society Review

Monday, Febraury 13, 2012

I have never been to PaizoCon. I have heard many stories over a pint from friends who have been. I have wanted to go the past few years but it just never worked out, whether it was expenses or work related obligations. One of the perks of my job is now I get to go to PaizoCon every year. Of course, Erik has told me the only excuse for missing it is if I was dead and the body couldn’t be recovered. I promise, you don’t need to twist my arm to be there. I am excited to experience my first PaizoCon with many of you. Not only do I get to attend, I get to help plan the convention. I can’t begin to tell you how cool that is. Every week, I’m working on one preparation or another to help make this PaizoCon the best yet. With that in mind, I thought I would share some of what is being planned for Pathfinder Society. I need to share some of this excitement so I don’t explode.

We are scheduling 150 tables of Pathfinder Society scenarios over the three days. The response of volunteers to GM was overwhelming. We filled all 150 tables in 23 hours and we currently have 22 people on the waiting list to step in if someone has to cancel their trip. It looks like I’m not the only one excited about this year’s PaizoCon. We’re scheduling every Season 3 scenario for PaizoCon over multiple tables.

We’ll also be debuting the GM 101 Workshop. Georgia Venture-Officers took the initiative late last year to put together a program to inform prospective GMs of what they might expect while running a Pathfinder Society scenario or sanctioned module. They received excellent feedback from participants, shared it with several other Venture-Officers to run in their regions, and refined the program. They pitched the idea to me to run it at conventions and I thought it was a great idea. This 4- to 5-hour workshop will be broken into two parts.

The first half includes topics such as how to bring a 4- to 5-hour scenario to life, how to make rulings on the fly, how to manage a table of complete strangers, how to organize a game day, and how to adapt to players doing the unexpected. Participants will circulate between stations to learn and practice the skills involved. During the second half, Georgia Venture-Officers will reveal the Deck of Many Situations. They will lead a humorously instructive game that challenges its players to handle tough GMing situations based on real, in-game dilemmas. Participants will have the opportunity to play the parts of both the GM and the troublesome players. Judges will offer feedback for each round, giving everyone the opportunity to learn. Note that we will also be running GM 101 workshops at Gen Con. I prefer that anyone who wants to volunteer to help run them at Gen Con attend one of these workshops at PaizoCon.

Finally, we are returning the Grand Convocation to its rightful place at PaizoCon. There will be tiered mini-quests that take an hour or two to complete. There will be side events where special Chronicles can be earned. And, according to Major Maldris, the Blakros family is planning to make an appearance. It is unclear exactly what they want. Major Maldris seemed visibly upset (who can blame him when the Blakros are involved) when asked about it, as there have been whispers of bargains, deals, marriages and the like that the Blakros family is pursuing.

I hope to see many of you there and to match faces with messageboard names and avatars. I also hope that I can help provide all of you that are attending with your most memorable Pathfinder experience to date. I look forward to seeing you all in July.

Oh, I almost forgot one important note. It has been mentioned for several years that there would be occasional special events for retired, 12th level PCs. The Grand Convocation is the debut of these special, Tier 12+ events.

And one more thing: Check out the final cover art by Grafit for Pathfinder Module: The Midnight Mirror, an adventure by RPG Superstar 2011 winner Sam Zeitlin!

Mike Brock
Pathfinder Society Campaign Coordinator

Tags: PaizoCon, Pathfinder Modules, Pathfinder Society, RPG Superstar

2012-02-13T18:00:00Z
Categories: Company News

42 Plots [BUNDLE]

RPGNow - Mon, 02/13/2012 - 16:41
42 Plots [BUNDLE]Publisher: Gypsy Knights Games
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...



21 Plots
Regular price: $4.99
Bundle price: $3.99

Using a familiar format for Traveller players, 21 Plots presents 21 situations with 6 possible outcomes for the Referee to use with a gaming group.

These can be useful not only when planning a short diversion from the main campaign, but also on those occasions where the players stray from the anticipated path.

Like all our products, the main intention of this book is to provide an extra spark to the Referee's imagination.

"Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.

...


21 Plots Too
Regular price: $4.99
Bundle price: $3.99

Following in the footsteps of our popular supplement 21 Plots, 21 Plots Too presents 21 situations with 6 possible outcomes for the Referee to use with a gaming group.

These can be useful not only when planning a short diversion from the main campaign, but also on those occasions where the players stray from the anticipated path.

Like all our products, the main intention of this book is to provide an extra spark to the Referee's imagination.

"Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.

...


Total value:$9.98Special bundle price:$7.98Savings of:$2.00 (20%)Price: $9.98
Categories: Company News

Heroes in The Redhorn Gate, Part Two

Fantasy Flight Games - Mon, 02/13/2012 - 16:28
A spotlight on secrecy in The Lord of The Rings: The Card Game

“I think no good of our course from beginning to end, as you know well, Gandalf,” answered Aragorn. “And perils known and unknown will grow as we go on. But we must go on; and it is no good our delaying the passage of the mountains. Further south there are no passes, till one comes to the Gap of Rohan. I do not trust that way since your news of Saruman. Who knows which side now the marshals of the Horse-lords serve?”
“Who knows indeed!” said Gandalf. “But there is another way, and not by the pass of Caradhras: the dark and secret way.”


    –J.R.R. Tolkien, The Fellowship of the Ring

The heroes of Middle-earth undertake great and perilous quests in The Lord of the Rings: The Card Game, and their threats increase the more fully they come to the Dark Lord’s attention. As in Tolkien’s epic fantasy, the heroes find themselves in the role of the underdogs, a small band setting forth into dangerous wilds and treacherous mines, filled with Orcs, Trolls, and other monstrous enemies.

Among the first choices players must make are which heroes to include in their fellowships. Last week, Nate French explained some of the reasons the rules allow each player to select up to three heroes, and as a rule, it has historically been foolish to choose any fewer. However, this week we explore the development of Secrecy and the impact it may have upon your starting fellowship.

Smart and secret

When we announced The Redhorn Gate back in October, we hinted at the Secrecy mechanic the Dwarrowdelf cycle develops. In January’s article, Boromir’s Guide to Deck Building, Part Two, we defined Secrecy in its simplest terms and we discussed how it can give players a means to accelerate their resources. Players who can keep their threat at 20 or below gain greater card effects at discounted prices.

Still, Secrecy does something more than just accelerate resources. It opens up an entirely different path for deck construction. Because the safest way to ensure you can trigger the discounts of your Secrecy cards is to start with 20 or less threat, Secrecy encourages the design of fellowships with only two heroes (or even just one!).

Today, Lukas Litzsinger, the lead developer of the Dwarrowdelf cycle, discusses how the Secrecy mechanic took shape:

The evolution of Secrecy

While the Secrecy cards introduced in the Dwarrowdelf cycle can be used in any deck, they are easily most useful when you keep your threat at 20 or below. Players can use cards such as The Galadhrim’s Greeting (Core Set, 46) or Gandalf (Core Set, 73) to lower their threat, but in order to take advantage of Secrecy from the very beginning of the game, you need a low starting threat, which may lead players to experiment with decks that play two heroes, or even just one.

However, Secrecy didn’t start in its current format. In fact, the mechanic went through a lot of revisions. Because the game already provides lots of incentives for players to lower their threat, anything that rewarded players for lowering their threat as much as possible had to be carefully implemented. Originally, we developed Secrecy cards that could only be played by players who ran just one hero. That was too restrictive, so we tried with two. Fine-tuning the cards became a major concern. If the Secrecy cards were too good, then players who started with three heroes would sacrifice their heroes just to play them, or they might be even more devious and play a bunch of Secrecy cards before reviving their hero with a Fortune or Fate (Core Set, 54). If the Secrecy cards weren’t extremely powerful, then no one would bother playing without a third hero just to use them. Ultimately, we deemed that restricting the mechanic based on the number of starting heroes (or even the number of characters in play) was too problematic.

Basing their play on a threat restriction felt more thematic. Threat already represents how visible your party is to enemies, so making Secrecy effects playable only by players with extremely low threat worked thematically. Since your heroes also set your starting threat level, running heroes with very low threat, or running fewer than three heroes makes it easier to play Secrecy cards without having to draw a lot of threat reduction. It also makes it easier to keep your threat low while the encounter deck tries to raise it.

The last change the Secrecy mechanic saw was the introduction of the variable cost reduction. At first, Secrecy functioned like an on/off switch, but players were too heavily penalized when their threat skyrocketed, making them completely unable to play a bunch of cards in their decks. So the Secrecy discount allows for a middle-ground, requiring a set threat level, but then giving various discounts to the cards. You can still play Secrecy cards without Secrecy, and building a deck with Secrecy cards that suffers an unforeseen spike in its threat level does not leave you with a bunch of unplayable cards in your hand. 

Secrecy will open up new strategies for players, and make them reconsider the default rule of three heroes to a deck.

Thanks, Lukas!

Next week, join us for a closer look at multiplayer roles and an upcoming hero. Then look for Secrecy to open up new strategies for your games of The Lord of the Rings: The Card Game when the Dwarrowdelf cycle kicks off with The Redhorn Gate.

...

Categories: Company News

Richelieu's Guide to Fencing Schools 2

RPGNow - Mon, 02/13/2012 - 15:04
Richelieu's Guide to Fencing Schools 2Publisher: Triple Ace Games

Two swordsmen lock blades with their rivals atop the roof of a moving carriage. One, a muscular man, swings a large sword at his opponent’s legs, hoping to trip him and send him tumbling into the roof. The other casually flicks her blouse open another button, distracting her wide-eyed opponent long enough to deftly thrust her rapier between his ribs. Unorthodox tactics, but all is fair in war! This supplement provides details on new fencing schools and their special Talents, and is a companion volume to Richelieu’s Guide to Fencing Schools, requiring use of that supplement.

Inside you'll find notes on simulating swashbuckling movie combat, background on and unique Talents for ten new major fencing academies, four minor academies, new rules for firearms and feinting, two new Talents, and ways of modifying your sword.

Price: $4.49
Categories: Company News

Fantasy Art Bundle 14 [BUNDLE]

RPGNow - Mon, 02/13/2012 - 14:05
Fantasy Art Bundle 14 [BUNDLE]Publisher: Postmortem Studios
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...



Clipart Critters 208 - Wererat Lurker
Regular price: $4.00
Bundle price: $2.00

A piece of 300 dpi .tif clipart (1795 x 2405 pixels) for you to use in your personal and professional projects, subject to the attached license.

...


Clipart Critters 210 - Studying Wizard
Regular price: $4.00
Bundle price: $2.00

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. (1050 x 2086 pixels)

...


Clipart Critters 214 - Sinister Wizard
Regular price: $4.00
Bundle price: $2.00

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. (2700 x 3395 pixels).

...


Clipart Critters 216 - So Many Swords
Regular price: $4.00
Bundle price: $2.00

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. (3375 x 2569 pixels).

...


Clipart Critters 219 - Hot Green Chi
Regular price: $4.00
Bundle price: $2.00

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. (1656 x 1505 pixels).

...


Total value:$20.00Special bundle price:$10.00Savings of:$10.00 (50%)Price: $20.00
Categories: Company News

Clipart Critters 219 - Hot Green Chi

RPGNow - Mon, 02/13/2012 - 14:04
Clipart Critters 219 - Hot Green ChiPublisher: Postmortem Studios

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. (1656 x 1505 pixels).

Price: $4.00
Categories: Company News

CG-Textures Man Made & Sci-Fi Vol 3

RPGNow - Mon, 02/13/2012 - 12:45
CG-Textures Man Made & Sci-Fi Vol 3Publisher: Cobra Games

Cobra Games Textures Packs
Man Made & Sci-Fi Vol. 3


Due to popular demand and an idea from a customer, CG now also has the texture packs as downloads on DriveTrhuRPG.com at a small fee in three different sets for personal or commercial use.


Dungeons & Caves
Man Made & Sci-Fi
Nature & Liquids


One pack or update contains in-between 40 - 60 high quality tiles at a resolution of 2048 x 2048 or you can still download them for free from our websites file host, get an FTP subscription or order a DVD from our products page.


We will keep looking into some more ways for you to download them that suit or customers’ needs.


Some facts about CG Textures:
-All of our downloadable Texture packs are at a high resolution of 2048 x 2048 unless stated otherwise.
-All textures are seamless, so there is no work required to make them seamless in other programs like Photoshop.
-All textures can be used for game design due to their high resolution.
-All textures are high quality and have been made with digital software, none have been taken with a camera.
-All texture packs are quite big due to the high resolution and because of this we need to host the files somewhere that is a capable
host without busting ourselves..
-We plan to have at least 10 to 20 new Texture packs each month for download! So check back often!


Note: This download is +- 300MB, contains 40 Textures and uses .Rar instead of .Zip

You can get Winrar to unpack the files here

Price: $1.38
Categories: Company News

Battlemap : F.o.t.P. Encounter 3 : Slave Quarters & Dog Pens

RPGNow - Mon, 02/13/2012 - 11:28
 Slave Quarters & Dog PensPublisher: Christian Hollnbuchner

This full color battlemap is the fifty sixth of a series featuring various terrains. This installment features the third encounter area for an upcoming 4E D&D dungeon crawl ("Forge of the Primordials"), the slave quarters / dog pens.

The description included is slightly more generic than the one provided in the final dungeon crawl to allow use as a generic, system independent dungeon room.

The map is 30 x 28 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 12 segments, which need to be assembled, in a single PDF using the letter format.

Price: $1.38
Categories: Company News

Uniting the Editions, Part 3 Addendum

WoTC D&D - Mon, 02/13/2012 - 08:00
We revisit the poll from Uniting the Editions, Part 3.
Categories: D&D

Uniting the Editions, Part 3

WoTC D&D - Mon, 02/13/2012 - 08:00
Over the last couple of weeks, I've written about why we might want to try to unify the editions, and how we might pull it off. This week, read some miscellaneous thoughts about the process that might be worth discussing.
Categories: D&D

Monsters of the Game Mat: Supermetro

RPGNow - Mon, 02/13/2012 - 07:58
 SupermetroPublisher: Cerberus Illustration

Monsters of the Game Mat: Supermetro is a 30mm tabletop paper miniature set with a variety of heroes and villians perfect for any superhero RPG. The set also includes cops, guard dogs, thugs and terrorists.

Assembly required and instructions included.

Thank you for purchasing Cerberus Art Products!

Price: $4.95
Categories: Company News

February 13, 2012: Visit Scenic Hyboria!

Steve Jackson Games - Mon, 02/13/2012 - 07:45


GURPS Classic Conan



Have you been hoping to learn more about exciting Hyboria, home of the world's most famous barbarian? Have you wanted to learn about its geography, history, and religion? Have you dared to catch a glimpse of its exotic wildlife, or encounter its enigmatic magic? Then GURPS Classic: Conan is for you!



Newly released to e23, this supplement is your one-stop guide to the Hyborian Age, including how to run a campaign, generate adventurers, and more. It features GURPS stats for Conan, Bêlit, Thoth-Amon, and others from the Conan saga. It also includes a comprehensive chronological bibliography, for those times when you'd prefer to read rather than roam the realms.



With GURPS Classic: Conan, the world of Conan can now be your world!



--Steven Marsh

Categories: Company News

Mix and Match Template Kit: Vampiric

RPGNow - Mon, 02/13/2012 - 07:39
 VampiricPublisher: Sade
Both for your personal or commercial use.

International A4 size, 300 dpi.

(if you need convert to usletter, please, let me know)

Price: $6.00
Categories: Company News

Bree Orlock Designs: Cute Cthulhu 1

RPGNow - Mon, 02/13/2012 - 06:25
 Cute Cthulhu 1Publisher: Stardust Publications

A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Bree Orlock.

Price: $6.00
Categories: Company News

Bree Orlock Designs: Cthulhu Cult 3

RPGNow - Mon, 02/13/2012 - 06:16
 Cthulhu Cult 3Publisher: Stardust Publications

A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Bree Orlock.

Price: $6.00
Categories: Company News

Bree Orlock Designs: Dragon 1

RPGNow - Mon, 02/13/2012 - 06:04
 Dragon 1Publisher: Stardust Publications

A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Bree Orlock.

Price: $4.00
Categories: Company News

Fiasco-Style Relationships

Sly Flourish - Mon, 02/13/2012 - 06:00

There are few games more different from D&D than the story-focused RPG Fiasco. In Fiasco, a group of players determine backgrounds, relationships, actions, successes, and failures through cooperative storytelling and a few rolls of the dice.

The joining of characters through relationships is an easy component to steal from Fiasco that brings rich connections between D&D characters and the group in which they find themselves.

Establishing these relationships solves one of the most tiresome cliche's of our beloved game: the old "you all meet in a bar" character introduction. Using the chart we can build simple yet rich relationships among the members of the party that can lead to all new adventures, quests, and connections to the world.

How to use this list

During character creation, have each player roll 1d20. The result ties his or her PC to the PC of the player on his or her left. This repeats around the table until each PC has two relationships, one with the player on the left and one with the player on the right.

Let the players discuss the nature of this relationship, choosing a side when applicable and adding some details of their own. Record all of this and reinforce it by sending it in email and having players record it on their character sheets. If one doesn't make sense or is quite displeasing to one or both of the players, let them re-roll it.

Throughout your campaign, tie the plots and adventures to these relationships and backgrounds of the PCs.

The relationship chart
  1. Only two survivors of former adventuring company
  2. Former friends or lovers that fell out
  3. Mentor and apprentice
  4. Boss and hired hand
  5. Siblings
  6. Former prison cell-mates
  7. Former members of a town militia
  8. Former members of a mercenary company
  9. Former members of a thieves guild
  10. Former students of a beloved teacher
  11. Lord and serf
  12. Former veterans of the same war
  13. Ward and protector
  14. Bounty hunter and prisoner
  15. Former members of the same grifter crew
  16. Former members of the same street gang
  17. Former enemies that now work together
  18. Members of the same adopted family
  19. Former slave
  20. Business partners
Tailoring this list

When running a campaign in a specific game world such as Dark Sun, Neverwinter or Gloomwrought, tailor the list to tie characters to the game world you have selected. Replace or add details to the chart above based on specific houses, factions, or locations within your campaign.

If you enjoyed this article, please take a look at Sly Flourish's Dungeon Master Tips or Running Epic Tier D&D Games. You might also take a look at the new Pathfinder Heroes miniatures at Troll and Toad, an official Sly Flourish sponsor.

Categories: Blogs, D&D

Bree Orlock Designs: Ankh 1

RPGNow - Mon, 02/13/2012 - 05:57
 Ankh 1Publisher: Stardust Publications

A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Bree Orlock.

Price: $4.00
Categories: Company News

Pages