Category: RPG News

  • Exploring the World of Card Games: From Magic: The Gathering to Munchkin

    Card games are a fantastic way to bring people together, challenge your strategic thinking, and dive into imaginative worlds. Whether you’re a fantasy enthusiast, a competitive strategist, or someone looking for a fun party game, there’s a card game for you. Let’s explore four popular card games, how they’re played, and who might enjoy them.


    1. Magic: The Gathering

    How to Play: Magic: The Gathering (MTG) is a collectible card game where players assume the role of powerful wizards, casting spells, summoning creatures, and using artifacts to defeat opponents. Players build their decks with a mix of lands, spells, and creatures, aiming to reduce their opponent’s life total from 20 to 0.

    Who Should Play: MTG is perfect for fans of strategy and fantasy who enjoy deck-building and competitive play. It’s great for casual matches or intense tournaments.


    2. Munchkin

    How to Play: Munchkin is a lighthearted, humorous card game where players delve into a dungeon, defeat monsters, and grab loot. The goal is to reach Level 10 before anyone else. Players can sabotage each other with curses and sneaky plays, adding a chaotic twist.

    Who Should Play: Munchkin is ideal for groups of friends or family who love humor, fantasy, and a less serious gaming experience.


    3. Uno

    How to Play: Uno is a classic card game where players take turns matching cards by color or number, aiming to be the first to discard all their cards. Special action cards like Reverse, Skip, and Draw Two add a strategic element to the fast-paced fun.

    Who Should Play: Uno is great for all ages and works well in family settings or casual gatherings. It’s easy to learn and endlessly entertaining.


    4. Exploding Kittens

    How to Play: Exploding Kittens is a quirky card game where players take turns drawing cards while trying to avoid the dreaded Exploding Kitten card. Players use special cards to defuse, skip, or peek into the deck, adding a layer of strategy to the chaos.

    Who Should Play: This game is perfect for fans of quick, hilarious gameplay and those who enjoy a bit of risk and unpredictability.


    Why Card Games Are for Everyone

    From deep strategy in Magic: The Gathering to laugh-out-loud fun in Munchkin and Exploding Kittens, card games cater to all kinds of players. Whether you’re new to gaming or a seasoned veteran, there’s always a card game to match your style.

    Looking for your next favorite card game? Give one of these a try and experience the joy of playing cards with friends and family.

  • From Tabletop to Digital: The Evolution of RPG Games

    Role-playing games (RPGs) have long captivated the imaginations of players around the world. These games, initially played with pen and paper around a table, have a rich history of storytelling, strategy, and collaborative play. With the advent of technology, many beloved tabletop RPGs have been successfully converted into computer games, bringing these intricate worlds to an even wider audience. In this blog post, we will explore the journey of RPGs from tabletop to digital, highlighting some notable examples and the impact of this evolution.

    The Origins of Tabletop RPGs

    Tabletop RPGs emerged in the 1970s with the release of “Dungeons & Dragons” (D&D), a game that allowed players to create characters, embark on adventures, and shape narratives through their decisions and dice rolls. The game’s creators, Gary Gygax and Dave Arneson, pioneered a new genre that blended fantasy storytelling with strategic gameplay. The success of D&D spawned a multitude of other tabletop RPGs, each offering unique settings, mechanics, and stories.

    The Digital Revolution

    As computers became more advanced and accessible, the potential to translate the rich, immersive experiences of tabletop RPGs into digital formats became apparent. Early attempts in the 1980s and 1990s laid the groundwork for what would become a thriving genre in the gaming industry. Here are some key milestones in the evolution of RPGs from tabletop to digital:

    1. Baldur’s Gate (1998)

    One of the most iconic examples of a successful tabletop-to-digital conversion is “Baldur’s Gate.” Developed by BioWare and published by Interplay, this game brought the world of D&D to life on the computer screen. Using the Advanced Dungeons & Dragons 2nd Edition ruleset, “Baldur’s Gate” offered players a richly detailed world, complex characters, and a deep, engaging storyline. Its success paved the way for numerous sequels and other D&D-based computer games.

    2. Shadowrun Returns (2013)

    “Shadowrun” is a unique tabletop RPG that blends cyberpunk and fantasy elements. Harebrained Schemes’ “Shadowrun Returns” successfully captured the essence of the tabletop game while introducing it to a new generation of players. The game features a turn-based combat system, character customization, and a gripping narrative set in a dystopian future where magic and technology coexist.

    3. Divinity: Original Sin (2014)

    Larian Studios’ “Divinity: Original Sin” is another excellent example of a tabletop-inspired RPG that found great success as a computer game. Drawing inspiration from classic tabletop mechanics, the game offers turn-based combat, cooperative multiplayer, and an intricate story with branching paths. Its sequel, “Divinity: Original Sin 2,” received widespread acclaim and solidified the franchise’s reputation.

    4. Pathfinder: Kingmaker (2018)

    Based on Paizo’s “Pathfinder” tabletop RPG, “Pathfinder: Kingmaker” by Owlcat Games brings the rich lore and complex mechanics of the tabletop game to the digital realm. Players can create and customize their characters, explore vast landscapes, and engage in strategic combat. The game also incorporates kingdom-building elements, adding another layer of depth to the experience.

    5. Cyberpunk 2077 (2020)

    Although “Cyberpunk 2077” by CD Projekt Red is not a direct adaptation of the “Cyberpunk 2020” tabletop RPG, it draws heavily from the source material created by Mike Pondsmith. The game transports players to the neon-lit streets of Night City, offering an open-world experience filled with intricate storytelling, character development, and a vibrant, immersive world.

    The Impact of Digital RPGs

    The transition from tabletop to digital has had a profound impact on the RPG genre. Here are a few key ways in which this evolution has shaped the gaming landscape:

    1. Accessibility

    Digital RPGs have made these complex and richly detailed worlds more accessible to a broader audience. Players who may not have had the opportunity to engage in tabletop RPGs due to time, availability of a gaming group, or other constraints can now immerse themselves in these experiences through their computers and consoles.

    2. Enhanced Visuals and Audio

    The digital format allows for stunning visuals and immersive audio, bringing the worlds of RPGs to life in ways that were previously unimaginable. Detailed graphics, voice acting, and dynamic soundtracks enhance the storytelling and overall experience.

    3. Convenience and Flexibility

    Computer games offer convenience and flexibility, allowing players to pause, save, and resume their adventures at any time. This flexibility is particularly appealing to those with busy schedules who still want to engage in epic quests and adventures.

    4. Innovative Gameplay Mechanics

    Digital RPGs have introduced innovative gameplay mechanics that enhance the tabletop experience. From real-time combat systems to complex AI-driven narratives, these games continue to push the boundaries of what is possible in interactive storytelling.

    Conclusion

    The conversion of tabletop RPGs to digital formats has expanded the reach and appeal of these beloved games. By preserving the core elements that make tabletop RPGs so captivating—rich storytelling, character development, and player agency—while leveraging the advantages of modern technology, digital RPGs have carved out a significant niche in the gaming industry. Whether you’re a longtime fan of tabletop RPGs or a newcomer to the genre, the digital adaptations offer a thrilling and immersive way to experience these fantastical worlds.

    As technology continues to evolve, we can look forward to even more innovative and captivating RPG experiences, bridging the gap between the physical and digital realms. So gather your party, roll for initiative, and embark on an epic adventure—whether around a table or on your computer screen.

  • Reverse Railroading GM Technique

    Before we talk about reverse railroading we need to talk about what is railroading.

    Railroading is a commonly debated and somewhat controversial game-mastering method in the realm of tabletop role-playing games (RPGs). In this approach, the Game Master (GM) exerts a high degree of control over the game’s narrative, often guiding players along a predetermined plot or story path. This term derives from the idea that players are metaphorically placed on a “railroad track,” with limited freedom to deviate from the planned storyline.

    In a railroaded campaign, the GM meticulously designs the game world, plot events, and encounters, leaving little room for player improvisation. The storyline unfolds with a predetermined sequence of events, and players are expected to follow along. While this method can ensure a tightly woven narrative with well-defined arcs and dramatic moments, it can also lead to player frustration if they feel their choices and creativity are stifled.

    Railroading is a divisive technique; some players enjoy the structured experience it offers, appreciating the clear objectives and storyline, while others prefer a more open-ended, player-driven approach where their decisions have a more significant impact on the game world.

    The Reverse Railroad game master technique

    Balancing railroading with player agency is crucial for a successful RPG experience. Experienced GMs may employ railroading selectively, using it sparingly to maintain the overall narrative while still allowing players to explore and make meaningful choices. Ultimately, the choice of whether to use railroading in an RPG campaign should be made with the player’s preferences and the game’s overall goals in mind.

    The Reverse Railroad

    So what happens when a Gamemasters needs a specific end and yet wants to give the players control of how they get to there? This is where the reverse railroad comes in.

    The reverse railroad GM technique is where you provide a scene similar to many of the crime dramas on TV. The players are looking over the body of the Queen who was obviously stabbed in the back with the rouge’s knife. The King walks in and catches the players over the body…… “Two Days Before”

    Setting Up a Reverse Railroad

    It’s all about expectations and fun! Think about the movie Titanic. The ship sinking wasn’t considered a spoiler because the interest lay in how it happened and who survived. The same principle applies to reverse railroading.

    When setting up the reverse railroad, you need to be clear with the players:

    • What will happen at a certain point
    • What control they have in their methods of reaching that point
    • Rewards for not exploiting their knowledge of how the session ends
    • Penalties for using that knowledge
    • Extra bonuses for making it seem seamless

    For example, in the last episode of the Star-Fall Actual Play podcast Season One, the players were told that the villain “Jeramia Lightfoot” had “plot immunity” because he is a key character much further down the plotline. While they needed to fight him, they could not kill him. As the GM, I would alter the effects to make sure he survives:

    • Players were aware they could not kill him.
    • Players were told he, however, could kill them.
    • Players would be given extra XP for finding a reason not to perform the “deathblow” if they knocked him out (“You deserve to die, but that is not justice” or “I pull the trigger at the gun pointed at his heart, and it goes… click”).
    • Players were not told how they would get there or what would lead to that point, only that there would be a fight, and he could not die… wound, capture, maim, yes… die, no.

    While I expected the players to resist this, they loved it. They knew before the game even started what was going to happen, but not how it would happen.

    Tips for Running a Reverse Railroad

    1. Communicate with Players: Don’t surprise the players with a reverse railroad. Let them know that it will happen and give them time to think about it. This is not something you want to announce at the beginning of a battle. It should be done at the start of the session (or earlier).
    2. Reward Pretending and Roleplaying: Be generous with rewards for pretending and roleplaying. Extra XP, magic items, etc., are all appropriate rewards for good roleplaying.
    3. Reward Not Exploiting Future Knowledge: Be generous with rewards for not exploiting future knowledge.
    4. Penalize Exploiting Future Knowledge: Warn players about strict penalties for exploiting future knowledge. For example, just because a player knows they’re alive in a future scene doesn’t mean they won’t suffer significant setbacks if they exploit this knowledge.

    Reverse railroading can create memorable and engaging sessions when done right, providing structure while still allowing for player creativity and agency. By balancing predetermined outcomes with player-driven actions, you can craft an exciting and dynamic RPG experience.

    This blog post was sponsored by “Lithgow Tech Services” builders of custom gaming computers https://www.lithgowtech.com

  • Pieces of Her: A tale of horror

    Pieces of Her: A tale of horror

    The legend says that most of the city was ash when the temple of Ishtar finally fell, but the legend could be mistaken; after all, no one who was alive then, is alive now. 

    But imagine you are, as the Gods are, and can see between the clouds. She could have calmly been going about her duties as a temple priestess, ignoring the invasion by the Gorgian savages. As the rest of the city burned, Gheralda might have been sweeping, tidying, or even washing the tunics of her Sister Priestesses. She simply refused to leave her temple, her duty. 

    The legend states all the priestesses of Ishtar were renowned for their strength: that was, after all, why they were called by the fearsome Mother Warrior, who was in equal parts fearsome and fertile. She is a paradox of burning sexual energy, maternal love and rage in battle while defending the home and hearth. Not every woman could bow to Ishtar, but the one named Gheralda, with “h” for ease of repetition, did. She was chosen.  

    See her now, as the Gods see her: She is tall and statuesque. A whole two heads taller than other women with long, strong legs, arms and feet. Her body nurtured two children before she heard the Song of Ishtar and was compelled to join the Order. Although one side, the caring and loving side, screamed ‘mother’, there was another side, in her strong hands and firm chin that bellowed, ‘warrior’ with white-hot rage and pride. Her astute eyes were framed by brown spiral curls, kept short for practical reasons, but known to dance when she laughed, and she laughed often. To laugh was an act of rebellion in the face of obstacles. Make no mistake, she could have cried too, but to turn, smiling and defiant towards the buffeting winds of chaos was a greater insult. In private, she cried like any other woman and her tears were cleansing, cathartic drops. She was all woman, every woman and no more extraordinary than you, reader. But what set her apart on this blood-soaked day was that when all others chose to flee, she remained. 

    The Gorgian savages were ransacking and burning what they could not carry for hours before the temple was in any danger. It was presumed the forces of Caradri would drive them back with tactics or force but the presumption was wrong, so the city would fall. The young acolytes and older Sisters went first, by the secret tunnels and Gheralda was instructed to leave also and almost, almost did. 

    The legend said she was walking past an old statue of Ishtar when the crescent atop the head of the Goddess began to glow, and Gheralda kneeled, hands out, face bowed. She was told to stay, stay in the temple, because Ishtar remained and it was her will that Gheralda should be there too. So she stood, bare of foot and humble of heart. There was no question of disobedience, she would do as she was told and remain steadfastly at her duties. This was a woman who had given her Word, her Vow to Ishtar and would not go back on it. 

    So, there she remained. Minutes passed since the glowing crescent vision and a strange peace settled around her, her shoulders were proud and firm, strengthened with the perfect cape of calm that was Ishtar’s request to remain. She would have heard screams, smelt smoke from the burnt buildings and could not help but taste the soot of her burning city but none of this deterred her. The legend states she would waver for a moment, but it was not then. 

    Caradri’s pride was its downfall that day. The city had sat like a glowing gem in the desert, gleaming with trade and treasure that the Gorgians could not resist. They were not the type to settle and make a great city: they were invaders, constantly mobile and respecting nothing. They had no roots to settle them to a part of the Earth, no foundation of faith in Gods and only lived in the immediate, the here and now. They could not have known the joy of heritage, of tradition, because there was no past and barely any future, only the hedonistic ecstasy of the here and now. Caradri was their anathema and their envy in equal parts and that is why they burned all that they could not steal. 

    Gheralda knew this and remained. With the tranquil Song of Ishtar in her head, she worked on until they were at the gate and she could no longer ignore them. They used a battering ram and poured in from all directions like black flames. Some ran straight to urinate on the sacred Ishtar fountain, just to watch the water stain with their impurity. Others ran from room to room looking to pillage and plunder, thinking only of the value of the metal and not of what it was shaped to resemble. There, in one of the rooms, was Gheralda. 

    The legend is used now to frighten women with the worst of what men can do, but the legend leaves out the worst of the events. Not what they did to Gheralda, presuming she was a virgin, as many others were, but how they treated her after. She was violated over and over again, caked in their wildly squirted juices and treated as the fountain had been. When there was no part of her that was not moist and bruised from their sick desires, the legend says the commanders cut off her breasts and cooked the sliced flesh with a torch in front of her, then fed her pieces. How she swallowed is a mystery. It is whispered that two men inserted their thumbs into the tender ball of her eye and pushed, competing to see which would pop first. The winner then slid his fingers into the fleshy socket as the others laughed, holding her down. She was no longer a pillar of virtue, she was a woman of broken faith and this was her lowest point, this barrage of humiliation and agony. If she had screamed, the whole city of Caradri would have heard it, but they had stuffed her mouth with feces and closed it with a rope. Her body was a canvas of suffering, a toy for cruelty and boredom. She bore the brunt of them not finding enough firm, ripe, young things to rape. Unsurprisingly, her body gave out and she died. 

    And that is where the mere cautionary story turns into legend, as Ishtar intervened. The Gorgians left, having finished a torment that to them, was mere sport. The pieces of Gheralda were scattered around the room where they’d killed her and she lay, splayed like a puppet with its strings cut, with a ceremonial spear sticking out between her legs. Ishtar appeared, looked around, and gave life to her servant again. 

    The form of Gheralda awakens, readers, to find her limbs scattered and blood sprinkled like rain. Infused with the strength of Ishtar and feeling no pain, she picks up the pieces of herself and beholds them with curiosity as she remembers where they go. Glowing with the Light of the Crescent-Crowned Goddess, she puts herself together again from fleshy pieces. She is able to stand and call the wriggly slivers of muscle and sinew back together where they reform into a deeper perfection than before. Wherever there was torn skin, the point of fusion was a golden thread holding new life together. With a grunt, she removes the spear from herself and uses it as a walking stick as the bleeding ebbs like it was never there. She glows, still broken but painless and transcendent and her faith returns with frightening strength. 

    This was meant to be. 

    She’d lived through a pupation of pain and was emerging into a new form as her back split, revealing golden wings that brushed the ground. Her skin was marble now, threaded with the yellow memories of every injury the Gorgians had made, but there was no agony. There remained only the roar of self, the idea that she could triumph over anything. In her hand, where every finger had been removed and eaten, they returned and wielded a sword. And when Gheralda felt the strength return completely to her knees, she took to the air, as light and easy as a bird. 

    The legend ends there, with Gheralda the emissary of Ishtar, flying over the crumbling remains of the city to guide her Sisters to establish a new temple. She would exist another thousand years as the temples herald and protector and through her, thousands found strength in their times of darkness. Any time she was seen flying overhead, women would remember the hideous pain of Gheralda, certainly, but they would also see the unstoppable strength that transcends all tribulation. They still whisper the legend of the woman, once ordinary, made extraordinary by sheer will. No one alive now was alive then, but the story is like Gheralda herself, unconquered. 

    For if a woman can rebuild her entire self from mere pieces, we can all become more than we once were.   

  • Star-Fall RPG Podcast

    Star-Fall RPG Podcast

    Star-Fall is a science fiction Star-Fall RPG Podcast

    Star-Fall is a science fiction roleplaying game that began as an experimental game using the GURPS system. (Now uses a heavily modified version of OpenD6 system) The orginal game takes place aboard a spaceship traveling between Earth and Mars as the players investigate a mysterious wormhole. The party is accompanied by robots and AI, which are on the verge of going insane due to issues with their original code. Throughout the game, players encounter aliens, engage in interstellar battles, and ultimately save the universe. However, the game’s outcome left the creator’s mind processing potential future scenarios, such as what would happen if all the AI went insane simultaneously or if a new empire was formed that relied on robots.

    Star-Fall RPG Podcast

    Twenty years later, the creator is still running Star-Fall in new gaming groups, with player characters often becoming NPCs or mentioned in the game’s lore for subsequent groups. The creator later became interested in podcasting and created the Star-Fall podcast. The podcast follows the adventures of “The Fifth Crew” (Seasons 1-3), and the creator had a great time recording until COVID-19 hit. The pandemic, coupled with players moving out of state and the creator’s ADHD, made it challenging to continue the podcast.

    Star-Fall RPG Podcast

    The creator’s ADHD makes it difficult to keep track of six or more players online, making in-person recordings preferable. Despite the obstacles, the creator is starting again with a new business, MacMason, as a sponsor for the show. Star-Fall II, or season four, will feature a new cast of players due to distance but will continue the story parallel to the previous seasons.

    Star-Fall RPG Podcast is a Jackmonkey games production

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  • MARKED:   A story inspired by the spell, Hunter’s Mark

    MARKED: A story inspired by the spell, Hunter’s Mark

    My death starts and ends with a searing circle of pain. 

    The hunter sighted me long before my senses oriented me to where she hid. Her form was a mystery to me as there were too many smells, too many new sights in the forest for me to focus on. We had chosen this clearing to guard the chest through the night, thinking it would be easy to defend, but not from the others in her company. The one who would kill me was the most concealed and probably the most deadly. Her movements among the trees were as fluid and familiar as one raised in the trees, and one of the last things I would live to see were her gleaming elven eyes. 

    But this began with the hiss of an angry cat who tried to warn us. 

    The quiet of the clearing at night had been destroyed by a muscle-bound barbarian charging and roaring at the same time. He crashed through saplings and towards our fire, then swung a great hammer into the gut of Severrn, our tabaxi rogue, and winded her. She had been on watch and hissed to warn us, but it was too late. 

    She lay twitching helplessly and I saw, with horror, that her ribcage was malformed from the impact. Ribs are meant to be smooth, not jagged and lumpy beneath her spotted pelt, and I thought myself a coward for not coming to her aide. The barbarian barely stopped to breathe before he raised the hammer again and I looked away. I knew what was coming but I was too cowardly to see it.

    But I could not avoid hearing the crunch of her skull as the spiked hammer crushed her delicate, feline head. 

    It caught me off guard that they were so well prepared. My companions leapt into action and I crouched to hide. I am a trained wizard; I am expected to remain away from the worst of the danger. But the fighting had come to me far more quickly than I expected and I was having trouble concentrating. I tightened my grip on my bloodstone, my unique arcane focus, and centralised my thoughts on the spell. 

    Thanks to my magic, a spray of beautiful, dancing lights dazzled the enemy knight who came running towards us before he could brandish his sword further. If I could keep him disorientated, the others could move the chest before these thieves could take it. 

    But I didn’t have time to worry that they’d found us, or tracked the chest because this ambush was more than we could take. It was then that I felt the mark on me. 

    How does it feel, you wonder?

    It feels like being spotted by someone when you were trying to hide, but the gaze has the power to burn. Not intense enough to make you stop in your tracks, but there is a terrifying weight to being seen, a heavy and inescapable feeling that they SEE you. Not just your body, but your soul. 

    They see you at your best and most shining moment. 

    They see you in a silent sliver of shame. 

    They see you.

    It was like nothing I had experienced. I would die feeling completely naked.

    I shifted, continuing to concentrate, until I realised Mahgas, our cleric, was also in trouble. He had charged the knight and was expecting to finish him, but something was sliding a long, thin knife into Maghas’s throat. It was one of the races of the small-folk, with such smooth and practised movements that they barely made a sound. A black shadow of death in a cape and hood. It had dropped on Mahgas from above in total silence. 

    I watched Mahgas rattle as he fell, his heavy armour trapping him in a cage of death as the little creature fell with him, on him, riding him to the ground. The being withdrew a shining blade and leapt again, so fast I could barely track it.

    It was then that the first arrow hit my collarbone and I dropped the bloodstone. The arrow was deep in my soft flesh and burned deep into my armpit. My arm became useless, hence my hand hanging like a useless string, and I cried out with stupidly loud agony. I was meant to be concealed, I was meant to be fine, the chest would make us rich… lies. All lies. 

    All the while, the feeling of being SEEN grew stronger. Some sort of connection began between hunter and quarry and I felt the green eyes, rather than seeing them. They seemed to be measuring every part of me, my whole body, from head to toe and sizing up my weakness to choose where to strike next. I reached for the arrow with my good hand and touched the wooden shaft. White-hot agony exploded and I had to let it go. 

    The intense pain made me so weak that I reeled into a ball of pain on the ground. The feathers on the nock stood out, so ludicrously bright in their colour that anyone could have spotted me and I realised then, I was going to die next. 

    The feeling of exposure peaked suddenly and I felt the eyes sizing me up, judging where to split open my skin with a second arrow. It hit my exposed side and I gasped from pain. My hands flailed helplessly and grabbed the debris of the forest floor around me. Somehow, my good hand tightened around my bloodstone. 

    The wetness I lay in was my own blood, I realised. She, my killer, approached me with casual, elven grace. A small foot pushed me down as she leant in and ripped her arrow from me. My scream sent birds tearing into the night sky with fear, but all the elven huntress did was coldly evaluate my dying moment. Where there had been a dry arrow, a stream of blood spurted out and I began to lose my vision. 

    Green elven eyes gouged me and I felt her remove the second arrow and begin to clean it. For a moment she radiated with more power than before and I felt the mark leave my body. I felt an odd warmth and saw her mouth move into the shape of the word “good bye”. 

    Sighing, I saw no more.