How does your game handle adding new characters, either because of character death, players changing characters, or players changing?
One of the strengths of FATE is making a party together, which stymies adding players after a campaign has started.
D&D is very much based on every character fulfilling a niche, so, one cleric leaves, another is likely to join.
Gone is player choice.
And, what about for characters who are of higher-level, is there a new hero ready at the next tavern?
Bright and early Saturday morning, Mad Dog and I showed to play this game we both had backed. No other players showed, and that was ok. The GM was great, and as with Toxicity, we had a fun time. The full rules allow for the inclusion of magic, but as with any AXIOM system stuff, every plug-in is optional.
My character was Quinton, a hunter a bit rough around the edges, and resident on the fringes of society.
Mike and I were unable to save the life of the schoolteacher, but we did defeat the bad guys. Go team Independence.
This show has already been brought back once, with a far more sinister agenda and premise. Now, they need to take it even farther, embrace the sinister, bring in some meta-plot, and you’d be good to go.
Heroes in Crisis #1
I know I will regret this.
I know I will be very mad when this concludes.
I know it will all be garbage.
I found some of the narrative a bit hard to follow, and there were some real deep canon dives.
But, after two reads, i can say this first issue gets a WOW!
Comic Covers looks at comic book covers and give a brief examination of them through the years.
Hippies were not as prevalent in the 60s as media would have you believe, nor did everything get the Iron Age treatment (over-anatomy, hatch lines, pouches, etc), the reality is though that with the Iron Age, many comics and creators started pushing the medium in new ways.
Heroes in Crisis #1
This has an interesting premise… maybe.
I will definitely be picking it up, unless a flip through just proves it to be awful beyond words.
For the second time, Mike and I got to play as Booster Gold and Blue Beetle in a DC Heroes Justice League game. While standing side-by-side with a Green Lantern, Zatanna, and Martian Manhunter, however did we survive and thrive.
It’s called roleplaying.
The GM loves the system. I think it is ok, but not without flaws. I think there is real genius within, but ends up being a grind that definitely favors more powerful characters.
Dig if you will a scenario, where each player is playing a member of the Batfamily?
Will they be different? Will they all be fun to play, or will Batman be the best, and everyone else just lesser versions with a marginal specialty or two?
Games should not have to rely on calling in Elminster. More, games and GMs should allow each character to shine.
Does your system of choice allow Damien to shine alongside Red Hood and Babs and even The Batman?
Does it allow Ted and Booster to do what they do?
On the 13th day of each of the 13 months, we will bring you some content and ideas for 13th Age, our absolute favorite D&Derivative game.
While many games seem to want to try and shoehorn this duo into their system, I would argue that 4e and 13th age are the best fits, as they would allow for low-magic, and a party of two, without a healer.
Of course, this is about 13th Age, so, let’s look at who the Icons would be:
- Sheelba of the Eyeless Face
- Ninguable of the Seven Eyes
- Ogo the Blind
- Thieves Guild
- Slayer’s Brotherhood
- Lord Null
- Karl Treuherz
From Sweden, the Dark Fantasy Roleplaying Game.
This game had so much going for it, and although it had a usable, dedicated system, it could certainly be cleaned up, and perhaps streamlined.
A lazy person might see possibility with a d20 port, I want to think bigger, and imagine a system that embraced and enhanced the setting, dark corrupting magic, twisted races, deadly combat, etc.
The books were a real beauty before many RPG books were as evocative.