In one of the vast hangar bays of the space station known as The Wheel a grate covering a ventilation shaft shuddered once, twice, and then fell to the deck unnoticed among the bay’s hustle and bustle. A moment later a particularly dusty Bothan slid out before reaching back in and hauling his gear out; as promised, Bee’f had managed to slip free from the Customs officials and made his own way to the station. Sure enough the Borrowed Time was right there, but she was locked up tight. Clearly the others had gone ahead. Bee’f pulled out a comlink and tried to get in touch, but the immediate response was a lot of yelling about lightsabers, Mandalorians, and security forces.
Near the top of the world, just below the beginning latitudes of the frozen tundra, stretches the great boreal forests that are the taiga. Scientists have trouble deciding, are they a biome of their own? A single, world-spanning forest? Or something else completely.
Come walk though it with us and, along the way, learn a lot about life, trees, and strange lights in the sky.
Inheritance is a complicated concept. It can carry many layers of context and subtext depending on who is giving and who is receiving, and what is being given in the first place. With the inheritor background, this act of receiving shapes your character’s life, and will direct them going forward.
In this episode, Leslie and Jared consider what it means to be an Inheritor within D&D, and what kind of circumstances this could reflect for a character or the world around them.
I’m always amazed at the inter-dependency of all things. How the many different facets of our lives can impact and inform the others. How we are not just the sum of our parts, but an ongoing evolution of them, a constantly shifting picture. Sometimes, if we are carefully aware, we can make great use of those quietly whispering pieces…
Nonsense is sometimes what we do best. This week however we’re joined by Stefan from Complete Nonsense to talk with us.
We discuss things from reviewing movies, to how you can make marketing can work for your games.
The owner of a post-apocalyptic truck stop with a shotgun under the counter and debts to pay. A valkyrie of the wasteland, beautiful in the deadliest way with ice water in her veins. A traveler who lives and who’ll die behind the wheel of his ride, but not any time soon if he can help it. A tech expert who swears the machines talk to them, who’s so damn weird not even gunfire can faze them. Every Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. Get ready to open your brain to the psychic maelstrom, because we’re going to Meet the Party for the 2nd Edition of Apocalypse World from D. Vincent Baker and Meguey Baker!
Some of you will, undoubtedly, have heard us talk about the Transit RPG. Maybe you’ve been paying attention on Twitter and noticed a few folks mentioning it. Perhaps you are one of our valued patrons on Patreon and have seen announcements there about its pending arrival. Maybe you’re just hanging about the fringes and whispers of its existence have reached your twitching ears. Then again, maybe it’s all new to you and you haven’t got any idea what it is we are talking about.
No, no , no. Not Morgan is a Fatty (Sorry to any Morgans out there). Fata Morgana is a thing you think you see that isn’t there to be seen. In other words, a mirage.
But before we get to that, let’s talk about desert biomes, cartoons, and the reason we’re all a little cuckoo. Even Morgans.
Numenera Character Options 2 is a 96-page book detailing new Descriptors, Types, Foci, and Organizations for use in Numenera games. When creating characters in any system, more choices are rarely a bad thing. Some of the new options in this book are directly related to the books that were funded by the Into the Ninth World Kickstarter. However, many options are usable by characters in any sort of Numenera, or Cypher System game.
Possessed of mysterious and unique powers, unlike those of other wielders of magical might, the warlock is an oft misunderstood class. Due to their pacts with beings that provide them with these unusual gifts and talents, they may be maligned or hated at worst by those who fear the nature of their power’s origins. The fact that behind each warlock is an entity with goals and intents that are rarely fully understood can make them hard to work with.
In this episode, Adam and Jared take a look at the warlock and consider ways to approach the class with greater adaptability and narrative strengths.