Results for tag: RPGs
Posted by: Johnny_Angel on Apr 10, 2012 at 10:22:50 PM
I recently discovered this thread over on Enworld: www.enworld.org/forum/news/321202-jonath...
Rob Heinsoo and Jonathan Tweet are teaming up to create a game called '13th' age. With a release date which will hit shelves before the next edition of D&D, will 5th Edition feel some heat? Will this game compete and contend against D&D Durango? What do you think?
Personally, I like what I see in the art. Something about the art style speaks to me. The few short blurbs I've read about the world fluff and story interests me. They've done a good job of making me interested in their game.
Quoted from there:
About Rob Heinsoo
Rob Heinsoo has created dozens of role-playing games, card games, miniatures games and board games. He led the design of the fourth edition of...
Posted by: Alter_Boy on May 30, 2011 at 09:32:37 PM
I've always been a big fan of both CCGs and RPGs, and I've always dreamed of making a Magic: The Gathering RPG that isn't D&D in Dominaria or your FNM tournament with fan fiction.*
So I was intrigued when I saw this on Kickstarter.com of a RPG where all the information is contained on cards.
Support them if you want, this isn't why I made this blog post. I just think it's a really interesting idea for RPGs.
*Sadly, guilty of that. Fortunately, the evidence has been disposed of....
Posted by: dlwraith on May 5, 2011 at 07:39:45 PM
Over the years RPGs have been consumed with greater frequency on computers and games consoles. These computer RPGs have grown exponentially in complexity and are now at a point where they are often the first taste of RPGs that a role-player may get.
With the rise of the computerised RPG formats has come an incentive mechanism generally known as 'achievements'. Examples of where achievements are used include big 'triple-A' titles like World of Warcraft, Dragon Age, Elder Scrolls, and Final Fantasy, as well as smaller RPG games and games with RPG elements such as Torchlight, Castlevania, and Costume Quest. This incentive mechanism aims to make a game more fun, provide greater playability and other linked benefits adding value to the game itself.
The question I want to cover in today's...
Posted by: dlwraith on Apr 15, 2011 at 07:03:15 PM
So far in this blog series I've talked about gaining the confidence to play RPGs again and also preparing for your first session. This time I want to explore the first session itself.
Those of you who have been following this blog will have noticed a long gap between the previous part of this series and this blog. First up I'd like to apologise for the wait and secondly I'd like to offer the reason for the delay. The reason is this: My own first session couldn't have run much better than it did and as a result between work and D&D preparation I haven't had much time to write the third part of my blog.
Believe me when I say all of the advice and commentary I'm giving is from experience! So, without further a-do, let's get to it.
If you have been following in my footsteps...
Posted by: rsaintjohn on Oct 26, 2010 at 06:47:45 PM
So for my inaugural entry here, I figure I'll just jump right in and pick up the "15 Games in 15 Minutes" meme, the first 15 games that come to mind...
- The last one is a bit of a cheat, but I think of the games inseparably...
Posted by: Erico on Oct 9, 2010 at 12:25:41 AM
As gamers, we look for memorable moments...stories we can tell weeks, months, even years later. Fantastic exploits. A series of events and battles that we prop up as an example of what we want.
Search your feelings, you know it to be true. One thing I loved about the independent production "Dorkness Rising" was that it brought this to the forefront. The party was anything but incredibly combat efficient. They quarrelled, they stumbled. But they had fun doing it...
Plus, I'm partial to Bards, and the line "Hide behind the pile of dead bards!" made me laugh for two minutes.
Now, back to the point.
In the eight years I've been doing D&D, I have accrued a library of memorable moments. Memorable moments happen.
Games you remember, campaigns you always want to go back to however? Those...
Posted by: quid.tu.facis on Sep 2, 2010 at 06:32:54 PM
With the debut of GAMMA WORLD, it seems obvious that there are some people with cards on their minds. It is an obvious line of thought considering stats for monsters, powers, and items are already in a card format. What extents can corporate take the D&D RPG with cards? It is a good brainstorming exercise.
Starting simple, designers might try to tap into whatever demand already exists among avid collectors, by creating booster packs for D&D without alteration to the game. There are at least a handful of different types of packs that corporate could make available. They provide Players and DMs with 1) a professional appearance in combination with a sense of personal belonging and 2) to a lesser degree a new and perhaps more accessible approach of putting the pieces of a character and or...
Posted by: MartianAlien on Aug 30, 2010 at 03:36:07 AM
What kind of stories do you try to tell?
Let's start off with a question (borrowed from an issue of [i]Pyramid[/i] magazine).
The heroes have uncovered a nefarious plot, with the dastardly deed to occur at midnight that night. Time is running out for them to stop it, but they have unknowingly chosen a means of transportation that won't get them there [i]in time[/i].
Which would you rather see happen [i]more often[/i] in your stories:
A) Have things be fudged so that the heroes are able to show up in time to confront the evil-doer before he can pull off his plan (perhaps the evil henchmen have caused some delays).
B) The evil-doer executes his plan at midnight while the heroes are waiting for the drawbridge to close so they can cross the river.
Think about this as long as you'd like - this...
Posted by: MartianAlien on Aug 29, 2010 at 03:22:53 AM
I'm going to talk a bit about game balance. Game balance is often overlooked in role-playing games, because it's a [i]cooperative[/i] environment where the players are working together against a common foe. (Contrast that with a [i]competitive[/i] environment where the players are working directly against the other players.) Since role-playing games are cooperative, the players don't have to be balanced against each other, right?
There are several ways that imbalances in cooperative games can adversely affect player enjoyment. Does one player's turn take far longer than the other players' turns? Is one player affecting the outcome far more than the others? Is one player advancing at a faster rate than the others?
[i]When players perceive imbalances, it can negatively affect their...
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