Into the Woods, and Practicing

Into the Woods is an RPG wherein your only goal is survival. Akin to the stories of Robinson Caruso, Swiss Family Robinson, and Castaway; and taking inspiration from games like Aground or Don’t Starve; Into the Woods is focused on the challenges of keeping yourself alive in a hostile ever-changing environment. An interesting idea in itself; the cliche RPG experience is one of “Humanity vs. Monstrosity,” where evil enacts its will on the innocent, and the heroic players step in to save them.

Chapter 2

Edmund became a Moulde when he was eight years old, after lunch, on a day not otherwise particularly different from any other day. Spring was coming to a close and the harsh sunlight of summer was struggling to slip through the giant black cloud that filled the sky. Edmund was sitting on his stiff bed, writing a poem about the holes that riddled the warped window shutters. Edmund had taken to poetry.

Runecairn, and Video Game Influence

Based on Cairn and Into the Odd, Runecairn is draped in Norse and Viking mythology, and inspired heavily by Dark Souls and Bloodborne games. There are re-skinned estus flasks, immortality, near continuous combat, even rules about bonfires. For all else that it does, Runecairn wears its inspirations on its sleeve. That the game is obviously inspired at least in part by video games is not uncommon. Table-top RPGs have always had major influence on video game RPGs; consider the deluge of D&D RPG video games like Pool of Radiance, Eye of the Beholder, Dark Sun, Ravenloft, Menzoberanzan, and Balder’s Gate — and that’s just a fraction of one license.

Cobwebs, and GM-Less Games

Cobwebs is an RPG about, quote: “reluctant investigators uncovering terrifying conspiracies and getting far more than they bargained for. It combines elements of noir, horror, and science fiction to create a uniquely haunting mystery built collaboratively.” Cobwebs centers around two specific characters: the Darling, and the Missing. The Darling is the “investigator,” the person who — in their search for the never-present Missing — gets pulled deeper and deeper into the truth of a conspiracy.

Escape from Dino Island, and Scions

Escape from Dino Island is, quote: “a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age — dinosaurs! Players take on the role of everyday people who are brave and competent, but also in over their head. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option.

Chapter 1

Sir Edmund Moulde, a gentleman for whom no introduction could be either required or sufficient, is a mysterious and complicated figure. For one who so singularly affected the destiny of nations, very little is known for certain. This is not to say we know nothing. While countless documents, diaries, and letters were lost in the Great Brackenburg Fire of 1954, every recovered document written by his hand has undergone years of study and interpretation by the great scholars of our time.

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG, and Fiat

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG is an RPG and I am not typing all that out again. I’ma call it Meteor. Meteor is purportedly a redesign of D&D 5th edition rules, with the framework detailed in the title; the players are dead, having been crushed by a meteor, and the devil has offered to redeem the players’ souls if they beat him in a game of 5th edition D&D.

Endless Lands, and There is No Such Thing As An RPG

Endless Lands is a fantastical RPG about traveling across the titular lands. As laid out in the rulebook, the game begins with everyone sitting down to talk about what kind of game they want to play, and then building the world that allows them to do so. The campaign’s Great Threat is discussed and decided on, all before the characters are created. Character creation is not particularly difficult, and the rules are simple enough to learn quickly and master easily.

Lancer, and Why We Play

Lancer is, to quote the book: “a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corpo-state agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings…players adopt the roles of mechanized chassis pilots — mech pilots — comrades together in a galaxy of danger and hope.” The system itself is quite rich. With a defensible claim to the most strategically balanced RPG currently available, Lancer is a system that requires careful consideration of forethought, resource management, teamwork, and luck.

FATE, and Ludo-Narrative

I described FATE as a system earlier; but my description was a poor one, abbreviated to get to the point I wanted to make. The actual rules of FATE are more detailed and interesting than I perhaps first made them sound. Characters in FATE Core have two fundamental things that influence their abilities: aspects, and skills. Skills are simple enough; they’re what your character is good at and have a numerical value from 0 to +5, usually.