Dear Apathy: Laptop Problems

Written by Jeff Carlsen on 2010/09/02 – 00:00 -

Each week, we answer a question from our loyal audience.  This answer can by anything do do about gaming, and we’ll try to provide advice.  You may leave your question in the comments, or email us at devteam@apathygames.com.  Our question for this week is:

Dear Apathy,

We often use laptops at the gaming table for tracking information and secret communications. For a while it was working well, but now some of my players keep letting the laptops distract them. How do I remove the distraction without getting rid of the computers?

Thanks,

Ready to Drop Rocks, Bismarck, ND

Well, RDR, you’ve posed a tough question. As a rule, having laptops at the table seems like a terrible idea, but I have seen it used to good effect, so let’s try to solve the problem.

Obviously, the first thing to do is to ask your players to make a concerted effort not to get distracted. Have them turn off any programs with notifications like TweetDeck or Skype. These have a tendency to grab attention and distract you from —writing a post— the game. You could disconnect the Internet entirely, but that could seriously limit the effectiveness of having a computer at the table.

As a Game Master, do your best to keep each player engaged. Make sure the spotlight moves around. Have players consider and pre-roll their actions when it isn’t there turn, and don’t let them use electronic dice rollers so that they have to pull away from the laptop when rolling.

You could also try a punishment and reward system, such as giving bennies to players to don’t get distracted and reducing XP gained for those who do. Careful, though, as this can create sour feelings among your problem players, and exacerbate the problem.

Lastly, consider the placement of the laptops. Try to get the players to move them off to the side, with the screen tilted to where you can see it. Not only are you able to watch over people’s shoulders a bit, but it means that players have to turn their backs to you to use the laptop, making themselves more obvious.

If all else fails, require that the laptops be closed at the table, and only use them when sending messages.

Hopefully these tips help you. Thank you for asking Apathy, and don’t drop rocks on your players.

–Jeff Carlsen

Your Comments: Do you have any advice?  Please let our readers know.  If you have a question for Apathy, we’ll gladly answer them.  Leave your question in the comments, or email us at devteam@apathygames.com


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This game sucks! Part 2: What To Do When Nothing Changes.

Written by Paul von Meerscheidt on 2010/09/01 – 00:01 -

Yesterday I discussed how to talk to your GM about problems with their game. If you followed my advice you probably pulled them aside and had a meaningful conversation about your concerns. Assuming you presented your case well and made it clear that you were serious, your GM probably seemed receptive to your problems. You discussed what made their game good and what you wanted or were willing to participate in. Then you waited, showing up to each session, looking for the change you had discussed. You didn’t push the issue, allowing them space to rap up current loose ends or work in the story elements you were looking for. Then….

Nothing happened.

Despite your conversation and your GM’s promises to make some changes, nothing changed. They continued forcing your face character through endless trials of blood, or persisted in plumbing the depths of depravity and darkness in their plotting. Maybe it even got worse, if their idea of solving the problem to bring everything to a dragged out conclusive ending.

Why are they doing this to me?

  • Your GM wants to wrap up story threads or plots, and it is taking longer than they expected. They planned to have everything onto the new track within a few sessions but the actions of other characters or in game diversions are dragging it out longer than expected.
  • Your GM is misguided, and thought that when you asked for things to change you meant “eventually” or “sometime this year”. What I mean by this is that they did not understand how much the problems were bothering you and took your one-on-one with them as game mastering advice, not a request for immediate change.
  • Your GM tried to address your concerns, but after a short period of time fell back into bad habits.
  • The other players really like the direction the story is headed or the rules changes.
  • You are the odd man out and the GM does not really want to change the game in the way you desire.
  • While they listened to you and pretended to agree to your proposals, your GM has no intention of changing their ways. They hope the whole thing will blow over if they just keep on doing what they were doing or that they will force you to leave (Unlikely but possible).

So, what now?

Regardless of how you feel, your GM has probably tried to address the problem. Pay attention and take note of positive changes. If a few sessions have passed and the problem remains, your only option is to talk to them again. Take note of the changes they have made and be prepared to explain why they are not sufficient. Once you are ready, pull your GM aside and explain that there is still a problem. Make it clear that you have seen the changes they have made and you appreciate them, but that there is still further to go. At this point your next actions are determined entirely by how they respond. They will either agree to work with you further, or make it clear that they will be inflexible. If the latter is the case, your only options are to suck it up or walk away. If they agree to work with you, try to set a time by which the changes will have been made. This will give them some room to work, but still hold them accountable.

And when that doesn’t work?

The first thing to do is talk to the other players. Do they share your concerns, or are you the only one with a problem? If so, you may want to consider finding or starting a different game. As I mentioned yesterday, sometimes your desires and those of your group will be so wildly different that this is the only option. If you choose to leave the game for a while, do it gracefully. Most people will understand and respect your decision if your reasons are clearly defined. Remember that this is everyone’s game, not just yours.

But the other players don’t like it either.

In this case an intervention may be required. If none of the players like the direction of the game it probably won’t be long until it falls apart. The best thing to do is discuss as a group what your problems are and what solution you would like to see. The problem with this approach is that when an entire group tells their GM they don’t like his game, feelings will be hurt. You run a strong risk of loosing them as a GM, and only a marginally smaller risk of loosing them as a friend.

Try to figure out a way to break it to them gently, and accentuate the positive. In most cases the problem will either be the story or the execution, not both. Try to focus on one or the other when you confront them. Make sure they understand that your problem is not with them but with the game, and that you still want to have them run a game, just not this game, or not this way. With any luck they will accept your concerns in a mature manner, and everyone’s experience will improve.

Have you had a situation where your GM was doing things you weren’t comfortable with? How did you deal with it?


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This game sucks! (How to talk to your GM) Part 1

Written by Paul von Meerscheidt on 2010/08/31 – 00:01 -

Unless you have been lucky or haven’t been playing very long, you’ve probably experienced it. Your GM is taking the game in directions you don’t like or aren’t comfortable with, or perhaps is just not running the style of game you want to play; perhaps they have implemented house rules or “interpretations” that you disagree with or that are patently wrong. You want to stay with the group and are interested in continuing in the same game, but want to see some changes, thematic or otherwise. When this happens, the typical gamer (myself included) will respond in one of several destructive ways:

  • Quietly stew for months, not really enjoying the game but feeling obligated to stay until you finally drop out of the game, typically starting with bad attendance (so you are less involved and feel less obligated) and culminating in no call no show.
  • Same as above but ending with a catastrophic shouting match centered around your issue or something completely unrelated.
  • Sabotage the game through violence against other PCs, NPC’s or by ignoring the plot and or trying to waste entire sessions on diversions.
  • Snippy comments and obvious passive aggressive behavior which make your DM feel stupid or inadequate.

Why shouldn’t I act this way?

This behavior is not only immature, it is pointless. Most GMs are either blazing egotists who cannot understand how the players are not enjoying what they are doing, or they lack self esteem and are in constant need of positive reinforcement. Or both. In either case, the above approaches do nothing but exacerbate the problem. The GM will see your behavior as offensive or disappointing, and will most likely see it as a personal attack, not a reasonable request for change.

What should I do instead?

Dealing with situations like these can be very difficult. We get together to have fun and play a game, not spend endless time arguing or being unpleasant to each other. Nothing tears a group up like player vs GM conflict. Even still, addressing the problem can be simplified by following a short set of rules:

  • Try to head problems off early; a few words in private can be very effective. If you bring the problem to your GM’s attention early, it can typically be easily remedied.
  • Don’t make it a performance. Your GM probably doesn’t need an intervention.  Calling them out in front of all the players will put them on the defensive, lowering your chances of getting a fair hearing.
  • Don’t be angry, yell, scream, or be insulting.
  • Stress the positive. Tell your GM what parts of the game you really enjoy.

Instead, explain what your problem is, and why it is a problem. If your argument is rules based, present evidence to support it. Reference similar rules or systems as support. If your GM decides to rule against you in regards to a certain ability, see if they will let you swap it for something else.

If the problem is based around what you want from the game or what your personal boundaries are for campaign content, explain what you want and clearly delineate where you are willing to have the campaign go. Most GMs know when they are pushing the envelope and will be willing to dial it back for the comfort of their players.

So my GM is running Star Wars Saga Edition, but I want to play Fuzzy Bunny Armada!

Sometimes the problem is not campaign elements that make you uncomfortable, or simple dissatisfaction with the game, but a desire to do something completely different. In these situations a different approach is required. If what you want is drastically different from the game your GM is trying to run, the time to raise objections is at the start of the campaign, not six months in. At that point, the chances that the GM will be willing to just drop all his intricate plotting and planning are very slim. If you really want something different, consider starting your own game on a different night, and with yourself as GM  This way, the story will contain the elements you want. In addition, every GM I have ever known has wanted to be a player but been unable to do so because “they are the GM”. Invite your GM and other players to your game and start telling your own stories.

Continued tomorrow in Part 2: What to do When Nothing Changes.


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Savage Mondays – August 30, 2010

Written by Tyson J. Hayes on 2010/08/30 – 08:22 -

It’s a Savage World out there, and Apathy Games provides the tools to survive it. First, check out our Savage Worlds Primer, if you have questions or just want to talk to us in real time just drop by the #savageworlds IRC Channel. If you’re looking for more up to date news, here’s what’s happening now:

Update: Community News Added.

Pinnacle Entertainment Group

Space 1889: Red Sands Preorder Bundle | Pinnacle Entertainment Group

Pinnacle Entertainment Group - Space 1889 - Red SandsThis week Pinnacle announced that pre-orders for Space 1889: Red Sands and their Red Sands preorder bundle are now available.  Stop by Pinnacle’s store and check it out.

Since Thomas Edison first explored the worlds with the help of his marvelous ether propeller, the British Empire has grown to include the red plains and stately canals of Mars, the steaming, dinosaur-infested swamps of Venus, and even a remote outpost in the twilight zone of Mercury. In 1889, the sun truly never sets on the British Empire! But deep inside the Empire, a core of revolt festers and grows. Martian cults cry out for the Earthling’s expulsion. Britain teeters at the edge of war with the Oenotrian Empire. In the midst of seething turmoil, the being known only as Kronos siezes the technology of a forgotten race to threaten the very future of mankind!

Savage Licensees

Daring Tales of Chivalry Adventure Compendium | Triple Ace Games

Out this week TAG announces five new adventures for their Daring Tales of Chivalry line all brought together in one comprehensive book!  Be daring in these new adventures

  • A Knight’s Tales
  • Death at the Joust
  • The Danbury Curse
  • Castle Fairstone
  • The Madness of Sir Stephen

Hellfrost Encounters #1 |Triple Ace Games

Finally after months of teasing TAG released the Hellfrost Encounters Book #1.  Following up on their Preview Copy the book is finally released!

Designed with the busy GM in mind, this book contains 50 detailed encounters covering a variety of situations and locales.

Whether you’re after a random encounter that’s more than just a standup fight on featureless terrain, an exciting mini-adventure on the spur of the moment, something to break up the party’s travels, or a starting scene for an adventure of your own devising, this book has something for you.

To help speed up play, every encounter is designed to fit one or two pages containing all of its pertinent information, so there’s no need to flip between pages. Lavishly illustrated with maps, everything you need to play these encounters is within the covers of this fantastic book!

Although designed for the Hellfrost setting, each encounter contains the stats required for play, so it can be used in any Savage Worlds fantasy setting!

Hellfrost Region Guide #20: The Mistlands | Triple Ace Games

Out this week is #20 in the collectors series, The Mistlands brings even more guides to the Hellfrost setting.

Once famed for its prosperous silver mines, the Mistlands are now a haunted realm of perpetual mist and endless ruins. A realm of ghosts and memories, few adventurers are brave enough to explore the rugged hills, for many who do are never seen again.

This supplement explores the history of the former realm of Silverdale, and presents rules for adventuring in the mist-wreathed lands, as well as over half a dozen new locales. The cult of Niht is explored in greater detail, along with the minor gods of sleep and concealment. Finally there are three new monsters, including the much-feared shadow dragon.

Sundered Skies Companion |Triple Ace Games

Feeling a bit left out after all the releases forHellfrost?  Thinking that your Sundered Skies game needs a pick-me up?  Well your in luck! The crack team of writers at Triple Ace Games have released the Sundered Skies Companion.

The Sundered Skies Companion expands upon and compliments the information found in the Sundered Skies core book. Designed to be used by players and Gamemaster’s the Sundered Skies Companion is bursting with gaming goodness, including;

  • A host of new Edges and Hindrances.
  • Detailed information on day-to-day life in the Sundered Skies, including superstitions and commonly held beliefs. Game mechanics are included so they can have a direct influence on your game.
  • Advanced dwarven munitions add even more explosive options to your arsenal of equipment.
  • Several new ship designs, including the experimental flame dancer.
  • New magic and spells, including a new goddess, The Beautiful One, and Voidomancy—where the caster draws on the void itself as a source for his spells.
  • Holy days for god, each one dripping with role-playing and adventure potential.
  • Expanded information on the isles of the skies, including four brand new island—The volcanic Atrium; frozen Frostrock, the desolate and tragic Remorse, and the mysterious jungle isle of Savannah.
  • 16 cults and secret societies the heroes can join or oppose. Each goals and organisation is fully detailed, including unique Edges available to heroes who join.
  • Over 25 new Savage Tales designed to be used alongside, and within the existing Plot Point found in Sundered Skies.
  • Sundered Gods—a guide to what direction your campaign can take once the Plot Point is completed.
  • A veritable horde of new monsters, opponents, and allies.
  • And much, much more!

Savage Community

Forum Top Five | PEGInc Forums

Each week, I delve into the Pinnacle Forums to find you the very best stuff.  Here’s what this week has to offer:

Arcane Abilities: This subsystem is designed to add more magical flair to your fantasy campaign by augmenting the current edge and powers system.  Very cool stuff.

Multiple Personalities: Some people are of two minds about everything.  This covers a character who not only has multiple personalities, but how to integrate the two over time.

Vehicles and Chases: If you’ve ever had questions about how the rules for vehicles and chases work, this is your thread.

Animal Stat Blocks: The Savage Worlds: Explorer’s Edition doesn’t have a lot of animals listed, so this thread attempts to fill in some gaps.  Useful if you’re looking for a familiar.

Social Combat: This is a ruleset for social combat based on the Mass Combat rules.  I’d like to see it tested and developed further.

Do you like Savage News but want it more than once a week? Subscribe to our Twitter. We won’t promise to drown you in a flood of news, but we won’t promise not to, either.  As always, if we missed something, let our readers know in the comments.


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What is your favorite game system?

Written by Jeff Carlsen on 2010/08/27 – 00:00 -

Once per week we go behind the bar at Apathy Games and discuss gaming in more personal terms and ask you to respond. The best response will be featured the following week.

By the time you’ve started reading a blog about Savage Worlds, you’ve probably been around the roleplaying block and played your share of systems. I know I have. The truth is, there is no one ultimate system. We all know that. In the end, there is only the best system to suit your current needs.

But, even so, there are times when you see a core mechanic and something inside you screams, “Yes! That’s how it works!”. For me, that was Shadowrun Fourth Edition.

It’s a rather simple dice pool system. Attributes, Skills, Augmentations, and modifiers are all measured by the number of dice they add to your pool. You then roll them all, and every die that rolls five or higher is a hit. The difficulty of tasks is measured in the number of hits you need.

The reason I love it, other than the satisfaction of rolling a fistful of dice, is how every little edge your character has provides an additional opportunity for success. Like every skill you learn is a little soldier and the task is an enemy. The more soldiers you have, the more likely it is that one of them will kill the filthy bastard.

It’s a simple mechanic, but a complex system. Everything has a mechanical effect, however small. I love this, but it’s also why the system isn’t right for every game. Also, it’s very deadly. Shadowrun characters are often described as eggshells with hammers. It’s style of play I like, but not always.

Now Your Turn:  What is your favorite game system?

Leave your story in the comments, and next week we’ll post the best story. If you have any questions you’d like us to answer in a future Behind the Bar, let us know.

Last Weeks Winner is: Theron

The Questions was, “If you could game with any historical figure, who would it be?”, to which he wrote:

Gary Gygax and HG Welles, the father and grandfather of our noble hobby.

Theron makes a great point.  I would love to have had a chance to game with Gygax.  It’s still possible I suppose, and necromancy is fitting with the game.  Something to think on.


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Dear Apathy, How Many Dice is Enough?

Written by Jeff Carlsen on 2010/08/26 – 00:00 -

As a new feature on Apathy games, each week, we answer a question from our loyal audience.  This answer can by anything do do about gaming, and we’ll try to provide advice.  You may leave your question in the comments, or email us at devteam@apathygames.com.  Our question for this week is:

Dear Apathy,

How many dice is enough?

Al in Podunk, WA

Al,

The simple answer is, when your dice bag bursts, you may have too many. Or need to buy a new dice bag.

I try to keep three full sets of polyhedrals, one of one color and two of another. The first set is my primary set, used for all skill rolls, attacks, saves, or whatever. The other two sets are for damage. This works very well for Savage Worlds in particular, but you should find use for it in many a d20 game.

For savage worlds, I also have a special set of d6s to use as my wild die, and another, off color, for extra damage, so that I can roll everything at once. If I get a raise, I add in the extra d6. Otherwise, I just ignore it.

If you play a variety of games, you’ll want a brick of d6′s. Dice pool games, such as Shadowrun, use them, so you’ll want at least twenty. In addition, you’ll want a pack of ten d10′s for World of Darkness or Legend of the Five Rings.

This should cover everything you need, but it can be nice to have extra sets for new players to use.

Don’t buy all your dice all at once, unless you don’t like money. Picking out a set should be a special event, savored each time you get the opportunity. Start with a single set of what you need for the game you’re playing, and build upon that whenever you go to the game store. Soon enough, you’ll be asking us how to organize your massive collection. Until then, good gaming, and thank you for the question.

Your Comments: Do you have any advice?  Please let our readers know.  If you have a question for Apathy, we’ll gladly answer them.  Leave your question in the comments, or email us at devteam@apathygames.com


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How to Alter a Published Rule

Written by Paul von Meerscheidt on 2010/08/25 – 23:38 -

So you’ve decided to change the rules. Hold up a minute. Who do you think you are? The rules were designed by people who got paid to do it, probably comply with an underlying structure, and, hopefully, were extensively playtested. In many cases you may be implementing the rule wrong or are missing another rule which counters the unwanted effect you are seeing in your game.

On the Other Hand….

Maybe not. Perhaps the rule is coming from a splat book that was underwritten or lightly playtested, if at all. Perhaps it comes from a third party supplement. Whatever the case may be, try not to act in haste. Changing rules can have long reaching and sometimes unexpected consequences, and those effects may be far worse than the current “problem rule”.

So What Do I Do?

The first step is to find examples of rules with a similar concept but different implementation than the problem rule. When you find a similar rule and it doesn’t cause any problems, you have found an easy fix. If you can’t find any, seriously consider the place of the rule in your game. In most cases rules exist to add depth to our simulations, and completely removing rules from a game may remove depth you or your players would rather keep. Review the rules in depth to determine if changes are really necessary.

How Do I Change It?

Think about ways to strengthen or weaken the problem rule other than its complete removal. Think about the situation where the rule was a problem and decide what the outcome of the rule should have been. Set the rule at that level as your starting point. Next, consider the effects of the rule on the next several adventures/encounters you have planned and try to figure out how your new version of the rule will play out. Then adjust accordingly.

Finally, decide if all this thinking has been merely a knee jerk reaction. Perhaps the characters have reached a new level of power or the players have dusted off some underused rules because they know they will be effective in the situations they have been presented with. If the usage of an unexpected rule was something you had not planned for it can be startling, and if it messes up your closely laid plains it can be very frustrating, but it is not necessarily a reason to act.

Methods of Implementation

Now that you have your shiny new rule all thought out, you must present it to the players. Present your new version and your justification for it before it comes up in game. Waiting until the players attempt to use the old rule to roll out the new one is immature. Next, if the rule you are changing is a newly selected ability of a character, give the player the option to trade it out for something else. The player chose the old ability, not the new one, and might not want your new version.

In many cases players will accept a watered down version of a rule in place of something everyone knows is overpowered. While players are always looking for an advantage, most understand game balance. Conversely, if the rule was too weak, it is unlikely you will get many complaints from the players when you change it–unless, of course, you are using your new version to increase the effectiveness of their opponents, in which case they will probably give you “the talk”.

And If My Changes Fail?

If your changes turn out to be a total unmitigated disaster, acknowledge that you were wrong and go back to the old version. Do not immediately go back to the drawing board, as it will take significant time away from the game and probably not give you the result you want. Try to find in-game ways to work around or solve the problem. If that fails, start the process over at the beginning.

Your Comments: Slaughtered any sacred cows in your game?  Tell of about a rule you have changed or removed.


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221 Posts Celebration! Top 5 Posts We Didn’t Write

Written by Jeff Carlsen on 2010/08/24 – 20:42 -

Today is a great celebration here at Apathy, our 221st post!  It’s amazing to see how far we’ve come since our 73rd.  Instead of giving you great new content, we’ve decided to let you know what content we could have given you, but didn’t.  So, here are the top five posts we didn’t write:

My Pantheon could Beat Up Your Pantheon

Every rose has it’s thorns, and every fantasy setting has it’s pantheon.  In the war of the made up gods, who would win?  Tonight on Pay Per View, Hextor versus Thamar.

Top 10 Gaming Hats of All Time

Wherein we debate the virtues of the fedora and lement the state of current gaming fashion.  Also, we discover that the size of ones brain is proportionally to the height of his hat.

Two Adventurers Walk into A Bar

We tell jokes.  Since we’re not really very funny people, we’ve spared you this pain.  Though there is one about a Gazebo that’s pretty good.

Confessions of a Lazy Gamer

We place a spotlight on the advantages of not doing any game prep.  Particularly on the amount of extra time you can spend watching Star Trek reruns.

Oh Crap! The Post is Due in 10 Minutes

The real life telling of an emergency post.  Did we forget?  Were we busy fighting thirty-mouthed Chicago-spawn?  You’ll never know, of course, because we don’t make excuses for our failures.

We’d like to thank you for sticking with us this far, and we hope to still see you when we reach 316.  Now, I have to go.  Scotty is about to give the tribbles to the Klingons.

Your Comments: What other posts should we never write?  Let us know in the comments.


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Savage Mondays – August 23, 2010

Written by Tyson J. Hayes on 2010/08/23 – 08:34 -

It’s a Savage World out there, and Apathy Games provides the tools to survive it. First, check out our Savage Worlds Primer, if you have questions or just want to talk to us in real time just drop by the #savageworlds IRC Channel. If you’re looking for more up to date news, here’s what’s happening now:

Pinnacle Entertainment Group

Oh the Podcasts! | Pinnacle Entertainment Group

This week Pinnacle decided to highlight The Gamer’s Haven‘s Gen Con coverage.  The August 14 episode featured Clint Black, our Core Rules Brand Manager, and Sean Preston, founder of Reality Blurs. The August 15 episode features Jodi Black, frequent Pinnacle editor and proprietress of Beautiful Brains Books & Games, and Reality Blurs’ Dave Olson and Stacy Young.  So give it a listen and let us know what you think in the comments!

Savage Licensees

Applied Vectors Gone But Not Forgotten | Applied Vectors

Somehow we missed this in our coverage last week but none the less the sad announcement comes from one of the licensee’s.

As the seasons change so does the focus of myself and my wife and business partner Anne Liddle. For this reason, we have decided to cease trading as Applied Vectors. Our books will still be available as legacy products on RPGnow etc, but there will be nothing new from us.

You can read more on Applied Vectors’ blog.

Interface Zero | Gun Metal Games

While I haven’t had a chance to dig into this setting yet this does look to be Shadowrun for Savage Worlds.  With that in mind I know we can probably get Jeff to give it a fair shakedown.

Welcome to the Future!

Interface-Zero, is the first book in the Interface-Zero Cyberpunk Setting by Gun Metal games. IZ brings your Savage Worlds game up to speed with the dark, frenetic world of 2088.

Didja Bring Your Gun?

Within the pages of Interface-Zero, you can match wits with ancient triad lodge masters, anarchist hackers and digitalized corporate moguls. Thwart the machinations of the New Chinese Mandarinate, or the Theocratic North American Coalition. Stare down the end of your gauss rifle at or match nano-woven steel with ganglanders, gene-spliced hybrids and borg shock troopers.

Are ya Wired?

Life is fast in 2088. If ya wanna survive, you need to be faster. Don’t worry Ami, we got ya covered. Fast Furious and Fun cybernetic rules enable you to create any type of cybernetic implant or bioware modification you can imagine!

Wanna crash a corp Domain?

Interface Zero hooks you up with everything you need to hack a computer network or derezz an enemy hacker in 2088. But watch out, omae; ghost into the wrong system and you’ll get fried faster than your food vat can spit out NUTRIpaste!

Interface Zero is a game without barriers; a setting where you can be artificially intelligent robots, vat-grown simulacrum, transgenic hybrids or just plain old flesh and blood humans. You can jack into the world around you and program it to suit your needs. You can implant cyberware in your body, interface with machines, fly hover craft, golemmechs, jump bikes and even hover tanks and Low Altitude Vehicles complete with the latest weapons and cutting edge VTOL or anti-gravity propulsion systems.

You can assume the roles of shadow operatives who rage against the corporate machine, private detectives cut from a noir-inspired cloth, fearless, larger than life heroes piloting mecha in a futuristic, transhumanist Japan- even survivors gutting it out in a post-apocalyptic wasteland filled with mutant horrors or AI-spawned mechanical nightmares are viable concepts in Interface Zero. Interface Zero is more than just a game setting, it is a toolbox you can use, adding or dropping whichever elements you wish to create the sci-fi game world that you and your friends want to play in.

End of Chapter 1 | Daring Entertainment

Personally I’m curious what the next chapter has in store as Daring Entertainment builds its way to be the most highlighted Savage World Licensee on our Savage Monday coverage.

In explosive Chapter One finale, the town of Dalesbury has become a war zone as you discover a secret that could effect the future salvation of the human race.

Can you survive the attack by the Living Dead horde, rescue your allies, and escape to safety before the Living Dead consume you, and with you the salvation of humanity?

Call of Cthulhu Bennies | Reality Blurs

Reality Blurs has entered the arena of bennies!  Drop by the Reality Blurs Store today to pick them up!

Hellfrost Region Guide #19: The Unclaimed Lands | Triple Ace Games

Below the Icewall, far to the north of the Hearthlands, are the Unclaimed Lands. A vast swathe of forest and rolling hills wracked by near-constant winter, many southerners consider the wilderness uninhabitable. Yet life prospers here for those who know and respect the power of nature and winter. Life is hard and a constant struggle against the elements, but here a man can truly be free. This supplement expands on the Hellfrost Gazetteer.

This supplement expands the Finnar culture, providing information on their social hierarchy, education, religion, and military. The cult of Ullr is expanded, giving details of its clergy and major rituals. GMs have six new major locales, two minor gods, and three new monsters to unleash against the players.

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If you could game with any historical figure, who would it be?

Written by Jeff Carlsen on 2010/08/20 – 18:48 -

Once per week we go behind the bar at Apathy Games and discuss gaming in more personal terms and ask you to respond. The best response will be featured the following week.

I pondered this question for several days before writing this post, and came up with a lot of examples of historical figures I’d never want to game with. Ganges Khan, for one. In the end, though, I’m forced to say that I would like to share my gaming table with The Bard. Yes, Shakespeare, though I don’t believe he gets any bardic music abilities, which is a real shame.

I choose him for his variety of characters and ability to understand them. Also, for his sense of drama and ability to tell stories using nothing but dialog. I wonder if he is as good at witty retorts as some of his characters? At least I know that he’ll speak proper Old English, or at least miss-speak it appropriately.

I’d only want to game with him if he’s a player, though. Never as a DM. Otherwise, every campaign would end with a TPK. Or a wedding.

Now Your Turn: If you could game with any historical figure, who would it be?

We’ll also consider answers to, “Who would be the worst historical figure to game with?”, since is sounds like fun.

Leave your story in the comments, and next week we’ll post the best story. If you have any questions you’d like us to answer in a future Behind the Bar, let us know.

Last Weeks Winner is: 77IM

The Questions was, “What RPG Would You Turn into a TV Show?”, to which he wrote:

Mutant City Blues: Police procedural in a world where 1% of the populace has spontaneously developed mutant super-powers. It would be like CSI meets Heroes. It seems like such a no-brainer I’d be surprised if an idea like this hadn’t already been pitched to some studio execs.


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