I would be remiss if I didn’t draw your attention to the Wild Card Creator Kickstarter. WCC is a Savage Worlds character creator with a killer feature: it can import a PDF and extract all the edges, hindrances, gear, and other character information directly from the text. Plus it will come with all the content [...]
Things are still moving slowly for us, but I did get past my block and finished writing the third adventure of To Predict and Serve: Rate of Change. That means that all three adventures are written and are ready to playtesting and revision. Of course, that’s where the big slowdown is. We have limited playtesting [...]
There is a lot of RPG discussion happening on Google+, and now that the service is open to the public, I would love to have you take part in it.
If you have an account, just click the links below, leave a comment there (this is important, or won’t get my RPG posts), and add us to a circle. I’ve also included a list of great people worth following on the service.
If you prefer Twitter or Facebook, don’t worry. We’ll continue our sporadic updates there as well. Tyson uses Twitter, whereas I prefer Google+, so there should be discussion to be found wherever you go.
When writing a setting or world book, is it better to explicitly state the type of world it is (have a sentence or two literally reading “This is a high-magic fantasy world, no steam or gunpowder or other industrialized tech. Humans are the vast majority over the other, dying-out races, and magic cards take the place of scrolls and potions.”), or is it better to use character class description, abilities, magic spell lists and equipment list, and simply having the setting’s information strongly suggested?
Last week we recorded with Ron and Veronica Blessing over at their podcast, The Game’s the Thing. Those two are great people, and we had a lot of fun (and we’re not just saying that because of social etiquette. Fun, I assure you, was had.)
We discussed, in depth, many of our design philosophies for Temporal Probability Agency.
Disneyland has a particular magic to it that I found very familiar. The feeling you get there is identical to the one you get from the best roleplaying sessions. In many ways, it’s a campaign setting.
The Walt Disney Company is the Game Master, and they have taken a lot of time, and spent a lot of money, to provide you the best props in existence. The environments are detailed. The rides present stories. The cast members spend every moment hiding any signs that this place is a show. All that’s asked of you is a willing suspension of disbelieve. Something that we roleplayers are great at.
Last week, Pinnacle Entertainment Group announced the next version of the Savage Worlds rules, Savage Worlds Deluxe. As with any time a new edition of a game is announced, it’s followed by a mix of excitement, fear, and a whole lot of questions. The following contains everything we know about the new product.