I loved the 3rd ed. GURPS Character Assistant and couldn't wait to try out the new one with all the 4th edition rules. I finally got it and tried it out. This is what I thought of it...
Halfling gunslingers toting lasers. Shape-shifting druids in an age when magic has been made obsolete by science, Dragons attacking nomads in the concrete jungles of a post-apocalyptic world. Oft times, mismatched technology can spawn player disinterest, killing the game. However, with a good GM balancing these factors, mixed genres can bring life and encourage greater storytelling than any undiluted game
A behind the scenes mockumentary of Scooby-Doo and his associates, The Meddling Kids. Are they really a band of 20something crime-fighters, or something much more insidious?
After years of rumors and false starts, it appears that the long-awaited Dragonlance movie will see the light of day. An animated film, it's currently in production, and according to numerous news sites the voice cast has been finalized. The big revelation: who will voice Raistlin Majere? None other than Kiefer Sutherland!
Sit right down and you'll hear a tale, a tale of dirty tricks. That started in this tropic port, aboard this pirate's ship. Five prisoners that sailed that day would squeal or endure. You get the point. The Prisoner and Gilligan's Island come together to examine some mysteries that needn't be that way.
Do you have a bright, creative, potentially great, new GM whose adventures just plain suck? Are you tired of running games ALL THE TIME and you want a chance to play for a change, without having to suffer through lame games? Try training your New Blood GM and teach them some tricks of the trade. This is one thing that worked for me...
Our heroic priest of the Goddess of the Hearth, having just arrived in a capitol city far from his home is invited to enjoy a feast... only to discover later that the feast is the annual rededication to the God of Hedonism! An in-depth look at holidays (HolyDays), the Gods that promote them, and religious characters.
We play games to win, but even RPGs that have no clear winner offer some motivation to play them -- advancing our characters, and not getting them killed in the process, is our competition. How do we go about the process of finding a strategy that wins?
The word "Selling" is boldfaced and blue on the cover of The Indie Developer's Guide to Selling Games, making it abundantly clear that it's the emphasis of the book. To that end, the book stays away from everything that drifts away from the topic of selling; you won't find advice here on how to design a mascot, or how to create game levels that will keep players coming back for more. You will, however, learn a lot about how best to market your game to the public, both before and after you've actually created it.
What do you do when you slip up while running a game? What do you do when you forget to have the PCs meet up with a certain NPC, or find a certain item and it's too late to go back and introduce them? What do you do when your NPCs don't remember the PCs or when you forget to figure out what the mystery machine DOES when the characters finally activate it?