Wizards of the Coast announced at GenCon today that it will release the 4th Edition of its category-leading Dungeons and Dragon roleplaying game in 2008, the first full new edition in eight years. The three core books will be released next summer on a monthly schedule: Player's Handbook in May, Monster Manual in June, and Dungeon Master's Guide in July.
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Storycrafters employ various methods to fashion tales. The mechanisms are called "devices", or "techniques", and comprise the inner workings of tales, giving each its own character. Stories can be spun without knowing the names of all the assorted gears and sprockets, but some basic familiarity with the widgets can enhance storycrafting skills. Passing down the knowledge from crafter to crafter is the very best of all.
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A singular conflict in my love-hate relationship with GD:T&P, my topic-inspiration crutch, is over a passage on story in the design of Tekken, the first game of the well-known fighting game series. I say the passage is a dirty sucker-punch motivated by some unseen bitterness and deserves a fair shot for rebuttal.
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Stories are a core element of game design but the art of storycrafting for games is truly arcane. This article looks at some kinds of story, their basic composition and how the types may apply to both development, presentation and play.
SPC David Amberson, Ziggurat Con Chair, writes to tel us that Ziggurat Convention 2007 is finally over. "To everyone who helped us, we, the participants of Ziggurat Con thank you for all your help," he said. "Without you, there wouldn't have been a convention to support." Gamegrene is proud to have been the website that truly broke this story open. I personally hope that there won't have to be a Ziggurat Con 2008 - it would be nice for everyone to come home and just go to GenCon next year.
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Sometimes the independent role-playing industry releases some real gems, and Dead Inside is definitely one of them. It has enough storyline for any player who focuses on character development and the ease of play allows newcomers and veterans alike to enter into the game quickly, without spending hours scrutinizing on character archetypes and the crunchy mechanics.
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My perspective on the most steadfast rule of D&D that isn't used anywhere else.
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Welcome to PORTAL (Player Oriented Roleplaying: Timing, Action & Lucidity), a universal roleplaying system ready to be adapted to whatever your imagination can come up with. It's a system which strives to strike a balance between roleplaying and gaming.
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Shadowrun is a game filled with imagination set in the postmodernist dystopia of the bleak near-future. Shadowrun is also one of the biggies, a game created by one of the roleplaying giants that generated video games, action figures (well, all right, they were like giant mage knight figures) and a novel series. Because of this, why is it so underground?
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