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?

Rather than a discussion of people making a living at running scams, this article focuses on the beneficial point of conventions. Science Fiction, Gaming, and Comic conventions are discussed.

A discussion starter, from the unusual inspiration source, on the question: "What are elements of good gameplay?" Some example ideas are provided along with the application to different game forms.

The world is vibrant, the world is alive... You can taste salt on the wind, smell the black damp of the earth beneath your feet. The drums of the ancestors call out to the clans, their song carried to all the chiefdoms across the sea. These are the ancient islands of the Brothers, the islands of the Bronze Gods, and they are your home.

A PDF of HARP SF Beta 0.1 is available for download from the ICE online store. Members of the ICE forum who have purchased the PDF get free updates as they are released.

A Clements High School senior was arrested for being a terrorist threat after parents complained he'd created a computer game map of his school for use as a mod in an online game. One article says police found and seized "five swords" the boy had at his home, as well as a hammer.

It wasn't so long ago that a company called Guardians of Order got the RPG rights to George R.R. Martin's A Song of Ice and Fire... and then promptly went the way of the Dodo bird. Now another RPG company has reached an agreement with Martin to publish a new version of the fantasy epic - industry fan favorite, Green Ronin Publishing.

Ever wonder why I might be using a reference book that I seem to disagree with on every other page as my topic guide? The first clue is in Chapter 3. That chapter contains a gem of an idea that was worth the whole of the book to me. It was a carrier of epiphany, something that proved valuable beyond the realm of fun and games. The mythical million-dollar-idea was offered up in the chapter attempting to debunk the very myth of the One Great Idea. And I do so love irony.

Join the Quest! Nox Arcana invites listeners to enter a mythical realm of fantasy with Blood of the Dragon, an epic sword-and-sorcery soundscape that beckons listeners to set out upon an ancient quest through dark kingdoms ruled by wizards and warriors and to battle alongside barbarian hordes, elven mages and knights of legend.

April 19, 2007 (BELLEVUE, Wash.) – Paizo Publishing and Wizards of the Coast today announced the conclusion of Paizo's license to produce Dragon and Dungeon magazines effective September 2007. Publication of Dragon and Dungeon will cease with issues number 359 and 150, respectively. "Today the internet is where people go to get this kind of information," said Scott Rouse, Senior Brand Manager of Dungeons & Dragons®, Wizards of the Coast. "By moving to an online model we are using a delivery system that broadens our reach to fans around the world. Paizo has been a great partner to us over the last several years. We wish them well on their future endeavors."

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