Why a 3rd edition to WFRP? Why now? "Based on recent trends in the roleplaying market and numerous discussions between Games Workshop and Fantasy Flight Games, we determined the time was right to develop and introduce a new edition, attracting more fans to the Warhammer Fantasy setting made popular by Game Workshop's tabletop miniatures game." Read all about it in this interview with Jay Little, lead designer on Warhammer Fantasy Roleplay 3rd Edition.
Two women and a man, all dressed in white jumpsuits, sit around a table with a bowl of pennies in its center. Each of them has a small stack of pennies and a printed form. In front of the older woman sits a scrap of paper with the words "a taffy stretching machine" written on it.
"... and my father looked down at me and said, 'If you don't want to ride the roller coaster, you don't have to. You can wait here in the candy shop while your brother and I go,'" says the older woman. "I was scared." As she speaks, the remembered terror creeps into her voice.
Her expression suddenly goes blank. She turns to the man. "What did I do or say then?" she asks, offering him the single penny in front of her.
On June 24, 2009 in Columbus, OH, aethereal FORGE will present the official release of the Vox RPG. This is an admittedly small affair in the grander scheme of things, but for me it represents the culmination of nearly three years of effort. Whether or not you are ultimately interested in Vox itself, the process by which Vox was created is -- at least in my opinion -- an interesting one, and filled with interesting coincidences and synchronicities. I firmly believe that Vox has been published precisely when it was meant to be.
It’s summer and at least up here in the Pacific Northwest that means we actually see the sun more often than usual. Games, especially board games, tend to be inside kinds of endeavors. So what’s a gamer to do? Well, partly, you add a BBQ to the gaming gathering.
The Shab-al-Hiri Roach is a Lovecraftian game of academic satire, designed for a single session of play. Players take on the role of professors at Pemberton University, a New England institute of higher education, in the year 1919. These professors, like those at any other university, jockey with one another for prestige and tenure. The catch? An ancient Sumerian roach-god with telepathic powers is running about, crawling inside heads and using you to wreak chaos and destruction upon the human race.
In my previous column I explored the various letter codes that you can combine to help define a personality for your character. Along the way, I intimated that there are two major divisions (P and N) as well as a total of 16 subdivisions. This column explores the first half in more depth.
In my previous column I proposed a new system to describe characters via pairings of well-known archetypes. In this column, I explain how to interpret those pairings. If you have not read the first column you will probably not understand this one. Then again, maybe you won't understand it anyway. It's pretty complicated. Are you sure you're ready for this?
Throughout the centuries, attempts have been made to classify types of people in order to better understand them. For example, in antiquity there were humours and astrological signs, and even today people still ask "What's Your Sign?" Role-playing games, of course, also classify people - into classes and races. But they do a poor job with personality.
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.