February 16, 2016New Columns
Just one new Column last week: Christopher Cecil's latest Fuzzy Thinking: "Monsters Are People Too!"
New ReviewsMaking up for the light week on Columns, RPGnet posted a bunch of new Reviews last week:
- Antonios S's review of "Cthulhu Britannica London" (Call of Cthulhu supplement)
- Antonios S's review of "Mutant Chronicles 3rd Edition Roleplaying Game" (Post-apocalyptic RPG)
- Antonios S's review of "Mutant Chronicles RPG Models: Cybertronic Set" (MC Miniature)
- Antonios S's review of "Mutant Chronicles RPG Models: Capitol Set" (MC Miniature)
- Antonios S's review of "Mutant Chronicles RPG Models: Bauhaus Set" (MC Miniature)
- Matthew McFarland's review of "Witch: Fated Souls" (Urban fantasy RPG)
- Antonios S's review of "Through The Ages: A New Story Of Civilization" (Board/tactical game)
- Antonios S's review of "Operation: Kindergarten" (Board/tactical game)
- Edward Kabara's review of "A.D.A.P.T" (Board/tactical game)
- Antonios S's review of "Alien vs Predator: The Hunt Begins" (Miniature)
- Antonios S's review of "Medieval Conspiracy" (Board/tactical game)
- Jonathan Hicks's review of "Dungeon Saga" (Board/tactical game)
It's a discussion as old as time (by which I mean it dates back to around 2000), but the question of "What Broke 3E" (referring to Dungeons and Dragons 3rd Edition) can still spark a lively debate. While much of this thread is replowing old ground, it's worth sorting through for the nuggets of good game design advice, and some potential fixes for all types of games with balance problems similar to 3E.
Speaking of game design, the handling of what in RPG parlance is called "initiative" - the order that characters in the fictional world get to act - is an important one. Check out "Favorite initiative systems?" for some insight into what other RPGnetters find to be effective and fun. Initiative systems tend to be somewhat more portable from game-to-game than some other subsystems, so you may find something that you can steal for yourself from a system that you otherwise don't know or like.
One more game design thread for this week: "What can card-based mechanics do that dice-based mechanics can't?" Yr. humble editor came away from this thread with a new appreciation for card-based mechanics and some ideas bubbling about how to incorporate them into otherwise dice-based games, and you may, too.
The sword-swinger is a fun archetype, but can often seem limited to settings where modern or futuristic ranged weapons don't exist. For some tips from other RPGnetters on how to keep that skillset viable in a wider range of game settings, check out "Swords vs. Blasters, how to make them relevant?".
Sign OffThat's all for this week.
- Iustum
Newsletter Editor
언제나처럼 재밌어 보이는 제목의 기사가 있어도 영어라 못 읽는다~
엄마, 이게 추상화란 거야?
흰건 모니터요 검은건 글씨로다
으아아악 혐짤 표시좀
번역해서 올릴려는 노오력을해라 노오력
오퍼레이션 킨더가튼 뭐야이겈
뭔가 로마 지배 하 브리튼에 대해 로망 가진 새끼들이 생각보다 많은 거 같다. 위 크툴루 서플 마냥 그 시대 신경 써주는 셋팅들이 좀 있더라.
뭐가 디엔디3판을 망쳤나 좀 읽었는데 재밌네.. 그리고 주사위판정시스템이 못하는 거를 카드판정시스템에서 할수있다는거 읽는중이다. 링크 고맙
58,121 , 124.5//혼자서들 읽지 말고 요약이라도 해 줍시다 ㅠㅠ