Today, I was greeted by technological grief. My computer and my phone were both invaded by gremlins this morning. After stomping them out, I got to work a bit later than I had planned. This made it feel like, a second Monday, and emphasized one of the drawbacks of working from a home office without the luxury of techmonkeys to come around and perform magic ju-ju dances over my system and make it all better. I then thought of how much I prefer no longer being in a cubicle and how I used to be one of the aforementioned techmonkeys [...]
Posts Tagged ‘ Savage Worlds ’
Though there’s still a good amount of work left before I can call it complete, I did finish the first draft of the Echo of Dead Leaves Plot Point Campaign for Realms of Cthulhu. When I hit my rhythm, I had been averaging one plot point a day, but really pushed it today to get it done (so I could actually just, y’know, chill out, tomorrow). In my enthusiasm, I should say it wasn’t rushed, nor will it be. This has been the culmination of a lot of research and planning and plotting and mulling over bits and pieces of [...]
Today, I moved through the morass of correlating last bits and pieces. Eyeing every little word and making sure they all behaved themselves like they ought. Some proved unruly. Others downright rude. In the end, I kicked them in the teeth and made them toe the line as I marched them into layout. Now, layout is an entirely different beast when one’s going to print. There is less room for error and it’s been awhile since I’ve personally laid out anything with an eye towards being rendered in physical form. A little anxiety arises–it’s natural. However, this is combined with [...]
Jobbers Tales #2: No Man’s Land takes the jobbers into the barren of BentShadow and down beneath the earth as they encounter ancient dangers hidden beneath the Penfold Mines. Wits and weapons are the watchword in this rollicking, action packed adventure for RunePunk!
Corners of Konoyo, the Iron Dynasty Guidebook Series, provides even more information about your favorite Heavy Metal Oriental setting! Guidebook #3 takes you into Uma-Ko Ryoudo. Explore the grassy fields and crumbling cities. You’ll find expanded information on Ryoudan history, military structure and settlements, as well as new places of interest and more. Random encounter tables keyed specifically for the province, with all new people and creatures, fully immerse you into the setting more than ever before! Grab it from our shop today!
Remember the other day when I mentioned we’d start talking about things in development? Sure, you do, but if you don’t, you can go read what I said about our newfound policy of openness. This is definitely experimental, but we’ll see how it goes. Sound good? We’re going to take small steps first and not get into the particulars of any release dates, but you are welcome to come to our forums and pick our brains. Our forums need more love, so they will be the central repository for all blurry things and the best chance you’ll have of us [...]
Fill your ears with my words… If you don’t have time to read it, here is the Cliff’s Notes version: “Iron Dynasty: Way of the Ronin” is a terrific setting for Savage Worlds. You will bring great honor unto your ancestors if you get it now. If you do not, the Library of a Thousand Scrolls shall remove your name from the histories as if you never existed.” Take care, Sean
This one’s for the game masters out there, but if you’re a player, behold and despair! Some players look at hindrances in games as a free ride–something which may look bad on paper, but rarely, if ever, come up in play. Say it ain’t so, Joe. If you’re letting folks coast, then you aren’t doing your job. And, yes, it is your job. Regardless of system or style of play, if a character takes a hindrance, flaw, complication, or whatever the word of the day (or game) may be, you gotta make them feel it. This isn’t all players, some players [...]
Once upon a time, there was a game where every single power was defined. Heck, they weren’t even called powers, they were called spells, and it was good. Everyone had a common conversation about fireballs and magic missiles and prismatic sprays. We all shared this one game and, for want of anything else, we enjoyed every round we spent discussing it. (Because even then, if I recall correctly, talking was a free action.) Games diversified and matured. Soon, there was a pantheon of elder games. Some were kind and merciful; some were well balanced; others made us scream with madness; [...]
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