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Da Clash! via Indiegogo

Da Clash! (Ammon Miniatures)

Da Clash! (Ammon Miniatures)

Da Clash! Ammon Miniatures nähert sich dem albernen Wrestling-Thema in angemessener Form, also nicht ganz ernst.

Sie bieten ihr sympathisch präsentiertes (Miniaturen-)Brettspiel über Indiegogo an. Bis zum 17. Mai 2013 der französische Hersteller 5000 €.

Da Clash! gibt es ohne (30 €) und mit Miniaturen (50  €). Porto ist bereits dabei und die „puppenfreie“ Version verfügt über Pappaufsteller.

Da Clash! (Ammon Miniatures)

Da Clash! (Ammon Miniatures)

“Faster than a tequila shot, make your foe bite the dust in Da Clash! The weird wrestling boardgame for 2 players from 12 to the grave!

 

Da Project!

 

Da Clash! is a boardgame with miniatures for 2 players created and developed by Ammon Miniatures. Fun, fast and addictive, a game lasts for about 20 minutes.

 

Unique in its kind and innovative, it is a perfect crossover between a miniatures game and a board game. Da Clash! is intended for both pure gamers and miniatures lovers.

 

Inspired by the Mexican Lucha Libre, Z movies and weird comics, Da Clash! will make you experience the brawl of your life!

 

Beta-tested since 2011, the game met a big success in the gaming clubs and that’s why we are sure you will love it too!

 

Ammon Miniatures

 

For years now, Ammon Miniatures is known for the originality and cartoony style of the miniatures, the attention to detail and high quality castings in resin.

We can count on years of experience in the miniatures industry and on skillful collaborators with technical and artistic expertise (Valentin Zak, Allan Carrasco…).

You can find more info on our products on our website: www.ammon-miniatures.com or our Facebook page: http://www.facebook.com/pages/Ammon-Miniatures/110440962309406

 

Da Game !

 

The box contains everything you need to play. The others miniatures will allow you to play with new profiles and test new crazy combinations (all the existing Ammon miniatures already have a Da Clash! profile ready to be played) and miniatures lovers will just prefer to play with miniatures instead of the cardboard silhouettes included in the box.

Each gamer plays with 2 fighters, on a wrestling ring divided in 9 zones.

Da Clash! is fast and fun, but you’ll need reflection and tactics if you want to make your opponents bite the dust.

 

Stretch, warm up, roll the dices…and no, unlike the others games, a 1 or a 2 are not weaker than a 5 or a 6.

 

Every dice is precious and can be used in different ways:

-you can activate your fighters and determine their initiative,
-launch Special or Bonus Attacks,
-create combinations to earn Zen or Rage tokens…well, if you win the bet.
-or fill your Superpowa gauge a bit more…

 

On the other hand, the two sources of power of a fighter: the Zen and the Rage tokens can be stocked and will allow you to make your fighters faster, more resistant or aggressive…And if you have enough of them, you’ll even be able to launch your fighter’s Superpowa to inflict him a 3-Hits Combo!

 

But stay watchful even if you have almost reduced his Tonus Points to zero, you could be punched in the back… everything’s allowed in Da Clash!“
Da Clash! product description

(via Chris N.)

Images: Ammon Miniatures

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Witch Hunter: The Invisible World 2nd Edition via Kickstarter

Witch Hunter 2nd Edition (© Paradigm Concepts)

Witch Hunter 2nd Edition (© Paradigm Concepts)

Witch Hunter: The Invisible World 2nd Edition. Nach dem Zombie-Superhelden-Rollenspiel Rotted Capes kehrt Paradigm Concepts zurück zu diesem etwas älteren Produkt.

Henry Lopez offeriert die 2. Edition des historisch-fantastischen Mantel und Degen  Horror-Rollenspiels über Kickstarter.

Das Crowdfunding-Projekt strebt bis zum 18. Mai 2013 mindestens 10000 $ an.

Das Original gefiel mir bereits recht gut, wenngleich ich den Herausgeber eher kritisch beobachte, aber das ist eine andere und private Geschichte.

Wer auf Solomon Kane oder Pakt der Wölfe steht, wirft besser selbst einen Blick auf diese alternative Historie mit Hexenjägern und ihren übernatürlichen Widersachern.

Besonders schätze ich das pulpige Fantasy-Artwork dieser Spielwelt. Das cineastische Regelwerk verwendet ein einfaches Poolsystem.
Glücklicherweise handelt es sich nicht um ein verkapptes Skirmish-Tabletop. Puppen Miniaturen werden dementsprechend nicht benötigt. Viele Rollenspieler verwechseln da etwas, zumindest nach meinem Verständnis.

Update: Der Verlag stellt eine kurze Witch Hunter: The Invisible World 2nd Edition-Einführung kostenlos zur Verfügung.

Witch Hunter 2nd Edition (© Paradigm Concepts)

Witch Hunter 2nd Edition (© Paradigm Concepts)

Diese Bilder sagen in meinen Augen mehr über das Spiel aus als die wortreiche Produktbeschreibung.

Witch Hunter 2nd Edition (© Paradigm Concepts)

Witch Hunter 2nd Edition (© Paradigm Concepts)

„A Role Playing Game where swashbuckling heroes face the supernatural horrors of the 1690’s. Inspired by the tales of Solomon Kane.

 

Witch Hunter: The Invisible World Second Edition Kickstarter

 

The Serpent
The Devil
Old Scratch
Satan
The Adversary

 

All names for the personification of Evil that has plagued Mankind since his first tentative steps upon the earth. Wherever Man travels he has found evil spirits, daemons, nephilim and all manner of monsters that prey upon both his mortal flesh and immortal soul. These creatures come in many guises, oft unseen until it is too late to escape their clutches.

Thankfully, there are those who have stood and not quailed before the horrors from hell; men and women with the faith and courage to not only hold back the tide of night, but to take the fight directly to the Adversary – even if it means storming the Gates of Hell itself!

 

These precious few are known as Witch Hunters – men and women chosen to become members of the Orders of Solomon and used by Providence to be at the right place at the right time, to thwart the schemes of the Adversary and his minions. From the ancient cities of the Old World to the nascent settlements in the New, Witch Hunters battle nests of Vampires, covens of witches, packs of werewolves, devils and more in their unending quest.

Hello, my name is Henry Lopez and I have a new world of adventure for you to play in. Witch Hunter: The Invisible World is what I like to call a Colonial – Swashbuckling – Horror game set in an alternate history not quite like our own.

 

Inspired by the great tales of Solomon Kane by Robert E. Howard, PCI published the first edition of Witch Hunter: The Invisible World to critical acclaim. Since that time, we’ve produced sourcebooks and adventures that have thrilled players, allowing them to explore the slightly alternate history of the Invisible World and fight the good fight against the unspeakable evils of the world.

 

Witch Hunter is not a tactical game, such as D&D where miniatures and battle maps are needed for play. Instead, Witch Hunter was designed to be more cinematic and free form, allowing the players (and the Grand Master) to concentrate and delve into the story than worry over the minutiae of game mechanics.

 

However, as thousands of others played in Home Campaigns and our Shared world Campaign, we realized that even though the game worked perfectly fine, it could be better. So we embarked on streamlining the rules and combat so that it ran even faster and smoothly.

Now after two years of development and playtesting, we’re ready to present Witch Hunter:

 

The Invisible World, 2nd Edition. This 256 page hard back will feature the same robust game mechanic, but as I mentioned above, streamlined for faster play.

For those of you familiar with the 1st edition of the game, here’s a quick and dirty breakdown on what is different in this new edition:

 

Streamlined Combat: The defense pool has been eliminated and initiative is set at the beginning of the fight instead of being determined every round. There is no need for multiple rolls every round just to determine a baseline to work from.

 

Optimized Magic System: Rites have been streamlined in the much the same way. Witch Hunters that use sorcerous traditions no longer have to roll just to determine if they have the ability to perform a rite, and then roll to hit a target; one attack roll determines everything.

Easy to Follow Character Creation: Character creation has been formatted to make the creation of Witch Hunters a simple processes that still permits a great deal of customization. The book is formatted in such a way that the order of choices in character creation match the order that the rules are presented, there is no need to jump back and forth.

 

Otherwise the game still features the dice pool system and the free-form, seat-of-your-pants feel to combat. The rules serve the setting and story rather than the other way around.

While at its most basic level, what we’re hoping to accomplish with this Kick Starter is to raise the funds necessary to publish the book and get them into your hands and onto the shelves of your FLGS.

 

But we hope to do much, much more.

 

Our hope is that you, through this Kick Starter, will help us relaunch the entire line, not only reissuing such staples as an updated Grand Tome of Adversaries, but also such new titles as Cities of Mystery, a source book that details eight cities (four in the Old World and four in the New) that give your Witch Hunters a change of scenery along with unique horrors and challenges; as well as the Scholomance a globetrotting (potentially) mega campaign that will pit a cadre of Witch Hunters against the Devil’s Academy in the heart of Transylvania where they have the opportunity to ally themselves with the Order of the Dragon and launch a devastating attack on the Adversary’s labyrinth, to name just two and End of Days, a similar Mega-Campaign that has your cadre of Witch Hunters striving to halt the rise of the Anti-Christ.

 

Something else that fans have been clamoring for is playing Witch Hunter in other times. That’s a fascinating idea, but creating a book on each and every possible time period of interest would be impossible. Instead, I’ve called on some friends, such as Chris Pramas, President of Green Ronin, A. Scott Glancy, from Pagan Publishing and of Delta Green fame, Shane Hensley, President of Pinnacle Games and of Deadlands and Savage Worlds fame, writer, game designer and all around great guy Matt Forbeck, and Jim Pinto, who among his many works include The World’s Largest Dungeon and the World’s Largest City, to write up a campaign summary giving the GMs ideas on how to run such a Campaign. Time periods chosen will be revealed as Stretch Goals are met.

 

We have lots more planned, and we’ll reveal them as we make the Stretch Goals, but we need your help to get this robust line going, rather than releasing a couple of books a year. We have some great stories to share with you, so please give us a hand in making this project a reality.

Thank you for your support!“
Witch Hunter: The Invisible World 2nd Edition product description

Erreicht das Projekt 13500 $, wird das Buch farbig gedruckt. Das wäre wohl ziemlich großartig …

Witch Hunter 2nd Edition (© Paradigm Concepts)

Witch Hunter 2nd Edition (© Paradigm Concepts)

Trotz meiner Verlagskritik unterstütze ich Witch Hunter: The Invisible World 2nd Edition.

Images: © Paradigm Concepts

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Deluxe Tunnels & Trolls, Wasteland 2 and much more: An interview with Liz Danforth

Studious Mage - Iconic figure for Deluxe T&T (Liz Danforth, Steve Crompton (colors))

Studious Mage – Iconic figure for Deluxe T&T (Liz Danforth, Steve Crompton (colors))

Deluxe Tunnels & Trolls. During the Kickstarter for the special edition of the roleplaying game by Flying Buffalo I did a wonderful interview with the author Ken St. Andre.

Liz Danforth contacted me. We mailed a bit about the promotion of the crowdfunding project. I really liked her professionalism and openness. She even took the time to explain me some American language and cultural peculiarities.

Furthermore as the artist of Tunnels & Trolls, the first RPG I bought, she has a special place in my artists appreciation list. I love her black and white images for the game and the old Citybooks. Probably, many more recognize her art for the Magic: The Gathering collectible card game by Wizards of the Coast.

Liz Danforth is much more than a game artist, she is a multi-talent. (Wasteland 2, anyone?) The following interview seems to be just a brief introduction to her multifarious career. Enjoy.

obskures.de: Hello Liz Danforth, please introduce yourself and tell us a bit about your multiple talents.
Liz DanforthLiz Danforth: If people recognize my name, they probably know me as an artist and illustrator of games, game books, and some novels. Certainly art is what I have done the most in my career, but I also have worked regularly as an editor, writer, game developer. These days I also serve as a consultant in and out of the industry, particularly being able to speak to libraries and librarians about games and gaming.

obskures.de: What was your starting or entry point into the hobby industry?
Liz DanforthLiz Danforth: I have to look back to being a game-player first and foremost, from my childhood. The family played games together — backgammon, bridge, cribbage, board games, dice games like Yahtzee, and I segued naturally to hobby games like Risk, Regatta, and Diplomacy once I learned such things existed (which happened in my early college years). That group of gamers included Ken St Andre, Bear Peters, Ugly John and Rob Carver, and Steve McAllister — all names you’ll recognize as associated with Tunnels & Trolls. I started playing T&T with 2nd Edition, and did sketches of characters and scenes while playing. Seeing those, Ken recommended my work to Rick Loomis at Flying Buffalo, and everything else followed from there.

Frost & Fire (Liz Danforth)

Frost & Fire (Liz Danforth)

obskures.de: You work as a freelancer. I think most people know you for your Magic: The Gathering artwork, but you did and do far more than images for collectible card games. If I recall correctly, you did among other things the artwork for the original Tunnels & Trolls RPG and the City books by Flying Buffalo. You are doing more than art. You were the editor for the 5th edition of Tunnels & Trolls? You worked also for the computer game industry (Star Trek, Crusaders of Khazan, Wasteland). At least I know you from these products. You currently work on? For example, what is your role for the Deluxe Tunnels & Trolls Kickstarter?
Liz DanforthLiz Danforth: Ha!! That’s quite a complex question! Let me see if I can take it a little bit at a time.
First, I don’t think „most people“ know me for any one specific thing, although they think they do. They know just a piece and think that’s the whole. It’s one of the biggest problems I have in my career, doing so many different things that the „one thing“ people believe they „know me for“ suggests I’m not very prolific, because I haven’t done „a lot“ for whatever it is. That’s because I did that, and something else, and something else again, and twelve other things besides, all in the same span of years. At least you know I did a variety of work!
I did about 50 cards for Magic. I did many more for ICE’s Middle Earth card game, which I mention here because I find I am better known for that in Europe — it is all but forgotten in the US. It’s also some of the work I am proudest of. I did artwork for (at my best estimate) around 100 different RPG companies over the years. The bigger names include work for TSR and Advanced Dungeons & Dragons, tons of work in the MERP books, work for GDW’s Traveller, FASA’s Earthdawn and Battletech, Green Ronin, Hero Games, West End Games, Chaosium, Fantasy Games Unltd, and countless more.
I worked seven years on staff with Flying Buffalo, initially as staff artist then as the company matured, I was editor (and occasional writer and illustrator) for the magazine Sorcerer’s Apprentice and eventually I led the Blade division of Flying Buffalo (and about 18 crazy and creative associates and colleagues), which for a time was the dedicated publishing arm of the company. I worked on Tunnels & Trolls 5e during my years with the company and I also I worked on CityBooks, Grimtooth’s Traps, and numerous Catalyst modules.
The Fifth Edition of T&T is a story in its own right. I am listed as „editor“ because none of us knew or used the term „game developer“ at the time. I did a lot more than correct the spelling and grammar, though, which is what people think when they see „editor.“ Ken had done four previous editions with tweaks and adjustments, but we all knew it was a game worthy to stand in the marketplace as a full-blown game, which it didn’t appear to be up to that time. That job fell to me. I rewrote the book top to bottom, keeping as much of Ken’s existing work as I could, because the flavor and humor was essential. What I put together refected the way our group actually played the game, and I tried to make the rules as complete-but-succinct, and as accessible to new players, or to players looking for an alternative, as I possibly could. We did a complete graphical revision of it and it was extensively reillustrated, and I painted a new color cover (something I hadn’t done a lot of up to that time). That edition seems to have withstood the test of time and a number of revisions and tweaks since. It is the edition Ken is revisiting, with updates and upgrades, for Deluxe T&T.
Returning to the earlier part of your question… as you note, I also did computer game work. Every bit of what was ever released is writing — scenarios, puzzles, scripting — no artwork at all. I did some concept art for Electronic Arts and for Storybricks, but nothing that ever made it through the process. My first work on computer game design was for Interplay and Wasteland 1, which led to further Interplay work in the two Star Trek licenses and the never-completed Meantime project. As you say, I did the T&T computer game Crusaders of Khazan, which New World Computing released in conjunction with a Japanese company that loved T&T and requested a game in that setting. I was asked to incorporate as many of the existing adventures (the solitaires mainly) as I could, but writing the work that bridged and unified it all led to a whole lot of additional material as well. Some of it is now resurfacing as Ken works that into the Deluxe T&T rules — languages and the nomenclature of time, for example. I think Bear is working on a guide of magical potions and herbs based on the computer game material.
I was inducted into the Academy of Gaming Arts and Design Hall of Fame in 1996. At the ceremony, the MC and head of the Academy said he had never seen such unanimous support for a nominee, which was incredibly humbling and heartwarming for me.
What am I working on? Anything interesting that comes my way. I spent all of last summer writing for Wasteland 2, although I have no idea how much (if anything) will wind up in the final game. I haven’t heard a word from them about it since I turned in my scriptwork. I’m looking forward to the game, regardless! The end of last year and early part of this year, all my attention was on the Deluxe T&T Kickstarter. That project is a true team effort — no one of us could do everything that needs to be done, and our individual specialties dovetail extremely well. Steve Crompton and I did much of the development and marketing associated with planning and launching the Kickstarter, which turned out to be 1000% more hard work than I ever imagined — but as you know, it was all worthwhile! Another Kickstarter on my page is Full Steam Press’s art book of The Gathering, a roundup of the original few dozen artists who appeared Magic the Gathering at its inception. I just completed my painting (called Frost & Fire) for that project a month ago, and am incredibly proud of and excited by it. I honestly feel it represents a new level of quality that I have not been able to achieve heretofore. I also have many evil plans and schemes for another use of that painting when I can. This example is cropped to how it will appear in The Gathering, but the full-size picture I hope to make the cover of an anthology of some of my short fiction. (Commissioned assignments all have to come before I can tinker with my fiction, however.)
For the foreseeable and immediate future, all my attention will be on Deluxe T&T. I have artwork commissioned by backers on my plate, and I am even now doing editing/development on Bear’s game-master adventure that will be released for Free RPG Day here in the States.  Emails continue to fly among the Fellowship and I offer my input to Ken as he writes. I don’t want to do the kind of massive rewriting I did for 5e, so I’m trying hard to stay hands-off until Ken declares his part of the work pretty much complete. I have the sketch of the dT&T cover done and I’m very eager to get to it, but I have another private commission on my agenda to do first.

Sky Noble (Liz Danforth)

Sky Noble (Liz Danforth)

obskures.de: How does your typical work day look like? How long do you need for a typical black and white character image. What is the difference to a full color image? You create your pictures on a computer or manually?
Liz DanforthLiz Danforth: About two and a half years ago, I began sharply defining my time management and goals. We all have exactly 168 hours in a week, and I felt I wasn’t accomplishing what I wanted to. I began tracking my time 24/7 and budgeting exactly how I wished to see the time used. It turned my life around and while I still struggle mightily with not accomplishing everything I think I ought to be able to — I can at least see the brutal facts of what and how I’m spending my time, and what I’m accomplishing (or not).
For all that, I lead a double life. I work half-time for the Pima County Public Library here in Tucson Arizona, and also as a freelancer, what I call being „a Maker“ to encompass all the various things I do creatively. I got my Masters degree in libraries some years ago, thinking it was time to grow up and get a real job, quit all this art and writing stuff. But I couldn’t bear to leave freelancing behind, and as much as I love libraries — and I do, most emphatically! — it is freelancing that truly feeds my soul and sense of purpose. Not to get into politics, but if I could have reliable comprehensive and affordable health insurance as a freelancer, I would have left my library work before now. I don’t and I can’t, so my 168 hours has about 23 productive hours a week skimmed right off the top. Doesn’t sound like that much, but I know what kind of impact that has on my ability to undertake all the freelance work I am offered and want to do.
My freelancer days fill the rest of the week, and I generally work seven days a week. A normally busy/productive day begins about 6am playing with my dogs (two Cardigan Welsh Corgis) and drinking enough coffee to become coherent. I’ve learned to be wary of getting into my email or, ghawdsforbid, Facebook, early in the day, because I can get sucked into the abyss and find myself having accomplished nothing when I finally look up a couple hours later.
I like to write first thing in the morning, though, and if I have a story bubbling in my brain, I do that for a bit. Since writing fiction is rarely on assignment (although my current piece is a commissioned story for Steve Crompton’s next City of the Gods anthology), I can only give it a little time if I have assignments waiting. By 10 or 11am, I am drilling into whatever my current project is, and I try to stick with it until 5 or 6 or 7pm, depending on what it is and how it is going. If I’m working especially hard on deadline, I skip other activities, and start my project-work as early as 7am and have sometimes worked to 10 or 11pm straight through. However, I can’t keep that kind of schedule for long; it burns me to a crisp and I become completely unproductive for days after the job is done… which I don’t consider a good tradeoff. I’d rather work consistently, steadily, and have downtime to relax, see friends, and play games in the evening. I’m more creative and productive overall when I can maintain that kind of balance.
To answer your question about my „process“ … computer or analog, and how long it takes to do an image… my best answer is „it depends.“ Overall, I do my artwork by hand, drawing with pencils, inking with Rapid-a-graph pens, painting with acrylics. However, I use Photoshop as a tool also. In decades past, I had to do multiple transparent overlays to get a complete „sketch“ for a painting whereas now PShop lets me do that in pixels. I can experiment with color, without committing it to the board. I can take old sketches, clean them up and print them out in non-repro blue, then ink that for a new piece. I can adjust sizes as needed as when, for example, a character’s head just seemed disproportionately large but the rest of the body was too good to erase. PShop let me experiment and then rework the whole. However, I am not skilled enough in Photoshop to do final art at all. The colored images like the „studious mage“ we’ve been using so much for Deluxe T&T are colored by Steve Crompton in collaboration with me. Often he’ll propose a color scheme, I make modifications (that picture he initially „sketched in“ with pinks and greens!), and he does the final work. Time and time again, he has blown me away bringing my B&W line art to life.
I can’t say there is a „typical“ time for how long a picture will take to do. Even a smallish B&W drawing will take an hour or two to sketch, and then I expect to spend twice that much time (whatever it is) doing the inkwork. That means I can do one or two a day. A full page piece can take several days.
Paintings vary all over the place. The original Magic paintings are relatively small — 15x20cm or thereabouts. Sometimes I could two in a week (and I wasn’t working as much for the library back then, so I had more hours to give to freelancing). A full size painting like the recent Frost & Fire painting… I’d have to look at my timelogs to say for certain, but I worked like a mad person throughout February, using every minute I could find. I had already put in a lot of work before that too, with sketches, value paintings, color comps, and reading other artsts‘ books talking about techniques and principles I wanted to incorporate into this piece. It took a long while.

obskures.de: The hobby market is changing rapidly. Kickstarter/Crowfunding changes the whole market. There are more and more open source games. The weakness of Dungeons & Dragons and the competition with the Pathfinder RPG is some kind of accelerator for an even more fragmented community. More people starting to play traditional RPGs over the internet. In Germany most traditional roleplayers are over 30 or even 40. What is your perspective on the changing market and community?
Liz DanforthLiz Danforth: Evolution and change are the only constants. 8-D
As you say, everything is changing — not just in games or even in the bigger picture of publishing. The greatest thing I see is that creatives can connect with each other and with their fans very directly in projects like Kickstarter, proposing projects and seeing how much interest there is. Crowdfunding lets people who want something let the creative individuals know they want it, and pay for the time to have it made. Money buys time for creative people to do more of what they do best. We have been told that we have to figure out the new ways of the world, and I think this is one of the better solutions to date.

obskures.de: Finally, some fun and quick questions. We start with: Role playing is …
Liz DanforthLiz Danforth: Creative engagement of one’s imagination for storytelling in a shared environment.
I could’ve given you a funny answer, as Ken did, but I don’t want to convince your audience that we’re all crazy over here. And this answer is pretty well correct, to my mind.

obskures.de: Art is …?
Liz DanforthLiz Danforth: …bringing to life a vision only the artist can see and make real.

Wizard staff (Liz Danforth)

Wizard staff (Liz Danforth)


obskures.de:
Artist, editor, game designer, librarian or writer?
Liz DanforthLiz Danforth: The immediate answer to this is simply “yes.” It’s not an affectation that I call myself “a Maker” — it’s that that list is too much of a mouthful!
A more complete answer is: I try to be sure I do something creative every single day, something that never existed before. It might be a simple sketch, or a few words of fiction, or a blog post, or a painted rock for my garden, or a head for a wizard’s staff for the Deluxe T&T photoshoot we did. I used to do more sculpture and mosaic and ceramics, but I lack the set-up space and the time for those these days.
Most of the time, of course, what I „make“ is a commission or assignment, but I try to give myself a little time each week or so to do something “just because.” It’s playful, it keeps my creativity fresh and helps stave off burnout. Last few years, it’s mostly writing fiction I do this way, because it’s rarely on assignment, but it can be anything that excites and inspires me. It doesn’t always happen when I’m busy, but I try.

obskures.de: What are the key ingredients for a great game?
Liz DanforthLiz Danforth: If I knew, I would be billionaire. More to the point, what a „great game“ is to one person may not be „great“ for someone else. There are as many different tastes in gaming as there are in any hobby. What transcends genre or format is that the game ignites one’s imagination and engages one’s drive to play, to experience what it has to offer.

obskures.de: A tip for someone who wants to work in the hobby industry?
Liz DanforthLiz Danforth: Don’t quit your day job (or don’t let your roommate/spouse/significant-other do so, if they’re willing to be your backup plan). Don’t imagine this isn’t a lot of work, long long hours, and carries an unforgiving need to be self-aware and self-disciplined. I wouldn’t trade this life for any other — I have tried — but it does come with a high price tag.

obskures.de: You prefer Gamemaster or player?
Liz DanforthLiz Danforth: These days, I think I prefer to be the GM, but preferably among friends. I always feel like I am a performing pony in a circus ring when I have to do demos or play at a convention. It’s my problem, a sense of pressure that’s internal, but it makes things more stressful than enjoyable.

Dusk & Twilight (Liz Danforth)

Dusk & Twilight (Liz Danforth)

obskures.de: Do you still have the time to play games? What do you play?
Liz DanforthLiz Danforth: I do not get to play tabletop and face-to-face very much any more. It’s very difficult to get friends together, even more so when many of the people I’d most wish to game with are in different cities. That said, I do play online almost daily. I’ve played World of Warcraft since 2006, with just a few breaks. I ran a guild for a number of years but finally stepped back to being „just a player“ as I began investing more of my attention in freelance again. I probably play the same number of hours per week, but I don’t have the emotional investment of taking care of dozens of friends and associates, many of whom I know in real life as well as in game. I play or have played Dragon Age (both Origins and DA2, and enjoyed both albeit differently), Skyrim, Diablo, a bit of Guild Wars 2 because friends were playing there, a little Mass Effect 2, and a variety of other things I’ve probably forgotten.
I value both electronic and tabletop gaming, and I’m disappointed in people who get elitist and snarky about those who prefer one to the exclusion of the other. „Different strokes for different folks“ is an idiom that I hope your readership knows — or, more anciently, de gustibus non est disputandum. Play the game you enjoy, and if it gives you the means to pursue a bit of happiness in your leisure hours, then that is what matters.

obskures.de: Favorite roleplaying game of all time and in recent years?
Liz DanforthLiz Danforth: Too loaded a question! I have had awesome, amazing roleplaying EVENTS take place in a wide variety of games: Tunnels & Trolls (obviously), in Champions (the f2f version from Hero Games years ago), in WoW and DA2, so how could I choose just one?
That said, my „main“ in WoW (a human mage) has a special place in my heart because he gave me back my voice as a writer when I genuinely thought I’d lost that voice forever. I won’t go into why I came to believe it, which is a long complicated story, but a decade or more ago, I decided that despite early promise as a writer and some small successes getting published, I really wasn’t cut out to be a writer and I should just give up. This character came along and demanded stories, and I’ve written in the ballpark of 150,000 words (+/- 10K; I haven’t looked at the count recently) about him. And yes, I’m a straight female who plays a male main. My old school roleplaying skills don’t limit me to one gender or another any more than it limits me to humans vs elves, dwarves, hobbs, or any other race in the fantasy role playing genre.

obskures.de: Favorite game (board, video game) of all time and in recent years?
Liz DanforthLiz Danforth: I’d have to say WoW. It certainly holds my interest year after year, despite ups and downs, despite all the changes the game has gone though (some improvements, many failures). It also is where my friends play and as I said, many are people I know IRL [in real life] either before the game came along or people I’ve met in person after first encountering them in the game.

obskures.de: Favorite game designer and/or artist?
Liz DanforthLiz Danforth: I can’t answer that! There are too many of both, alive and dead, who have influenced my life. I also go off on jags as, for example, one artist or another has something in their work I need to learn. As an example: in my most recent painting, I pored over work by Maxfield Parrish and Tom Kidd, and experimented with light-path flow as described in one of Rob Alexander’s books. „Favorite“ is just too limiting.

obskures.de: I get the best ideas for my games when … or I am most creative when … ?
Liz DanforthLiz Danforth: …in the transitional moments when I am still half-asleep while waking up. I keep a voice recorder beside my bed to capture the ideas, fragments of dialog, plot or concept-solutions and other snippets that seem to arrive full-blown and powerful in that twilight state. They’re not dreams, but are evidently the result of my brain having chewed on some project I’m working on overnight, and apply equally to writing and artwork.

obskures.de: Are you open for hiring at the moment? What do you plan in the near future?
Liz DanforthLiz Danforth: It is said a freelancer should never say „No, I’m too busy“! I am, however, pretty heavily committed right now, predominantly with work related to Deluxe Tunnels & Trolls. We are hoping to get that done in time for Origins, but it must certainly be finished by August in time for GenCon (two big game conventions here in the States). I also am working on a private commission, a painting for which the customer has already been waiting almost two years. (He’s been a saint, so very kind and patient with me!) The French publisher of T&T has me on tap to do some art and editing along with Bear Peters and Steve Crompton. I have been asked to participate in two other Kickstarter projects coming up. I’d like to make time to edit and illustrate a themed anthology of my short fiction but I have to do projects that pay the bills first. I am finishing a story I was asked to contribute to someone else’s anthology in the mean time. So …. yeah, I’m rather busy right now.

obskures.de: Thank you, Liz Danforth. Anything else you want to share with the fans?
Liz DanforthLiz Danforth: I have said, and will keep saying, how impressed and humbled I am that the fans are still out there, how much they still care about the things I’ve done over the years. I cannot say THANK YOU enough. I’ve done what I do — whether it’s T&T, Magic the Gathering, Middle Earth, Wasteland or whatever — because I love doing it, and thankfully I’ve (usually) gotten paid enough to keep doing it. Not everyone is lucky enough to make a living doing what they love. I’m incredibly fortunate, and for that I owe the fans whose support has made that possible. I owe them the very best work I can do and will keep doing until the day I start pushing up daisies.

If you want to know about her, go visit the website of Liz Danforth.

Images: Liz Danforth

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Golden Sky Stories: Heartwarming Role-Playing via Kickstarter

Golden Sky Stories: Heartwarming Role-Playing. Nach Tenra Bansho Zero kommt der nächste Kickstarter für die englische Übersetzung eines japanischen Rollenspiels.

In diesem Fall stammt das „gewaltfreie“ familienfreundliche Original von Ryo Kamiyo. Die Spieler übernehmen die Rolle von magischen Tieren, die die Probleme eines kleinen Dorfes durch Einfallsreichtum, Kooperation und Freundschaft lösen. Allerliebst …

Golden Sky Stories Heartwarming Role-Playing (Star Line Publishing)

Golden Sky Stories Heartwarming Role-Playing (Star Line Publishing)

Der Projektinitiator, Ewen Cluney, benötigt bis zum 21. Mai 2013 mindestens 7000 $.

Golden Sky Stories: Heartwarming Role-Playing (Star Line Publishing)

Golden Sky Stories: Heartwarming Role-Playing (Star Line Publishing)

A heartwarming tabletop RPG from Japan about magical animals helping people.

 

Golden Sky Stories is a heartwarming, non-violent role-playing game from Japan, by Ryo Kamiya, the creator of Maid: The Role-Playing Game. It was originally published in Japan as Yuuyake Koyake, and we’re very pleased to finally be able to bring it to you in English!

 

In this game, players take on the role of henge, animals that have just a little bit of magical power, including the ability to temporarily take on human form. You can be a fox, raccoon dog, cat, dog, rabbit, or bird, and each kind has their own special magical powers. Players will then attempt to solve problems around a small enchanted town with ingenuity, co-operation and friendship. The book is going to be about 144 pages, and will feature all of the beautiful artwork from the original version by the exceptionally talented manga artist, Ike.

 

Contributions of $10 or more will get you the PDF of the game and of any material from stretch goals we reach, and contributions of $25 or more will get you a printed book as well.
As of this writing, the translation is finished, and our graphic designer, Clay Gardner (who you might recognize as the creator of the OVA: Open Versatile Anime RPG) has already finished the layout. The aim of this Kickstarter is to fund the first print run. Our goal is to do a run of 500 copies, but if we exceed our funding goal we’ll print more and if feasible bring the retail price down and provide backers with more goodies. Golden Sky Stories will also be the first release from Star Line Publishing, and we’re aiming to publish more translated Japanese games, not to mention our own original works. By pledging you’ll not only help Golden Sky Stories come out, but also help us launch something that will become a bridge to bring lots of other great games here from across the Pacific!

 

The Book

 

The original Japanese version of the game was 120 pages in B5 format (7.17″ x 10.12″). The English version will preserve the formatting of the original as much as possible, but the page count will be a little higher with the addition of some cultural notes to help Western readers better understand the game’s Japanese setting and mythology.

 

The book has all the information you’ll need to play. It includes rules for playing as the six different types of henge (foxes, raccoon dogs, cats, dogs, rabbits, and birds), play advice, a complete replay, a selection of NPCs with story hooks, and two introductory scenarios.

If you’d like a sneak peek at what the game is like, check out the free original replay and the Tabletop Day 2013 demo game we created!

Golden Sky Stories: Heartwarming Role-Playing product description

Images: Star Line Publishing

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Robotech® RPG Tactics™ via Kickstarter

Robotech RPG Tactics: Destroid Tomahawk (Palladium Books)

Robotech RPG Tactics: Destroid Tomahawk (Palladium Books)

Robotech® RPG Tactics™. Palladium Books erweitert das bekannte Robotech RPG um eine Tabletop-Variante.

Der bereits umfassend unterstützte Kickstarter strebt mindestens 70000 $ bis zum 20. Mai 2013 an.

„Robotech® RPG Tactics™ is a fast paced strategy battle game that expands on the popular Palladium role playing game.

Robotech® RPG Tactics™

 

Prepare for invasion! Robotech® RPG Tactics™ is a fast paced strategy battle game that expands on the popular Palladium role playing game. Take command of the brave men and women of the United Earth Defense Force to valiantly defend Earth from annihilation. Or, command the alien armies of the Zentraedi Armada to recover an alien artifact of immense power and enslave humankind. Collect your forces from an expanding range of world class game pieces. Relive the massive battles on your tabletop at home to enhance your Robotech® RPG adventures or as a stand-alone game.

 

Robotech® RPG Tactics™ Boxed Game

  • Full color, 90+ page, softcover rulebook
  • 24 Battle Dice
  • 40 color game cards (unit cards, etc)
  • 4x VF-1A Veritech Valkyries (in Fighter, Guardian, and Battloid modes)
  • 1x VF-1J „Officer“ in all three modes
  • 2x Destroids (includes parts to make them Tomahawks, Defenders, or one of each)
  • 12x Regult Zentraedi Battlepods
  • 1x Glaug Officer’s Battlepod
  • 1/285th scale (40-70mm), high quality, multi-pose plastic game pieces.

In addition, once we reach our funding goal we have a whole host of fantastic upgrades and new unit add-ons to unlock!

 

Game Play

 

Robotech® RPG Tactics™ is a battle game in which players build armies of multiple squadrons of mecha to fight it out in scenario driven, objective based game play. Depending on the faction, and their choice of mecha, a player’s army may include anywhere from 2 game pieces to as many as you desire! The rules are scalable from small skirmishes to mass combat with hundreds per side.

 

Robotech® RPG Tactics™ uses a dynamic turn system. Players trade off activating squadrons during each turn, ensuring that a player never has to sit and wait while his opponent moves and attacks with his entire army.  By using alternating activation of squadrons, the game’s action unfolds at a fast and furious pace, allowing large scale battles to be easily carried out in a single evening.

 

The wide variety of mecha in the boxed game bring to bear the myriad and awesome weapon systems from the Robotech universe to lay waste to your foes. Even the battlefield itself can alter over the course of the game, as buildings are leveled by destruction unleashed during the battle.

 

Each player receives a number of Command Points each turn based on the number of mecha they have on the field, and the quality of their officers. Command Points are spent throughout the turn on maneuvers such as boosted movement, devastating weapon salvos, breakneck dodging counterattacks, and potent special abilities.“
Robotech® RPG Tactics™ product description

Meine Position ist eindeutig. Die überhitzenden Mechs von Battletech bleiben besser versteckt in der Garage und verstauben weiter. Am Original angelehnte Robotech Mecha wirken aus dem Stand wesentlich attraktiver, allerdings gehört das Palladium Rollenspielsystem zu den behäbigen Anachronismen des Hobbys. Das Tabletop funktioniert glücklicherweise nach anderen Regeln.

Achtung nicht ganz jugendfrei: Viele sehen in dem Kickstarter ein wenig „GamerPorn“.  Die Miniaturen sehen jedenfalls ziemlich sexy aus, sofern man auf große Roboter Mecha steht.

PS: Verehrte und mitunter etwas planlose Battletech-Gemeinde, die Mecha von Robotech sehen nicht aus wie der eine oder andere eurer Mechs. Vielmehr dürfte in der Regel genau der umgekehrte Fall zutreffen …

Images: Palladium Books

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Heroes‘ Tale The Role Playing Card Game via Kickstarter

Heroes Tale (Merlino Entertainment)

Heroes Tale (Merlino Entertainment)

Heroes‘ Tale The Role Playing Card Game. Das Projekt von Merlino Entertainment vereint klassisches Fantasy-Rollenspiel mit (Sammel-)Kartenspielen.

Bis zum 10. Mai 2013 benötigt der Kickstarter 60.000 $.

„Heroes‘ Tale fuses tabletop role-playing games and playing cards, to create a rich, visual role playing experience.

 

This game is a fusion of Tabletop RPG games, like Dungeons and Dragons, and card games. It uses a 20-sided dice system along with playing cards. The game can have has many players as the Game Master wants. One player plays as the Game Master, which plans and controls the world the Heroes live in. The rest play as Heroes’ and try to survive in the world the Game Master creates.

 

The Heroes can completely customize their own character through diverse vendor decks, which they use to purchase gear and abilities from. The Game Master may also place down a vendor deck for the Heroes to buy from.

 

The Game Master makes his own campaign deck filled with Environment Cards, Creature Cards, and Ally Cards. He uses this deck to create a world for the Heroes to live and fight in. The more cards you have as a game master the better off you are at making any kind of scenario and encounter you would like.“
Heroes‘ Tale The Role Playing Card Game product description

Images: Merlino Entertainment

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Trigger Happy: roleplaying in a World Which Hates You via Kickstarter

Trigger Happy (Aaron Acevedo, TaleSpinner Holdings)

Trigger Happy (Aaron Acevedo, TaleSpinner Holdings)

Trigger Happy: roleplaying in a World Which Hates You. Caias Ward und TaleSpinner Holdings offerieren eine Alternative zum Einerlei aus Elfen, Zwergen und Orks.

Der Kickstarter offeriert das Action und Crime- Rollenspiel als eine explosive Bigger-than-Life-Mischung aus The Transporter, Die Hard, Shield und The Wire.

Der Regelansatz „schlechte“, aber erzählerisch spannende Entscheidungen zu belohnen, könnte eine kleine Innovation darstellen. Hochinteressant und sehr passend für Crime Stories.

Unbedingt den Trailer anschauen.

„Trigger Happy is the Role Playing Game of Action, Crime and a World Which Hates You.

 

Get ready to Drop the Hammer and Take it to the Limit in Trigger Happy!

 

This Kickstarter is to publish Trigger Happy. Trigger Happy is the RPG where The Transporter and Die Hard meet the Shield and The Wire. Trigger Happy takes place in a world turned up to 11, where Protagonists live life one trailer-worthy moment to the next. You are a Protagonist; from cop to war vet to neighborhood kid done good enough, you find that the world tries to shove you around and you want to do nothing more than shove it right back.

What, never seen someone beaten to death with a canoe?

 

Game Mechanics

 

Trigger Happy is based around a simple d10 die mechanic, adding an attribute to the numbers rolled on the dice to reach a Target Number. This might seem pretty boring, except for two key elements which make Trigger Happy different than your average game: Triggers and Limit.

 

Triggers

 

Triggers are the way you take charge of your character’s story. There are two kinds: Ins and Outs. Ins are the trouble that you find or always seems to find you. They’re elements of the story that drive your character arc and make you rise to the occasion, giving you bonuses in the appropriate circumstances. Outs let you change fate, giving you a mechanical bonus or allowing you to take narrative control of the scene to your character’s advantage.

 

Limit

 

Meanwhile, Trigger Happy does not use Wounds, Health or Stamina to determine how long a character stays up, but Limit. Limit not only measure how much punishment you can take but how far you can push yourself to succeed. Fail a die roll? Take it to the Limit (by spending Limit) and succeed in what you tried to do. Be careful, as everyone has their Limit and when you hit zero it’s lights out!

Some days you are the puncher, some days you are the punchee…

 

Protagonists +

 

You’re no hero; you’re the Protagonist. You drive the story either by making stuff happen or by reacting to all the trouble that finds you.  Against you, you’ll find the whole world of people hating you:

 

Jamokes: these are the mooks, the chumps, the pushovers that get in your way. They are to be mowed down in spectacular fashion.

 

Mobs: ever wonder why a dozen guys don’t attack the Protagonist at once? Well, they are part of a Mob.trying to wear you and your friends down. You have them outnumbered 1 to 5 so get to work!

 

Henchmen: these guys can be tough customers, Taking It To The Limit just like you and really messing up your day.

 

Bosses: they are just that, Boss. It’s like looking in a cracked mirror; they have Limit and Triggers just like you and really want to put you down.“
Trigger Happy: roleplaying in a World Which Hates You product description

Images: Aaron Acevedo, TaleSpinner Holdings

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Ghost Lines 1.5 von John Harper zum kostenlosen Download

Ghost Lines. Die Apocalypse World-Hommage mit vielen endzeitlichen Steampunk-Anleihen von John Harper (Lady Blackbird, Agon) kann auf der Webseite The Mighty Atom kostenlos heruntergeladen werden.

Das Mini-Rollenspiel schickt die Helden auf Geisterjagd in einer post-apokalyptischen Welt. Die 4 Seiten inspirieren (mich) mehr, als so manche Rollenspiel-Enzyklopädie mit mehr als hundertfachen Seitenumfang.

Version 1.5  beinhaltet einige neue Tabellen für Gerüchte, Patrons, Stadtereignisse, Geister- und NPC-Eigenschaften. Ghostbusters …!

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Game Of Thrones Season 3: „And Now His Watch Is Ended“ Teaser

Game of Thrones. Der neue Trailer zur vierten Folge der Fantasy-Erfolgsserie von HBO steht bereit. Die Teaser zeigen es, die Serie entfernt sich augenscheinlich ein wenig mehr von der Vorlage. Mal abwarten, wohin dies führt.

Dennoch und etwas plump ausgedrückt:

FANTASY ist tot, tot und nochmals tot!

Im eigenen Freundeskreis gibt es Vertreter, die einfach keine Elfen, Zwerge oder Orks mehr ertragen.
Konventionelle Genrekost wie z. B. Dungeons & Dragons, Pathfinder oder der Herr der Ringe vertreibt sie, wie übles Bannzauberwerk. Mir geht es oft ähnlich.
Ich mag schon lange keine bösen (oder guten) Overlords mehr. Darth Vader, der Imperator, Gandalf, Sauron und Saruman können hingehen, wo die Alraune wächst. Prinz Humperdinck stellt die berühmte exemplarische Ausnahme von der Regel dar.

George R. R. Martin steht leider noch immer ziemlich alleine da auf weiter Flur. Immer wieder landet so ein viel gepriesener Schmöker anderer Schriftsteller auf meinem Lesestapel und in 9 von 10 Fällen lege ich das Buch nach spätestens 100 Seiten weg.
Ab und an lese ich den Schmarrn zu Ende, wie zum Beispiel das Malazan Book of the Fallen von Steven Erikson. Mehr als ein Band ging gar nicht. Die Hälfte auch noch von Glen Cooks Black Company abgeschrieben.
Abercrombies Superinquisitor
und die Ritter der Tafelrunde, Verzeihung, der Möchtegernberserker mit dem Westentaschenmerlin. Keine Ahnung, was viele an diesem fantastischen First Law-Kasperletheater finden.

Ich bin wirklich gespannt, wie die dritte Staffel von Game of Thrones in Deutschland ankommt. Heroes die! Yes, they do …

Ein Königreich für zeitgemäße Fantasy-Unterhaltung, die keine Gehirnzellen betäubt oder gar abtötet. Leider sieht die Lage zumeist so bedauerlich aus und die Angebote abseits des Einheitsbreis bleiben bislang sehr überschaubar. Totgesagte leben (leider oft) länger.

Bis auf Weiteres konzentriere ich mich auf die Sieben Königslande. FAN-tastische (Erz-)Konservative mögen über meine Schmähungen hinweg sehen. Sorry, doch über Geschmack lässt sich hervorragend streiten.

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Toolcards: Fantasy GM Cards via Kickstarter

Tool Cards - Fantasy (Post World Games)

Tool Cards – Fantasy (Post World Games)

Toolcards: Fantasy GM Cards. Post World Games und Jim Pintos dritter Kickstarter nach der Kampagne King for a Day und der Schurkensammlung A Gallery of Rogues: Solomon Guild folgt dem aktuellen Trend. Er offeriert eine Kartensammlung mit Inspirationen für Spielleiter, Dungeon oder Game Master.

Mindestens 1000 $ sammelt das Projekt für Rollenspieler bis zum 9. Mai 2013, um erfolgreich zu sein.

„Toolcards are easy-to-use cards that inspire the GM to run fast, exciting adventures. Names, monsters, treasure. Toolcards has it all.

 

Toolcards are an exciting new game aid for gamemasters who need at-a-glance information, without slowing down play. Based on the highly successful Toolbox and Ultimate Toolbox, Toolcards are the next step in gamemastery tools and inspiration that gets you right back into the game.

 

Toolcards keep the action moving with instant answers to the most basic questions that you didn’t expect the players to ask.

Tool Cards - Fantasy: Example (Jim Pinto, Post World Games)

Tool Cards – Fantasy: Example (Jim Pinto, Post World Games)

Item 1 is an NPC name and job. This is the high-fantasy side of the card, so this character is probably a mage specializing in weather. Or a snake-oil salesman. It’s up you.

 

Item 2 is a legendary story or location. Knight’s Glade sounds like the kind of place hidden from the prying eyes of commoners and evil-doers. Perhaps something magical is hidden there.

 

Item 3 is a monster. Always colorful and inspiring, these entries provide a quick monster concept for the gamemaster to just run with. Maybe it’s a wandering monster, or maybe it’s something guarding the Knight’s Glade from item 2. If you’re building the evening’s adventure, perhaps it’s the final encounter. You decide.

 

The next grouping is more flavorful, and great for tense/dramatic situations. It’s less crunchy and more descriptive.

 

Item 4 is a magic item or in the case of the low-fantasy side of the card, a cool tinkered item, like a gnome sheath. In this instance, the blade of six is listed — obviously a powerful magic item, something the locals may be talking about at the tavern.

 

Item 5 is an atmospheric element of some kind, like a sight or sound. In this instance, rattling chains could be heard from around a corner or seen hanging from a midshipman’s arm as he walks the deck.

 

Item 6 is an interrogative, designed to stimulate conversation. The PCs have been captured and people want answers. A guard runs through a shop and asks a merchant, „where are they hiding?“ The question the PCs might ask is who. The reverse side of the card has responses to interrogatives, though never lined up to match, keeping people guessing.

 

The bottom third of the card is random components. Seriously. There was room at the end of the card, but NINE items was just overload. We thought about this. Fleshing out the final piece of the card with numbers and tone seemed the perfect finish rather than three more random things you see on the road.

 

The two sets of numbers are random numbers from 1 to 20, or 1 to 100, each represented an equal number of times in the deck. Forgot your dice? Well, Toolcards didn’t.

 

The last piece of information is a mood. Something to inspire the GM on how to drive a scene when it’s veering off course, or a great way to plan an entire session of play. Looks like chaotic energy is going to round out this game session, which is probably what the players wanted anyway.“

Toolcards : Fantasy GM Cards product description

Projektunterstützer erhalten bislang 100 doppelseitig bedruckte Inspirationskarten.

Images: Post World Games