Back again with another podcast! This time we have a special interview episode.
Today we’re talking to Jon Gibbons, the original creator and artist behind ‘The After’, an upcoming post-apocalypse RPG using the Savage Worlds system. It looks really good!
Check out the quick start guide: https://www.drivethrurpg.com/product/…
Keep up to date on the game here: https://www.facebook.com/TheAfterRPG
Check out Jon’s awesome art here: https://www.artstation.com/jongibbons
Or here: https://www.deviantart.com/jongibbons
There are some audio issues around the 35 minute mark, but they clear up after a few minutes, apologies if it’s hard to understand!
Here we have the first episode of our new Manaburnt Podcast!
The aim here is to just have some informal chats with interesting geeky people, and see what comes of it! For this episode Lilly and Myself are joined by our friends Mike and Jaq. We kick things off with an impromptu chat about fencing, of all things, before getting onto RPGs and Superhero Comics, and then both combined!
Links for the the RPGs discussed
Necessary Evil: https://www.drivethrurpg.com/product/…
Hope you enjoy, and thanks for listening!
Here I am again looking through obscure RPG books that cover a specific criteria. Last time I was looking for WW2 RPGs, and before that I was after RPG systems that featured realistic medieval combat. So this time I’m going for something a little similar to both, and that is realistic modern combat. What differs these games from the WW2 ones I found will be that they are either a more general rules system without being too tied into the historical setting, and if not, they have some particularly good ideas I like that can easily be adapted to whatever setting the GM likes.
So what am I looking for in a modern combat game? Well for a start they need to have rules that fit the weapons. I don’t want to see anything where you can take multiple, or really any shots and not have to worry. This means that most things with a simple HP pool and quick healing are out. Obviously combat is about much more than just being able to shoot enemies while avoiding being shot, so on top of this I need to see some rules based around psychology and the mental state of the characters in play. This needs to go further than a simple deteriorating pool as well, because there are multiple factors at work which affect the use of many real world tactics, suppressing fire for example, that I would love to see take place in a game. Continue reading “Realistic Modern Combat RPGs”
Sorry guys, Alex has been without internet for a fair few days so we have been a bit all over the place. That means you just have me again. Well, in any case, this post is partially inspired by the fact that, due to circumstances, I’ve had to start wrapping up my current RPG campaigns. Sadly, as you all may know because of experience or the memes that circulate the internet, there is nothing worse for a game group than adult life and timetables…it is just a nightmare. And it seems that it has come to that annoying point once again where enough of my players weren’t able to make the sessions, so I had a few options: reset, recycle, or stop. I was simply unwilling to go through with the latter: I like RPGs. I’ve been playing since I have memory. This is how I hang out with my friends, it’s a key element of my social life…I ain’t letting go that easy. I didn’t want to recycle the stories because we were simply too far into them, and I am not fond of reset button-nothingeverhappened/thosepeoplewerentthere/letsgo. So I decided to condense plot and wrap up. In this way the characters that were already out could get proper closure, and if we could keep on playing even with reduced numbers, the story-arch would be somewhat resolved and in a situation to carry through on different terms.
The only issue with this is that – sadly for my players – I had to be brutal. There was enough material for both campaigns to take easily another month or two of consistent game play. And they are not the sanest of people so they had created enough mud around them that this was never gonna be easy…So far in our game of Mythic Iceland there are only two player-characters that are not dead and could happily continue other plots. The rest…well, let’s see:
Continue reading “RPG Campaigns and How They Come to an End”
Hoy os traigo una traducción de una entrada que escribió Alex hace un tiempo y que ha resultado muy popular. Se trata de un post sobre juegos de rol del tipo “one shot”: aquellos que se utilizan para solo una partida, y que suelen ser de carácter absurdo y humorístico. Y por supuesto, ya se ha encargado el de escoger 4 ejemplos que son, la verdad, ¡bastante estrambóticos! Así que, aquí os dejo con ellos.
Alex nos empieza contando que lo mejor de estos juegos es que no se tarda lo mas mínimo en hacer personajes, y apenas tienen reglas, por tanto, se propician para partidas rápidas y de impromptu. Al ser tan compactos y fáciles de manejar, se hacen bastante llevaderos y su carácter super informal y descarado suele atraer a jugadores novatos: en vez de dar la impresión de que los juegos de rol con sistemas complicados que requieren matemáticas, matar cosas y subir de nivel. Simplemente nos presentan este pasatiempo de forma amena, teniendo muy en cuenta puntos clave de los juegos de rol como el trabajo en equipo, la resolución de problemas de forma innovativa, y por supuesto el pasárselo bien con tus colegas. Y ahora que ya tenéis claro de que va el tema, aquí os dejamos la selección de Alex:
Continue reading “4 Minijuegos de Rol Desternillantes – Estilo “One Shot””
Recently the latest edition of the Warhammer Fantasy RPG was released, and with this being one of the two RPGs I’ve been looking forward to in recent years, I had to pick it up and have a look! I fully intend to play and perhaps run a game of this at some point in the future, but for now instead of a solid review I will share some of my initial thoughts and impressions.
Now I’m not the most hardcore of Warhammer fans, I’ve never actually played Warhammer or any of the previous editions of the RPG, but since getting into a few of the videogames I’ve become more interested in the lore of Warhammer Fantasy. I say this because clearly this is an RPG based on previous versions. This 4th edition seems to have been based more heavily on the 1st and 2nd editions of the game, while clearly making many improvements. This is something of a revival for the system, as the 3rd edition made by Fantasy Flight Games was a complete departure from the mechanics of the previous two.
Having been published by Cubicle 7, a company I have grown very fond of, especially due to The One Ring RPG, I fully expected this book to have a great presentation and artwork. I wasn’t wrong, the layout is very clear, all the tables and little info boxes are easy to interpret. The book is crammed full of brilliant art, with something every few pages at least, but it doesn’t make things look messy or take over from the text too much. The art direction and some of the art is done by C7’s own Jon Hodgson whose style im very familiar with from the excellent art in The One Ring, and he does a similarly great job here even with such a different tone of fantasy aesthetic. In particular I love the character art done for each of the 64 careers you can choose from, all done in a suitably gritty and grimy style for Warhammer. I also like how the cover art for the book is clearly a callback to the cover of the first edition of the game from 1986. Overall the presentation really makes this a pleasure to read through. Continue reading “Warhammer Fantasy Roleplay 4th Edition – A Quick Look”
Today I bring you yet another post in the Geek Etymology series. This time we will be exploring the origins behind the name of another fantasy creature: the lich! Credit goes to Lilly for the suggestion of this word.
To start with, what exactly do we consider a lich to be today? It is generally described as an undead creature, usually a human corpse in various states of decay, from zombie-like to completely skeletal. The main distinction between a lich and other undead or zombies is its higher level of intellect and powerful magical abilities. Liches are usually formed from the bodies of powerful mages and sorcerers who use necromancy to cheat death and remain for eternity to continue growing their power and gaining knowledge. Another key feature of liches is that they keep their essence or soul separated from their body in a container, usually referred to as a phylactery. This is often used as a weakness that needs to be sought out by heroes looking to defeat the lich, especially in roleplaying games. . In nearly every fantasy setting in which liches appear, they are evil or at least antagonistic, although there are some exceptions. Continue reading “Geek Etymology – The Lich”