Category: Specific RPGs

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When we last left off, I had prepped for a fantasy horror campaign with the cypher system rules. This time around, I prepped a session, invited over a group of friends with a variety of levels of experience with RPGs, made characters and ran a game. Session prep took the form of loose half page descriptions of four locations that were likely to be important to the session as well as names and descriptions of characters likely found in those locations, a few miscellaneous notes, […]

Eric rearranged into blocks

I love Fate Core, and I enjoy running it at cons. For a long time I spent my efforts making pregenerated characters (for example: Dash-Dot-Dot-Dash), but many players don’t deeply identify with pregens. I wanted a system that led to quick identification with characters, but also a system where character creation didn’t take too much time, since it needed to fit into a con slot. One solution that can develop characters quickly is right in the Fate Core rulebook: on the fly character generation. I’ve […]

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Since the last part of this series I’ve been doing prep work for running a game. On the one hand, the pitch for the Cypher System is that it’s easy for GMs with minimal work. On the other, the front end prep the book recommends for a game seems pretty heavy, so I was curious how things would shake out. Let’s start with the Campaign Design Worksheet. This sheet is included at the end of the rulebook and it has places for most of the […]

GMingAdvice01

I recently completed a pair of short series of Primetime Adventure games, whose beginnings were described in Pitching Primetime Adventures: Two Recent Series. A Brief Recap Primetime Adventures is an independent roleplaying game, first published back in 2004, which proved to be an instant hit in the indie-roleplaying scene. The game was recently republished in a brand new third edition by the original designer, Matt Wilson, and his company Dog Eared Designs. I was eager for the new edition; when I got the PDF, I […]

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With this installment, I’ve finished reading the Cypher System book. It’s taken me about a month to complete. Given that the claim of the system is to take a lot of work off the plate of the GM, I was initially concerned with the size of the book (416 pages). I feel I can now adequately speak to those concerns: Everything in the book is worth reading, even the parts you won’t use for your game. But, if you’re interested primarily in pushing through and […]

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I’m still reading the Cypher System rulebook, though I suspect many people would get through it faster than I have. So far I’ve finished the first 10 chapters (through page 234) covering character creation and the rules. Though the sections on adapting the base system to various genres and the GMing section remain, what I’ve read so far encompasses all the necessities for running a game. Character creation in the cypher system is fairly easy. Couched as creating the sentence “I am an adjective noun […]

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Recently we at Gnome Stew were approached by Monte Cook Games, asking if we’d like a pre-release review copy of their soon to be available Cypher System. I won the ensuing caged gnome knife-fight and have spent several long nights hunched over the eldritch tome. This is the system, by the way, from Monte Cook Games’ popular product lines Numenera and The Strange, and a simplified version is apparently used in their recently kickstarted project for younger players: No Thank You Evil. Standard Boilerplate: Full […]