Posts Tagged by apocalypse

‘Twas the night before Christmas, and all through the house Not a Halfling was stirring, not even to grouse; (Because they were all killed in the great purge of October, frigging dirty Halflings.) The gnome hats were hung by the chimney with ease, And St. Nick would fill them with gifts,  else we’d break his knees; (Listen, we can’t really reach any higher and kneecapping is a time honored Gnome Christmas tradition. ) All 10 Gnomes were nestled snug up in their beds, With Silver…

GMingAdvice012

Before GenCon, one of the requests that I got, was to review the new Vincent Baker game Apocalypse World. We at the Stew love to please our readers, so I took some time at GenCon, and got a chance to play a small demo of Apocalypse World (AW) with it’s creator, Vincent Baker, as well as picking up a copy of the book. My intention was to do a straight up review of the game, but as it turns out, my good friend the ChattyDM…

Many games revolve around the idea of the heroes preventing an end of the world scenario, but I’ve often found the "end of the world" feel missing when hearing about, or playing, these types of games.  I’d like to see it included more. How could an apocalypse affect the game you are currently running? Whether it is a looming disaster that the party is attempting to deter, a previous event that the world is slowly recovering from, or a moment far back in the landscape…

Gnome Rodeo

Building a world Mo spread Simon C’s way to use a deck of cards to generate characters who relate to their cultures– kowtowing to social pressures, rebelling against their peers, and more. Paul Tevis pointed out Superstruct, a game/future forecasting of the world in 2019, after one of several drastic changes. It’s a big collaborative project that started October 6th and runs through November 17th. Speaking of ways for the world to fall apart, Tomcat at the Geek Emporium has been running an apocalypse series.…

GMingAdvice04

Von Bek has an excellent question about making character failure interesting. Hi all, One thing I sometimes struggle with is player failure, I’ve come up with a few simple failures, like taking more time, or breaking something, but wondered if there were others I might have missed out on. I know of GUMSHOE, I believe a system that treats failure differently? But are there other systems out, or things that work in all games, especially for investigative adventures when failure isn’t really an option but…