Posts Tagged by burning wheel
| January 11, 2012 | Posted by Martin Ralya |
Legend is a reimplementation of the d20 System core rules from Rule of Cool — a d20 fantasy RPG that does things differently. It’s as much of a change from core d20 as d20 Modern was from D&D 3.0. Through January 14, 2012, it’s available for a pay-what-you-like donation to Child’s Play. If you have the slightest interest in d20, it’s well worth checking out (see my recent post on Google+ for a bit more about why), but that’s not why we’re here. We’re here…
| December 16, 2011 | Posted by Phil Vecchione |
A few years ago, I ran a home-brewed fantasy campaign using the Iron Heroes system. I fell in love with the setting that my players and I created, and for the past few months have been toying with the idea of bringing it back, but not with the same mechanics. The more I looked at the setting, I started to realize that different game systems could be used to express different periods within it. This got me thinking about the paring of game mechanics with…
| March 14, 2011 | Posted by Martin Ralya |
Luke Crane, the creator of the Burning Wheel RPG and one of the best GMs I’ve ever gamed with, often does something very clever for convention games: He runs replayable scenarios. “Replayable” as in, even if you’ve played the exact same event before, it will be dramatically different — but just as fun — every time. That sounds like a pretty handy thing for a GM to have on hand, doesn’t it? What makes a scenario replayable? You can find several excellent replayable Burning Wheel…
| January 8, 2010 | Posted by Phil Vecchione |
While I love the creative and storytelling aspects of being a GM, also I love the mechanical aspects of games. In my downtime from running games and stirring the Stew, I read a lot of rulebooks, many for games I am not planning to run, just to read about different mechanics. I love to see how different designers handle skill checks, car chases, or character growth. With my background in science and computer programming, I find the idea of how a game designer models the…
| May 26, 2009 | Posted by Martin Ralya |
I first heard about the Mouse Guard RPG at GenCon 2007, when I stopped by the Archaia Studios Press booth to buy a couple of Artesia T-shirts. On the table was a small placard announcing that a Mouse Guard game, designed by Luke Crane, was “coming soon.” I perked up for four reasons. One, I like Mouse Guard, the comic by David Petersen upon which the RPG is based. The art is gorgeous, and the story, while simple, is engaging. Two, Luke Crane designed Burning…












