I recently downloaded the free quickstart for 3rd edition of Mutant Chronicles from Drivethrurpg. I knew about its successful Kickstarter-campaign and have been fan of franchise since the days of Doomtrooper way back in the 90s. I was pleasantly surprised by the quality of the quickstart and to learn that Jay Little of all people was behind the development of the core rules. I was even thinking about getting to know the system and GMing it. But then I bought two sourcebooks for brewing ideas…
I like buying roleplaying books. I think most gamers do. I have shifted from physical products to PDFs mainly to save space and a little money but still like to expand my collection. Usually the books I buy deal more with the flavor and ideas than actual rules. But this time I feel mislead. Twice. Continue reading →
Sandbox campaigns are a dream I have chased for years. A campaign where the players participate in the story, create memorable content and I act only as a referee. I know that many people chase the same white rabbit and I’m going to discuss my methods of catching it.
We finished our latest season of Eldritch Sigils just last night. It was one of the most epic season with game starting in 2099 and ending in 1770s after a detour in about 2300. When we started this campaign exactly ten months ago I had no idea where the story would take us. I was once again trying to force my players to play with me on my sandbox.
Last night we gathered together to try out the new Magic the Gathering pre-constructed Commander decks. Four players, four decks and about four hours of fun! In this post I will be summarising our experiences on the playability of the pre-constructed decks and share our initial feeling about how it all went.
I meant to put this up earlier but totally forgot. I’m not coming to Ropecon this year and thus there will be no photos or stories to share. At least from me. Since I have annually been one of the first photographers to post pictures I thought it would be decent to make this public.
In any case I hope you all have great time at Ropecon and get to play a lot of games!
Mansions of Madness is one of the games I have avoided intentionally. I had a presumption about it being a dull game of overly complicated gaming system and too much fighting the Mythos. Luckily yesterday proved I was wrong. After visiting a few local caves with Santtu and Sami we headed to my place and I got to try out the second edition of Mansions of Madness by Fantasy Flight Games.
I’ve been playing rpgs since ten and most of that time (24ish years) I have been a GM. And I have never ran Dungeons & Dragons. Sure, I started with ANKH that was in essence just a D&D clone in Finnish. But the actual grandfather of rpgs has been a bit of a boogieman for me. The Old School Renaissance introduced me to DCCRPG and most recently I tried out 5th edition while I participated in Out of the Abyss. But now I think I would like to try to run DnD5e.
In this post I share me ideas for my first campaign as well as my impression and thoughts on the subject of starting such a campaign and about DnD5e in general as a first timer.
Last week I happened to visit Kangasala Public Library and spotted an interesting poster – a local gaming event I hadn’t even heard of! Naturally I had to visit it and I’m really glad I did. Learn 2 Play Kangasala proved to be a great event with surprising amount of things going on.
The actual event took place during the weekend but I only had time to participate during Sunday. As it was local I decided to take my 7-year old son with me. Gentle guidance to great hobbies. You know the deal. Continue reading →
Having just finished Far Cry: Primal I am totally in the mood for a Palaeolithic and tribal roleplaying. Searching for a game suitable for this kind of a story proved more difficult though than I had anticipated. After coming into conclusion that either was no such game or none of them were very good I stumbled on the Würm (funded via Kickstarter and co-published by Nocturnal).
Summary: Having (only) read the rulebook I have to say that it has some excellent ideas as well as interesting ideas and at least is an excellent tool box for any game set in this kind of environment.
Last Sunday I published the beta version of rules for Eldritch Sigils. This is a game I have been working on for about five years. I have actually published earlier drafts over the years but this was the first time it actually has consistency and it is actually playable.
This has been a long process and one that is still in the works. But now that the rules are “out there” I thought it would be a good chance to talk about them. Since game design is quite an interesting topic I hope that sharing my process might produce new ideas or at least be curious.
Maps. Most roleplayers (that I know of) like them. Some (like me) are even fascinated by them. In my opinion they make many situations in games easier to handle and might even inspire the players. Last night while playing Eldritch Sigils the group explored the subway tunnels under Berlin and I happened to draw a map I was exceptionally contended with. This made me think about mapping while playing in general and I decided to share a few of my thoughts.