Review: Würm RPG

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.

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Fun Places to Set Your RPGs in

I probably don’t have to tell you this, but the world is fucked up. I’ve used actual curse words only a few times during the history of this blog, but this is one of those places, where its completely justified. However, today I’m interested in the places that are specifically very fucked up in a way that you might want to use them for inspiration for your games.

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Starting “The Season of the Witch”

As roleplaying games go our “Sins of our Fathers” campaign is the longest I have ever participated in. Last Tuesday we started “the sixth season” and this time the action takes place in colonial America right after the raid on Joseph Curwen’s farm in 1772. As with the previous seasons we will use the refined version of my Eldritch Sigils game system that relies heavily on the AWengine.

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Learning from History: Decks of Yesteryear (and Their Current Counterparts)

I was browsing some decks from the past. Although quite a few of them don’t have strong counterparts in the current game (in any current format), some were interesting reminders of what we can expect to see time and time again.

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