Archive | April, 2001

Iron Rain and Steel Dreams

Posted on 30 April 2001

I shall do my best to wrap you in the cloak of dreams and carry you away to another place, a place of metal and gears, clanking machines, and hissing steam. A place where the lightning crackles overhead while the unwanted refuse dangle from makeshift shelters over the darkened city streets. A place where the dead walk the streets, reanimated by the power of a harsh god. Behold, the Citadel.

The Wanna Be #15 “Legally Yours”

Posted on 27 April 2001

A step back from the whole GDJ thing and a look into the always-good-for-a-flame-war topics of the d20 license, the OGL, Ryan Dancey, and public use of the letter “m”.

Hexarcana

Posted on 25 April 2001

Grab your cross, conjure bag, and your copy of Hoyle’s, because we’re takin’ us a trip down to Hexarcana! Hexarcana is a supplement from Pinnacle Entertainment Group for the multiple award-winning Deadlands: the Weird West detailing new hexes, miracles, and favors for the more mystical of the core Weird West Arcane Backgrounds (in other words, the ones found in The Weird West Player’s Guide).

On Magic(k?) III

Posted on 23 April 2001

In this final installment of his Magic(k?) series, Holger Nahm looks at five different pieces of “magical miscellanea.”

Writing for Roleplaying: Finding your place in Purgatory

Posted on 20 April 2001

Wherein Mr. McKegg looks at being a freelance writer in the role-playing market.

Twenty Sides to Any Story - Chapter 2

Posted on 19 April 2001

I want to differentiate the classes in Waste Rangers from D&D enough that they seem fresh and interesting, while providing all the functionality you see in the core d20 classes. In order to do that, I’m going to integrate the setting into the classes, as well as introduce some neat new mechanics. In a surreal post-apocalypse wasteland full of dinosaurs and aliens, what roles fit?

Wicked Die #3: So, Your Attribute Rolls Suck. Now What?

Posted on 18 April 2001

If your pals dont strike out like the Bad News Bears, check out the quirks/flaws listings in other RPGs. Theyre great for making your fictional creation a little more realistic and/or enticing to play, not to mention a creative GM will make use of them in his/her scenarios. Try to be creative when deciding how to show off those feeble attribute scores. If shortcomings make your character more interesting to interact with, everyone will have more fun. Who knows? Maybe those vampire trolls will be amused enough by the stuttering, clumsy dunderhead rogue to let him survive the Evil Block Party and Adventurer Barbecue long enough to be the entertainment.

The Wanna Be Getting Religion

Posted on 17 April 2001

Can you imagine what that does to a kid? The human race is particularly self-centered and we are all raving maniacs by varying degrees. As children we somehow get the notion that we are the most important person in the world. Imagine if you had gotten confirmation of that from an entire nation.

Girl Genius: The Works

Posted on 12 April 2001

Im just going to come right out and say it. I miss the boobies.

Twenty Sides to Any Story: Chapter 1

Posted on 11 April 2001

In the eight months since Wizards of the Coast released the new edition of Dungeons and Dragons, and with it, the d20 System, a cornucopia of d20 products have been released on the market, the majority of them adventures and fantasy supplements. While online gaming bulletin boards have raged with the question of whether the d20 System can handle a genre outside of heroic fantasy, publishers have not responded, with the only non-fantasy release so far being a critically-panned superhero supplement.

|