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940 pieces · Titles A–Z
Interview: Shane Lacy Hensley
Graveyard Greg asks the all-important question: Where did the idea for Deadlands come from?
Interview: Stephan Michael Sechi
Former full-time sax-player and occasional studio musician (believe it or not, that's me playing sax in the background during the "love scene" in Hulk Hogan's first movie), until I became a game designer, president of…
Interview: Stephen J Herron
I'm Stephen J Herron, of Belfast, Northern Ireland, born in 1970, a man who thought that Lidsville was a deeply buried childhood trauma until I found the theme tune on the internet recently. I also have an English…
Interview: Steve Jackson
Basically, I just thought it was a real shame to have to learn a new set of game mechanics every time you changed genres. So I wanted to do one set of mechanics that would work for everything. Sounds obvious now. Back…
Interview: Steve Kenson
Four novels and over forty game products. I'm best known for my work on Shadowrun, things like Magic in the Shadows, the Underworld Sourcebook, and work on the Shadowrun, 3rd edition, magic rules.
Interview: Steve Long
I'm Steve Long, Line Developer for Last Unicorn's STAR TREK: DEEP SPACE NINE ROLEPLAYING GAME game line and occasional freelance game writer.
Interview: Steven Marsh
I was the subject of the "Special Steven Marsh Issue" of Shadis Magazine (#35). After that I wrote articles that appeared in Shadis #42 and #44. I was -supposed- to write an adventure for the Xena game (WEG), but then…
Interview: STUPERPOWERS! Team
STUPERPOWERS! is the First-Rate RPG for Third-Rate Heroes, a cross between an RPG and a drinking game where players get useless, silly or downright rude superpowers and are sent out to do battle with the only slightly…
Interview: Tom Jolly
Wiz-War, GOOTMU, Knots, Programmer's Nightmare, Villages, playtester for Roborally, ran a few conventions (with others, of course), and, of course, lots of games that haven't been published yet. But those don't count,…
Invisible Coins
One of the authors of Multiverser gives us a glimpse into how strange game designers really are. Sometimes they can see things that aren't there--but perhaps if you knew what to look for, you could see them, too.
Iron Rain and Steel Dreams
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…
Is John Tynes Full of @#&!!??
Is it possible those people have been right all along? Are role-playing games really dangerous? Jack Spencer explores the issue in The Wanna Be .
Isle of the Mighty
The Isle of the Mighty in the Cyrston Sea is a huge island running two-fifths of the length of the sea, or slightly over a hundred Brehon Miles. Its about fifty Westing Great Yards wide (its traditional to measure north…
It Always Has To Happen To Me
This short fiction piece was submitted in conjunction with the Unknown Green Armies of the Delta contest, which we ran in conjuntion with Atlas Games. [contains some strong language]
Jon Quick: Boy Genius
For those who love the stories of the boy geniuses who invent world-shattering inventions once a month, and fly to the ends of the world in great adventures of super-science...Here's a Multiverser world for you.
Just Another Day
This piece of fiction was one of the entries to the Deadlands: Hell On Earth contest.
Just Another Day...
Not much was happening in Haven these days; a body was found in the harbor, Mayor Wright still denying the charges, there was another building fire in Rome Island. It was just another sleepy day for Haven City.
Kapow!
The big deal, if there is a big deal today, is that last night I completed the recoding of the Martial Arts in Role Playing Games site, and managed to post it on my web site, available to all. I expect to add a new…
Keepers at the Core
Seth talks the Keepers of Alyria and the mystery that they hold for him.
Kicking out the Center Pole
The game industry is fraught with peril, egos and good intentions but unfortunately a rarely sustainable revenue model. This article will go through a series of discussions about each facet of the game industry, be…
Knowledge of Good and Evil
Take a look at the game mechanics of Alyria in this week's Dreaming Out Loud with a discussion of Inspiration and Corruption.
Kobolds Ate My Baby!
Designed for 'cheap laughs'... Still, not bad if the players sniff a lot of glue before playing.
Krik
This character was entered in conjunction with the 'Badass in the Making' contest, sponsored by 6-0 Games. Entrants were cherged with creating a really cool sci-fi character for use in any campaign.
Learning
There's always more to know, and if you keep you're eyes and ears open you can know more.
Left Hand
If you've thought four-dimensionally, if you've ever said, "Your other right", maybe it's time to think about our sense of direction on the stage of our imaginations.
Left or Right?
Do the choices we make really make a difference? MJ gives us a look at a different way to 'Map the Dungeon.'
Lightning of the Mind
In this week's Dreaming Out Loud , Seth explores the topic of artistic inspiration.
Living in the Past
The author waxes nostalgic for a bit, and calls our attention to game ideas which might be forgotten if we don't remember them.
Lord of the Fries De-Lux Edition
Oh joy! Another Cheapass Multiplayer card game!" Pause. Silence. (ahem) "I said OH JOY! ANOTHER CHEAPASS MULTIPLAYER CARD GAME!!!! If it worked once, it'll work again in color... won't it?
Maelstrom/Story Engine Review
Christian Aldridge presented one of the first owner-owned, owner-published RPGs to break into the business at the high-end of production and distribution. Few solos make that step straight from design into national…
