Two players at a table over the letters GOTHEGAMING OUTPOSTThe archive

The Gaming Outpost archive

Articles from 1999

Browse the surviving writing from this year.

September 17, 1999
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Episode 5: The Saga Begins

Let me tell you something about that Wheel of Time thing. It’s a fragment of what Greg’s got on his little world of Glorantha. Maybe a particle on a fragment. A molecule on a particle on a fragment. Eric Rowe once told…

September 24, 1999
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Episode 6: Quote Any Chris Isaak Song

Stop drinking? That was easy. Asking Jennifer to marry me? That was easy. Six teeth extracted from my mouth in one day? That was... Okay, that was tough. Leave AEG? The hardest damn thing I’ve ever done in my life.

October 5, 1999
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Episode 7.5: The Bonus Column

In the forums, Ed Healy asked a whole bunch of very good questions. Since a lot of folks have been asking for a few more “down-to-earth” game design considerations, I thought I’d take a minute or two and jot down my…

October 1, 1999
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Episode 7: Nothing Up My Sleeve, Part One

You are in a dark room. You aren’t alone. There are others there with you, seated at tables, much like yourself. There is a slight glow coming from the lamp in the center of your table, just enough to cast shadows, but…

October 8, 1999
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Episode 8: Nothing Up My Sleeve, Part Two

Last week I talked about shamanism, magical realism (a term I hate as much as I hate “genre”), and I eluded to a fellow named Hermes Thrice-Great. Let’s talk about him for a while.

December 16, 1999
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Episode 9: Asking for Trouble

I’ve been trying to think of a cute and clever way to do this, and it just ain’t happening. So, this week, you get it quick and dirty. After all, we are talking about Trouble.

April 21, 1999
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Exodus

Everything you know about Saurians is correct, but you don't know everything about them.

November 30, 1999
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Exposé: Aberrant

In a time when I find myself disenchanted with many of the directions that tabletop RPGs have been taking in terms of production values, I have found the White Wolf Updates for both Trinity and Aberrant a breath of…

April 2, 1999
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Fading Suns

The introductory story gives the impression of a dustball out on the edges of the known worlds, sort of run-down but great for scum, villainry, and the poor schmuck of a noble who's there to try and keep an eye on…

December 17, 1999
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Feng Shui

The background behind FENG SHUI is this: A secret war is being waged. The bad guys range from eunuch sorcerers from Ancient China to cyber-demonic scientists from the future. They all want the same thing--the power of…

December 8, 1999
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Gemini: The Dark Fantasy Roleplaying Game

One of the most unexpected recent entries to the well-worn category of classic fantasy games is Gemini, a very dark fantasy game from Stockholm, Sweden. It's a fascinating study--on one hand, it's a D+D retread game…

May 14, 1999
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Hit 'em Where it Hurts

The creator of the Legend of the Five Rings RPG takes a look at all the mean things GMs can do to players in a game of Champions.

May 31, 1999
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Ideas from Earthsea

In the second installment of his "Idea Mine" series of articles, Mearls tells us all how to build better dungeons by using LeGuin's Earthsea series of novels.

October 11, 1999
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Imagine Player's Guide

If you dropped copies of the old-school Keep on The Borderlands and the movie Dragonheart into a blender with a dash of Rolemaster supplements, you'd end up with IMAGINE.

November 29, 1999
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Interview: C.J. Carella

Armageddon is a game of war, myth and horror (cool, uh?). An Antichrist/Lovecraftian-style figure has taken over half the world, and WWIII is in full rage.

September 30, 1999
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Interview: Chris Pramas

I am Chris Pramas, writer, game designer, and punk. I survived a boxcutter to the neck in NYC, so I'm pretty sure I can make it through this interview.

December 7, 1999
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Interview: Gareth-Michael Skarka

Gotta love 'em. On the surface, cheesy melodrama--but with some fairly complex social lessons and morals. All that, plus lightning kicks and thousand-palm strikes, too! How can you beat that?

August 30, 1999
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Interview: Greg Stolze

My first big design was a TCG for Wizards which they liked, but never published. No, you haven't ever seen it. They still have it, and it's being worked on by Top Men. After that, I wrote a couple of board games, and…

August 11, 1999
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Interview: James Ernest

My first big design was a TCG for Wizards which they liked, but never published. No, you haven't ever seen it. They still have it, and it's being worked on by Top Men. After that, I wrote a couple of board games, and…

December 30, 1999
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Interview: John Goff

I doubt the gaming industry is 'doomed.' Granted it's hard for a new company to make a go of it and even some of the old guard are falling, but that's largely due to the amount of competition for the hobbyist's dollar…

October 7, 1999
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Interview: Matt Forbeck

It's a dark, modern-day setting in which JFK's been running the country under martial law since Jackie was assassinated by a bunch of deltas (superpowered people) back in 1963. The players take on the role of heroes on…

November 3, 1999
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Interview: Richard Daken

I actually shaved my head at DragonCon three years ago so I could cover it with temporary tattoos promoting the ill fated Starshield game I designed for Tracy Hickman. I liked it so much I kept it. Nor real tattoos…

September 30, 1999
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Interview: Robin Laws

Hey, wait a minute, I recognize that trick! It was used by Robin Laws, who is you! You're the writer of many games and gaming supplements. In fact, let's have a list of past, present, and future credits!

November 17, 1999
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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…

January 7, 1999
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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…

July 26, 1999
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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…