Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Tuesday, July 28, 2015

[Hero System/Savage Worlds/ICONS] Blessed Machine Q&A Chat

Blessed Machine Q&A Chat


Sunday, August 2nd at 7pm CST

http://www.blessedmachine.com

Have a look around BlessedMachine, then click the Chat link in BlessedMachine.Com's menu

"I will be hosting a chat session at blessedmachine.com chat. I will go over all the Blessed Machine products and discuss our current project Secret Agents of CROSS. Obviously, since it is a Q&A, we'll take any questions throughout. Thanks!

-Pete Ruttman (Pruttm), Publisher @ Blessed Machine,Author of Secret Agents of CROSS"

Blessed Machine Products on RPGNow: http://www.rpgnow.com/browse/pub/7646/Blessed-Machine



Saturday, April 11, 2015

Evilution Unchained Superhero Adventure for Icons, HERO 6 RPG

Evilution Unchained supers adventure and HERO Designer Character Pack for HERO 6E RPG sytem and Icons system. Also a Hero Systems 6E Combat Record sheet!  



Hey everybody! Looking for a fun, entertaining city-based adventure for the HERO or Icon systems? Pete Ruttman at Blessed Machine has released the new Icons version of Evilution Unchained (previously only in HERO format), as well as a pay-what-you-want HERO 6 Combat Record Sheet! I did some of the art/illustrations in the adventure and helped give some feedback, so I'm pretty proud of this product myself! Why not try it out and see what you think?! :)

http://www.rpgnow.com/browse/pub/7646/Blessed-Machine


Evilution Unchained is a three act mystery adventure that takes the heroes throughout the city to solve a series of high profile kidnappings. Heroes will Hunt for clues on nine Fully detailed color maps to discover a horrific plot that threatens the entire campaign city. Also, The Heroes will meet a fresh batch of full color supervillains as they try to solve the mystery of Evilution Unchained


Sunday, February 08, 2015

36 Questions for Character Development

36 Questions for Character Development



This is taken from a New York Times article, considering the possibility of falling in love being a process encouraged by sharing 36 questions between two people and staring into each other's eyes for 2-4 minutes. While the jury is likely still out on that idea, I found the questions themselves, by and large, very solid ones one might ask of a character, to help a player develop a more fully realized personality and sense of being, for roleplaying purposes.

1. Given the choice of anyone in the world, whom would you want as a dinner guest?

2. Would you like to be famous? In what way?

3. Before making a telephone call or having a planned discussion, do you ever rehearse what you are going to say? Why?

4. What would constitute a “perfect” day for you?

5. When did you last sing to yourself? To someone else?

Sunday, January 25, 2015

Creating Coherent RPG Adventures From Random Elements

Obviously, what you want, as a tabletop RPG designer or GM, ultimately, is to come up with a few good solid components to make a coherent adventure. Sadly, even the best "adventure generator" you find online or PDF or book you buy, can provide you with elements or the skeleton of a framework, but the content itself, the specifics, often do not lend themselves to combinations.

There are good, creative designers and GMs that can work with about anything and make awesome adventures with the strangest ingredients, but that type of genius may not come that easy to the rest of us, me especially. But I do want to discuss and hopefully give an example of how this type of thing CAN be done - it IS possible, but it isn't magic - it does take effort and some rather unintuitive conclusions and leaps of deduction, to make a plot.

Among other things, I've created a random plot element generator, for lack of a better term, uncreatively titled, "22,000 Count Word Generator", which you can find here: http://www.peracles-rpg.com/guest/jp/toys/index.php?pagecont=22

Video version of this article

The linked Youtube video version of this article is here: [LINK]

The Audio is here: [LINK]

Now first off - I created this primarily for inspiration, so in its most basic form, it just spits out random things - adjectives, nouns, whatever, in no particular order or relation. From there I tried to refine it a bit and built one option to give some structure - a person or thing, an action or verb, an event or other thing - to sort of artificially give some hierarchy of usefulness to the random words. Then I decided to make both viable, so when you generate info with it, it may give you one style, or the other. And overall, this is of variable use - you can get crap no matter what, or some may be compelling. Both are set up in the form of Acts and Scenes, with a few scenes per Act, as per the standard narrative story or plot structure. Ideally, the elements of each would make sense and tie in to others, but as it is, these designations of "Scene 2, 3" are really just suggestions.

Let's just start with the first page I get, and we'll see what works and what doesn't, and what we can do with what works. Here is the first of the result sets that my generator gives us.




Saturday, June 28, 2014

New Online Convention Aug. 16,2014: P&PGCon!


PPGCon I (Pen and Paper Games Convention) is taking place at http://penandpapergames.com in the Chatroom and its various game rooms, and will feature many live text-chat games, as well as possibly some using the chatroom-based voice feature. The chat has exploding dice, card draws, a good selection of game rooms which can host a solid amount of different games at once and alternating all through the day, as well as special guests.


Pen and Paper Games Convention I (Aug. 16, 2014)

Join us in the chat room on the first P&PG Mini Convention on August 16th,2014, where great DMs host one shot games for you! We have practically every genrecovered to choose from! The gaming site caters to roleplayers and gamedesigners alike looking to test their games. With over 20,000 members thissite is one of the few that has an active forum and chat room. You can look forplayers in your area, enjoy tabletop games online in the chat room or in play bypost format. You have friendly staff that will help cater to your needs and tonsof discussions on all types of topics.

Come in and have a great time and look for the chat room on August 16th to play great games or just hang out!

More information can be found at www.penandpapergames.webs.com

 
Please feel free to sign up to be a GM or player, and if you're feeling really civic-minded and want to help encourage and promote gaming and fellowship and help players and GMs find new avenues of opportunity, please plop a banner on your site, print out and put up a flyer at your local gamestore, library, laundromat or any other public place, or mention and link to PPGCon on Facebook, Twitter or whatever else you use - thanks!




SEPTEMBER 20th 2014
OCTOBER 18th 2014
NOVEMBER 15th 2014
DECEMBER 20th 2014
JANUARY 17th 2015


PPGCon Flyers (please print out and place in appropriate areas to help promote PPGCon!)

Register as a GM (register at webs.com, fill out info for game you want to GM)










Wednesday, April 23, 2014

Using Role-Playing Games to Teach a Language?

Recently on the Pen & Paper Games forum, someone mentioned he or she was teaching English to some Japanese students using a simple custom board game and asked about the possibility of using an RPG to do the same, without it seeming "too linear". I find these kinds of topics really interesting, so I replied - I hope it was helpful, and would welcome any thoughts on the topic by readers here.

 I can understand you mean you don't want it to be railroady, but teaching people a language through the medium of gaming has different rules (in my opinion) because like math is a universal language, so too is is physics and the law of cause-and-effect, inertia and sequence.

You WANT situations and solutions to be linear to a great extent, I would think, so they can associate what they know as the phrases and concepts and words in their language for some actions, to be easily understood and readily identifiable by their analogues in the language being taught, so they'll know that the "cut the rope" action in English has the same effect on the suspended weight to open the door, that they would intuitively know as the phrase and action for their language.

You want to firmly establish similarity and counterparts to give them a definite grounding in the basics that will make them feel confident and excited to try to come up with and discover and learn new things and concepts and ideas, language-wise - advanced phrasing to escalate their progress, so they can be proud to know they've moved from "stand on log" to reach a shelf to "fill bottle with rocks" to get water, deepening the complexity of actions and relations of objects and situations, and easing into things naturally.

I'd recommend looking into the concepts of "token parsing" used now in many games but most notably in early text adventure games like Zork, that delved into the idea of verb-object examination and conjugation, with one example coming to mind, "The phrase 'put on fur coat' means something entirely different than 'put fur on coat', which we'd rather not guess at". There were some really good magazine articles of the times, and a "How to write computer adventure games" book (metal spiral bound) that insightfully considered varying complexity from the simple "verb object" (take sword) to "tell Joe to get the gun and follow me" and how to program the game to interpret that natural language structure that Westerners would intuitively type.

There are "skill challenges" as I understand it, for D&D and Pathfinder that relate to specific skills or abilities that are needed to be used to overcome obstacles, that could help slowly expand understanding of new terms or references, within a limited scope that you as the instructor choose, mostly puzzle-solving but with set criteria, like the group must generate 5 successes in 10 turns before the stone guardian arrives - somewhere in the RPG books, the rules and such for these are buried but I don't play d20 so I'm afraid I can't be more specific.

Simple one or two-scene scenarios, like very short role-playing game sessions, could also work, probably a single main challenge that all the players/students could contribute to, and then a few other smaller ones that individuals or smaller groups could break up into, to solve. Relating to a very simple exercise in imagination which might also be useful in your purposes, I wrote an article for Strolen's Citadel about a creative visualization exercise that probably a lot of gamers have never done:

http://strolen.com/viewing/Imagi...Imagi...whut

My 7th grade science teacher did an exercise for the whole class to just close their eyes and imagine they were an animal and a storm was rolling in, and imagine what they would do, where they would go, and then she asked a few people to name the animal and describe its size and movements, which seems like would be a really good exercise in working on the familiar basics your students are learning, in an imaginative way.

Lastly there is a free game called Wushu Open (also a commercial version) by Dan Bayn that you might be able to modify for your uses, that relies on success rolls in the game being informed by how many details/embellishments a player adds to their actions, so "I hit the guy" or "I jump the pit" gives you one die to roll, but "I run forward and leap at the guy, spinning in mid-air with a kick to his chest" or "I take a few steps back and sprint forward, yelling as I spring over the chasm" gives you maybe 4 dice to roll.

http://danielbayn.com/wushu/

Wednesday, November 27, 2013

Table Scraps RPG Video Review 28: Panty Explosion

This is our official review for the RPG called Panty Explosion. Is it pantylicious? Find out!


I did not know, at the time I made this video, there is a newer version called Panty Explosion Perfect, which is said to have a different ... "flavor", if you'll pardon the possible distasteful pun.


Friday, November 01, 2013

Fate/Plot Points - Pay First?

First, I am in more general agreement that I prefer to be able to use my "plot manipulation" resources, such as Fate Points or whatever, to bring a sub-par roll up to at least a minimal success, rather than be forced to make a "dramatic" decision to spend points beforehand and possibly only roll a 1 which doesn't help me.

However, probably the best read on this question, is that it matters just how much is "on the line", for the real answer. If it's an over the top game where it's expected that lots of action or big gestures (physical or metaphorical) are made and it is generally easy or fairly routine for players to earn back the resources they spend, so they can do it again, then the pay-first mechanic is doable, especially if it's unlikely that even a bad failure is going to just outright kill someone or permanently remove an important option. But in more adversarial gaming (not my cup of tea), players do have enough that they are mentally working on and laudably keeping straight in their heads, to see things work out, that making even a game's possible "equalizer" resources merely a roulette spin, rather than a significant way to insure at least some part of their efforts pays off solidly, could seem honestly just spiteful. I guess it could work if you were going for an extremely gritty, nihilistic atmosphere with brief glimpses of hope.

To me, I still tend to fall into the camp that views gaming as a relative analog of novels or movies, not video games. If my players take the time to read and play by the rules, make characters, invest time and thought and flesh out an avatar and entertain me and the other players, then that makes them the MAIN characters, that will be challenged and have bad things befall them from time to time, and they'll be punished for stupid moves, but mere random chance won't decimate their heroic goals, anymore than a main character in a novel or movie will fail his roll randomly and fall off a ledge he's crossing, without that being intended to be a major plot or turning point. Similarly, main characters that have these Plot Point resources should be able to use this above-normal power, unavailable to most NPCs, to affect real change.

Tuesday, June 04, 2013

Are RPGs Games? Part II: Conflict and Competition

I think comments and argument suggesting some games do not possess the same presence of competition or conflict that other games do, are somewhat tenuous, due to some arguments that divide the players up and trying to classify the GM as some other non-player entity.

Obviously the two words have SOME difference, or they wouldn't be different words; however, the interrelation and overlap of these two concepts are so dense that I am not sure one can truly divide one from the other in any practical way.



From this site: http://www.differencebetween.com/difference-between-conflict-and-vs-competition/, I'll post this excerpt:

Conflict involves discord and disagreement whereas competition can take place without any clash or hard feelings. • A competition indicates a contest where participants vie for the top spot whereas a conflict indicates a scuffle or a skirmish.
• Competition is a healthy process that encourages intelligence, innovation, and entrepreneurship whereas conflict crushes all such concepts.
• In real life, conflict is inevitable because all people are different from one another and different viewpoints lead to conflict.
• Organizing a competition to choose the best painter, singer, or a player encourages excellence among individuals as participants want to beat others to get top honors.
• Conflict and competition are two different types of social interaction that are, in addition to cooperation and accommodation.

From these definitions, I would assert:

Conflict is a matter of fundamental agreement on an issue, opinion or course of action to be taken. At its most basic definition, conflict is really more a state of being or of a situation, rather than an environment or ongoing process.

Competition (and contest) is the actual process of resolving conflict, be it friendly rivalry to be the best, possibly while even participating in an event in a cooperative manner with others, while you are also competing against them to gain a secondary or alternate objective, such as a ball player being a member of the team but also qualifying for a recognition for excellence, such as MVP or other award.

Also I'd like to rebut a statement in an ongoing conversation I'm participating in, that "RPGs don't have competition between players". This is patently false. This may be referring to "the party" and not including the GM, but it is still a game, with a bunch of people all playing (though the GM role is different) - that means ALL players are "players", even the GM. To attempt to classify the GM as some non-player entity is both directly in opposition to the very nature of RPGs and merely redistributing the "where" or "who" of competition, not making it null and void. Chess is a good example. It is very much both competition and conflict, as it is a two-player competition between two players, and there is one main objective - to defeat the other player. This causes contextual conflict, and that conflict "I will win, instead of my opponent" is resolved through competition of play turns.

It is arguably possible to have Competition without direct or explicit Conflict, with the exception of opinions of the competitors: "I think I can win this, proving myself better than the others in this event"; this means there is no fundamental disagreement between all the competitors but the contest is held for goals of its own, a sort of transitory, temporary, even "artificial" conflict, a contest for its own sake, such as winning an amount of money. There may be no notable air or sense of disagreement between people until a contest is introduced, at which time they abstractly "come into conflict" with each other, regarding who will or should be seen as the victor of the competition, and will receive whatever the prize is.


Competing does not necessarily mean a participant think he will, or even should win - he may compete for the activity itself, to be seen by others, to take a chance and do something fun and the winning may be a secondary or even only vaguely acknowledged goal. In these cases, it is the player's deeds that makes the competition a conflict - he is participating, therefore from a purely objective standpoint, by virtue of the person involving themself, the default value of "attempting to win" is assigned to the person, whether he actually IS or not, which puts him in implicit conflict with the others, in a physically manifested sense, even if not of deliberate resolve.


On the other hand, can you have Conflict without Competition? In fact, like the very subtle nuances in the previous example, yes. Civilians caught in a warzone, or whose government is in military action against others, are "in conflict" with the opposing governments and militaries, being of the opinion the opposing forces should go away, but taking no direct steps to join in and resolve the conflict. In this way, that person is in conflict, or disagreement, with another, but is not in competition. He may even be in conflict with own government at the same time he supports it, for different reasons (I love our freedom/I hate our corruption, etc), and he may compete in some instances, trying to change things or "be the winner" in some way in the context of such a conflict.

In "games" (sports or hobby or video), the very act of participating puts you in competition with the other players or a computer AI if applicable. You play and although the rules do not require you "try your hardest", the objective of a game is to accomplish whatever the winning conditions are, so you are competing against the opponent(s), whoever they are, and at whatever effort you choose to give.

Also in "games", in the abstract sense of the definition, in any game you care to choose as an example, you are in conflict with the opponents, because you are endeavoring to accomplish a contextual goal and fulfill winning conditions, whatever those are, even if it is "don't die/get permanently imprisoned" in the case of an RPG, besides the more explicit "rescue the princess" plots - this is "in disagreement" with the GM or AI, or even random dice tables, whose are competing against you in a modified fashion of your own activity - providing you with sometimes very difficult challenge, and often the possibility of losing your character, which also falls under more conditions of both conflict and competition, a stake to be lost, even if it just the game itself.

But the GM also is cooperating with you, in that he is not taking every opportunity to try to make you fail or "kill your character", and in fact often fudges rolls and provides you with clues when appropriate or as a result of things you do, to succeed, and rewards you for doing so, as a coach or trainer (again, that fluid value of "how much effort"). In this way, you are both NOT in conflict, because you both agree that you want the game to be fair for the players, that the GM is trusted to be fair and creative, and the players are trusted to be genuine in their ideas and attempts to play, and to abide by and work with the GM on his rulings and moderating. I don't believe there is a final true black-or-white answer to this initial topic, because the answer to "are RPGs really games" and "is competition required for a game" is "yes and no", depending on which aspect you are referring to, from one second to the next. RPGs are and aren't games because they are both competitive against the other players, and cooperative with the same players, and they involve conflict between the players, and they also don't involve conflict, because everyone agrees they want to play a game and for it to be fun and fair. Ultimately, the answer depends on what you expect out of a game and how you play it, as to what it delivers or how it qualifies.

Friday, February 01, 2013

BlessedMachine's CROSS at Garycon Mar 14-17 2013

Hey, all you tabletop role playing gamers, you know what GaryCon in Lake Geneva is, right?

Well it's happening again March 14th-17th, 2013, and among the awesomeness will be the debut of a completely new campaign setting and/or supplement for HERO called CROSS, the clandestine spy agency known as the Catholic Response Organization to Strategize and Strike, an organization that secretly fights evil for the good of Christianity using cutting-edge technology coupled with powerful prayers honed over two-thousand years of history.  

CROSS is published by Pete Ruttman's BlessedMachine.
 
If you haven't checked it out yet, I recommend you head on over to BlessedMachine and get the scoop on this new take and see what's in store for players at GaryCon. Pete's put a lot of creative work, thought and time into getting this into shape, and is really hoping to see some smiling faces there. He's a good guy and always welcomes feedback, so stop by, chat him up and get yourself a seat at CROSS and become part of BlessedMachine, if only for a few sessions (so far)!




Thursday, December 13, 2012

TubesDub: Real GB Heck House Vampire LARP






This is an audio re-dub of the Real Ghostbusters animated series episode "Heck House", using animated artwork/video developed by Columbia Pictures and DiC and audio by me.

The guys are invited to play a Vampire the Masquerade, New World of Darkness LARP at a haunted house.

This video may include descriptions or language of a rmature/adult/not-safe-for-work nature and is not recommended for younger viewers.

Please feel free to leave comments and share/like/recommend the video, and I'll try to respond! Have a great day!

Monday, December 10, 2012

My Thoughts on a Post at RPG.NET about Counter-Intuitive Lessons from Video Games

I was just at RPG.NET and found a topic with some interesting points, posted originally by forum member Lugaru, and I'd like to duplicate my thoughts here, paraphrasing his points:

Gamer cries of "that's not realistic" are really cries of "that's not authentic/intuitive".

I personally like the refinement of the "realistic" issue into "authentic", which only means "authentic to what we expect", not necessarily what is. This is a fine point and the reason you can have arguments about whether zombies "realistically" be killed with head shots or not, or if you can dive away from a 20 foot diameter fireball with no damage. It's not whether it really happens in real life, but whether we can generally agree, "Okay, that makes sense".

Overpowered isn't as bad as repetitive
"Playing Superman is by definition, overpowered. If players can use their overwhelming superpowers to immediately defeat any threat, that is a flaw in game design (or at least GMing).

I would note that this is true, but, having an overpowered or all-applicable tool to deal with almost everything, does tend to LEAD to repetitiveness, so while one may not equal the other, there is a strong correlation that could nearly be a direct evolution, making both almost equally worthy of being on guard against.

Games are timewasters, but don't waste players' time

"Fetch and collecting quests, mini games and long distance walks in video games pad out  the running time, while tabletop games seem to fall into this same pattern with excessive die rolling (to hit, critical, damage, location, etc). Standard actions that should be expected to be routine shouldn't need a roll at all, such as picking a typical lock or eating well enough while in town, unless there's a monster bearing down on you, a battle is going on, food is scarce, etc."

My main issue here is that an example of "picking a standard lock" is mentioned as something that shouldn't even be rolled for, to keep the game flowing, to avoid doing things that by and large, aren't important until a certain situation arises, yet in Point 1 above, it is considered a given that vehicles run out of gas and guns run out of bullets, which, though not explicitly stated, seems to indicate a pretty prosaic adherence to ammo tracking and bookkeeping, which I personally find the worst violator of game flow, bar none. To me, unless there is a REASON to be making tickmarks while you're just in standard combat or driving from one place to another, that should be turned into some sort of resource roll, to leave the mundanity in the background where it belongs, like itemizing every single envelope, piece of string and iron ration you have.

Monday, December 03, 2012

Top Down RPG World Design, Part III: How To Create Random World Maps With GIMP in 36 Easy Steps


This may not be as vital a post as others, if you aren't interested in visually creating your own world map of landmasses,so I recommend those people look into more interesting avenues of text concerns, such as random name generators, for their continents and settlements, etc.

For those that are interested in a way to create your own overland campaign world maps quickly, easily and for free, the 36 items below are presented in an easy-to-follow, step-by-step format that requires no artistic ability (with the exception of one step) or even more than basic familiarity with the GIMP application, which is a free image editing software, similar to Adobe Photoshop, but open source and free - my favorite price.

After you have created your continents or landmasses (and you may wind up doing this multiple times to generate various suitable continents, choosing the best one or two from each instance, to put together in one final world map), the next step will be deciding how and where to arrange your landmasses, and you will find a section addressing this point, directly after the steps given for creating random world maps.

SPECIAL BONUS!
For those that find this tutorial too long or unwieldly to read online, I've turned it into a simple, single PDF document you can download and read on your PC at your leisure. {DOWNLOAD}

ANOTHER BUT NO LESS SPECIAL BONUS!
I've also uploaded a shorter, simplified version (though it has a few errors) of this tutorial, with the steps reduced to 25, as a Youtube video. {WATCH YOUTUBE VIDEO}

Click "Read More" below to get into the full tutorial!

Top-Down RPG World Design Part II: Maps and Continents


Before we begin placing continents, we need to refamiliarize ourselves with the nature and features of maps.

Latitude or meridians are lines or bands that run east-west around the globe. There are generally 12 to 24 segments or squares of latitude on most maps, with the easternmost area of Asia sharing a square with the westernmost part of Alaska, in a wrap-around. The primary line of latitude is the Equator, which is located halfway between the north and south poles, at 0 degrees latitude, dividing the world up into the north and south hemispheres, extending from 0 degrees latitude at the Equator to 90 degrees north latitude at the top of the north pole, and 90 degrees south latitude at the part of the south pole nearest the bottom of the map. The Equator is an abstraction representing the halfway point of the rotation of the Earth on its axis.

Longitude or parallels, are north-south lines or bands from the north to south poles. There are generally 6-12 squares of longitude on most maps, with the "top squares" containing most of the north pole, and the "bottom squares" containing most of the south pole/Antarctica. The primary line of longitude is the Prime Meridian at 0 degrees longitude, dividing the world into west and east hemispheres, extending from 0 degrees longitude to 180 degrees south longitude in the southernmost part of the south pole, and 180 degrees north longitude in the northernmost section of the north pole.



Thursday, October 25, 2012

Free Downloads: Feng Shui RPG Character Sheets and Dragon's Heirs Archetype Sourcebook



The Dragon's Heirs for Feng Shui
- Made with express consent and hosted by Atlas Games, my compilation of all 59 of the official archetypes for the Feng Shui archetypes can be downloaded for free here.





Feng Shui Character Custom Sheets Pack
- 10 different custom character sheets for Feng Shui with different "theming", from Basic White to Jade to Wood.

Wednesday, October 24, 2012

Zoat Sourcebook for Warhammer Fantasy Role Play 2nd Edition (WFRP2)

 This is a completely unofficial fan-made sourcebook for Warhammer Fantsy Role Play 2nd Edition (WFRP2), fleshing out the Zoat race, which was removed from 3rd edition.

Friday, October 19, 2012

Free Art: Turtle Centaur (WFRP Zoat)

This isn't fantastic or anything, but I thought I'd share a vector art image of a turtle-centaur I just made, which the Warhammer game would refer to as a "Zoat". It is "open" clipart so is free to use for any purpose as far as I'm concerned.


Wednesday, October 17, 2012

Free Downloads!

Okay so maybe they're not super impressive, but at the very least, they might give you some ideas for games or characters or something, or at best, you can play and actually enjoy some of these PDFs!

Downloads

Monday, October 01, 2012

RPG Debris: Tabletop Trash or Treasure: Hot Chicks

Don't let the name, soulless poser art and sexist appearance on the cover and within fool you - there are a few good ideas within the Hot Chicks RPG. What is done with them is a tragedy, but they do exist. Ever wanted rules for building your own computer from scratch, in-game, but felt there needed to be a woman in a push-up bra on the cover of your RPG, because just couldn't quite feel like enough of a nerd without that? Hot Chicks answers the call.




http://www.youtube.com/watch?v=emmX9qkqSVM

Tuesday, September 18, 2012

Video Review - RPG Debris: Tabletop Trash or Treasure

GURPS Sex

by

Tim and Christine Morgan




This episode takes a look at a small 30k HTML file written to expand on GURPS' woefully inadequate sex rules (according to the authors). Thank goodness there are people out there bringing us the much-needed fan resources!