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The thirty seventh issue of RPG Review has been released. Either download the PDF or read online.
The thirty fifth and thirty sixth issue of RPG Review has been released. Either download the PDF or read online.
The thirty fourth issue of RPG Review has been released. Either download the PDF or read online.
The thirty third of RPG Review has been released. Either download the PDF or read online.
Kevin Rountree, CEO Games Workshop
Dear Mr. Rountree,
The RPG Review Cooperative, Inc., is a non-profit association based in Melbourne, Australia. Part of our objectives is the advocacy of RPG games. As a result we must comment on a recent 'blog post on the PETA UK website (http://www.peta.org.uk/blog/peta-warhammer-fur-free/) which described their correspondence to you.
The Annual General Meeting of the RPG Review Cooperative was held at the Doug Hull Adventure Park, Coburg North. With an agenda provided by the Secretary, Andrew Daborn, and a committee report provided by the President, Lev Lafayette.
The thirtieth second of RPG Review has been released. Either download the PDF or read online.
Introduction and Physical Product
GURPS Undead comes a part of a stock-standard product for the third edition line; softback, a solid glue binding, 128p, and with a good cover piece by Rogerio Vilela. The interior art includes many pieces but the irrepressible Dan Smith, with a scattering of others that supplement rather than detract from the style. The artwork throughout shows talent and creativity (the undead are always fun to draw) and are occasionally contextual - however one does get the sense that these started as "undead filler" and were placed after-the-fact. The format switches between two-column justified to single-colum with side-bars; it is a little disconcerting and probably detracts from the overall presentation.
There are six main chapters to the book, roughly of similar size. It starts with a history of the undead, followed by "dealing with the undead", then various game system mechanics, sample undead beings, sample characters, and finally undead campaigns. There is also a two page table of contents, a solid index, and recommended reading. The writing style is typical for GURPS products - a mixture of formal and informal, the occasional joke and semi-random use italics. It's not really to my personal taste, but it is not a disaster by any stretch of the imagination.
Facts, Theories, and Mechanics
The first two chapters can basically be described as 'facts and theories', with one chapter on each. The factual part is a historical and cultural overview of the undead, It starts of on a few tangential matters (funeral rites, eschatology) before delving into various cultural beliefs, covering in a rather sweeping manner the classical world, "eastern" beliefs, medieval approaches, the pre-Columbian Americas, and finally modern and cinematic approaches. Surprisingly included in its own section is various "trappings" of the undead; mummification, tombs, grave robbing, and so forth - even though these are very much culturally specific.
This approach continues in the second chapter. It starts with undead origins, giving an scatter-gun overview of cultural and fictional approaches, with a split between "the restless" (e.g., ghosts), "the willful" (e.g., vampires, liches), and "the enslaved (e.g., zombies). The same approach is taken to describe what their strengths and weaknesses are, and how does one put the damn things down.
The third chapter, "The Mechanics of Reanimation" is various theories of how the undead operate. That is, how do they come into being, what form do they take. The first section is essentially how to build your own undead by starting with a broad form-based template and adding in strengths and weaknesses after that. It is not, one must emphasise, as crunchy as a "GURPS Vehicles" for the undead, but it's sort of in the same principle – unlike that book there is more attention to providing examples of actual undead rather than just how to build them!
Phaemorea is a classic High Fantasy genre game world designed for the classic BEMCI Dungeons & Dragons rules, however it can easily be ported into any version of Dungeons & Dragons , or with a little more tinkering, any system that supports high fantasy. It is designed as a new entry level world for beginning players, as well as an alternative world for older players who want to experience D&D in a new way, without losing any of the charm of the old way. References will be made to 1991 edition of the D&D Rules Cyclopedia.
Why BECMI Dungeons & Dragons?
There is a misconception that Advanced Dungeons & Dragons is the advanced version of Dungeons & Dragons. However, D&D does have an easy-going loose system that is very easy for a new player to pick up. There are less numbers to worry about, less jargon and less confusing options. Basically, you can take a new player though level 1 character development in five minutes and have them ready to play. Once playing, the rules are amazingly easy to pick up.
BECMI D&D still has all the depth of AD&D and D&D3.0+, it's just that that depth is introduced more gradually. This allows a new player time to learn each new option as they advance their character. In short, AD&D and D&D3.0+ gives an information dump at level 1, while D&D is designed to level up the complexity as the character levels up.
Understanding Players
First of all, it is fair to say that not every player can handle a horror theme. It’s human nature for many people, when faced with stressful situations, to alleviate that stress through humour or other potentially disruptive techniques. Roleplay is meant to be fun, so it never feels right to chastise a player for having fun, even if it breaks the mood you’re trying to create. It’s better to outplay the player by weaving your horror in a way that establishes and maintains the right mood. That said, some players strive to be disruptive, and at times it's best to concede that until the group dynamic changes, horror stories won’t work.
It’s important to listen to players and get to know them. Using their real life fears is something that can be used to get under their skin and creep them out. However, you have to use such knowledge very, very carefully. One of my groups included a player who was creeped out by scary little kids. As the GM, I love using scary kids as a horror element, however this revelation meant I suddenly had to shelve the use of kids in my horror stories. Why? Because regular use of that technique would burn one player out and make them the subject of ridicule by others. Instead, I used the ‘creepy kid’ concept very sparingly. Instead of a creepy kid being a primary antagonist, I relegate them to a plot device instead. Essentially, out of respect for the player, I use the device with finesse.
A way to use real life fears responsibly for the people in your group is to simply make connections between what they are scared of, and what you want them to be scared of. If someone is scared of spiders, then dropping their character into a pit filled with spiders is ham-fisted and irresponsible as a GM. However, having a spider crawl from the eye socket of a skull, or slipping in a description of brushing away a spider’s web, can create little moments of tension for a player which helps build the sense of unease. You might even use spiders as an analogy for something else, such as saying “The vampire’s nails feel like the needle point legs of a spider as he walks his fingers up your arm.” Play it subtle, or you lose the impact.