These Issues Are Part of History

Total Page:16

File Type:pdf, Size:1020Kb

These Issues Are Part of History These Issues are Part of History As WHITE WOLF Magazine continues to grow and WlllTE WOLF Magazine #13 develop, the back issues of the magazine will become more and more scarce. The older issues contain the same kind of (Review Issue), "The City of Westgate" for fantasy cam­ high quality material that the new issues present. To help paigns, "The Limits of Magic" for Ars Magica, part one of you pinpoint your favorite issues, the following list has been "Demon Killer," "The Cloud Abode" a fantasy adventure, compiled. Issues which are out of stock are not listed. plus several reviews and the fIrst appearance of "The Silicon Dungeon." • W1DTE WOLF Magazine #5 WIDTE WOLF Magazine #14 "The Mcssenger" character class, new magic items, "The Bane" presents new monsters for fantasy campaigns, plus (Superhero Issue), "Automated Champions" for Cham­ regular columns. pions, "A New Experience" for V & V, "Devil on the Moon" for Enforcers, "The Fate of the Grog" for Ars Magica, WlllTE WOLF Magazine #6 "Something's Rotting in Dankmart" a fantasy adventure, "Protecting the Shield" for Rolemaster, part two of "Demon "Brcczy Town" a fantasy adventure, "How to Attract Killer," "Segment Jorune," and new magic item<;. Gamers" to help round out your gaming group, regular columns and current Art Director Richard Thomas' fIrst WIDTE WOLF Magazine #15 cover. (SF Issue), "Let the Dice Decide" for Star Wars RPG, W1DTE WOLF Magazine #7 "Life's a Beach" for Expendables, "Cammarata's Irregulars" for High Colonies, "The Turzig Jousts" for Manhunter, "Skills for Sale" for fantasy games, numerous reviews, and "Segment Jorune," "The White Horse" a fantasy adventure, regular columns. "Demon Killer" part 3, and "Skill Mastery" for Ars Magica. WlllTE WOLF Magazine #9 WIDTE WOLF Magazine #16 (Robert E. Howard Issue), featuring: "The Moon of (PBM Issue), a huge list of PBM games currently on the Skulls" part 1, "Gads of Golems" for fantasy campaign<;, market plus reviews of several more, "The Cults of Yelm" "The Useless Mechs" for Battletech, "The Sylvan SampleGate" a for file Runequest, "The Search for Mabar" a fantasy adventure, fanta<;y adventure, "Gaming on Jorune." "The Houses of Hermes" for Ars Magica, "Demon Killer" part 4, plus "Segment Jorune" and other regular columns. WlllTE WOLF Magazine #10 WIDTE WOLF Magazine #17 (SF & PBM Issue), "Buy Jupiter" by Isaac Asimov, "The Moon of Skulls" part 2, "Building a Better Mech" for Bat­ (Fantasy Issue), "Riches in Plenty" a fantasy adventure, tletech. "Grislick Mountain" a fantasy adventure, "Nutz & "Mordag's Little Finger" for GURPS, "Night of the Faeries" Voltz" a complete SF RPG, and "Segment Jorune." for Ars Magica, new spells for Warhammer, reviews of 2nd Edition AD&D and Shadowrun, and "Demon Killer" part 5. WffiTE WOLF Magazine #11 (Fantasy Issue), "A Worm's Price" a fantasy adventure in Each of the issues is available for only an Oriental setting, "Peril at Stopover" for Warhammer Fan­ tasy Roleplay, the comclusion of "The Moon of Skulls" by 82.50 per magazine. Add 82 per order for Robert E. Howard, "Segment Jorune," "The Order of Her­ postage and mail to: mes" for Ars Magica, plus several new magic spells. White Wolf Publishing WlllTE WOLF Magazine #12 1298 Winter Place (Halloween Issue), "The Knocking Box" for Call of Cthul­ hu, "Burglary" a fantasy adventure, "Segment Jorune," Anniston, AL 36201 "Tayl of the Black Unicorn" an excellent fantasy short story, and morc. Subscribe to WHITE WOLF! 12 issues for only: That's almost a 40% savings over the single issue price! And you get this When it comes to covering the wonderful mde­ varied and interesting field of pendent gaming RPGs, trust WHITE WOLF to magazine deli vered deliver the highest quality to your door. material and most important in­ You no longer have fonnation. to restrict yourself to reading material for only a couple RPGs. Sample file Send $22 to: WHITE WOLF Magazine presents White Wolf Publishing material for all the best R PGs. Our 1298 Winter Place coverage of fantasy games mcludes 2nd Anniston, AL 36201 Edition AD&D to the award winning Ars (checks or money orders only) Magica to the classic Runequest. For SF the Special Sections coming soon magazine offers Bat­ tletech to Space 1889 # 19 (JanuaryjFebruary)= Alter­ to some lesser known nate Fantasy World issue. Talislan­ games like High ta, Shadow World, Overlord, and Colonies and Man­ more. Featuring a cover by P.O. hunter. Plus super­ Breeding Black. heroes, horror, cyber­ #20 (Marchi April)= Superhero punk, PBM games, issue. DC Heroes, Champions, computer games and V & V and more. more. LEADER OF THE PACK! November/December Horror Issue RUNES ....................................... 3 by Stewart Wieck; Good news and announcements. Printed in the U.S.A. To Kill a Dead Man ............................. 4 by Stephan Wieck; Why does Mr. Gizetti want Joseph Publisher: White Wolf Publishing Yan's corpse destroyed in this adventure for Shadowrun? Editor-in-Chief: Stewart "Iceman" Wieck A Look at the Braindance ....... .. ...... ..... .. 13 Assistant Editor: Stephan "G" Wieck by Colin Fisk; Contributed by R. Talsorian Games, this ar­ Art Director: Richard Thomas ticle looks at a popular form of entertainment in Cyherpunk. Cartographer: Ken Cliffe Cannibal Express .............................. 18 Cover Artist: Terry Pavlet by David Magnenet; An adventure for Call of Cthulhu Typesetting: Stewart Wieck which reveals the mystery of some forgotten tunnels in Thanks to R. Talsorian Games and West End Games for Boston's T. providing material for this issue. Lost Pages of Tobin's Spirit Guide ............... 28 by Jonatha Ariadne Caspian and Kim Mohan; A preview of the material in West End Game's GBI supplement of the same name. Advertiser Index Review: Ghostbusters International .............. 32 by Ken Cliffe; A look at the new Ghostbusters game from Adventure Simulations .. .. ... .... .. .. .. .... 45 West End Games. Capsule Reviews ........ .... ... ... ... .. ... 34 Bard Games ....... .. ..... ... .. ... .. ..... 47 by Richard Thomas and Stewart Wieck; Quick looks at "It Blue Panther Ent. .. .. .... .... ...... .. ..... 34 Came from the Late, Late, Late Show" and "The MEGA Chainmail Games .............. ............. 58 Cyborg Games . .. .. .. ... .... ... .......... 33 Role-Playing System." People of the Land ........ .................... 36 Davin Corp . .... ....... ......... .. ... .. .. 48 by Greg Stafford and Sandy Petersen; Details of the Cult of Empire Wargames ..... .. .... ....... .. .. ..... 56 FASA Corp. .... ... .. ....... ..... hack cover Donandar for Runequest. Demon Killer ................................. 40 Game Systems, Inc. .... .............. .... .. 46 by Steve Tymon; Part VI in a serialization. Tereth strikes a Gamescience ... ... ........ ... ... .. .... 35 savage blow against the demon army. Graaf Simulations .. .... ...... .. .. ... .... 33 Tabletop News .... .............. .. .. ...... 46 Hastur Hohhies ... ... .. .... ..... .... 44 by Ken Cliffe; The premiere of a new Miniatures related Kingslayer Publications . .... .. ... .... ........ 38 column. This intra gives an idea of what you will see in the Koplow Games ......... ..... .. .. ......... 32 future. Lion Rampant .. .. .. .. .. .. ...... ... .. .. ... 17 The Silicon Dungeon .. ... .... .. ....... .... 49 Mail Games, Inc. ..... .. .. ...... ....... .... 3 Sampleby fileJim Trunzo; SSI continues to release excellent and ques­ Paper Tigers .. ... ... .. ... ...... ...... 14 tionable AD&D computer games. One of each quality is fea­ Pegasus Productions .... .. ... .. .. ... ..... .. 39 tured. Quest Games . .. .... ..... .. .. ... .. .... ...... 15 Light of the Silvery Moon . ...................... S4 Ral Partha ..... .. ..... ....... .. .. ...... 50-53 Reality Simualtions, Inc. ........... ..... ...... 59 by Stewart Wieck; A hackground and NPCs which you can Sage Products .... .. ............. ... .. .. ...... 6 use the build an interesting fantasy adventure. PBM Corner . ................. .. ... .. .. ... .... S8 Silver Griffm . .. ... .. .. .. ... ... ... ..... ... 42 by Stewart Wieck; Reviews are tough to write, especially Steve Jackson Games ...... .. .. ....... .. ..... 37 Sword and Starship Ent. .. ... .. ...... .. .. 46 when the subject is a PBM game. PBM Review: Domination ...................... 60 Waterford Publishing ........... .. ..... .. .. ...... 60 by Kelly Golden; The fast-paced game moderated by Whit Productions .. .. ... ... .. .... ...... ... 24 LAMA may be worth a look. White Wolf Publishing ..... ..... .. .inside covers & 1 WHITE WOLF Magazine (ISSN 0897-9391) is published bi-monthly by White Wolf Publishing. The mailing address for aU items is: White Wolf Publish­ ing, 1298 Winter Place, Anniston, AL 3620 I. The phone mnnber is (404)-832-9994. WHJTE WOLF is distributed through subscription and distribution ser­ vices throughout the United States, Canada, France, England and Germany. Overseas subscriptions are available. All subscriptions are priced as follows: any U.S. address= $22, any Canadian address= $32, overseas via surface mail = $45, overseas via ainnail= $80. All rates are for twelve issues. Checks or money­ orders should be made payable to White Wolf Publishing. Subscribers are given constant notification of the last issue of their current subscription by the num­ ber foUowing their name on the address label. WHITE WOLF Magazine and White Wolf Publishing are both copyright White Wolf Publishing. AU material printed in these pages is the exclusive proper­ ty of White Wolf Publishing
Recommended publications
  • Vampire: the Masquerade
    Vampire The Masquerade 2nd edition Vampire: The Masquerade A Storytelling Game of Personal Horror By becoming a monster, one learns what it is to be human 1 Vampire The Masquerade 2nd edition By Mark Rein•Hagen Vampire TM Game system Copyright 1992,1997 by White Wolf. All rights reserved. Reproduction of this book in any manner without consent from the publishers is prohibited. Players may reproduce the character sheets for personal use only. Credits Design: Mark Rein•Hagen Written by: Mark Rein•Hagen, Graeme Davis, Tom Dowd, Lisa Stevens, Stewart Wieck Development: Mark Rein•Hagen, Andrew Greenberg, Stewart Wieck Editing: Robert Hatch Design Contributors: Lisa Stevens, Travis Williams, Chris McDonough, Joshua Gabriel Timbrook, Nicole Lindroos, John Brandt, Brenda Stiles, Tom Dowd, Graeme Davis, Timothy Carroll, Stephan Wieck, Aaron Voss Art Director: Richard Thomas Art: Tim Bradstreet, John Cobb, Felipe Echevarria, Max Shade Fellwalker, Doug Gregory, John Lakey, Laura Lakey, Larry McDougall, Robert McNeill, Ken Meyer, Jr., Richard Thomas, Joshua Gabriel Timbrook Models: Tristan M. Duarte, Max Shade Fellwalker, Doug Gregory, Ken Meyer, Jr., B.J. West Typesetting & Layout: Sam Chupp, William Hale,Chris McDonough Production: Richard Thomas, Josh Timbrook, Sam Chupp, William Hale, Chris McDonough Cover Design: Chris McDonough Cover Photograph: Mark Pace Playtesters: Joshua Gabriel Timbrook, Chris McDonough, Brenda Stiles, John Brandt, Nicole Lindroos, Stewart Wieck, Andrew Greenberg, Lisa Stevens, Ann Nappo, Seth Tepher, Stephan Wieck, Kelly Golden, Jeff Berry, Guy Wells, Gail Starr, Mark Matthews-Simmons, Christopher Lancaster, KC Lancaster, Stacia M. Bannan, Timothy Carroll, Bryan A. Case, Michael Coyne, Shane D. Harsch, Steven Kaye, Edwin Nealley, Laurel Schippers, John Schippers, Robert G.
    [Show full text]
  • Bleeding Edge Villains by Robert J
    Bleeding Edge Villains by Robert J. Schwalb Within each of Green Ronin’s Bleeding Edge Adventures is a compelling adventure designed to take advantage of the robust options and innovative concepts of the d20 system . The adventures provide compelling plots and engaging characters, all of which work to provide gaming groups with exciting play experiences that promise to keep them coming back for more. To demonstrate these features, Green Ronin is proud to present a collection of sinister foes for GMs to incorporate into their games. Each character includes a short history, advice for using the character with a Bleeding Edge adventure and a stat-block. Each villain is perfect for expanding play in any of these fantastic offerings. KLAX Skills Balance +15, Climb –1 (+1 ropes), Escape Artist +12 (+14 ropes), Hide +15, Mansion of Shadows Jump +6, Listen +3, Move Silently +12, Open Locks +13, Search +7, Sleight of Hand +15, “Don’t cry little one, candy will make you fat.” Spot +4, Survival +0 (+2 follow tracks), Having slipped through a planar rent that Tumble +15, Use Rope +14 (+16 bindings) connected the Material Plane to the dismal Possessions combat gear plus +1 short sword, layers of Gehenna, Klax has delighted himself masterwork thieves’ tools, sack of 240 gp by thieving anything he can from the Klax stands just over two-feet tall and weighs beleaguered people of Staufendorf. about 25 pounds. Like others of his kind, he is KLAX CR 3 small and frail with spindly arms and legs and Male furtivin* rogue 1 with a series of leathery ridges marching up *Book of Fiends his back.
    [Show full text]
  • Marvel Fantasy Role Playing Game
    MARVEL FANTASY ROLE PLAYING GAME A Fantasy RPG using the FASERIP System Table of Contents Character Creation ......................................................................................................................................................... 5 Race ........................................................................................................................................................................... 5 Origin of Power ......................................................................................................................................................... 6 Primary Abilities........................................................................................................................................................ 6 Secondary Abilities.................................................................................................................................................... 6 Powers ....................................................................................................................................................................... 6 Talents ....................................................................................................................................................................... 7 Contacts ..................................................................................................................................................................... 7 Heroic Alignment .....................................................................................................................................................
    [Show full text]
  • SILVER AGE SENTINELS (D20)
    Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells.
    [Show full text]
  • FAERIES™ a Complete Handbook of the Seelle
    FAERIES™ A Complete Handbook of the Seelle Sampleby Sarah Link and John Snead file WWW.ATLAS-GAMES.COM Credits WrlUenbf Sarah Llnl!and Jahn Snead Storie.ltJ' Marl< Reln•Haven. LlsuStevens and Jonathan ,...., Addtlloa.Imaterlal, J.M. capenila, car1 Schnurrand Marl!Reln•Haven Dnelopmenl: J.M. Caparula, Marl!Reln•Ha�n and John Brnndt EdltlnfiLisa Stevens OrltllUllCoaceptl: Mari? 12eln•Haqen Production:Nicole Llndroos Cower Art: CherylMll ndus Tiiie LoQo• Rlchard Thomas InteriorArt: Charles Dou11heny, Erle Hotz, JeffMenfi6, RichardThomas, Marl!Reln•Hawen A r.U.U••ce peno11: StewanWlecR Anu._, .-..Creeled .,-, JonathanTweet and Marl! Re!n•Hagen Special, Special Thanbs Milfk "Sony about all thosesentence fra gments!' Reln•Hagen, for tl'arlng himself away from his cum>1lt project to dosome valuable development on this toog awaited supplement. Lisa"Keep thatmall man away from me!" Stevens, forgiving up onthe 24 hour-a-day \VC!rk ethic 111 favor of a healthierlifestyle (includinggroce ry shopping and otherfree time pursuits) . Jonathan"So Jong, Peoria."TwHt, for his original faerieco ntributi ons, and hlsappreciarion of the magical and the fanWtic. May your name always bein print. John "Yet another obnoxiouschart ." Brmdt, for spending the time to gently integrate all the separate influences which eventually� up this fine supplement. Nicole "Sony,Bllnky, gottago!" Lln droos,for limiting her indentured scn.'itude to Ot\esmall companyal 11time and delvingink! this p1ojeclwith lnzlhhand s. Cheryl "Those little peopleare hard todo!" Mandua, for her wonderfully evocative fame rover. Klchud "Well, If you'd saidso In the first place . " Thomu,for makingthing-s a little more curvy, the middle skinnier and the ends hang down a little farther.
    [Show full text]
  • An Introduction to Ars Magica TM
    Promises, Promises An Introduction to Ars Magica TM A free Jump Start Kit including abbreviated rules, a ready-to-play scenario, rule summary handouts, and six pregenerated characters detailed in the Ars Magica rulebook and its supplements (some of which are described Welcome! Before You Begin elsewhere in this booklet). These can be found throughout the world in fine game Welcome to Ars Magica!™ This Jump First of all, if you’d like to play the sce- stores. If you have trouble finding Ars Start Kit is your invitation to Mythic nario in this Jump Start Kit, stop reading Magica (or any Atlas Games product), Europe™, a land of medieval adventure now. If you’re planning to be the storyguide, please ask your retailer or contact us directly where the legends are real. Here, jealous begin by reading the Background Briefing at the address below. faeries guard dark forests, powerful dragons and Rules Briefing found towards the end of Remember to have a good time! If terrorize innocent villages, kings rule by this book. If you read the scenario first, you’ll something comes up that you don’t under- divine right, and mighty wizards call on the probably be confused. stand, don’t sweat it. The Ars Magica rule- ars magica — the art of magic. Once you’ve digested the background book covers a lot of things that can’t be This Jump Start Kit contains everything material, go ahead and read the scenario. addressed here. You have plenty of time you need to play your first game of Ars You’ll want to be familiar with it so you can ahead of you to investigate the full spectrum Magica.
    [Show full text]
  • C​ Amarilla​​ G​ Enre​​ P​ Acket
    Camarilla​ Genre​ Packet ​ ​ ​Version 2.7 ​ ​ Last Updated 2017 February 01 Legal The following document is for supplemental purposes only—no copyright infringement is intended. It is not intended for profit or official representation of White Wolf Publishing/CCP hf and/or their subsidiaries. Written information, including all names, abbreviations, and anything related to White Wolf’s “World of Darkness” and “Vampire: the Masquerade” are copyright White Wolf Publishing/CCP hf. The creators, editors, and so on of this document do not represent White Wolf Publishing or CCP hf, in any capacity. The packets and guides are written and designed by One World by Night (OWbN) and are in order to specify modifications to the system provided in our work, as deemed necessary by the organization pursuant to White Wolf/CCP requests as part of Dark Pact guidelines. Portions of this material are copyrighted and trademarks of CCP hf., and are used with permission. All rights are reserved. For more information please visit http://www.white-wolf.com or http://rpg.drivethrustuff.com. ​ ​ Credits ● Jeff Cauley, Camarilla Coordinator 2015-2016 ● Akira Barnes, Geoffrey Bayley, Tracy O’Malley, William Wadhams, and Maja Zaccara for their outstanding work in designing the Status rules. ● Members of the Shadow Coterie, the Camarilla SubCoordinator team of 2015-2016. ● LA Reger, Jonathan Slack, and Akira Barnes for their formatting and editing work. ● All the other various Coordinators, SubCoordinators, and Storytellers that contributed ideas. ● The past Camarilla Coordinators and SubCoordinators for their work on previous versions of this packet and suggestions made on the revisions to this one.
    [Show full text]
  • Storytellers Companion
    Storytellers Companion Sample file Credits Authors: Jackie Cassada and Nicky Rea, Kevin Andrew Murphy Development: Jess Heinig Editing: Carl Bowen Art Direction: Aileen Miles Interior Art: Jeff Holt, Drew Tucker, Leif Jones, Shea Anton Pensa, John Cobb, Richard Clark, Matt Mitchel, Larry MacDou- gall, Langdon Foss and Jeff Laubenstein as the Beaver Cover Art: Richard Clark Front and Back Cover Design: Ron Thompson Layout and Typesetting: Ron Thompson © 2000 White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for per- sonal use only. White Wolf, Vampire the Masquerade, Vampire the Dark Ages, Mage the Ascension, World of Darkness and Aberrant are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Werewolf the Apocalypse, Wraith the Oblivion, Changeling the Dreaming, Hunter the Reckoning, Werewolf the Wild West, Mage the Sorcerers Crusade, Wraith the Great War, Trinity, and Mage Storytellers Companion are trademarks of White Wolf Publishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. For a free White Wolf catalog call 1-800-454-WOLF. Check out White Wolf online at http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller PRINTEDSample IN THE UNITED STATES OF AMERICA.
    [Show full text]
  • MARCH 1St 2018
    March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • Tractatus Is Intended to Give the Playing Described in the Adventures in Mythic Europe Group a Few More Ideas on How to Use the Guidebook
    In the Adventures in Mythic Europe conceits into their own Mythic Europe guidebook, there is a small paragraph about campaign. using the non-human races for characters in the setting. There are a number of different The best example of a Magic Kin type that ways that these sorts of characters can be would be similar to a D&D PC race would be represented in the game world. the Atlanteans (RoP-M, page 90). The Atlanteans, as portrayed, are an actual race aligned to the Magic Realm. They are born as Atlanteans, live as Atlanteans, and die as Atlanteans. This sort of example illustrates As mentioned there, a human character could how non-human races can be introduced into be faerie-blooded and this would have the Mythic Europe. effect of allowing the player to use the statistics and traits of a non-human race for their own, First, almost all D&D PC races are aligned to human, character. This option could be used the Magic Realm. Dwarves, elves, halflings, for magus and companion characters. dragon-born, and gnomes are aligned to the Another option is to consider the PC to be an Magic Realm. Half-elves and half-orcs may not actual faerie (in the Ars Magica style) with this be automatically aligned to a Realm if they are option being limited to companion characters a true hybrid, but if the half-elf or half-orc only. traits are being used to detail a new type of Magic Kin, then the PC should be aligned to But these two choices rule out using races of the Magic Realm.
    [Show full text]
  • Exploring Gameplay, Initiation and Technology in LARP
    City University of New York (CUNY) CUNY Academic Works Dissertations and Theses City College of New York 2014 Technological Mediations in Collective Fantasy: Exploring Gameplay, Initiation and Technology in LARP Gary Catano CUNY City College of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/cc_etds_theses/489 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] Technological Mediations in Collective Fantasy: Exploring Gameplay, Initiation, and Technology in LARP by Gary Catano Submitted in partial fulfillment of the requirements for the degree of Master of Arts in Sociology, City College The City University of New York 2014 Thesis Sponsor: Date Signature Katherine Chen Date Signature of Second Reader Reuben J. Thomas In live action role-play or larp, imaginary worlds are co-created through the persistent organizational actions – both online and ‘in real life’ (IRL) – of gamers as they embody carefully constructed game personas. This project poses the question: how are newcomers initiated into live action role-playing, and how are these processes aided through online actions and social media? I argue that larpers collectively fabricate a universe from existing and user generated texts through the merging of creative production and narrative consumption, integrating newcomers into these creative processes at the organizational, interpersonal, and diegetic, or imaginary, levels. In larp, these processes are technologically mediated. Social media and virtual worlds provide meditative and contemplative spaces for gamers to reflect on their in-game lives in ways that facilitate meaning, identity, and community for a tight-knit collective of larpers in New York City.
    [Show full text]
  • A Player's Guide to Tabletop Role-Playing Games in Libraries
    Western University Scholarship@Western FIMS Publications Information & Media Studies (FIMS) Faculty 2019 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Carlie Forsythe University of Western Ontario, [email protected] Follow this and additional works at: https://ir.lib.uwo.ca/fimspub Part of the Library and Information Science Commons Citation of this paper: Forsythe, Carlie, "Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries" (2019). FIMS Publications. 343. https://ir.lib.uwo.ca/fimspub/343 Running head: ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 1 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Submitted by Carlie Forsythe Supervised by Dr. Heather Hill LIS 9410: Independent Study Submitted: August 9, 2019 Updated: February 4, 2020 ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 2 INTRODUCTION GM: You see a creepy subterranean creature hanging onto the side of a pillar. It is peering at you with one large, green eye. What do you do? Ranger: I’m going to drink this invisibility potion and cross this bridge to get a closer look. I’m also going to nock an arrow and hold my attack in case it notices me. Cleric: One large green eye. Where have I seen this before? Wait, I think that’s a Nothic. Bard Can I try talking to it? GM: Sure, make a persuasion check. Bard: I rolled a 7, plus my modifier is a 3, so a 10. What does that do? GM: The Nothic notices you and you can feel its gaze penetrating your soul.
    [Show full text]