In my first article for this month’s Blog Carnival, I asked the question ‘Location, Location, Location: How Do You Choose A Location?‘ and identified ten or eleven influences on the decision, and an approximate hierarchy within them, but was unable to offer even a guideline beyond those observations in answer to the question. Today, the […]
Archive for the ‘Superhero Games’ Category
52+ techniques to vastly increase the scope of what you can depict on your battlemaps.
Nyngan (pronounced Ning-gan) is the small town in central New South Wales where I grew up, so I know it well – at least as it used to be. It’s so remote that I haven’t been back there for years. In the following passages, I hope to bring it to life for my readers, then […]
How do you choose a location? Where do events transpire? What considerations should you take into account, and what is the process and the chain of logic that gives the best answers most rapidly? These are questions that Blair and I will have to tackle repeatedly tomorrow, as I write this, because our next pulp […]
This entry is part 4 in the series Putting The SF Into Sci-Fi I thought I was done with this series, I really did. But then I watched a seemingly-unrelated TV documentary series called The Genius Of Design from the BBC, (available on DVD from Amazon), and a persuasive new perspective was opened for my […]
This entry is part 3 in the series Putting The SF Into Sci-Fi In part one, I looked at techniques for extrapolating from the world of today into a future world where technology has changed. These techniques have served me well in both fiction writing and developing sci-fi oriented game settings. In the second part, […]
This entry is part 2 in the series Putting The SF Into Sci-Fi In part one, I looked at techniques for extrapolating from the world of today into a future world where technology has changed. These techniques have served me well in both fiction writing and developing sci-fi oriented game settings. In this second part, […]
This entry is part 1 in the series Putting The SF Into Sci-Fi When you get right down to it, there are only three sources you can use when creating the world of tomorrow in a game: Copy something you’ve seen elsewhere, filing off serial numbers as necessary; Get it from the game setting; or […]
Last night, I caught up with a documentary that I’ve been waiting to view (lack of time) since early February. The subject, and title, of the documentary was the question, ‘Are We Still Evolving?’. And, as with many subjects that I digest, it sparked a number of thoughts, all of which are relevant to the […]
A Guest Article by Dave Viars, line developer for Interface Zero These week I’m interrupting the Orcs & Elves series to give readers wgho aren’t into it a break, and to bring you a guest article advance sneak-peek at a new Game Setting that’s on the way, in a genre that hasn’t yet received a […]
There are certain words whose literal translation can be considered telling when defining the mindset of a nation or culture. Most of these are identified after the fact, when a scholar matches a literal translation with a key insight into the profile of a particular group, but for roleplaying purposes we can define and redefine as necessary to employ selected terms as key indicators and giveaways to the psychology of a group or race.
A book on the structures and natures of different governments within our world got me to thinking anew about perhaps the most seminal creation within the background of the Hero System – U.N.T.I.L. Specifically, thinking about who the organization is; how they fit into the policies, principles and charter of the United Nations; what’s wrong […]