I’ve debated the best way to represent the Force as an in-game mechanic for a game like the Lost Padawans, and ultimately I’ve settled on revising the Magic flavor as the Force. If I were focusing on the usual Light vs Dark dichotomy, I’d likely go another route, but for this game I intend to let the players explore what else the Force could be, if it weren’t being shoehorned into a Good against Evil alignment.
Today I’m going to flesh out a game idea that I’ve had kicking around; I’ve considered numerous game systems for it, some a better fit than others, but the Cypher System seems like my best bet. I admit, with Rogue One coming out in a few days, part of my itch with this game stems from that. Still, I hope I present an interesting campaign seed, and if you choose to run it yourself I look forward to hearing about it!
So today I’m going to muse a bit on how you might incorporate the Force into Star Wars as its own thing, distinct from the descriptive line, or perhaps in addition to it. Bear with me, as I may ramble a bit in the process of seeing what ideas spring to mind.
Today, for a friend, I’ll be talking about how to take things you have – books, video games, or whatever else you might have on hand – and turn them into playable material with the Cypher System. It’s relatively simple, but I’ll be operating on the idea of the person doing the converting being a novice to GMing.
Today it looks like I’ll be wrapping up my review of Torment: Tides of Numenera—The Explorer’s Guide; it’s been a fun book to skim through, and there’s been quite a bit that I’ve deliberately skipped so that readers who pick the book up have plenty of cool surprises left. Today, I’ll be heading into the bestiary section of the book, skimming a couple of creatures and NPCs, before finishing up with the Player Options portion of the book. The latter includes a tabletop rendition of the Tides from which Torment: Tides of Numenera draws its name.
Today we’ll be continuing the review of Monte Cook Game’s upcoming sourcebook, Torment: Tides of Numenera—The Explorer’s Guide. Today we’ll be starting off on chapter 10, which concerns the eclectic selection of areas collectively referred to as Lower Garravia, and we’ll see how far we can get from there.
Today I’ll be continuing my trek into Torment: Tides of Numenera—The Explorer’s Guide. Yesterday saw us a fair way through chapter five, on the Lost Sea area covered by this sourcebook; today we’ll be picking up there and seeing what else the Grater Garravia region has in store for us.