Back in 2010, Margaret Weis Productions released one of the best Superhero tabletop rpgs on the market: Marvel Heroic Roleplaying (MHR). Using a permutation of their already impressive Cortex+ system, MHR did what most Superhero games do not and emulate the nature of comics, as opposed to emulating superpowers.
Star Wars is no stranger to the tabeltop roleplaying scene. It’s first entry, West End’s Star Wars: The Roleplaying Game, kickstarted their entire expanded universe. Since then, Wizards of the Coast gave it three tries in d20. But, the most recent contender, Fantasy Flight, has really knocked it out of the park.
My love for Star Wars is no secret: I’m a huge fan.
The element that is most “Star Wars” to me is the Jedi/Sith conflict (and the force, which comes with it). While it isn’t the defining factor for everyone, it is the most unique element of Star Wars.
The Force, a mystical energy field generated by all life forms, is split between the light and the dark, good and evil. From this divide, an order of selfless warrior-monks and a secretive enclave of self-absorbed deceivers battle throughout the centuries in the name of their side of this cosmic battle. All of this occurring in a pulpy science fantasy setting that, outside this element, leans on the science-fiction side.
As many love the Jedi and the Sith, one might wonder what elements make them unique and how this can inspire works in their own settings.
Splats, which I’m defining as “sourcebooks that share the core game but can be their own game” for the purposes of this article, were popularized by White Wolf in their Chronicles of Darkness line (originally called “New World of Darkness”). It can be a great way to expand on your engine and game-line without bloating your main game.
The existence of each other does not increase the rules complexity of each other and expands the types of adventures the engine can have. People can still do mixed splat titles and intersect the rules if they so desire.
It isn’t a common tactic in traditional roleplaying games — normally, sourcebooks expand on the main game and its play experience–, but it is an interesting alternative.
Powered By the Apocalypse (PbtA) is one of my favorite engines and I love seeing how people play around with it. Some fans of the engine have tried working in splat design to the engine to emulate some of their favorite settings and its interesting to examine the mechanics behind it all.
Fate, the generic roleplaying game system, is at its best when its doing pulp. Atomic Robo is one of the best pulp comic books of the last ten years. It’s a match made in heaven and executed well to boot.
With the upcoming release of its first supplement, Majestic 12, I thought it’d be a good idea to tell people why I think it’s one of the best sourcebooks for Fate Core on the market.
Just yesterday, Fellowship launched on Drivethrurpg. Developed by an acquaintance of mine, the title has been on my radar for quite a while and is an awesome game.
(Credit: Maddi Gonzalez)
A year or so back, there was a contest on the Something Awful forums to make a halloween themed game. Paul Matijevic, known as Ettin and creator of Retrocausality, burst onto the contest with his Fate Accelerated (FAE) hack, Breakfast Cult.
A weird mix of cosmic horror, high school, and anime tropes, the title won the contest and a lot of interest on the forums.
Flash forward a few months and Paul has successfully kickstarted the title and is deep in development on a much more robust, in-depth, and standalone version of the title.
Contrasting the elements of a school slice-of-life (at least on the surface) and the terrifying nature of cosmic horror, Breakfast Cult is certainly different from a lot of offerings currently on the market.
I recently had a chance to sit down with Paul Matijevic and discuss the development of his title.