We have heard the story before—of farmers’ crops ravaged and animals gone missing. The locals claim some supernatural force is at work. But could their superstitions be true this time?
In this exciting new AMP: Year One adventure by Bill Bodden, you’ll discover the mystery behind Apex’s disappearance and be faced with tough decisions about what to do when the truth is revealed. Evolution of Apex is an 18-page adventure for novice and veteran AMPs alike.
Available from DriveThruRPG and the 3EG Online Store, you can now get your hands on the next adventure set in the AMP: Year One universe.
The Summer 2014 issue of Savage Insider marks the debut of Volume 2, now published by Obatron Productions.
We’re passionate about Savage Worlds and want to share that with you. Originally envisioned as a 48-page issue, our new format garnered an overwhelming response, allowing us to increase the size by more than 50%. The theme is Rebirth and Reinvention, and it is threaded throughout all the pieces, which can be used across genres.
We can’t wait to hear what you think of this issue. Buy it now and put it to use at your next game.
Savage Insider, V2I1, Rebirth and Reinvention is found at http://rpg.drivethrustuff.
Savage Insider is focused on the Savage Worlds tabletop role-playing community. Issues frequently include contributions from SW licensees. It has it’s own page on Facebook and Google+, as well as a newsletter.
Savage Insider is published once seasonally, plus once in November as a Pay What You Want issue. Started in 2011 by Aaron T. Huss of Mystical Throne Entertainment, he and his then-assistant editor, Vickey A. Beaver, developed SI as a mainstay of Savage Worlds news and debuts. Today, Savage Insider is published by Obatron Productions under license from MTE and is led by Editor-in-Chief Vickey A. Beaver.
After a wildly successful Kickstarter campaign, AMP: Year One is now available in PDF and ready to supercharge your gaming sessions.
At GENCON 2013, veteran gamesmith Joel Sparks introduced a five-dollar, 24-page booklet titled CALL OF CATTHULHU. The featherweight RPG allows players to become ordinary cats who must oppose the Lovecraftian plots of chaotic Animal Cults bent on destroying the comforts of human civilization. A surprise hit, Catthulhu sold out at Gencon, then again at Baltimore Comic-Con, NecronomiCON Providence, and Spiel Essen in Germany.
In November, Sparks ran a Kickstarter to develop a greatly expanded “deluxe” edition, and the project funded at over $40,000: 2,000% of the original budget. Stretch goals unlocked include a Boxed Set crammed with extras and the appearance of backers’ real-life pets as illustrated heroes and monsters in the Deluxe rule books.
Months of work later, the first element of Call of Catthulhu Deluxe is unveiled this weekend at AwesomeCon DC: THE NEKONOMIKON (The Book of Cats). This full-color volume contains everything needed to play Call of Catthulhu, from 30 different types of cat characters to Dire Challenges, Scrapping, and Brushes with Death.
Book II: UNAUSSPRECHLICHEN KATZEN (The Cat Herder’s Guide) will appear in May, with more about gods, cults, adventures, and Things Cats Were Not Meant to Know. The complete CALL OF CATTHULHU DELUXE ships first to Kickstarter backers, and will be available to everyone at Origins 2014, June 11-15. Learn more at Catthulhu.com.
Renaissance Adventures is a Colorado-based company that runs live-action roleplaying games for kids. Its game system, called Adventure Quest, has been crafted and refined over the past 20 years, and it is now nearing completion. Thousands have playtested this re-imagining of fantasy larping; it is the cornerstone of a new kind of edu-larp that develops 21st century skills in the modality of experiential education. Thanks to a successful Kickstarter campaign, the game book can be purchased through the Renaissance Adventures website (www.RenaissanceAdventures.com
Gamers and hobbyists will enjoy a game system with nearly unlimited character options, a fast paced and low-math combat system, a larp-to-tabletop translation guide, and a campaign world that is supported by a healthy and expanding business that will continue to provide advanced rules, youtube guide videos, and dozens of adventures that incorporate epic plots, mysteries, ethical dilemmas, and social challenges. Educators and parents will be able to use this system (or a simpler system in production called Adventure Quest: Fundamentals) to develop critical thinking, teamwork, decision making, ethical reasoning, and other skills that are difficult to teach in the classroom.
Beyond individual play, the Adventure Quest game book and its support material is a step toward offering business licenses so that others may take advantage this new kind of youth programming. Renaissance Adventures has already launched one successful license in Grosse Pointe, Michigan (Lore Adventures), and they are looking to help other like-minded entrepreneurs to create a fun and successful larp of their own.
For more information, contact Manager@RenaissanceAdventures.
Exciting News from Magpie Games!
It’s official. The short story collection We Are Dust is finished!
We Are Dust is a collection of short stories inspired by Our Last Best Hope, an RPG published by Magpie Games. In the game, players work together to try to save Humanity from a terrible Crisis…
Edited by Mark Diaz Truman and featuring the works of:
(Download contains PDF, MOBI, and EPUB versions of the anthology)
For more about Our Last Best Hope, please visit www.magpiegames.com/OLBH
Pick up your copy and sread the word! Let your friends and neighbors know that the file is available via DriveThru here: