Tag Archive | "george rr martin"

Wedding Knight (A Song of Ice and Fire) RPG Review

Posted on November 5, 2010 by

The introduction to this adventure provides an apposite reminder: in a game in which dynasties and bloodlines and the good of your House feature large, weddings are going to be very important events indeed. For players of the game of thrones, dynastic alliances are often sealed by a marriage, whilst the young may still harbor hopes of marrying for love rather than political advantage. Even if you are not getting wed yourself, there is plenty of scope during such an event to further your own ends as well as enjoy a good party!

So is the case with the wedding central to this adventure. Two minor houses are sealing recent agreement through marriage, having for many years been at odds with each other. One party is happy, affection having conveniently coincided with policy, but the other party has other ideas…

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Peril at King’s Landing RPG Review

Posted on May 31, 2010 by

Deep, complex intrigue lies at the heart of A Song of Ice and Fire, and this adventure is jam-packed with it! Featuring a complex plot designed to cast the characters and their House in the worst possible light while advancing another fellow to high position in both his own House and the land, there is absolutely no chance for any character to sit on the sidelines and observe. A Royal Tournament is to be held in King’s Landing, a chance for young men of mettle to impress… while in the background nobles of all ages plot and connive for position no less fiercely.

The plot, albeit complex, is laid out very clearly for the GM in the Introduction, and a range of ideas are provided to get characters even more embroiled than they will be anyway including suggestions for mystical foreshadowing of events.

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George RR Martin’s Wild Cards Comic Review

Posted on May 4, 2009 by

Think of a world where an alien virus is released; that virus changes you–inside and out. Maybe you get the Black Queen, so you die. Horribly. Maybe you pull a Joker. Mutated and deformed, you stick to a place called “Jokertown.” If you’re lucky, you pull an Ace. You’re a hero–you’re supposed to be the good guy. But are you?

In this Dabel Brothers Publishing adaptation of George RR Martin‘s best-selling series dubbed “Wild Cards,” there are good guys, bad guys, and everything else in between.

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