Posted on September 20, 2004 by Flames
What would you do if you woke up one day and discovered that everything you thought was silly superstition and nonsense was real and you were the only thing standing between evil and the rest of Humanity?
Thea Ghandour, the unlikely pot-smoking heroine who continuously laments her lack of a sex-life, and a less-than-intrepid and equally unlikely band of fellow Hunters have been trying to answer that question since they found each other. Heralds of the Storm opens on one of their self-imposed missions, just outside the lair of a vampire, one of “the greatest predators ever to walk the earth.”
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Posted on September 20, 2004 by Flames
“The Revenge of the Kine” would also be an adequate name for Dark Ages: Inquisitor, where ordinary mortals are called by God himself to serve their fellow man in the vocation of the secret Holy Inquisition. Hold onto your souls kids, we’re entering a medieval world tormented by the get of Satan — from demons to heretics to blood drinking witches, and we are all that stands between man, and his corruption by evil incarnate. We are the men in black. And white. And red. And the rest.
It was a good theory anyway. The horrors perpetrated in the name of God were little better than the Get of Satan is capable of. Torture, murder and mob violence are the staples of the Inquisition, which at its most extreme will stop at nothing to root out the minions of the Adversary. How could a good Christian stand by and let Satan’s minions run freely around God’s Earth? All sin may be absolved, and what is the odd transgression when you are in the practice of saving souls? What choice do you have when the legions of Hell are here, now and stealing the souls of Innocents? Trust in God, and in his Forgiveness.
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Posted on September 20, 2004 by Flames
Vampire the Masquerade is made up of a variety of elements that are integrated through both gaming skills and storytelling. A player oftentimes becomes strictly focused on the fighting or “battle” aspect of a game and neglects to take advantage of the other elements of the game. I’m not denying the fact that it’s fun to defeat a challenge using brute force, but I feel the more creatively I can defeat an opponent, the more gratification I receive. If you’re planning on taking a different route from simply ripping your enemies head off, you may consider corrupting his/her small corporation with your influence, or even bankrupting all of his/her bank account. In that case, Gilded Cage is the sourcebook for you.
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Posted on September 20, 2004 by Flames
Faith and Fire also brings to the reader a sense of character through its writing. MET’s writers did a tremendous job clearly expressing how to play in the Dark Ages by using a second person voice. You will feel drawn into the medieval world as a player, before you have the chance to pick up your character sheet. While the Clan text was extremely intriguing and well-written, you will find yourself distracted by the artwork. However, the writing is straightforward, and definitely worthy of a careful read. Overall, Faith and Fire’s text was edited well, and intriguing throughout.
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Posted on May 3, 2004 by Flames
Matt tells us about his work in RPGs, video games, comics, fiction and other projects. We talk a little bit about Brave New World, Deadlands and freelance writing as well.
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Posted on April 28, 2004 by Flames
We talk to Sam about his work at White Wolf Game Studios in this interview and he tells us the ins-n-outs of good horror gaming.
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Posted on April 1, 2004 by Flames
In this latest edition of “Kill the Monsters, Steal the Treasure, Bite your Buddy” Steve Jackson paints a comedic look of horror gaming, LARP, cinema, and more!
The rules are similar to other games in the Munchkin line, but with a few notable differences. Players have races and powers instead of races and classes. The race cards are vampire, werewolf and changeling. All have special abilities and all are appropriate. Vampires suck levels off of other players, werewolves have an added +4 bonus against Demons and the Undead, and Changelings can choose what deck to choose from after combat.
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Posted on January 19, 2004 by Flames
Sarah tells us about her work on the Dark Ages games for the World of Darkness and offers up some in-depth advice for the hopeful authors out there.
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Posted on December 16, 2003 by Flames
In this interview we talk to the Dark Ages Developer about Changelings and the Fae, upcoming projects and other interesting history.
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