In the third part of his series on creating horror in games, Billy tells us that moderation is key in all things, but especially when invoking madness.
Proving themselves to Pirate Lord Drekker, the crew sets off to a space hulk to find mysteries, riches, and horrible horrible monsters.
Voting for the 2012 ENnies has opened! Fandible gives a few endorsements for our favorite role playing games of the year.
In the second part of his series on creating horror stories for RPGs, Billy advocates a time honored method for GMs to get new ideas: theft.
Looking for work, the crews favorite informant Ding provides them with some juicy info. A pirate of some fame is looking to enter a space hulk and might be interested in a extra hand. Of course, they will have to prove themselves first.
How can history be a starting point for an RPG? Jesus gives two examples of the historical research he’s done to create stories for Fortune’s Fool and Unhallowed Metropolis – two very different settings with deep historical roots.
Great monsters are key to any successful horror game. Great characters are equally important. But so are setting, theme, and style. Each one must blend into the other in order to keep your game tense, without it falling to overly obtuse and cliche. It isn’t like I haven’t fallen into these traps before when running earlier games and I’ll probably fall into more later on in life, but, there are a few things that people can do to keep from failing when running or creating a horror story. Over the next several weeks, I’ll be sharing some of my tips and tricks for crafting the psychological horror New World of Darkness games featured on the Fandible podcast.
In this episode of A Couple of Geeks, Billy and Angela re-cap the latest happenings on Fandible, as well as some new projects to look forward to from the Fandible Crew! We also give our slightly-overdue thoughts on Pixar’s latest offering, Brave (spoiler alert! But really, if you haven’t seen it yet, you’re missing out!), and look…