John Farrell
John Farrell is an affordable housing attorney living in West Chester Pennsylvania. He once travelled the weird west as Carrie A. Nation in Joker's Wild at: https://jokerswildpodcast.weebly.com/




It’s truly remarkable that they managed to mess this up so completely. Look, I had an intro ready to go that would lay out how Vampire the Masquerade changed gaming and, to a lesser extent, society when it came out, but this newest incarnation is such an offense to
by John Farrell
It’s a vibrant time for roleplaying as mystery-solving children in settings influenced by media from the 1980s. Not the 1980s themselves, just certain cultural touchstones that came from it, and the difference is a selective memory about what the age was actually like for children. Just last week I
by John Farrell
Nostalgia is a strange thing. While it can easily take you to a warm, familiar place, its simple power over the subconscious is often manipulated for cheap profits from artists seeking to capitalize on the most innocent of emotions. Especially at this, the height of the 80s craze, we have
by John Farrell
CD Projekt Red hasn’t let us down yet, and the transition from adapting The Witcher to adapting the Cyberpunk series hopes to change the gaming world yet again. The E3 trailer is light on story information but relied hard on showing off the Xbox One’s graphical capability, and
by John Farrell
Sea of Thieves had a weak opening, but Rare has since dedicated itself to providing the game with content. Fresh off of the Hungering Deep, two new content packs are inbound for the high seas. Islands of flame and darkness swirl over (literal) skeleton crews in this E3 announcement trailer.
by John Farrell
Mordenkainen’s Tome of Foes is more than a standout explanation of planar conflicts; it’s a culmination of Wizard’s philosophy of design, providing us with a book that functions as compelling lore, new character options, and a wealth of monsters to fill out our game worlds. This shapes
by John Farrell
I continue to be less than impressed with Fantasy Flight’s introductory releases for the Genesys system. While the core book was mechanically sound boasting a flexible, cinematic system with the right balance between narrative resolution and character options, I found it lacking in material and substance, especially for the
by John Farrell
There is something so compelling about the paranoia and unpredictability of a social deduction game. GROWL, in its final days on Kickstarter at time of writing, explores these themes by giving players the ability to secretly influence one another’s identities as the game progresses. Werewolves try to proliferate as
by John Farrell