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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
It’s not often that a pen and paper RPG makes an appearance E3, but Vampire: The Masquerade is no common game. With aesthetics and ideas that have inspired years of content, from Blade to Twilight, it’s nothing short of iconic. I had the chance to speak with the
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
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
It’s not often that a pen and paper RPG makes an appearance E3, but Vampire: The Masquerade is no common game. With aesthetics and ideas that have inspired years of content, from Blade to Twilight, it’s nothing short of iconic. I had the chance to speak with the
by Maddy Wojdak
The recent explosion in the popularity of pen-and-paper RPGs has brought plenty of new players to the table. While many players new and old alike are happy with tabletop stalwarts like Dungeons and Dragons, others are still looking for an experience that’s lighter on number crunching and heavier on
by Bryan Lawver
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
Fresh off of Lankhmar, City of Thieves, Pinnacle Entertainment group is taking us out on the water to the Savage Seas of Nehwon. Nehwon is one of those settings whose influence is baked directly into modern art and literature, whether you know it or not. Fritz Lieber’s tales of
by John Farrell
For those with even a little knowledge about the tabletop industry, this is a promising sign. White Wolf has shown itself to be a fairly savvy, professional organization, but the group setting about to revive the Vampire the Masquerade franchise is still an unproven quantity. However much its individual members
by John Farrell