Tag Archives: rpgs

‘Bound By Flame’ Gets Release Date

Bound By Flame, the new RPG by Spiders studios and distributed by Majesco in North America finally has a release date. On May 9, 2014 It will launch for PS4, Xbox 360, PS3 and PC. The game promises to hold a unique combat system with strategies built around the composition of the group you are facing and also the abilities of those monsters. The game is also home to a weapons crafting system that gives the player thousands of possibilities. RPG heads unite, it’s time to tear up some quests! Video and press release are below, and we have screen shots just after that. 

 

 


 

 

  • Bound by Flame will be coming out on May 9th for PS4, PS3, 360, and PC
  • North American distributor will be Majesco
  • New screenshots, grab em here
 
 
 
 
 

BOUND BY FLAME, THE RELEASE DATE AND NEW SCREENSHOTS!

Bound by Flame, the new RPG developed by Spiders studios, will be released on May 9th on PlayStation®4, PlayStation®3, Xbox 360® and PC. Today, the game offers a new glimpse of what’s in store with a new series of exclusive images of some of the ferocious creatures you’ll have to face in your numerous quests!

The bestiary you will confront in Bound by Flame is impressive, rich and varied. Conceived and brought to life by the talented teams at Spiders studios, these creatures are as terrifying as they are deadly, and will do their utmost to make your life hell in spectacular, real-time and highly tactical battles. And just how they do that is revealed in the six new screenshots we urge you to check out now!

The strategic depth of the combat system in Bound by Flame has been made possible mainly through the variety and originality of the game bestiary. Each creature has its specific attacks, special skills and, in particular, individual behavior that will force the player to adapt his tactics and combat style depending on the composition of the groups of enemies he encounters. This, combined with the awesome range of strikes available to the player, the use of magic and the incredible combat animations, contributes to make the battles in Bound by Flame both tactically complex and visually stunning.

A video dedicated to the combat system in Bound by Flame will also be unveiled in the coming weeks!

Published by Focus Home Interactive, Bound by Flame, the new RPG developed by Spiders studios, will be released on May 9th on PlayStation®4, PlayStation®3, Xbox 360® and PC. The game will be distributed in North America by American publisher Majesco.

 

 

TRAILER: ‘Bound By Flame’

Focus Home Interactive and Spiders Studios are releasing what they are describing as “the most ambitious RPG yet” for Xbox 360, PS4, PS3 and PC this year. Exploring the world of Vertiel will allow you to interact with hundreds of characters find, craft, and utilize stacks of items, and of course, play through a legendary story. The next trailer will show the combat system which looks to be phenomenal! Trailer below, and press release after the jump.

 

 

BOUND BY FLAME – ALL YOU NEED TO KNOW IN ONE VIDEO

 

A new trailer for everyone who’s dying to know more!

Bound by Flame, the most ambitious RPG to date from Spiders studios due for release on PlayStation®4, PlayStation®3, Xbox 360® and PC in Q2 2014, is revealed today in meticulous detail in a new video! After a thrilling Epic Story Trailer that described the universe and the back story of the title, this trailer focuses on the game mechanics, the hero’s human/demon duality, combat, the bestiary, the “craft” system and much more.

In this overview of the many possibilities Bound by Flame has to offer, we discover the great freedom of action given to the player, where the various decisions and different choices he makes during his quest or his attitude to the other characters will affect his experience in the game and the world around him. The player’s reaction to the flame demon that possesses him and his tendency to reject its influence or allow it to consume his soul to gain more power will also significantly affect his experience during the adventure and exert a strong influence on his relationships with his companions and his approach to combat.

This latest video also uses numerous gameplay sequences to reveal a little more of the spectacular and tactically complex combat in Bound by Flame. The battles will also be the focus of the next Bound by Flame video trailer to be released in the coming weeks!

Bound by Flame will be available on PlayStation®4, PlayStation®3, Xbox 360® and PC in Q2 2014.

About Bound By Flame
Bound by Flame lets you play a mercenary possessed by a flame demon. As a victim of this demonic influence, players will have to choose between the powers offered by their host, or to keep their humanity, developing heroic talents instead. Dangers and enemies, becoming more terrifying and fearsome in battle, will be temptations to acquire more power by giving up part of the hero’s soul to the demon. Progression of the demonic influence will be reflected by the transformation of the hero’s body.

Depending on the choices made by the player and the influence of the demon, some chapters will offer different scenarios and a different experience, adding important replayability to the game. Real-time battles are impressive and dynamic. If the player begins the game knowing only the basics of combat, fire magic and assassination, he will be able to specialize by unlocking and improving many skills and powers through 3 different skill trees.

Bound by Flame lets the players customize their character. During the creation of their hero, players will be able to choose their gender and facial characteristics. This will of course have an influence on the demon’s appearance. Bound by Flame also includes a crafting system, allowing players to create and improve equipment, including their armor and weapons. Several companions will join the player during his quest, and will, depending on the player’s actions, develop friendship, romance or rivalry.

Finally, the bestiary of Bound by Flame is rich and spectacular. Players will get to fight many impressive creatures: shadow dragons, liches, undead, ice creatures… epic confrontations abound. Which path will the players take? Will they lust after the demon’s power and magic to annihilate their foes, or will they favor their combat skills and their bravery?

About Focus Home Interactive
Founded in 1996, Focus Home Interactive is an independent French publisher based near Paris, France. Known for the quality, diversity and originality of its catalogue, Focus has published and distributed original titles that have become benchmark titles worldwide – such as Blood Bowl, the strategy games Wargame, Sherlock Holmes, TrackMania, Runaway, Cities XL and also Cycling Manager and Farming Simulator.
http://www.focus-home.com

About Spiders Games
Spiders is an independent video game development studio based in Paris, France. Founded in 2008 by several industry veterans who worked most notably on the Silverfall game and its add-on, the studio is mainly specialized in the creation of action/RPG games on PC and next gen consoles, but also has the capacity to realize or participate in the realization of PC ports on consoles. To date, Spiders developed and released Faery: Legends of Avalon, an enchanting RPG on PC, Xbox Live Arcade and Playstation Network, as well as the console ports of the Sherlock Holmes vs. Jack the Ripper (Xbox 360) and The Testament of Sherlock Holmes (PS3, Xbox 360) adventure games. Spiders has also developed Of Orcs and Men, an RPG for PC, PS3 and Xbox 360 designed and produced by Cyanide, and Mars War Logs (PC, XBLA, PSN). Spiders is currently developing Bound by Flame for PC, PS3, PS4 and Xbox360.
http://www.spiders-games.com

 

PREVIEW: ‘Eschalon – Book III’

We have a preview of “Eschalon: Book III” from Basilisk Games! It is waiting to be green lit on Steam, and can be purchased via their website here.

This game is made for classic RPG fans. Everything from character creation to combat mechanics is reminiscent of “Icewind Dale”, “Baldurs Gate”, and other classic RPGs. Check the video below and share with your friends.

FIRST IMPRESSIONS : ‘Bravely Default’

Bravely Default – Square Enix – February 7, 2013 — $39.99

 default char

Photo Via – Bravely Default Website 

Square Enix is making a statement with their new title “Bravely Default” releasing for 3DS on February 7, 2014. The demo was made available about a week ago on the eShop sporting 4 difficult bosses and 7 quests that would help you understand game mechanics, and give you items that transfer into the full version when purchased.

The first piece of gameplay that I am impressed with is the town rebuilding system. Set as a freemium style select-and-wait game, this has you upgrading shops and exploring different parts of the town to unlock higher level armor from merchants. In the demo there are points in the game that require you to upgrade the city to progress. While this was crucial to understanding the mechanic, there was one point of frustration for me. The game only counts progress towards these elements when it is running or in standby mode. This means that if you hit a wall, like I did before the forest boss, you have to leave the system in standby while you’re waiting for the task to complete. This also means that even though I can’t progress further in the game I can’t play any other 3DS titles. The street pass addition to this feature did what all Street Pass elements do, make me wish more people were playing the demo and that more people walked around downtown SLC with their system in tag mode. Each unique tag you receive gives you an extra citizen in the rebuilt town, which can be used to increase the speed at which tasks are performed. For example, upgrading the weapons shop to level 3 takes 7 hours with 1 citizen. Two citizens reduce that time to 3.5 hours, 3 citizens to 1.75 hours, etc. Generally, waiting for these upgrades gave me time to grind levels and money which is the next thought on the demo.

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Photo Via – Bravely Default Site

The demo itself lends you to a lot of grinding. It took me 13.5 hours of play to get to and defeat the Dragon on hard. I would say that 7 hours of that was simply running around the dungeon grinding up levels before I reach the boss. The dungeons in the demo weren’t large enough to push you up in level enough to feel equal to the boss you were fighting. The first two were quite easy, and then the next 3 were insanely tough. Not until the game allowed you to rebattle the bosses was I able to find an efficient way to level my characters to take on the higher challenges. Once again, this is only a demo, but the concern does sit that it may require you to do the same in the full version, instead of utilizing the story and battle system to force you into combat situations that will naturally level you.  I don’t mind a bit of grinding in an RPG, but I do mind if it is a constant requirement from quest-to-quest.

Brave and Default Mechanics

These mechanics are awesome, and the fact that the enemy uses them as well made battles challenging and exciting. Essentially, Brave mode lets you sacrifice “battle points” to use an extra move that turn, the consequences are, missing your next turn to recuperate that point, but if used correctly the rewards far outweigh it. “Default” sets you into a defensive stance that allows you to regain “Battle Points” faster, and has you taking less damage, finding different combinations of the two made battling unique and fun.

The classes in game are also intriguing, utilizing them and leveling up different character classes became a sort of obsession after finishing my first demo run. My current project is leveling my entire team as “Ninja’s” in the hopes of doing insane amounts of damage within the first three turns. Who needs healers or tanks when you can drop a nuke right?  

Even with a few points of contention towards mechanics the first impression from this game is absolutely phenomenal. I love the idea of a side story demo, vs. having you play one dungeon from the story. Everything on the 7th will be fresh and the game itself looks like the developer really has a handle on making what we’d consider to be a run-of-the mill turn-based JRPG into something phenomenally unique. Check back next month for our full review, and if you’re in Salt Lake for God’s sake turn on your tag mode and come find me.

 

INTERVIEW: Steve Argyle

Everyone and their mother are gearing up for the first ever Salt Lake Comic Con, but while most of the attention is being put on the celebrities, the real stars housing the booths to show off art and comics are working hard to make the event more than just a Hollywood spectacle. So of course our friend Gavin Sheehan from Salt Lake City Weekly would interview some of the local artists appearing at the event. Sheehan just nabbed an interview with Magic: The Gathering and D&D artist Steve Argyle where they talk about his career, all with fancy artwork to be seen! Gavin’s Underground interview with Steve Argyle

Gavin: How was it for you developing your skills over time and learning the ropes of the industry while you were essentially defining your style? Steve: Well, style is sort of like love. It comes when you stop searching and obsessing over it. Only there is less crying with a bottle of wine and ten pounds of chocolate. Not much less, but some less. You arrive at a personal style by doing the things that interest you, and highlighting and incorporating the things you like. It comes from learning art as a language to show people the way you see things. Then it’s honest, and it will never seem like you have to actively create and maintain a style. That being said, in a production environment, you’re often asked to create a certain style. A signature look. Either something that they have an example of, or they want to create a brand identity. So you get to explore a lot of different ways of doing things. Here and there, you discover little bits of various styles, genres, techniques, that you like, and you incorporate them in your future work. At some point, that culminates into a recognizable style all your own. For some people to like, and some to get all internet ranty about. Gavin: How did the opportunity come about to work with Alderac Entertainment and what did you first work on with them when you joined their staff? Steve: Well, I’d freelanced for them for years. And they had been going through art directors like M&Ms, mostly tacking the duties onto someone who was already serving some other function in the company. “You there! Are you done cleaning the toilets? There’s art that needs… whatever an art director does!” They announced that they were looking, and they send me an email with “hey, you should totally apply to be our art director. It’s a ton of work and less than a ton of money, but it’ll be fun!” I told them that I couldn’t take it on alone, but that if they wanted to hire my studio, we’d take it. So basically the actual art director is Adrian Burton. I just take credit and get to look through all the pretty art while he does all the hard stuff.

THE GAMEMASTER #17: Dealing With the Hiatus

It’s been more than a few months since my group has been able to get together to play.

I blame myself. I had a trip to Paris, a number of conventions, a busy work schedule, and a hectic family life makes my schedule a little hard to juggle against five others from time to time.

After such a long absence, I wasn’t sure if the story we were collaborating to tell through the game would hold the same interest after such an absence from play. So I did what any sane gamemaster should do: I wrote up the story thus far in intricate, prose-like detail and sent it to everyone to refresh their memories. And I sent each of my players a reminder of their characters and where they were at and what their motivations were. And I reminded them of the stakes in the world and why they were where they were.

Once the context had been rebuilt for them, it seemed like the game had never missed a session in the first place.

Everyone arrived (generally on time for once) and knew exactly where they needed to be to create an interesting session and let the story progress naturally along the lines they’ve dictated. And since we’re half a dozen sessions into this game, I’ve been able to dangle enough plot threads at them that I don’t have to prod them into doing anything. There are enough things to do, enough forces at play, and enough things going on in the world around them that there’s always something to investigate that I’ve dropped hints about that they can learn more of.

In fact, half of this session was spent exploring side-plot threads that allowed me to fill in more detail in what I was thinking and never once force them in a direction they didn’t want to go.

In fact, at one point, I’d tried luring them into a dungeon crawl in case they were bored of the roleplaying and investigation aspects of the game and they simply left, opting to deal with a much more important piece of the plot.

My advice then, is to keep the story visceral and at the tops of their mind, and make them want to do more than just fight in dungeons. It will be a much more fun experience for everyone. And keep track of all the plot threads you’ve been weaving into games so that if there is a long hiatus you can remind everyone of what they are before the game begins. If the story is good enough and they feel like they have a vested stake in the outcome of the world, they’re going to have fun and play to the best of their abilities. Fun, in the context of games like this, is a self-fulfilling prophecy. If they arrive to their session jazzed on the notes you’ve sent, the players are going to be jazzed through the session.

Which is why it always helps to keep meticulous notes.

You’ll never know when you need to pass them on to the party.

GIVEAWAY: Pathfinder Combat Pads!

UPDATE:This contest is now closed. Thanks for participating!

As a gamemaster, one of the most unwieldy things there is to do is to constantly keep track of all the players and NPCs and their initiative. Depending on the situation, it can change a lot. We’ve used computer programs written in HTML to try to streamline it, and apps for the iPad. I’ve used good old fashioned pen and paper, small dry erase boards, you name it and I’ve tried to use it to streamline initiative tracking to keep the game moving more quickly.

But now I have something that will do the job efficiently and I’m not sure I’ll ever need another tool to do it again.

Paizo put together this combat pad to deal with the situation. It’s dry-erase, it’s magnetic, and it has printed on it all the lines and guides one would need to run this as smoothly as possible.

That alone would be helpful enough, but they also printed dry-erase magnets with arrows that you can use to shift around names and into different columns, meaning you’re not going to spend all that time erasing and rewriting everyone’s name. It’s seriously the easiest thing in the world to use and keep track of in a way that everyone knows what is going on with ease.

I love it.

It seems like all of the products Paizo is putting out for Pathfinder are designed by gamers for gamers, and they all understand what to do to make the game run smoother so you can focus on story and fun rather than mandatory mechanics.

And, to that end, we’ve teamed up with Paizo to make some of your lives easier.

We’re giving away 3 Pathfinder Combat Pads to 3 lucky readers  through Big Shiny Robot! and entering the contest couldn’t be easier.  All you have to do is send me an email (editor (at) bigshinyrobot (dot) com) with the subject line “I LOVE PATHFINDER!” If you want extra chances to win, spread it around on your Facebook and Twitter and tag our accounts (@bigshinyrobot and www.facebook.com/bigshinyrobot) and let me know you’ve done so.

This contest closes Wednesday, August 7, 2013!

If you decide you want to just go ahead and buy it, you can get it from Paizo. And be sure to read our regular column on roleplaying called “The Gamemaster! 

(Though we’d love to hear from everyone, we can only ship to the United States.)

Paizo Announces 2013/2014 RPG Releases

Paizo Publishing, the powerhouse behind one of my favorite games, Pathfinder, announced their publishing schedule for the next year+ of supplements. Many of which I’ll be getting as soon as I can get my hands on them.

I’m playing Pathfinder with regularity and have found every new release from Paizo to be full of excellent material for me to use an adapt.

Perhaps the book I’m most excited for on this list is the Bestiary 4. Those books are always gorgeously illustrated and full of the most useful things for GMs: statblocks.

Here’s their full press release.

Be sure to come back for more images and information as we get it.
 

REDMOND, WA (July 8, 2013): On the heels of PaizoCon, the publisher’s annual fan convention, Paizo Publishing, LLC, leading publisher of fantasy roleplaying games, accessories, board games, and novels, announces key products for the Pathfinder Roleplaying Game, set to be released in the latter half of 2013, and into 2014.

Visions of War: The Art of Wayne Reynolds

August 2013/$29.99

This 256—page, 10—year retrospective of fantasy artist Wayne Reynolds includes full-color covers, interior art, and card art from award-winning work on brands like the Pathfinder Roleplaying GameDungeons & DragonsWorld of WarcraftMagic: The Gathering, and gorgeous paintings and sketches never seen before!

Pathfinder Roleplaying Game: Bestiary 4

October 2013/$39.99

The mightiest monsters and foulest foes of nightmare and legend—demon lords, kaiju, juggernauts, and Great Old Ones, including Cthulhu! Terrors like nosferatu vampires, clockwork dragons, twisted fleshwarps, and sadistic tooth fairies are among the more than 250 monsters, new familiars, player-friendly races, and other allies also rise to aid characters in combating this host of horrors.

Strategy Guide

April 2014/$29.99

The Strategy Guide hardcover is chock full of 128 pages of invaluable advice on how to make and advance your character, and gives an extensive look at the rules of the game to help you explore the world and survive the terrible dangers of the adventuring life.

Pathfinder Adventure Path: The Mummy’s Mask

Starts February 2014/$22.99 monthly

The Mummy’s Mask Adventure Path casts the heroes as tomb raiders and explorers, delving into ancient ruins to discover the means to defeat an ancient pharaoh returned from the grave, and takes characters into a land of majestic pyramids, buried sphinxes, and crumbling ruins.

Pathfinder Campaign Setting: Inner Sea Gods

March 2014/$39.99

This 300-page hardcover details the chief gods and goddesses of Golarion’s Inner Sea region. It includes new prestige classes, subdomains, and spells empower characters to be champions of their deities, as well as dozens of new traits, feats, magic items, and more to unlock the power of the gods for characters of every class

Pathfinder Battles: Legends of Golarion

October 2014/see paizo.com for pricing

 The greatest heroes and most fearsome foes of the Pathfinder world come alive on the gaming gable with Pathfinder Battles: Legends of Gloarion, the brand new Pathfinder Battles pre-painted miniature set from Paizo Publishing and WizKids Games. This set features 55 all-new pre-painted sculpts drawn from the gorgeous art of Paizo Publishing’s award-winning Pathfinder Campaign Setting. With figures drawn from more than 5 years of fan-favorite Pathfinder RPG releases, this set is a celebration of the world’s best-selling fantasy roleplaying game.

For more information on these and the other newly scheduled product releases, the 2013-2014 Paizo catalog is now available to download for free at paizo.com.

The Pathfinder Roleplaying Game builds on more than 10 years of system development and the largest open playtest in the history of tabletop gaming to create an unparalleled fantasy roleplaying experience. Players need only the Pathfinder RPG Core Rulebook to play, but Paizo Publishing produces a wide range of books and accessories to enhance your Pathfinder experience, from hardcover rules compendiums to complete campaigns to packets of beautiful, full-color maps. For more information, please visit paizo.com.

THE GAMEMASTER #16: Rolling (with) Random Encounters

Every two or three weeks, I do something that dares the very fabric of reality to unravel: I manage to play a session of Pathfinder with my good friend Jon, my 13 year old daughter, Molly, and Jon’s 11 year old son, who’s name I am going to change to Fang. Not because he has a snaggled tooth or because he bites people, but because he is 11, and if someone had written an article that included me and had changed my name to FANG when I was that age, I would be a different man today.

Playing any Role Playing Game with kids can be its very own adventure. Will they focus? Will they get into the game? Will your daughter ever stop babbling about potatoes and roll her damned dice? You need to keep the game fresh and inventive for them, without sacrificing what makes the game fun for you (namely cleaving stuff, but that’s another story).

Tonight’s session had been going well. We had negotiated a truce between a young black dragon and the people of Sandpoint. My Barbarian, Crash, had managed to keep his mouth shut during said negotiations, and our Bard managed to work out all the details admirably. Our characters were about to head west of town when Crash’s influence on ME crept in, and I opened my big, stupid mouth.

“Are we doing random encounters?” I said, not thinking… That’s a very Barbarian thing to do, right?

Jon got a very frightening little twinkle in his eye. It might have been a trick of the light, but I think he may have been channeling Lucifer himself. It was very much a “poor, stupid Vagabond Prime” look. He pulled out the core rules, and found the Random Encounters by HOUR chart. Sheesh. Me and my big fat mouth.

5 hours into our journey, we were being followed by a stout dwarf on a pony. We decided to get around the bend in the road and fake a broken axle, while our Barbarian, Ranger, and Rogue went off into the woods to keep an eye on our new friend. Our Bard acted his butt off, and ALMOST convinced the Dwarf that the axle was broken, but then the Dwarf pulled a “hey, look! ELVIS!” and stabbed him in the back. Oops. We fell for the old “Ambushed by a Dwarf” ruse.

Oh, and I should mention, he was pretty nimble. Being a stickler for staying in character, I made sure to roll really lousy attack dice during this combat, since Crash being was so entertained by a nearly acrobatic Dwarf. Luckily, Fang had been reading up on playing a Rogue and managed to get our opponent set up for an awesome beat-down with a three person flanking action. Myazra hit the little jerk with a critical from her bow, and we finally took him out.We patched up our wounds, cast some restorative spells (Bards are HANDY!), and set off down the road to get to our “Dungeon”.

We never got there. Our party decided to camp for the night, and we were careful to set up a watch. Our camp was a pretty Weathertop-like vantage point, which should have been my first clue that things were about to go south. Our Ranger, Myazra, had the first watch. Thomas the Bard entertained everyone with some songs about the kingdom that used to be in the area, and everyone drifted off to sleep. Everything was great. We even pulled off some awesome role-playing, and my daughter managed to only ramble on about potatoes once or twice.

Then, the werewolf attacked.

Myazra was able to get off a shot while she raised the alarm. Crash bravely wedged his head in the werewolf’s mouth so that no-one else would get hurt. Right at that moment, I got pretty excited. What if Crash got infected with Lycanthropy? Crash is Ulfen, and wants nothing more than to slay a dragon and become a great Linnorm King. Having some bad-ass werewolf powers would be the kind of thing a guy like Crash would love to have! Still, you don’t REALLY want to lose control of your character for three days out of every month, do you? I know my GM pretty well. If he gets to control my character, no strings attached for three days a month, poor Crash will end up blacking out and joining some Sailor Moon Cosplay Cult.

I needed to make that Fortitude save.

All I needed was a 15.

I rolled a 1.

Riddled with werewolf spit and a bad craving for Motorhead, Crash spent the rest of the battle getting alternately chewed on and knocked down. My dice decided to do some role-playing of their own, and rolled nothing but critical misses for the rest of the encounter. To make matters worse, it was our freaking BARD that put Fluffy down! That, my friends, may be more than a guy like Crash can take.

Our game time had expired at that point, and the serious work of getting drunk and making fun of our kids was upon us. Jon and I settled back and reflected on what an awesome game session we had had, without even getting to the “Dungeon” part of the game. Our little group had gelled, our Rogue had finally learned how to sneak attack, and Crash had picked up the Hickey that keeps on giving. None of this would have happened if we had just “gone to the Dungeon.”

It may take us a lot longer to get to the so-called “meat” of any role-playing session, but it’s the random bits that make a game an ADVENTURE. Imagine Fellowship of the Ring if the scene with the Ringwraith sniffing for Frodo at the side of the road had never happened, or if Bjorn had never taken in the Thorin’s party for the night in the Hobbit. These scenes seem so inconsequential, so random at the surface of the story, but build on to seriously momentous sections later in their stories. Bjorn barreling down a mountain into a horde of Goblins during the Battle of Five Armies would have had no-where near the impact it had in the story without the background we had with him. The Ringwraith, hunched over the road and sniffing for the One Ring was our first hint at how truly creepy the Riders were.

Your job as a GM is never going to be an easy one, but you do have a lot of tools. The Random Encounter can be one of the best tools in your kit, if you take the time to work them into your story. What was the deal with that Dwarf? Sure, he was a random roll on a chart. But Jon played up the ambiguity of the encounter; he might have been sent by some secret enemy we haven’t met yet, or an assassin hell-bent on keeping us from our destination. The werewolf was even more random, but that encounter has been worked into a story hook that our party will have to deal with for as long as they are adventuring together.

And for me? My character, Crash Stonehead, simple-minded basher of Goblins and would-be Linnorm King, had become bigger than life in my head. Crash isn’t just a series of Attributes anymore. He’s a warrior with a dark secret, a Berzerker who will turn into a blood-thirsty monster. I already know what Crash’s motivations will be: Crash will seek to find a way to control the Beast Within. To wrest its power from its very jaws, to focus its rage and feral ferocity and claim his kingdom.

Oh, man. I can’t wait!

Edge of the Empire Released!

Fantasy Flight Games has shipped it’s first print run of Star Wars: Edge of the Empire, and many stores have it available now. I’ve only played the Basic game, but I can tell you this from the behind the scenes stuff I’ve seen: this game is the real deal. Fantasy Flight was good enough to release a video this week that highlights the game’s mechanics, check it out!

I love, love, LOVE the way combat and skill checks work in Edge of the Empire. Your dice rolls actually can actually impact the way the story unfolds around you. Check out Star Wars: Edge of the Empire at your Local Game Store today!