Mecha vs. Kaiju – Review

Mecha vs. Kaiju has a fairly simple idea at its core – the player characters are pilots of giant robots (mecha) against gigantic Kaiju (Strange Beasts) – giant monsters (think Godzilla, Rodan, etc.). These mecha defend the islands of Japan against these Kaiju. The RPG uses the core FATE system as its rulebase. I understand …

The Heart Of Chaos (WFRP adventure)

The Heart of Chaos was a straightforward WFRP game I ran earlier in the year. The concept of the Chaos Heart, and their Minotaur Champion, was originally published in Realm of Chaos: The Lost and the Damned. Minotaurs in WFRP are pretty tough with a few changes, and the Players were unsurprisingly cautious as  result …

The Pragmatic GM approach (being a GM is hard work)

Being a GM is hard work. There’s no bones about it. Sitting down and planning an RPG campaign is a huge undertaking these days, even if it is only for a few sessions. A lot of players simply think that a GM spends his time thinking up new ways to kill their PCs. Let’s be …

Magic and Technology in RPGs

Magic and technology in RPGs are usually unhappy companions. Allowing players to get their hands on technology can often unbalance the game. Occasionally, technology is little more than a kind of MacGuffin and plot device, like in the D&D adventure, Expedition to the Barrier Peaks or the Legends of Skyfall gamebook, The Black Pyramid. Fiction …