Author: Marcus Bone Page 3 of 7

[Interview] M. Alexander Jurkat – Founding Owner of Eden Studios

One of the pleasures I have as an ‘archivist’ of some pretty cool, albeit it Out-Of-Print, roleplaying games (see www.stormbringerrpg.com and www.darkconspiracytherpg.info for other sites I run) is the opportunity to interview the creative forces behind the products that now line my (overburdened) shelves. Over the years I’ve interviewed plenty of gamers who have given their time and effort to chat with me about the creation and history of various games and products, but few has given me as much pleasure as this interview with Alex Jurkat – one of Eden’s Studio’s founding editors. Please read on to hear about how Eden rose would rise to become one of the leading lights of tabletop gaming in the late 90s and early 2000s – from saving Conspiracy X from what could have been a very fatal false start, through to the arrival of the Unisystem mechanics and the publication of the Buffy the Vampire Slayer RPG….

[Scenario] Iahru Four-7 – Coriolis RPG

In something of a departure for me, I’ve released a scenario (as Pay What You Want) for Free League Publishing’s Coriolis RPG. This is the first thing I’ve every produced under a Community Content Program over at DriveThruRPG, and it was a relatively painless process.

This is what I stated in my facebook announcement a few days ago…

For almost 25 years I’ve released gaming material without asking a penny for it. Well I’ve finally turned my nonsense into something I’m actually selling (well, its a Pay What You Want offering anyway).

Its for Free League’s fantastic Coriolis RPG, and comes complete with 5 pregen characters and their ship, so all you need is a few friends and some dice to play!

Yes, I’m terrified by the thought of typos and errors in the grammar, but thanks to Emma and Luke hopefully these are minimal (and likely come from my constant tinkering at ungodly hours of the night… like right now!) So, if you’ve ever wanted to support my madness (ha ha ha), and can spare a few dollars, you can find this rubbish at: https://www.drivethrurpg.com/product/377919/Iahru-Four7.

I don’t know if I’ll release anything for more (although I do have a pretty good handle on a Vaesen scenario and there are other sci-fi adventures I have that could easily be rewritten for Coriolis), but given things going on right now, this is about all I can ask for!

[Review] Esoterrorist 1st Edition Rulebook

Beyond the edge of our senses lies nothing but madness and doom, a Possibility so terrifying that if unleashed would destroy not only our humanity but with it, all Reality. This is the Outer Dark, a source of ultimate power, and unforgiving terror, which at in the same instant calls to those who would but listen, and consumes those who cannot turn away. This is the world of the Esoterrorists.

The Esoterrorists (1st Edition) is a simple and compact roleplaying game that successfully ushered in the GUMSHOE system. Written by Robin D. Laws and published by Pelgrane Press in 2006, it is a perfect example of both the strengths and limitations of what was to become a paradigm challenging game. As such, in this review I’m going to briefly break down the good, the bad and the ugly of The Esoterrorists and the system that would lead the way to numerous other GUMSHOE games, as well as a much expanded second edition in 2013.

For those unfamiliar with the GUMSHOE system, it arose from the author’s issue with roleplaying games where luck impacted the progression of a scenario’s core story-line or investigation (such as occurs when players need to roll skill checks to find leads or clues). Robin, from what I’ve read, wanted to have a simple system that allowed for competent characters to always find these important clues, and move the focus on to how the players interpreted them, rather than if they find them at all. I’ve seen and listened to arguments on both side of the fence on this underlying issue (and whether such mechanics resolve such problems, or simply create others), but from my experience the GUMSHOE system does achieve everything it was set out to do. The other side of the mechanics, that of general skill checks or combat, is a very straight forward D6 mechanic, which is easy to teach and does its best to get out of the way of the roleplaying.

Note this reviews was originally written for and published at rpggeek.com, and appears here for completionism reasons. 

 

[Review] Game Master’s Screen – 1st Edition

It seems quite odd to be reviewing a Game Master’s Screen, but the reality is that I’m not so much reviewing the screen, rather than the 48-page booklet that is bundled within this package. To compound this confusion, the fact the core part of the package is a scenario that focused on the paranormal, rather than the Extra-terrestrial aspects (which I normally prefer), of the Conspiracy X setting, it initially worried me that I wouldn’t do this supplement the justice it deserves.

So, did I like the screen, the scenario and everything else that came with the Conspiracy X 1st Edition Game Master’s supplement? Read on, dear friend, and you will find out!

Please note, this review is written with the assumption that the reader is already familiar with the setting of the Conspiracy X RPG (or Con X as it is often abbreviated). For those of you reading this review who may not be so familiar with the themes of this game, the one sentence summary would be – in Con X the players take on the roles of agents within Aegis, a clandestine organization tasked with hiding the truth of aliens, monsters and the supernatural from the fragile minds of humanity. Yes, yes, think X-Files, but an X-Files where you are the Smoking Man rather than Fox or Mulder.

This review continues my series of looking back on the various books, supplements and publications that have been released for Conspiracy X over the years, and in the processes looking at what insights this – once extremely popular – roleplaying game might reveal to us here in the 2020s.

[Scenario] No Good Deed – Conspiracy X 2nd Edition

The development of this scenario has a long and (un)interesting story, with its genesis arising during a holiday break with my family and it being changed, chopped-up and rewritten numerous times in the years since. What you find below is the final version, one I feel brings the core elements of a story to life without belabouring the point – a demonstration of how even the most humanitarian of deeds comes with consequences in the setting like Conspiracy X.  Of course, while at its heart No Good Deed is a pretty simple and straightforward investigative adventure (the longest by word count – at 14,000 – that I’ve written for Conspiracy X) I just know that conspiracy-horror fans will get a kick out of playing it. I do hope you enjoy!

No Good Deed

NO GOOD DEED is an investigative scenario that will throw an unsuspecting AEGIS Cell into a race against time. From a seemingly straightforward police shooting through to experiments with Saurian DNA, as the old saying goes ‘no good deed ever goes unpunished’.

Designed to introduce new players to the world of Conspiracy X. It should take no more than a few hours to complete, but this could be extended by both the players actions and the Chronicler’s desire to explore some of the key plot points further.

A long time in the making, I need to thank the following for being my guinea-pigs… I mean playtesters… of this scenario as it went through its various iterations – Darryn Mercer, Mark Chiddicks, Julia Blackmore, Marcus Gustafson, Garth Allen, Dan Woodhouse, Angela Whiteman, Hamish Gaundan, and Roger Awhimate.

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