Tabletop RPGs in 2018


Tremendous indie RPG deal in the latest Bundle of Holding:

Dusk City Outlaws is a pretty cool fantasy heist game - not sure it’s quite as masterful as Blades in the Dark but on the other hand it’s a fairly different take, much more Ocean’s Eleven than Peaky Blinders.

The Spire is a fabulously inventive game about being drow resistance fighters (terrorists, even) in a high-elf ruled massive living tower city. It’s just full of amazing classes, setting ideas, etc.

I don’t know the other three, but shit, the bundle’s worth it for the three I highlighted by themselves.

Red Markets is a brutal game of economic horror and survival in the part of America that got left behind when the zombie war ended. And, yes, it’s another zombie game, but it’s a really, really smart one. It deserves your time and attention.


Thanks for the tips, @malkav11. Those all do around interesting, perhaps I’ll jump on it. I did get the Bundle of Tentacles just a few weeks back, though. Hmm.

It also seems like @ArmandoPenblade might be interested in the current Bundle of Fate- it seems I remember him being interested in Fate-powered Space Opera stuff, and there’s Bulldogs, Starship Tyche and Elysium Flare in there (among others).


That sounds incredible. Fantastic idea.


Pelgrane Press has a 20%-off deal on some of their titles:


Commissioned some character art for my teen superhero described above, Twilight. Empowered by a deal with an Unseelie Fae prince, he has forged two “magical girl”-style transformations to show off all of his complicated teenaged emotions: the Umbral Warden, a shadowy stalker and nightmare-inducing representation of his dark side, and the Quicksilver Chevalier, a rainbow shining unicorn knight of purity and cleansing light.

It’s all ludicrous high camp, but it’s almost certainly the kind of hot nonsense I’D have done at 16…


Very interesting, the pic made me read your “RPG inception” post above, which I’d missed. Question; what are his powers?


As a normal human kid, none, apart from him being modestly more agile and persuasive than the typical teenager. His magical jacket, his patron’s first gift, is faintly alive, however, granting him substantial (superhuman) bonuses to Dodge and Parry (as the buckles move to intercept blows or drag him out of harm’s way). His patron’s primary gift, the Chains of Perdition, are semi-animate, striking with unerring accuracy, dealing significant physical damage, locking down foes (and granting Twilight the power to drag and throw people easily 5x his own size), and eventually filling them with feelings of crippling guilt that incapacitates them if they don’t break free.

When he transforms over into the Umbral Warden form, he gains limited flight from his Sephiroth-inspired angel wing, an enormous bonus to Intimidation, generates a sphere of harrowing darkness that cloaks him and his allies and hampers foes, and enables him to “cast” Harrowing, an effect that forces foes to relieve their worst memories and deepest fears, incapacitating anyone with a weak will in a large area around him.

Finally, in the form of the Quicksilver Chevalier, he gains a magical unicorn steed who can run over water or along walls, deal excessive Charge damage with her horn, and makes flowers grow. His armor in that form reduces his Dodge/Parry noticeably, but grants him superhuman toughness and immunity to most weaker attacks. Finally, he is able to create a burst of brilliant rainbow light, blinding and stunning those too slow to react.

All of that comes at the significant cost of his mortal soul, and he’s recently learned that every action he undertakes with his powers spreads the name and influence of his patron in not just the fae world, but the mortal one as well. It would appear the Twilight Darkness seeks to expand its domain into the realm of humanity in the near future. . .


Thanks for the description, Mando.


Anytime, Gun-o! :-D


Along the lines of Four Against the Darkness…


Interesting old BGG post positing that Empires in Arms (a board wargame) is the ultimate RPG.


For anyone interested in Pathfinder Humble Bundle has a big deal going right now for the Pathfinder 10th Anniversary.


Well, here’s a thing. In a full 180 degree change from what they’ve always said about the project, Monte Cook Games has just announced you can buy Invisible Sun in PDF form- $99 for the whole shebang. Which seems expensive for a digital-only thing, but it is very nice digital versions of everything in that absurd minimum-$250 box they produced. According to the site:

  • The four corebooks, fully hyperlinked and bookmarked.
  • The roughly 1000 cards, laid out in a printer-friendly format.
  • Approximately 70 additional files including handouts, props, an art book, big maps, five different character sheet designs, secrets, posters, and much more.

I admit, I’m tempted. As I said back when the original Kickstarter was running, it’s right up my alley, even if I’ll never play it. Perhaps this summer when I have some extra cash.


I just bought this because I couldn’t help myself.


I skipped that one and their reboot/repackage/reimagining of Isle of Dread (my players seemed to like my version of it just fine), but I think I am going to pick up their version of Expedition To The Barrier Peaks.

Combined with the Lost Laboratory of Kwalish adventure Wizards wrote last year (I haven’t run it yet, but I’m excited to after reading it a few dozen times) and the Monte Cook Kickstarter where he spreads his Numenera all over 5e, there’s all kinds of opportunity to indistinguishably slot sufficiently advanced technology next to magic.


I envy @Brooski and you have just made me want to play Isle of Dread again. Badly.


after @Brooski tweeted of this purchase and copied me, I insta-ordered both it and the Isle of Dread one. I will almost certainly never play any of them, but it just makes me happy to read through, etc.

Is there an Against the Giants one?


Not exactly. Wizards of the Coast put Against The Giants in the “Tales of the Yawning Portal” hardcover. Like these Goodman Games books, that book revamped a half-dozen or so adventures for 5e.

They didn’t have the same aims, though. For instance, this version of Against The Giants didn’t bother to scan and include the original module, untouched. WotC isn’t necessarily trying to pull on long-time gamers’ heartstrings. I think they just wanted to provide shorter adventures, a niche which hadn’t been filled by their 5e print offerings.



Bah, just for 5e, though? Meh. Isn’t 5e terrible? Paging @ArmandoPenblade


Nope, it is great. The feel of AD&D 2e combined with the good mechanical lessons learned from 3e and 4e.