Author | Megan

Megan

I started role-playing in 1977 when I went to university (Cardiff), haven't really stopped since. True to form, met my husband in a castle dungeon (Treasure Trap, the first live roleplay site) in 1982.

After a doctorate in botany (York), turned to computing and worked in a software house writing planned maintenance systems, then wandered into this new-fangled web thing early and after some freelance work got hired by the local college as webmaster where I hit on the idea of using it to support and enhance learning and teaching rather than just advertise the place...this led to my current role as 'ILT Champion' (how's that for a job title?) at Stoke-on-Trent Sixth Form College, teaching computing and spreading the word about uses of technology whatever you're teaching... and got made a Fellow of the British Computer Society in 2007.

And of course the role-playing continues, and I'm never without the plotbook. I run RPG Resource and if I ever get bored there's my other website, Medals.org.uk.


Megan

Kobold Quarterly # 21 Review

Posted on May 7, 2012 by

Hmm… an Editorial on that contentious question: semi-naked female characters. Traditional game fare, perhaps, but provoking comment. Being of the female persuasion but pragmatic rather than sexist, my only complaint is that if I were participating in a fantasy adventure I’d want a decent layer of armour between me and the monsters – and that doesn’t mean hiding behind the nearest paladin! A few bare-chested blokes would be nice, to maintain balance, though.

The first article proper introduces a Shaman character class for Pathfinder. Opening with an evocative narration of a shaman performing a divination (not for the squeamish, she’s using rabbit entrails!), the class is described as very druid-like, recognising the spirit with all components of nature. They are shape-shifters and healers, whilst the most powerful can send their very essence forth from their mortal body on a spirit quest. Spell lists are limited, but unlike most divine casters a Shaman does not have to prepare but can cast any spell he knows, up to his limit, when he chooses. They have a bond with an animal spirit, which takes the form of the animal in question and acts pretty much like a companion.

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Megan

The Ship of Fools (Pathfinder RPG) Review

Posted on May 1, 2012 by

Opening with a truly beautiful plan of the ship itself, and detailed background that explains how The Green Lady came to be drifting empty, Marie Celeste-style across the face of the ocean, we continue with little ado into various ways in which your characters can be enticed to explore, to risk the unknown dangers that await… Perhaps the ship they are on is sinking? Or someone aboard the ship owed one of them money? Or they heard a rumour about treasure concealed aboard? Or… maybe you have a better hook, you know what intrigues and attracts them, after all. There are even ideas to deal with the minor hindrance of the group not being at sea when you want to run the adventure!

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Megan

Servants of Gaius RPG Review

Posted on April 10, 2012 by

The Introduction recounts some of the inspirations for this game, the chief being Robert Graves’s I, Claudius and Claudius the God novels, brought to the TV as a mini-series 35 years ago… just when I was taking a classical literature course in high school and discovering the pleasures of Roman history! Based in an alterate history world, this game aims to recreate the intrigue, adventure and mystery of the Roman Empire in its heyday, a heady mix to explore.

Chapter 1: Servants of Gaius goes into more detail of what the game entails. Set in Rome, the core concept is that something threatens the well-being of the Empire and of Caligula the Emperor, and the characters are tasked to deal with it… once they have discovered what it is!

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Megan

Forged in Magic (Arcanis RPG) Review

Posted on April 2, 2012 by

The Introduction launches straight in to a discussion of the role of magic items in Arcanis. In a word, they’re unusual! Even magic armour and weapons are rare. They are hard to make, involving meticulous preparation, precise crafting and arduous rituals. Few but the dwarves even bother. They should appear only as significant elements in your plots, the object of a quest, perhaps, or reward for some major exploit. So it is worthwhile to make some effort over the ones you include, for they will become notable artefacts, the sort legends build up around and about which songs are sung!

General rules are also dealt with here, mostly concerning how many magical items a character can use at any one time, and explaining the way in which the descriptions of the ones that form the majority of the book are laid out.

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Megan

Arcanis RPG: Bestiary Review

Posted on March 27, 2012 by

No fantasy world is complete without monsters to pit your wits – and sword-arms – against, and despite the rich heritage already in place for the Arcanis campaign world, a completely new ruleset requires new monsters to be written to accommodate it.

The nice thing is, this book is as much a ‘how-to’ build your own monsters (or adapt existing ones from other games) as it is a selection of beasties with which to threaten your players. Whilst this is in part necessity: it’s plain not possible to provide the wealth of monsters that most gamers have become accustomed to, it also provides for the creativity of the average gamer to be supported… and enables individual gamers to ‘convert’ their favourite beasties which cannot be presented under this ruleset for copyright reasons!

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Megan

Arcanis: the Roleplaying Game Review

Posted on March 19, 2012 by

Like many people, I’ve enjoyed adventuring in the world of Arcanis as presented for the Dungeons and Dragons 3e ruleset for a good ten years now. It’s good to see innovative alternate realities survive the game mechanics that they were originally written for, but whilst many survive version changes it is less common for an entirely new game to be created just so that alternate reality will continue to thrive. This mighty tome has set out to provide a comprehensive system rooted in the Arcanis we already know and love, whilst introducing that world clearly to those who have not ventured there before.

The work is made up of four sections, and begins with the Codex of Arcanis, thus getting you all excited (for the first time or anew) to go visit, with subsequent sections explaining the mechanics of doing so. A sweeping overview of history catches you up, event piling upon event to lay the groundwork for the current situation, underpinning the traditions and customs prevalent today.

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Megan

Mistborn Adventure Game Review

Posted on February 22, 2012 by

This mighty tome, over 500 pages long, contains everything that you need to start adventuring in the world conjoured up by author Brandon Sanderson… who has not only allowed the use of his setting, he’s written fiction especially for the game, has added comments throughout, and was even involved in the playtesting!

First up, the treat of an original short story set in the Mistborn world called The Elventh Metal. It tells of a small group of malcontents, seeking revenge, seeking change, and introduces a world rich and strange – metals that burn within and confer power, swirling mists, ash that falls from the sky, twisted exotic buildings. And so the strangeness, the richness of this setting is revealed: allomancy. Familiar if you know the novels on which this game is based yet brought magnificently into prominence whether or not you have read them – by utilising mystic powers different metals can be used to bring about a range of spell-like effects. Learn the tricks of their use, or perish miserably!

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Megan

Mistborn Adventure Game Characters Review

Posted on February 2, 2012 by

Whether you are looking for inspiration, want a few well-detailed NPCs to act as associates or rivals, or need a character (or whole party) in a hurry, this product will fill your purposes admirably.

Herein are eight fully-developed characters, set up as an integrated crew. Each one gets a couple of pages – one a filled-out character sheets with all the necessary game stats, and the other a write-up of the character’s background, including a brief history, notes on personality and motivations and even what he thinks about the other members of the group. There is also a sketch of the character to enable you to visualise him.

A fairly shady group they are, too. The leader is one Beck, a fixer – the sort of fellow who can get you whatever you want, no questions asked, provided you are willing to pay his price.

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Megan

Kobold Quarterly # 20 Review

Posted on January 23, 2012 by

As we have come to expect, a wealth of resources for fantasy games – what with archers (and arrows for them) heading up the character-based resources for players, adventures for GMs to run and ideas to help them hone their skills. The focus is on Pathfinder, but there is material for other rulesets (and much can be translated with little effort, provided you are reasonably familiar with the game mechanics of the system of your choice).

The Editorial introduces the issue focus on archery, with an account of how fictional archers inspired the editor, Wolfgang Baur, not only to play archer characters but to learn how to use a bow himself.

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Megan

BRP: Merrie England RPG Review

Posted on January 16, 2012 by

This is the England that ought to have been, rather than the history of the one in which I sit writing this review. This is the mediaeval England of legend, with Robin Hood scampering around Sherwood Forest, a Good King Richard off fighting the Infidel whilst Bad King John does his best to steal a kingdom, never mind everyone’s hard-earned gold… this is an England in which excitement and adventure are to be found, but where drains don’t smell and nobody worries about the Black Death!

The Introduction outlines this setting, the mediaeval England of stories, rooted firmly in the history of the 12th and 13th centuries but with an eye to the rise of the ideals of chivalry, to the world of ballad and folk-song, the sort of mediaeval England that you’d like to visit. Designed to be used in conjunction with Chaosium’s Basic Roleplaying (BRP) ruleset, there’s a handy list of what rules from that work will be of particular use when running this setting. Whilst there’s a whole section about running adventures and campaigns at the end of this product, it’s noted that Scenario Hooks are scattered throughout, to spawn ideas and help Game Masters come up with their own material, or players to develop their characters more fully.

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Megan

Designers and Dragons Review

Posted on December 20, 2011 by

This is a monumental work, a comprehensive and scholarly history of the role-playing industry from its inception in the early 1970s to the present day. The focus is interesting, concentrating on the individuals and companies that have made role-playing what it is today rather than looking at the games themselves.

Whilst detailed, the writing flows well, making it eminently readable and often entertaining, a fascinating survey of the companies and people who have shaped role-playing and are responsible for most of the books on my shelves (or, these days, lurking on the RPG hard drive) – and who have provided me with years of entertainment and passion. If your interest in role-playing goes anywhere beyond the next dungeon delve, if you like to know the background and history of the games you enjoy, you should find something here catches your attention… and once caught, be warned, it may be a while before you can tear yourself away!

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Megan

The Stars Our Destination (Eclipse Phase) Review

Posted on November 21, 2011 by

Diving straight in, the work opens with a brief note about how it provides a ready-made, populated location for gamemasters to use, or useful background for players whose characters are scumborn or belong to a scum faction… and just in case you are not sure what that means, it then launches into an introduction to the whole concept. Briefly, a scum swarm is a space-faring community with a very democratic – even anarchic – approach to everything: collective decision-making, consensus… and little regard for rules or reverence to what more settled societies may find important.

From such generalities, the narrative turns to a specific group, the Stars swarm. Born out of industrial unrest in turbulent times, the swarm began with workers in lunar orbital facilities taking control of the resources around them… just when the situation back at headquarters took a turn for the worse, and so nobody was in a position to object as the collective upgraded propulsion systems and took off, gathering many other refugees as they departed. Rather more ordered than some swarms, they now follow a set route around the system, trading as they go but still adhering to their original libertarian collectivist lifestyle.

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Megan

Divine Favour: The Druid RPG Review

Posted on October 17, 2011 by

The Introduction begins with an overview of the Druid class – a divine spellcaster drawing on the limitless power of the natural world, and with Wisdom as his primary ability. Special abilities include Wildshape, the ability to change form; whilst druids need to concentrate on the things they are good at with their spells – controlling the natural environment, participating in combat and acting in concert with their animal companion. This page is illustrated with a delightful sketch of a Welsh Archdruid from the 18th century, a time when romantics tried to recreate ancient practices, something that led to the establishment of the Gorsedd and the Eisteddfod, something completely different from Druidism as practiced within a fantasy game!

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Megan

30 Haunts for Objects RPG Review

Posted on September 20, 2011 by

Haunts have been one of the most intriguing and (from my side of the GM’s screen, anyway) entertaining additions to the panoply of challenges to throw at characters… and here they take another novel yet classical twist: the haunt that is associated with an item rather than a location.

The work opens with a pseudo-scholarly account, the sort of thing you might cast before the more intellectual kind of adventurer to send them haring off into the horrors you have prepared for them. This leads in to the promised collection of some 30 haunted objects, by way of a note on persistent haunts, which can be a bit puzzling. As haunts duplicate spell effects whatever they do has a duration which can be ‘instantaneous’ or it can last for a set period.

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Megan

The Kobold Guide to Board Game Design Review

Posted on September 14, 2011 by

In his Foreword, lead author Mike Selinker tells a tale about a rather hot Thai curry, and thus gives an insight into how his mind works. You may or may not like your curry hot, but reading this book will give you an insight into how a whole bunch of successful game designers go about designing games that people will buy and play. If you want to turn inchoate ideas into workable – and saleable – board games, or just want to know a bit more about how your favourite games came to be, and about the underlying concepts that make good games, read on.

The book is made up of four sections, and a mastery of ALL of them is necessary to create a successful game.

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Megan

Ready Player One Review

Posted on September 6, 2011 by

This is a wild ride that seems to sneak into every corner of your brain. OK – I am a geek, and one who grew up in the 1970s and 1980s, roughly contemporary with the character of James Halliday, who in the book created the most amazing and pervasive system that combines MMORPG with VR and social network and even e-learning… So I ‘get’ (or should that be ‘grok’ – or perhaps not, the one bit of pop culture that’s neglected is the written word) just about every reference, even most of the videogame ones, despite my only ever becoming competent at a single one… which, of course, turns up at the heart of the final challenge!

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Megan

The Last Four Things Review

Posted on August 30, 2011 by

This is poetry! Even when it is prose… I mean, that the writing flows smoothly, honed turns of phrase that draw you in and create pictures in your mind.

The plot continues to follow, in the main, the exploits of Thomas Cale, who is now brought to prominence as the recognised – at least by some – embodiment of God’s own anger, his innate talent for violence being viewed as divinely inspired, and thus admired by an organisation as partial to using force to impose what they see as the will of God on others. Given privileges surprising to one of such young age and lack of experience, he is given battlefield command of Redeemer forces where his unorthodox tactics and personal leadership bring results… mirrored by turbulance in the higher echelons of the church hierarchy as plotters seek power and even the Pope’s throne.

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Megan

Deadly Waves (Shadowrun) RPG Review

Posted on August 23, 2011 by

Presented as another entry in the JackPoint website/blog, and tagged with the warning to beware of icebergs, here is an eclectic discussion of all manner of things in and under the water.

First up, a discourse on The Reality of Sea Travel. Whilst people and goods are often transported by air, the sea is still used extensively, particularly for the transportation of bulky goods and for recreational purposes. The vessels used have developed, and submarines are no longer merely military playthings but used commercially, but sea traffic is by and large unchanged in its general nature. One thing to bear in mind is that watercraft can be leading, if not bleeding, edge or they can be archaic…and that these tech levels can combine in a single craft – consider a sailboat with the latest navigational and communications gear, for example.

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Megan

Altered Earth RPG Review

Posted on August 15, 2011 by

Opening with a Setting Introduction, which describes the variety of game types that you can play in this bleak yet chaotic apocalypic future-Earth, a setting rich with a wealth of opportunity for those brave, perhaps vicious, enough to sieze what they want and defend it against all comers. The background is explained, a gradual decline brought about by wars, economic catastrophes and environmental damage: no single apocalyptic event but a succession of disaster after disaster that brought once-green Earth to its present state of barren wasteland scattered with giant city-fortresses ruled by warlords.

Scene set, Chapter 2: Races looks at, well, the races available to players. The default is, of course, human beings – as described in the ‘Humans’ section of the Dungeons & Dragons 4e Player’s Handbook.

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Megan

Book of Drakes RPG Review

Posted on July 5, 2011 by

Nothing quite as sweet as a miniature dragon, perhaps of a suitable size to hold in your arms like a pet… but drakes are not pets, but sentient beings in their own right, fascinating creatures to have around in your game. (I had to add ‘in your game’ lest I start to conjure fantasies of one coming in my back door…).

The Introduction talks about, despite – because of? – their iconic nature, how difficult it can be to actually have a DRAGON wandering around in your game. They’re big, they’re tough, and they tend to amass game-unbalancing amounts of treasure. Moreover, they’re supposed to be the creatures of myth and legend, not someone you meet down the pub for an ale and a few hints about the next adventure.

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