Posted on January 14, 2019 by Flames
We’re Elizabeth Chaipraditkul and Steffie de Vaan, and we wanted to tell you about our newly launched RPG Patreon. We’ve been active in the RPG industry for some years now. Liz was the lead developer for the Crescent Empire book for 7th Sea, author of the Book of Lore for Bluebeard’s Bride, and owns her own Indie company Angry Hamster Publishing which published Witch: Fated Souls. Steffie wrote for the Changeling the Lost 2nd Edition Corebook, Beckett’s Jyhad Diary (Vampire: the Masquerade), and is the developer for Promethean: The Created and the upcoming Legendlore RPG. So you’d think we have lots of creative outlets. And we do. They’re just… still not enough. Hence our Patreon, to finally release our bottled ideas into the world.
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Posted on April 20, 2017 by Flames
Decades of GMing Experience at Your Fingertips!
“Kobold Press builds on its excellent track record with another great release—new and provocative.”
—Mike Mearls
Whether it’s advice from grognards who were running games at the dawn of RPGs, or suggestions from the new generation of game designers, these 21 essays by experts are here to help you improve your GMing skills and create fun, amazing, memorable campaigns that’ll be talked about for years.
In this book, master GMs and storytellers give you advice about solo campaigns, shy players, cell phones, and making rulings on the fly. Are you unprepared for the game you’re running half an hour from now? Did you accidentally kill all the PCs? Do you want to run a game for kids? Did the plot take a sudden turn and the PCs have gone into uncharted territory? We’ve got you covered.
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Posted on March 26, 2017 by Flames
The Pip System is a roleplaying system published by Third Eye Games and used in games such as Mermaid Adventures, Infestation: An RPG of Bugs and Heroes, and Camp Myth.
It was just recently released on Kickstarter, and I cannot be more excited. I had the opportunity to be on the writing staff for the book, and it was my first opportunity to work in a group writing format. I wanted to share with you some of the highlights for the Pip System and talk about my experiences with this amazing writing staff.
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Posted on January 29, 2017 by Flames
Writing Inclusive Games: Creating RPGs Sans Fail teaches game writers crucial skills and industry knowledge to facilitate better representation. Instructors Monica Valentinelli, from FlamesRising.com, and K. Tempest Bradford will cover Stereotypes and Tropes related to Race and Ethnicity, Disability, Gender and Sexuality, Religion, Class, and more, plus strategies for building characters and worlds while avoiding engaging in stereotypes or cultural appropriation. The course covers tips and tricks to addressing problems on your team, how to better facilitate conversation with your game developer, and sample art notes that are occasionally asked of writers.
The class is appropriate for all game writers from all backgrounds and any skill level.
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Posted on July 18, 2016 by Flames
Today, FlamesRising.com is pleased to present you with a preview of Punch the Maker-Killer, a monster from Arc Dream Publishing’s Puppetland by John Scott Tynes. The PDF is on sale now, and the hardcover edition will be available in October.
Puppetland is a storytelling game. You play a valiant puppet who speaks aloud every word you say. You speak for your puppet and the Puppetmaster says the rest. You surprise each other at every turn, collaborating moment by inspired moment to unlock your own creativity and find the puppet within. This lavishly illustrated edition of Puppetland has been significantly revised and expanded. It includes a grim storybook fable of the Maker’s foul murder; the true story of the creator’s life in Puppetland; and new Tales ready to be played, written by a brilliant collection of authors.
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Posted on February 14, 2016 by Flames
As Atlantis falls, how will you use your fate? Where will you stand in the face of the coming wave? Chariot is a fantasy role-playing game set just before the final fall of an occult, theosophical Atlantis tempered by my boyhood imagination. It uses Tarot cards rather than dice, and has a heavily occult and […]
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Posted on December 28, 2015 by Flames
Vampires infesting the mayoral office. Lycanthropes prowling the suburbs. Another kraken making its way upstate along the river. Crazed cultists masquerading as door-to-door religious nuts. Every one of them edging the world one more step toward the next demonic apocalypse.
In your line of work, that’s called Tuesday.
You are an agent of the Brotherhood of the Celestial Torch, hand-picked to serve as Earth’s first and last line of defense against the servants of Darkness. Oh sure, there are others in the Brotherhood who seem more hand-picked than you were, and yes, you probably only work out of a small office somewhere in Michigan or Wyoming or South Dakota, but when it comes to dealing out the damage to the infernal instruments of Hell taking over that shopping mall or the Craz-E-Mart, the buck stops with you.
Lock and load, baby.
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Posted on April 30, 2015 by Flames
Every one of us is weak: mere ants against the stalking giants that have brought us to our knees. Even when we work together, the Unknown is bigger than us, better armed, and better prepared for what’s to come. We have no real advantage, and our greatest victories have been nothing but the monsters toying with us before they descend to feast. Our fight is hopeless.
This is how we’re going to win.
—Hayat Nejem, “How to SAVE the World”
The uneasy feeling that creeps up your spine as you walk down a darkened hallway. The way your footsteps echo oddly on a deserted street at night, as though there was someone walking somewhere behind you. The shape you see out of the corner of your eye when you’re home alone.
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Posted on March 21, 2015 by Flames
TONIGHT WE FLY
There was a night bomber regiment in World War Two composed entirely of women. Natural-born Soviet airwomen.
These 200 women and girls, flying outdated biplanes from open fields near the front lines, attacked the invading German forces every night for 1,100 consecutive nights. When they ran out of bombs they dropped railroad ties.
To each other they were sisters, with bonds forged in blood and terror. To the Red Army Air Force they were an infuriating feminist sideshow. To the Germans they were simply Nachthexen—Night Witches.
Night Witches is a tabletop role-playing game about women at war.
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Posted on October 6, 2014 by Flames
In the 1980s, a moral panic swept the United States. Rumors swirled of a vast underground network of devil worshippers, and claims of Satanic Ritual Abuse flooded the airwaves. Role-playing games were gateways to black magic, and backwards messages, hidden in heavy metal music, spurred teenagers to Satanism or suicide. The devil was everywhere and something needed to be done. In response to growing public fears, the FBI assembled a taskforce to investigate occult activity.
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Posted on February 9, 2014 by Flames
Monsterhearts should come with two warning stickers. The first is “Warning: This is a game for mature gamers and deals with adult themes.” It doesn’t have this because that sort of warning fits the Book of Erotic Fantasy rather than a genuinely mature take on the subject matter. It has lead to some of the most intense and immersive experiences I’ve ever had roleplaying, but I refuse to play it with my main tabletop roleplaying group.
The second is “Warning: This game can go into uncomfortable territory. Discuss expectations and respect boundaries.” It doesn’t have this, and Monsterhearts is the only game I’ve played that’s imploded when it has become clear that one player doesn’t know the meaning of the word “consent”. Better there than in real life.
So what is Monsterhearts? Monsterhearts is based on the Apocalypse World rules and claims to be about “The messy lives of teenage monsters”.
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Posted on December 31, 2013 by Flames
We’re Lillian Cohen-Moore and Ryan Macklin, a couple in Seattle who love to play with horror. You might know us from our work on the recent Mage: the Ascension books that focused on factions within the Technocratic Union. What you might not know, though, is that we met and bonded over playing another horror game: Don’t Rest Your Head. Horror and dark fantasy is near and dear to our hearts, and Flames Rising wanted to give us a moment to talk about our time working as a couple in horror gaming.
During our time with the Technocratic Union, horror was a subtle constant throughout the books. Since we live together, we could turn around in our desk chairs to propose ideas for how to keep the horror elements in the Technocracy from becoming cartoonish, like some of the early material for them.
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Posted on October 31, 2013 by Flames
THE LAST WAR HAS BEGUN
Demons feed on innocent souls while angels obliterate cities. Humans are caught in the middle: possessed, devoured, judged, damned.
The world needs a hero. Unfortunately, there aren’t any, so what the fuck, you might as well give it a try.
You’re a Disciple, a supernatural warrior on the front lines. Wielding bizarre magics like Sexpletive, Death Panel, Photobomb, and Gunfetti, you must hunt down these merciless predators and rescue innocent civilians without losing your grip on the tattered vestiges of your humanity. How far will you go to destroy your enemy? Will you resort to cannibalism? Are you certain? Listen, don’t knock it until you’ve tried it.
Pandemonio is available now at the Flames Rising RPGNow Shop!
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Posted on August 7, 2012 by Steven Dawes
Due to being a full time student for the last 18 months, I’ve not been very active in writing reviews for Flames Rising. I’d also retired from gaming for more than a year due to said schooling, but recently I’ve come to realize that gaming is too much a part of my being; it’s far too hard wired in me as a creative outlet to be able to give it up forever, much less for years at a stretch. So for the last few months I’ve been trying to make it work again, taking up the gauntlet as a weekly Game Master. But I couldn’t do it like I used to; changes in how I managed my Game Master duties needed to be made, and so I’ve been trying different things to varying results.
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Posted on May 14, 2012 by davidahilljr
Our new game, Farewell to Fear, is a dark fantasy game about revolution and enlightenment taking people out of the darkness. Your players choose a thing about the world they want to change, and they set out to change it. As we design Farewell to Fear, I’ve tried to keep this at the front of every effort. I’m tackling this through three main avenues, game mechanics, setting writing, and art direction.
In the game mechanics, revolutions are at the forefront. Change needs to drive advancement. So, our entire system is based on building solutions to massive problems, and using thinking and preparation to tackle otherwise overwhelming problems. As the game progresses, characters grow and evolve through their engagements with change.
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Posted on January 16, 2012 by Megan
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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Posted on September 7, 2011 by Flames
Stew Wilson from Zero Point Information is here to tell us about his new game Black Seven. A modern espionage RPG, Black Seven isinspired by stealth-action games like Deus Ex, Alpha Protocol, and Splinter Cell.
Infiltrating BLACK SEVEN
BLACK SEVEN started life in my throw-away ideas file, a couple of notes for a system that, at the time, I wasn’t able to make work. That time was 2004, and I was re-playing Deus Ex for the fourth time. Under the effects of too much strong coffee, I hacked White Wolf’s Trinity so that I could run Deus Ex-like games. I never had a chance to try it, and I was left with niggling little ideas that wouldn’t go away that wouldn’t work in my proposed hack.
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Posted on August 10, 2011 by spikexan
Daniel Solis’ Do: Pilgrims of the Flying Temple is a different type of game for me to review. It’s not the kind of game I would pick up on my own. This isn’t to say I am against indie games because, well, I have dozens of examples to the contrary. No, the genre just isn’t that interesting to me and I know my gaming group mostly wouldn’t get behind the concept.
With that said, the book really won me over (can’t make a claim to my gaming group though). There are three key elements to this clever game that make it intriguing and full of potential for gamers and, more importantly, young gamers. We’ll go over those elements (maybe two more) and I’ll show you why this is exactly the kind of game I’d play with my son (he’s seven or, as he’s say, seven and a half).
The idea of a wandering pilgrim is attractive even when laced in an anime dressing (not my thing).
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Posted on May 25, 2011 by Nix

100 Horror Adventure Seeds is not a ponderous tome of highly drawn out and detailed adventures that focus on the things that go bump in the night. In this collection the ideas that James sets down are designed to trigger the imagination, not to stifle it. He starts off, quite early in the book, with the trials and pitfalls of horror gaming in general and moves on to the relative usefulness of a more structured module. It quickly becomes apparent that James is not a fan of the structured module. He does admit that they are good introductions for a new Game Master to a system, but eventually these will hinder a Game Master due to their lack of GM creativity.
James then describes why a more traditional module format tends to fail, and the main reason is quite simply the players. A player tends to have this nasty tendency to think for themselves and to have reactions that are not completely scripted. It is true that a Game Master can nudge and coddle a group back onto the modules path, but then that strips the players of their freedoms. With this collection, I believe James sets troubled Game Masters down the correct path where the plot is highly fluid and adaptable.
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Posted on March 10, 2011 by Flames
If you are a looking for a deep and philosophical game to explore the intricacies of your mind, then this is not the game for you. However, if you are looking for a light-hearted and whimsical romp in between long running campaigns then this game can easily fill that need. Early on the game touts itself as a ‘Beer and Crisps’ game (or a Beer and Pretzels game in the States), and it adheres to this easygoing philosophy.
One takes on the role of a Jerkian Warrior, a clone of the great leader whose purpose in life is to entertain the Exalted Emperor and feed the Exalted Emperor. It’s not an easy life being among the lowest ranks, and a gruesome (though entertaining) death is almost a certainty. One of the few ways to ensure your own survival is through treachery and betrayal of your fellow Jerkian Warriors; rank hath many privileges — one of the most obvious being fewer missions in which death is likely.
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