Tag Archive | "rpgs"


2008 Origins Highlights

Posted on July 2, 2008 by

Earlier this week we posted an initial Origins Report which featured a few teasers for interviews that guest blogger Michael Erb had lined up while he was at the convention. Also included in that first post is the list of Origins Award Winners for this year. Today Michael shows off a few of the photos he snapped while wandering the hall and highlights some of the publishers he made contact with throughout the weekend…


Exquisite Replicas RPG: Shadow Crews

Posted on July 2, 2008 by

The first Exquisite Replicas RPG preview introduced the game and gave us a look at the Cover Art by Eric Lofgren, then we had a sneak peek at The Anonymous, the tragic heroes of the this dark game.

In that preview we learned of the fight against the Othersiders. The alien beings who have been stealing parts of our world and replacing them with “fake” versions. Today we are going to take a look at some of those Othersiders


Origins Interviews & Origins Awards Winners

Posted on June 29, 2008 by

Some of the Flames Rising crew was at Wizard World Chicago this weekend checking out new Horror Comics and Dark Fantasy Artists. Michael Erb helped us diversify our efforts and dropped by Origins Game Fair to get the scoop on upcoming games, cool events and the 34th Annual Origins Awards.


Jeremy Jones talks to James Lowder about “Worlds of Their Own”

Posted on June 28, 2008 by

Editor James Lowder shaped Worlds of Their Own around a very simple premise: you might know the writers featured in the anthology for their franchise fiction (such as Forgotten Realms or Warhammer Fantasy), but just you wait until you read fiction set in their own worlds.

“The stories presented herein take place, as the book’s title suggests, in worlds created and controlled by the participating writers,” Lowder says in his introduction to Worlds of Their Own. “[The writers] applied their passion and their skill, and told the fantasy and SF adventure tales they wanted to tell. Sometimes their style or theme dovetails nicely with the author’s franchise work. Other times there are surprising departures. But the stories all depict worlds for which the original author has final say, a fact that places the burden for each work’s success or failure squarely on the shoulders of that author.”


Don’t Lose Your Mind Preview “A”

Posted on June 27, 2008 by

A pair of government agents stalk a runaway girl armed only with a teddy bear. They are never heard from again. A psychopathic hero wields every blade that ever murdered, carving off pieces of his personality in an effort to beat back the Nightmares. A temptress lures the cruel and vile to assault her—only to trap them in a prison built from her own ribcage. Trailing ash and burning footprints with every step, a man cursed with Orpheus’ gift delves deeper into Hell each day on a quest to find the last missing puzzle-piece needed to rebuild his late girlfriend from the wreck she has become…


Exquisite Replicas RPG: The Anonymous

Posted on June 25, 2008 by

Last week, we gave you a sneak peek at the upcoming Exquisite Replicas RPG from Abstract Nova.

Exquisite Replicas is a role-playing game of paranoia and horror where intolerable choices collide with the fragile hope of what it means to be human. The war must be won, but it is up to the players to decide at what cost.

This week we get to read just a bit about The Anonymous, the characters who face off against alien horrors, risking everything…


Hot War RPG Preview: Your ID Papers & You

Posted on June 23, 2008 by

The Hot War Intro told us that this is a game of horror and survival that takes place in the city of London, England in the freezing winter of 1963. In addition to the basic introduction we featured two dark images from the new book. The second preview featured information on the Special Situations Group. The SSG is tasked with hunting down monsters, madmen and other enemies. The third preview gave us a glimpse at three types of Monsters that members of the SSG could be faced with in the streets of London.

Today we’ve got two new pieces of interior art to show off. Much of the background information in the game is give through the medium of posters, memos, letters and other “in-character” bits.


White Wolf’s Alternative Publishing Efforts

Posted on June 18, 2008 by

It is no secret that I’ve been a fan of many of the products White Wolf has released over the years. This site started out as a resource for a Live Action Vampire: the Masquerade game I was running in the Milwaukee area. Eventually it expanded to include other Horror games like Cthulhu Live, Obsidian: the Age of Judgement and All Flesh Must Be Eaten.

Over time it evolved into the current set-up featuring just about anything Horror & Dark Fantasy you can imagine. Still, we continue to play, review and generally enjoy many of the current and classic White Wolf games and fiction. We’ve even added new Previews of upcoming products recently.

Back when I interviewed Eddy Webb there technically was not an “Alternative Product Developer” at the company. He had been working on developing and writing Mind’s Eye Theatre: The Awakening which became the first product to be released in both eBook and Print on Demand formats.


First Preview of the Exquisite Replicas RPG

Posted on June 17, 2008 by

This August Abstract Nova Entertainment (Aletheia, Noumenon) is bringing us a new horror game with a twist. We’re pleased to bring you the first of several previews of this new game here at Flames Rising.

Exquisite Replicas is a role-playing game of paranoia and horror where intolerable choices collide with the fragile hope of what it means to be human. The war must be won, but it is up to the players to decide at what cost.


Hot War RPG Preview: Monsters

Posted on June 15, 2008 by

The Hot War Intro told us that this is a game of horror and survival that takes place in the city of London, England in the freezing winter of 1963. In addition to the basic introduction we featured two dark images from the new book.

The second preview featured information on the Special Situations Group. The SSG is tasked with hunting down monsters, madmen and other enemies.

What sort of monsters might the SSG encounter? Today’s Hot War preview will give you a sneak peek at three types of monsters twisted by some strange blend of science and occult…


Interview with Hunter: the Vigil Developer, Chuck Wendig

Posted on June 10, 2008 by

Chuck Wendig has contributed to over sixty books for White Wolf Game Studios. His short fiction has infiltrated Whispers From the Shattered Forum, Not One of Us, and an upcoming Carnifex Press anthology.

In this interview Chuck tells us about how got his start at White Wolf Game Studios. He also tells us a bit about working on the previous World of Darkness, Requiem for Rome and, of course, Hunter: the Vigil.


Hot War RPG: The Special Situations Group

Posted on June 8, 2008 by

The first Hot War Preview was the smallest of teasers, introducing readers to the overall concepts of the new game and debuting a couple of images by some very talented folks.

This time we are going to take a closer look at the Special Situations Group. The SSG is made up of military, police and civilian personnel and have the unenviable task of hunting down monsters, those who created monsters, power crazed madmen, terrorists, traitors, infiltrators and all sorts of nests of enemies. Player Characters in Hot War are members of the SSG.


Hunter: the Vigil “From the Authors”

Posted on June 3, 2008 by

Previous Hunter: the Vigil teasers have included sample Endowments and Professions as well as the Loyalists of Thule.

I don’t want to distract folks from the teasers that White Wolf has posted recently, namely A Game of Light in Shadows and What Hunter Is. Go read them when you get the chance, interesting stuff.

This week we are going to do something a little different…

I asked the authors of the Hunter: the Vigil core book to tell me a little something about working on the book. A few of them sent me some interesting stories…

UPDATE: White Wolf freelancer, Alex Greene, has sent me some of his thoughts on the new game. I’ve added them to this post.


Hot War RPG Preview

Posted on June 1, 2008 by

Contested Ground Studios, the folks who brought us a|state and Cold City, have a new RPG hitting the shelves in 2008.

In October of 1962, the Cold War went hot. But the war was not just a nuclear apocalypse. Other technologies that had been hidden from the public gaze, technologies developed in Germany during the World War Two and hidden away by Britain, France, the USA and the USSR. These technologies were twisted and esoteric, fusing science, madness and the occult together. They ripped holes in reality, created horrific monsters, drove men and women beyond sanity and laid waste to continents.

Hot War is a game about the aftermath of this horror, about survivors, factions, hidden agendas, trust and betrayal. All of this takes place in the city of London, England in the freezing winter of 1963, one year after the war. Life has been altered forever. The population is massively reduced, essential services are virtually non-existent, food and other products are subject to draconian rationing measures and both inside and outside the borders of the city, horrible things still happen.


Hunter: the Vigil “Loyalists of Thule”

Posted on May 27, 2008 by

Previous Hunter topics include Light in Shadows, Professions and Endowments. Each of them explored just a bit more of the setting of the upcoming game.

We’ve talked briefly about the daily lives of the Hunters, made a small mention of compacts and conspiracies once or twice already. There has been a lot of speculation about each of these words (and their possible meaning) on forums and blogs.

Just to recap some of that text:

Hunter society is small and secretive, even in large cities like London or New York, but it is also vibrant and constantly in flux. Individual hunters band together to form cells, pooling their skills and resources to take on solitary monsters that threaten their communities. Sometimes these hunters become aware of other cells in their area and they form broader ties that grow into larger compacts, creating a network that spans entire cities or regions. In rare cases, hunter compacts grow so large that their resources and influence span entire countries.


Interview with Ed Wetterman and Preston DuBose at 12 to Midnight

Posted on May 21, 2008 by

12 to Midnight publishes modern horror roleplaying games and accessories.

In this interview Ed Wetterman and Preston DuBose take us on a tour of Pinebox and then they explain a little bit about the design process that went into the new Steamworks d20 fantasy book.

We also get to hear about why 12 to Midnight likes the Savage Worlds system and get some details on the first ever Midnight Charity Project.


Hunter: the Vigil “Endowments”

Posted on May 20, 2008 by

We’ve talked about Light in Shadows as the theme of Hunter: the Vigil and we’ve looked at one of the Professions featured in the upcoming game.

Yet the question remains…how do they hunt the monsters of the World of Darkness?

Anyone can grab a gun and start blasting away, but is that enough to destroy a vampire or werewolf? What good are bullets against a ghost?


Hunter: the Vigil “Professions”

Posted on May 13, 2008 by

Last week I talked a bit about the theme of Hunter: the Vigil. The theme of the game is Light in Shadows and I talked about how Hunters team up to fight against the things that lurk in the shadows of the world.

I also mentioned that most Hunters have “day jobs” since nobody really gets paid to stake or shoot supernatural creatures. This week we’re going to take a closer look at the “day job” element of Hunter: the Vigil.

In Hunter: the Vigil these “day jobs” are called Professions. They seem to be the everyday “real” careers that “normal” people have in the world. The trick for a Hunter is balancing the demands of the hunt with the realities of the job.


Hunter: the Vigil “Light in Shadows”

Posted on May 6, 2008 by

The theme for White Wolf’s new game, Hunter: the Vigil is “Light in Shadows” and this theme is well presented in the advance materials I’ve seen already…

family, or those driven together by maddening circumstances. They protect
their stretch of forest, their city block, their network of women’s shelters. They don’t know the depth of what’s out there, they only have the meager light of their own candles to light the way.

Candles give way to torches, to cells who band together in localized compacts. They pool resources. They provide moral support. They present a more unified front against the denizens
of darkness.

And torches give way to raging bonfires as those compacts grow outward globally and backward through time. Ancient groups and modern conspiracies supply their hunters with potent weapons, some of which are so strange that those who use them can only wonder how long they can truly maintain their own humanity.

This theme continues throughout the text. Individual Hunters acting as a point of light, driving back the shadows. Together that light shines brighter, those shadows retreat or are destroyed outright by the fire. Still, those shadows never go quietly and there are always more of them creeping their way into the world.


Interview with Fantasy author Paul S. Kemp

Posted on March 25, 2008 by

Paul S. Kemp lives in Michigan with his wife and preschool-aged twin sons. He is a corporate lawyer, which makes him lawful evil. He salves the pangs of conscience that arise from his career choice by imbibing ample amounts of Diet Dew and enshrouding himself in the sense-dulling smoke of Te Amo and Dunhill cigars.

He is the creator of the assassin-priest Erevis Cale and writes primarily in the Forgotten Realms setting from Wizards of the Coast (this makes him a shared world hack, true; but that’s MISTER Shared World Hack to you, bub)…


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