Tag Archive | "sas"

Flames

Paterfamilias (Requiem for Rome) SAS Available Now!

Posted on February 25, 2010 by Flames

A story in the Storytelling Adventure System for Requiem for Rome (using Vampire: The Requiem)

Paterfamilias contains a collection of scenes, Storyteller character records, a number of hyperlinks to various portions of the text as well as bookmarks, so you can always jump right to what you need with just a click. There’s also a new hunter group provided, as well as errata for Requiem for Rome and Fall of the Camarilla.

Paterfamilias is available at the Flames Rising RPGNow Shop.

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Through the Ebon Gate RPG Review

Posted on February 16, 2010 by spikexan

I’m still six feet under only I’m under snow and it’s actually closer to six inches. What’s a little bit of exaggeration between friends? After all, you’re the one reading a RPG review, so it stands to reason that you like either telling or hearing stories. For those of you who missed my review of Book of the Dead, which you can read here (don’t worry I’ll wait), I’m in the midst of a look at White Wolf’s view of the Underworld. Today, we’re going to visit the Ebon Gate, a SAS adventure intended for Geist: the Sin-Eaters.

This adventure is 38 pages, although the first and second pages are full color and black and white versions of the cover. The layout follows the Geist format, which means subtle blues for color, more keys than you’ll find on a school custodian’s key ring, and big whopping numbered pages.

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Flames

Through the Ebon Gate (Geist: The Sin-Eaters)

Posted on December 23, 2009 by Flames

Sin-Eaters know that their strange existence is a complicated one. They stand at the crossroads between life and death and endure all the complications of both. But there are others, desperate for something to believe in, who believe that a Sin-Eater’s bond with her geist is a blessed state of unification and a triumph over the limitations of the human form.

These souls make up the brethren of the Glorious Church of the Unified Spirit. They have been told that their path lies not in life or death, but in a divine state somewhere in between. Those who have only experienced one life cannot achieve true enlightenment. The sacred symbiosis of spirit and flesh must be achieved to take the next step. Sin-Eaters are their saints, their bodhisattvas. The brethren are told that they must step through the black gate to reach their potential. They are told that this is humanity’s next step – humanity’s destiny.

They are misled.

A story in the Storytelling Adventure System for Geist: The Sin-Eaters.

Through the Ebon Gate is available at the Flames Rising RPGNow Shop.

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Giving RPGs as a Gift? Todd Recommends…

Posted on November 27, 2009 by spikexan

Being a wage slave at a retailer forces me to think a great deal about Black Friday, the holiest of Capitalism’s holy days. Since I’m trapped into pondering it non-stop, I thought I’d pass along the blessings to you all. I’d like to believe, however, that you’ll actually find these shopping guidelines more useful than a 600 count of pink bed sheets (no offense to those of you needed said pink bed sheets). I going to revisit some games I’ve reviewed over the past year (and some I didn’t) for the sole purpose of finding the best of the best. The holidays are afoot, so some of you will have free time over the next month to game. It’s also Winter, the best season for gaming (inmyhumbleopinion).

Being that you’re reading this on a horror-themed site, I’ll try to focus a bit on the Black Evil Darkness that is Black Friday rather than the post-Thanksgiving hooha.

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Goblin Markets (Changeling) Review

Posted on November 13, 2009 by spikexan

In Unknown Armies, something called the Swap Meet exists. It was one of those mystical places where you buy the memory of the date you never had in exchange for the memory of watching your first child being born. While Goblin Markets doesn’t come across quite as harshly as the former example, the theme of the book is caveat emptor. The reason why I’m bringing up both games is to illustrate how wickedly cool and troublesome such a place can become. These places are hard to get into and so much more difficult to escape. Oh, you may leave the market easily enough. It’s just the choices made while midst the vendors that will haunt you. These places allow for once-in-a-lifetime meetings between characters, a look at what the characters really want, and enough subplots to seed an entire campaign.

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Monica Valentinelli

The Devil’s Night (A Free Storytelling Adventure System Scene for the World of Darkness)

Posted on October 28, 2009 by Monica Valentinelli

As the player characters plan for All Hallows Eve, they suddenly find themselves embroiled into a deadly fight with a pyrokinetic named Gabriella who has lost control of her ability. Several buildings around the city are on fire; this offers the player characters plenty of options to find and determine the best way of dealing with an “innocent” teenage pyrokinetic.

Description
Normally you’d ignore the vandals creating havoc on Devil’s Night, because you have better things to do. Only this time, they’re not just jumping on cars or bullying kids out of their Halloween candy. This time, they’re trying to burn the entire city to the ground – and they don’t care who gets caught in the flames. That old place on Seventieth Street. A grocery store. Some hospital. You follow the trail of burning flesh and glowing embers straight to a single girl who’s looking right at you with a confused look in her eye.

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Monica Valentinelli

Devil’s Night: White Wolf, Flames Rising and Your Free One-Scene

Posted on October 28, 2009 by Monica Valentinelli

Flames Rising LogoHalloween is our favorite holiday here at Flames Rising headquarters. We wound up with an orange and a black cat, our house is often decorated in September, and we enjoy coming up with new concoctions year after year. Although we really enjoy the holiday, it wouldn’t be as much fun without all of you.

Last year Flames Rising celebrated Halloween with you by offering 31 days of Monster Madness. For this year, we started with the horror plot generator to help you get those creative juices flowing. Since we offered flash fiction (in the form of mini-monsters) last year, we decided to take a more gaming-related approach for Halloween.

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City in the Sand LARP Review

Posted on October 8, 2009 by spikexan

It’s been too long since I took part in Live Action Role-Playing. It was the mid-nineties at Egyptian Campaign in Carbondale, Illinois. The Southern Illinois University’s Student Center was the perfect setting for a session of the Masquerade. There were outdoor and indoor sets.

Hectic Narrators bounced all around in attempt to keep the action controlled. It was a great night, but I’m reasonably sure there wasn’t a story to speak of. Yeah, I recall a handful of werewolves being found dead outside the building. There was also something about the Prince being mad. To be honest, the game was an excuse for the largest number of gamers at the convention to cut loose and have fun. After reading City in the Sand, I have to wonder how much better that night would have been with a story underlying everything. I guess I should say a “good story that people were interested in” underlying everything. City in the Sand takes an interesting bit of cinema’s history and applies a little Vampire bite to it.

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Flash Fire Mini-Reviews (Ready Made World of Darkness)

Posted on September 11, 2009 by spikexan

The Flash Fire Mini-Reviews are back with a set of reviews from Todd Cash. Todd is going to wrap up his the Ready-Made Characters series from White Wolf.

This is the third time I’ve approached character packages like these, so I won’t retread basic thoughts on these character packages (not much at least). If you’d like these details you can find them here and here. Each of these collections, which are fitted for specific settings (Vampire, Werewolf, Mage, etc), run about five dollars (slight differences between titles in price seems mysterious).

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Flames

Goblin Markets for Changeling: the Lost Available Now!

Posted on September 9, 2009 by Flames


Let the buyer beware

Every freehold knows of at least one. Some seem to have grown up almost overnight, like a ring of small white mushrooms. Others seem to have run for millennia, outliving the rise and fall of the freeholds that surround them. They’ll never go away entirely, despite the dangers of their wares. Someone always needs something you can only get at a Goblin Market.

A chronicle book for Changeling: The Lost

Goblin Markets is available at the Flames Rising RPGNow Shop.

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Flames

The House Always Wins a free Geist: The Sin-Eaters SAS

Posted on August 9, 2009 by Flames

Angelo looks around the joint, seeing only marks. Back-room poker is always a mug’s game. Every card dealt brings the unlucky ones closer to losing everything—the shirt on their backs, next month’s rent and more. Some schmucks end up with a gun in their hand, doing some of Lucky Joe’s less pleasant work to pay off their debt.

The hand’s over. One man smiles, greed painted across his face. With a nod from Joe, Angelo takes a seat at the table, in on the game. Time to take it all back.

A free Storytelling Adventure System scene and character for use with Geist: The Sin-Eaters.

The House Always Wins is available at the Flames Rising RPGNow Shop.

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Block by Bloody Block RPG Review

Posted on August 7, 2009 by spikexan

White Wolf appears to be currently composed of scientists rather than writers. There is simply too much experimentation going on with these guys. They have released pre-generated characters for players who need that sort of thing. With Block by Bloody Block, they release pre-generated parts of a city. This isn’t a [insert city here] by Night book. No, these are the sections of any city, ready to be dropped into whatever city fancies your gaming group. The question becomes if the scientists are congratulating themselves over champagne or staring dumbfounded with charcoal-blackened faces and lab-coats.

The layout of this supplement remains true to the Hunter: the Vigil line (this game is intended for players of that game or the basic World of Darkness corebook).

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Matt-M-McElroy

An Interview with the authors of City in the Sand

Posted on August 3, 2009 by Matt-M-McElroy

City in the Sand is a new Mind’s Eye Theatre product from White Wolf using the Storytelling Adventure System. This is the first MET product using the SAS format and I was immediately curious about how the format would work in a live-action environment. Let’s just say I was impressed with the overall quality of City in the Sand and at the amount of cool stuff that was included in this product.

I contacted the folks at White Wolf and had the chance to talk to the authors (Eddy Webb, Kelley Barnes and Jess Hartley) about the design of the product and a bit about Mind’s Eye Theatre in general.

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Matt-M-McElroy

Ready Made What?

Posted on July 11, 2009 by Matt-M-McElroy

So, White Wolf has been releasing a series of “Ready-Made Player Characters” for each game line in the World of Darkness. Todd Cash already reviewed the Vampire: the Requiem set called Slaughterhouse Five here at Flames Rising and had some interesting things to say about why he likes the concept.

I’m going to do a little more of that, especially now that I’ve had the chance to check out a few more of them. It seems that some folks are wondering why anyone would buy such a thing. I’ve seen a couple of posts on the White Wolf Forums to this effect and had at least one IM conversation about it. To me the idea seems like an excellent one. Not all gaming groups have lots of free time to devote just to character creation. Some groups only get together once in a while and would much rather dive into playing the game, rather than working up a backstory and stating out individual characters. These products are exactly what they say, “Ready-Made” and are good to go out of the box (so to speak).

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Flames

The Abedju Cipher a new adventure for Mage: The Awakening

Posted on July 8, 2009 by Flames

Who do you trust?

A millennia-long search for an ancient Atlantean artifact, the Abedju Cipher, is about to come to an end. Pentacle mages to the Seers of the Throne have sought out the Cipher over the centuries, using both overt and covert means to track down it or its previous owners. Tensions have risen over it more often than not, and many oaths of enmity have been sworn on all sides. Amidst the quest to possess the Abedju Cipher, a number of factions close in to capture the Cipher for their own hidden agendas.

A story in the Storytelling Adventure System for Mage: The Awakening.

The Abedju Cipher is available at the Flames Rising RPGNow Shop.

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Blood Drive RPG Review

Posted on June 22, 2009 by spikexan

Blood Drive ($6.99 PDF) is the newest installment from White Wolf’s Storytelling Adventure System. This Hunter: the Vigil adventure offers an action-oriented romp for slightly seasoned characters (XP 25-29). This adventure plays on a personal favorite of mine. It’s the classic tale of the supposedly “easy job” that becomes something else altogether. At eleven scenes and forty-six pages (none of which are ads), this is a healthy night’s adventure or (more likely) multiple sessions of fun.

The direction of this adventure, like other White Wolf products I’ve recently reviewed, continues to impress me. The layout of the adventure offers both the detailed story, which the Storyteller will have to go over and a collection of Scene Cards to act as Storyteller cheat sheets.

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Slaughterhouse Five (Vampire: The Requiem) Review

Posted on June 15, 2009 by spikexan

White Wolf experiments with “ready-made player-characters” for those gaming groups on the go. Two such PDFs already exist, but I’ll only be talking about the Slaughterhouse Five. The PDF is 26 pages (no ads) devoted to the description of five player-characters and a bit of the world they live in. It’s an interesting idea, so let’s see how I felt it played out.

A few years ago, I wouldn’t have wanted to be fed a handful of pre-made characters to push onto my gaming group. It’s too much fun to make your own character. Right? Once upon a time, I would answered “yes” to that question without hesitation. I’ll now mend my answer to “yes, usually.” Why do I now permit myself to sacrifice creativity for availability? First, I no longer believe that question is even valid. The biggest reason why is pointed out by the blurb for the game.

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GRIM

Wolfsheim (Scion) RPG Review

Posted on June 3, 2009 by GRIM

Wolfsheim is a mini-adventure for Scion, stand alone, suitable for an evening’s play or as a pick-up or convention game, though it will need experienced characters to be pre-generated in such an instance. It’s fairly straightforward, if a little rail-roady (as most of these adventures from White Wolf have been) and it could easily be shifted in space and time from its modern, Germanic setting to just about anywhere or anywhen.

The basic storyline is that of Yojimbo, the famous Japanese samurai story, a town caught between two predatory groups and the wanderers coming in, upsetting the balance between the people and their antagonists and, hopefully, causing a new peace to come about (through a great deal of bloodshed in the middle).

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Flames

Blood Drive – A New Adventure for Hunter: the Vigil

Posted on May 20, 2009 by Flames

Everything is blood.

The heartland gushes. Highways like arteries. The map darkens with spreading red. At night, it’s all a great big bloody nowhere, a yawning mouth, a hungry shadow. And you have to cross it. It feels like a bad dream. It is a bad dream. This can’t be real. This can’t be what they want you to do. Of course, you know as soon as you wake up it doesn’t change anything. It doesn’t stop the fact that tomorrow night, this dream you’re having right now becomes really real, and let’s face it, you’re probably going to die out there.

Blood Drive is available at the Flames Rising RPGNow Shop.

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Flames

Eddy Webb “Finding Horror in the Eighties”

Posted on May 4, 2009 by Flames

Eddy Webb, Alternative Publishing Developer at White Wolf Publishing, brings us a new design essay today. Eddy tells us how New Wave Requiem was developed, what some of the challenges were and how the project came together.

Finding Horror in the Eighties

New Wave Requiem started as a joke. A bunch of us were clowning around in the Vampire office (where both the developer and art director had their desks) and joked about all the vampire movies in the eighties. The idea stuck in my head long after the conversation ended, and it led to me spending hours doing research, watching movies and constantly rewriting an outline until I really felt that we could do a Vampire product on America in the 1980s and still have it be a horror game.

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Madison Games Day 3 (Jan 23rd)

Emerald City ComiCon (March 13th & 14th)

Odyssey Con (April 16-18th)

C2E2 (April 16-18th)

Madison Games Day 4 (May 8th)

WisCon (May 27-31st)

GenCon Indy (August 5-8th)

Wizard World Chicago (August 19th-22nd)

Free! The Devil’s Night SAS One-Scene

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