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A semi-traditional roleplaying game, played without randomisers.
I’ve got some spare books going as a result of Conpulsion: three copies of Æternal Legends and one of BLACK SEVEN. I don’t want to just sell them, because DriveThruRPG, Indie Press Revolution, and Lulu […]
Conpulsion was pretty damn fantastic. I got to meet a number of people who I’ve only known online up to now and really reconnect with the Scottish gaming scene. I’m fired up and ready to go. Nothing to do with drinking that much Red Bull, oh no.
One of the side effects of […]
The February Game Design Contest on Something Awful is all about designing a game that fits on two pages of single-spaced 12pt Times New Roman. That’s the sort of thing I can get into.
Now, I don’t really do things by halves, so instead of doing an outline, then part one, then part two, then […]
The inimitable Jason Corley made some absolutely awesome BLACK SEVEN play aids, including a character sheet, a set of status cards, and a Threat Level display.
I think they’re absolutely fantastic, and that you should check them out right the hell now.
He posted them back in August and mentioned it to me […]
One thing that the Werewolf Translation Guide had running against it was the sheer size of both Apocalypse and Forsaken. Seriously, these are two really fucking huge games. Both games introduce an animistic spirit world into their respective World of Darkness, while also detailing the shapeshifting half-spirit protagonists and […]
A few weeks ago, I updated ANIMUS with a new set of rules for running the setting as a Virtual History within the world of BLACK SEVEN, either to train new Agents or to send experienced Agents into the past to discover new secrets.
If you bought ANIMUS through DriveThruRPG, you can get the new […]
I’ve written a set of chase rules for BLACK SEVEN. Your Agents can try to catch the enemy scientist through rush-hour traffic, or run for their lives from an exploding building.
If you bought BLACK SEVEN through DriveThruRPG, you can get the chase rules from the product page. The chase rules […]
Mass Effecting the Thousand Suns is my hack of James Maliszewski’s Thousand Suns RPG—my go-to game for all manner of traditional SF roleplaying when I’m in a mood for something other than Trinity—to tackle one of the most gameable science fiction universes of recent years. Yes, I am […]
About
Stew Wilson is a writer, game designer, computational demonologist, and mathematician.
This blog covers his professional writing and game design work.
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