Layoffs Hit Wizards Of The Coast ‘D&D’ Team
June 27, 2011 by admin · Leave a Comment
Wizards of the Coast has downsized its Dungeons & Dragons creative team. Included in the layoffs was Bill Slavicsek, WotC’s Director of Roleplaying Design and Development, who joined TSR in 1993 after a stint a West End Games where he oversaw the development of West End’s Star Wars RPG. Slavicsek, who wrote the second and third editions of A Guide to the Star Wars Universe, is considered one of the world’s leading Star Wars experts.
In a farewell statement posted on the Wizards Website Slavicsek noted the projects he had worked on since WotC acquired TSR and moved the staff from Lake Geneva to Seattle: “I’ve had the pleasure of working closely with a talented group of creative people over the years, and we accomplished such feats as launching both the 3rd and 4th editions of the D&D roleplaying game, creating d20 Modern and d20 Star Wars, launching painted plastic miniatures for D&D, creating new worlds such as Eberron and the D&D Core World, and most recently launching a new category of D&D board games that started with Castle Ravenloft.”
At least two other layoffs from the D&D creative team have been confirmed on the EN World Website. Michele Carter, the “Editing Manager” of the D&D Group, who has been around for a long time (her name is in the credits of numerous D&D publications from the 1990s), and Stephen Schubert, the Development Manager for D&D, have also reportedly left the company.
Wizards of the Coast did not respond to a request for comment in time for this article.
Wizards of the Coast has given D&D a lot of support in recent years, including the D&D Encounters Organized Play program and new entry level products. But the company pared its D&D release schedule for 2011, eliminating weaker products from the schedule.
WotC’s new initiative to translate elements of its D&D adventures into the world of board games (see “Dungeons & Dragons: Legends of Drizzt”, “Wrath of Ashardalon,” and “Cooperative Ravenloft Board Game”) has met with considerable success.
Wild West Roleplaying For BRP From Chaosium
September 22, 2010 by tcgames · Leave a Comment
Chaosium brings you Devil’s Gulch, an old west setting for the Basic Roleplaying system…
Devil’s Gulch is a typical town of the American Old West from 1870 through 1885. It is a collection of buildings set along a single dirt road with side streets where private residences are found. It features saloons, a bank, a general store, and a church. Most buildings are made of wood, though some boast of a brick addition or a stone foundation). Hitching rails are found in front of most buildings, and water troughs are set sporadically along the main street. Train tracks form one of the town’s borders. On the outskirts of Devil’s Gulch are mines, ranches, and box canyons perfect for hiding desperadoes.
The cast of characters includes gamblers, gunfighters, a preacher, a blacksmith, and a nymph du prairie (that’s a prostitute to those in the know). If you make Devil’s Gulch a base of operations for your Wild or Weird West campaign, the players may be interested in taking on the roles already filled by NPCs. There are many players who would jump at the opportunity to play the town sheriff or even the established gambler.
The basic layout of Devil’s Gulch is suitable for an historical campaign set in the American Old West, but there are many suggestions included for placing the town in the Weird West. You can modify the setting even beyond the author’s suggestions: Devil’s Gulch could be easily transferred to a steam-punk setting in which the town is an outpost of the new British Colony on Mars; perhaps it is populated with humans and grays, and the real trouble comes from tribes of xenomorphs roaming the Martian landscape; or maybe Devil’s Gulch is an immersive amusement park created by an evil gunslinger with superpowers, just waiting to test his skills against your heroes!
The town is a tool to use and transform as needed. Also included is a fold-out town illustration and diagram with major establishments identified. On the other side we offer a broadsheet touting Dr. Farnam’s Astounding Medicine Show.
Set to release in October 2010, you can find out more by visiting Chaosium’s website.
‘Smallville’ Roleplaying Game by Margaret Weis Productions
Heroes may arise from the ashes of tragedy or the ruins of deceit, but in our darkest hour, can they set aside their differences and save the world? Who do you fight for? What is your destiny? SMALLVILLE tells the ongoing story of one of the most iconic of super heroes, his friends, his family, and his foes. In the SMALLVILLE ROLEPLAYING GAME you may take up this story for yourself, or forge a new path with heroes and villains of your own.
Based on the newest incarnation of the award-winning CORTEX SYSTEM, the SMALLVILLE RPG brings to life the drama, intrigue, and action of the hit television series from The CW. This rulebook features complete rules for creating and playing your own Lead Characters in the world of SMALLVILLE, in addition to a full lineup of heroes, antagonists, locations, and superpowers drawn from the show. All you need to play the SMALLVILLE RPG is this book, a set of dice, and your friends.
Created by Cam Banks, Roberta Olson, and Josh Roby, with Joseph & Mary Blomquist, Amanda Valentine, and Tiara Lynn Agresta
The Serenity RPG Expands With ‘Big Damn Heroes Handbook’
October 1, 2009 by tcgames · Leave a Comment
Big damn heroes. That’s you and your crew. Don’t matter where you are in the ‘Verse or how you aim to pay for those Fruity Oaty bars. Could be you’re flyin’ a ship held together by spit and duct tape, haulin’ cargo that the Feds would consider a mite questionable. Could be you’re flyin’ a Piao Leong cruiser, doin’ righteous work for the Alliance. you and yours are Big Damn Heroes and, as such, you need a Big Damn Heroes Handbook.
Which, as it happens, is what you’re holdin’. In this book, a partner to the Serenity Role Playing Game, you’ll find new Traits such as Ain’t Got Time to Bleed and Glory Hound. There’s expanded and clarified rules for character and ship combat. More information on Chinese culture in the ‘Verse, including the Tongs and new Chao Ji Chinese phrases and proper names. And you say you want to a little business with your old buddy, Badger? You’ll find his description and game stats, along with a host of other NPCs—some friendly, some not so much.
No Power in the ‘Verse Can Stop You
The original Serenity Role Playing Game has sold more than 25,000 copies in print and has continued to draw in more fans to gaming with the Cortex System rules for over three years. The fans are eager for more options they can bring to the game table. Now we have the answer for them. Read more
Mouse Guard RPG Earns Three ‘ENnie’ Nominations
July 21, 2009 by tcgames · Leave a Comment
Adding to its growing list of accolades, acclaims and honors, Archaia’s Mouse Guard Roleplaying Game has been recognized by the 2009 Gen Con EN World RPG Awards (“the ENnies”) in three categories. The awards recognize excellence in tabletop roleplaying gaming, and winners are determined by the peoples’ choice, with the final winners voted upon online by gamers across the world.
The Mouse Guard Roleplaying Game has been nominated for Best Interior Art, Best Production Values and Product of the Year. It was created by Luke Crane (Burning Wheel) and David Petersen, the creator of the comic series on which the RPG is based.
Voting is open to the public from Friday, July 24 to Saturday, August 1 at the official online voting booth, located at http://www.ennie-awards.com/nominations/nominees.asp. Fans of Mouse Guard and Archaia are encouraged to vote and ask their friends to vote, too!
The awards ceremony will be held on Friday, August 14, 2009 at Gen Con Indianapolis, which takes place at the Indiana Convention Center in Indianapolis, Ind. from August 13 to 16.
“I am really happy that the game is getting the reception it has,” beamed Petersen. “The ENnie nominations reinforce what I have thought since I playtested the game: Luke made a fun game that really makes the Mouse Guard world a playable place to be.”
“Nothing would please me more than to see David go home with the ENnie for Best Interior Art,” said Crane. “David went out of his way to specifically produce awesome art for this book. The work he did put the comic behind schedule! I think he deserves much praise for his efforts.”
The Mouse Guard Roleplaying Game was also recently honored with an Origins Award for Best Roleplaying Game of 2008.
“[The] Mouse Guard [Roleplaying Game] is simply a fantastic product, offering the beautiful artwork and clever setting of the comic alongside a game system that is fun in play and encourages constant player involvement,” said Christopher W. Richeson on RPGnet, an independent website and community dedicated to tabletop roleplaying games.
For more information on Archaia or any Archaia titles please visit www.Archaia.com. For more information on Mouse Guard please visit www.mouseguard.net.
About Archaia
Founded in 2002, Archaia has built an unparalleled reputation for producing meaningful content that perpetually transforms minds. With a slate including such popular Eisner-Award winning titles as Mouse Guard and The Killer, as well as Awakening, Gunnerkrigg Court, Robotika, Killing Pickman, Artesia and the Publisher’s latest additions of Titanium Rain, God Machine, Roddenberry Productions’ Days Missing, and The Jim Henson Company library, Archaia has become synonymous with quality content. For more information on Archaia or any Archaia titles please visit www.Archaia.com.
Hammer’s Slammers For The ‘Traveller’ Roleplaying Game
July 13, 2009 by tcgames · Leave a Comment
Ok, folks. I have a love-hate relationship with Hammer’s Slammers. I’ve read the books. I’ve played the board game. I just think that it’s in the category of “I almost like it”. I love the concept of a futuristic mercenary unit that goes around the galaxy, kicking all sorts of ass. It seemed to miss the mark for me as a story idea though and here’s where I can actually say “This is so cool!”. A roleplaying supplement!
Now you can take the “idea” of Hammer’s Slammers and produce whatever story-driven ideas you can think of yourself and put them into play…
Based on the novels and short stories of David Drake, Hammers Slammers is a brand new setting for the Traveller roleplaying game. Players will take the part of tank crews and specialists within the best known and most capable mercenary unit in the galaxy!
This full colour hardback is packed full of the history of the Slammers, the weapons, vehicles and tactics they use, new careers – all rounded off by a series of missions to get you started. With all vehicles created using the Traveller Vehicle Creation System, this book is guaranteed to be fully compatible with every other Traveller book, allowing you to mix and match supplements as you desire!
The Hammer’s Slammers RPG supplement for the Traveller system is available as a digital download from DriveThruStuff.com
Obsidian Confirms Cancellation Of ‘Aliens’ RPG
June 27, 2009 by tcgames · Leave a Comment
Hopefully the same isn’t true for Aliens: Colonial Marines, or that would leave Sega with only Aliens vs Predator in development. The Japanese publisher further confirmed the project’s termination to GameSpot, saying, “At this point, Sega has no plans to move forward with the Aliens RPG.”
Warhammer Fantasy RPG Pen & Paper Available In Digital Form
June 26, 2009 by tcgames · Leave a Comment
The Warhammer Fantasy Roleplay Core Rulebook is available now in digital form exclusively through DriveThruStuff.com.
In Warhammer Fantasy Roleplay, you are unlikely heroes in a grim world of perilous adventure. You venture into the dark corners of the Empire and deal with the threats that others cannot or will not face.
You’ll probably die alone in some festering hellhole, but maybe, just maybe, you’ll survive foul Mutants, horrible diseases, insidious plots, and sanity-blasting rituals to reap Fate’s rewards.
Warhammer Fantasy Roleplay is a complete game. All you need to play is in this book, some dice, and a group of friends. Inside these covers you’ll find:
• A quick system for character creation. You can make a character in less than half an hour and jump right into the game.
• A simple yet robust set of rules that let you handle everything from social interaction to Chaos mutations.
• A unique career-based system of character advancement and over 100 careers – from Assassin and Bone Picker to Troll Slayer and Zealot.
• Complete rules for magic, cover both Arcane and Divine Orders and over 175 spells. Power can be had, but beware Tzeentch’s Curse!
• Details on the Empire and the Old World, from the social order to religion and belief.
• A complete introductory adventure, Through the Drakwald.
• A new short story by renowned Gaunt’s Ghosts author Dan Abnett.
‘Dragon Age’ Joins World Of Pen-&-Paper Roleplaying Games
May 6, 2009 by tcgames · Leave a Comment

Far be it from EA to launch a new franchise and not exploit it, hence today’s news that BioWare’s upcoming roleplaying epic Dragon Age: Origins is getting a pen-and-paper roleplaying counterpart.
Described by BioWare CEO Dr. Ray Muzyka as “an excellent way to expand the franchise,” the game is being co-developed by pen-and-paper veterans Green Ronin. Previously GR has worked on Warhammer Fantasy Roleplay and Thieves’ World.
Though it will initially hit retail as a single boxed set this summer, additional boxed sets and supplemental books are planned for the future.
Winterweir For Savage Worlds Available For Pre-Order
April 21, 2009 by tcgames · Leave a Comment
Savage Worlds pen & paper RPG is such a great system that many companies are pumping out world settings, supplements, and adventures for the role playing core rules.
Phipps Studios has one such product up for pre-order and it looks to be just as good as everything else that’s come out for Savage Worlds so far.
Where the clang of steel rings loudly and the blood of men flows freely.”
The land of Winterweir is a cold and unforgiving nation in the world of Teth-Ammon. A world that is constantly besieged by dark and nightmarish things from the Netherdeep and Far Chaos. A world where racial tensions run deep between the various peoples. A world where there is no obvious good and many accepted evils. It is a world desperately needing heroes, or at least people willing to kill the darkness.
Winterweir is a the first in a series of setting books for the world of Teth-Ammon. A campaign starter that provides an overview of the world and its many political conundrums. It gives all the information necessary to run a Dark Fantasy campaign in a world of horrors gone wild.
Winterweir contains:
A host of new Edges and Hindrances. New Racial Templates for characters. A guide to new magical powers and how to create them. A number of new nations to adventure in. The History of Teth-Ammon. An Antagonists section with a selection of pregenerated villains for Narrators to use. A storytelling guide for the setting. New Rules for Savage Worlds. New Equipment for Savage Worlds. A adventure generator for Savage Worlds.
- Expected approximately April 2009




