Andrew Peregrine

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Andrew Peregrine

Andrew Peregrine

While there are many games with interesting and clever rules, there are few that introduce new concepts and ways to play. Ars Magica stands out as offering not one but three RPG innovations that were new to me when I first picked up the game in around 1992 in its second edition.
Conventions are great places to find gems you might not have seen in the sweeping ocean that is the internet. Emberwind was one of those for me and since picking up a copy a few years ago the line has gradually expanded with another two adventures and a system book. The first thing to grab me about Emberwind was the art, as they don’t stint on that at all. The setting is also great, and I look...
I work for Modiphius on Dune: Adventures in the Imperium and Star Trek Adventures, so it’s no surprise I’m a fan of their 2D20 system. But its only recently with Dune that I’ve had to take a deep dive into the rules and noticed that 2D20 does a lot of things that make it more than worthy of an article.
Depending on the game, the GM/DM may have the most responsibility for preparing and running the game. But players have responsibilities too.
Most role-playing characters are heroes, some are even super heroes, so it’s hard to imagine them being bad at anything. If you are working with a system that rewards optimisation (like D&D) it’s even harder. Such systems not only make it harder to build in a weakness they actively encourage you to avoid doing so.
In a previous article, I said it was time we all stepped up and tried GMing for a change. However, I do appreciate it isn’t that easy. If you are thinking of running a game but you don’t know where to start, here’s some helpful advice.
There is a certain type of adventure that in recent years seems to have fallen out of popularity: dungeons.
Isn’t it about time you stepped up and took on the load sometime to give your usual GM a break? Short answer, yes it is.
Why should the GM be the one to have to come up with all the ideas anyway? They have enough to do. So why not have your players put some effort into shaping the session?
I don’t think I need to convince anyone that dice are cool. But for those who feel dice are only useful for looking pretty and making a clattery sound behind a GM’s screen, I disagree.
Running a game can be hard and quite a responsibility. While players sometimes consider participation optional, without a GM there is no game. Given that, the GM has to do at least some prep work as well before each session, even if it’s just reading an adventure. So the GM doesn’t have the option to forget about the game until game night and just pick up their character and dice. All this can...
The holiday season is upon us again, and you may be wondering how you can add some holiday spirit to your game. However, at the same time you may not want to give your player characters an easy time drinking mulled wine and giving each other gifts. Here are a few ways to add a touch of festive style and still give your player characters a really hard time in the adventure.
A couple of years ago at Gen Con I had the scariest experience any GM can ever have. One of the players joined my Doctor Who game saying it was their first time role-playing. This wasn't scary because I thought they'll play it wrong or because I'd have to explain anything about the rules. It was scary because I knew that if I screwed up this game that player may never game for the rest of...
I wasn't completely new to online gaming before Covid-19, but recent events have given me a crash course, as it has for most of us. It's made me change my gaming habits, but also taught me a few lessons. So it seemed worthwhile to offer are few rules I've learned, in the hopes I'm not the only one who's still adjusting. Picture courtesy of Pixabay. 1 - Set Times It's important to set both a...
I'd like to make a case for taking your game to the darkest places you can imagine. Not just with violence or carnage but the sort of horror that makes you question everything. This might sound complicated but it's actually very simple. You give your player characters no good choices.
While they are pretty (oh so pretty) you don’t actually need dice to play a role-playing game. If we don’t mind the Gamemaster fiddling with results to improve the story (when players do it, that’s just cheating) how much do we really need to roll something? Some GMs say they only roll as they love the sound the dice make. So if you are fudging anyway, why not go the whole hog and be open...

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Reviews

You won't survive this tragedy of doomed heroes!
A new spin on a retro form of text adventure games.
A one-shot adventure which evokes the generational horror of Stephen King.
A beginner adventure written by comics writer Jim Zub.

Dungeons & Dragons

A WizKids miniature reveals the iconic character's face for the first time.
SRD 5.2 will be released under Creative Commons next year.
Garr is obsessed with proving that he’s better at it than you are—no matter what it is.
New individual-packed unpainted minis available for pre-order
The full table of contents leaked by YouTuber 'Gamemasters'.
One of only two TTRPG creators with four separate million dollar Kickstarters!

Industry News

One of only two TTRPG creators with four separate million dollar Kickstarters!
Passes the million dollar mark with just a day to go.
After a disappointing 2023, latest earnings call from Hasbro shows tabletop games starting to recover.
Publisher of video games, Star Wars TTRPG, and owner of Middle Earth Enterprises restructures after turbulent year.
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