Hi guys,
Issue 3 of Signs & Portents is just shipping out to the distributors - subscribers ought to be getting their copies, well, about nowish!
Tales From Mongoose Hall continues, this time moving to a D&D campaign I was foolish enough to run in the office campaign. I'll apologise now, though there are some lessons to be learnt about party co-operation. . .
Shannon Kalvar brings us another view of the Gaming Symposium, a series looking at getting a better game. This time, he takes a look at Beyond the Cut Out, techniques and tricks to avoid cliched minor characters that will ensure yo0ur barkeepers do not all look and sound the same. Lizard follows with Nothing But Trouble, a guide to incorporating Ambassador Londo Mollari into your B5 story arcs without fear of stuffing up the canon story line - the major fear people seem to have with including the major characters in their games. But, with a character as cool as Londo, how can you resist?
The 3.5 Witch is an opportunity for Mr Scwalb to not only update the Quintessential Witch to the new rules but also to act upon a lot of the feedback we have been getting for this book. After this article, your witches will be smarter, cleaner and completely 3.5'd!
Our rolling preview of Conan continues (keep up with the feedback, we are using a lot of it to make sure this RPG is as good as the loin-clothed barbarian deserves). In this issue, we present the entire magic system for Conan, something I know a lot of you have been wondering about. The Necromancy sorcery style is highlighted, along with a few of its spells (Agonising Doom, Draw Forth the Heart, to name just two).
August Hahn next introduces us to ICQA Field Tests for Armageddon 2089 - the chance corporations sometimes give to mercenary companies in order to test new equipment. The downside is that sometimes the equipment is _highly_ experimental. In this article, the players are given the chance to play with the Cassandra Box, a prototype artificial intelligence. Treat her nicely, though. . .
Ultimate Gameplay covers The Urban Wilderness in this issue, a range of feats and magical items designed specifically for use in towns and cities. Ready to be slotted into any campaign for any character, these rules are true plug and play.
An interview with Mongoose writer August Hahn precedes another article from Lizard, this time covering the Pak'ma'ra, brining them up to the level of the other player character races (if you have a player in B5 just dying to play one of these disgusting, smelly, rude aliens). Their personalities and place in the galaxy are expanded from the main rulebook and racial feats have been added to set the Pak'ma'ra further apart.
Creature Feature is a new series of articles by Dragon writer Johnathan Richards, in the same spirit as a certain other British magazine's Fiend Factory of many years ago. In this issue, we concentrate on creepy crawlies!
Get Your Motor Running is one for Judge Dredd fans, expanding on that most loved of crime-fighting tools, the Lawmaster. As well as an interview with one of the Justice Department's most renowned Civilian Liaison Officers, players will now have some new 'toys' to play with on their bikes as they cruise the streets. Oh, and we did not just ignore that Civilian Liaison Officer in the interview - the full prestige class has been included too (perfect for players who are a bit too touchy-feely with the citizens).
Jonny Nexus goes on a bender about Babylon 5 (we cannot stop him, you know) and Signs & Portents wraps up with The Vengeance of Maeldun, a Slaine scenario written by the game's designer, Ian Sturrock - and something many of you have been fairly shouting for! Being more fearful of our Slaine fans than anyone else, we had to comply. . .
Signs & Portents 3 will be appearing in your local stores in just over a week and at $5.95 for 72 full colour, glossy pages, you just cannot go wrong!
Issue 3 of Signs & Portents is just shipping out to the distributors - subscribers ought to be getting their copies, well, about nowish!
Tales From Mongoose Hall continues, this time moving to a D&D campaign I was foolish enough to run in the office campaign. I'll apologise now, though there are some lessons to be learnt about party co-operation. . .
Shannon Kalvar brings us another view of the Gaming Symposium, a series looking at getting a better game. This time, he takes a look at Beyond the Cut Out, techniques and tricks to avoid cliched minor characters that will ensure yo0ur barkeepers do not all look and sound the same. Lizard follows with Nothing But Trouble, a guide to incorporating Ambassador Londo Mollari into your B5 story arcs without fear of stuffing up the canon story line - the major fear people seem to have with including the major characters in their games. But, with a character as cool as Londo, how can you resist?
The 3.5 Witch is an opportunity for Mr Scwalb to not only update the Quintessential Witch to the new rules but also to act upon a lot of the feedback we have been getting for this book. After this article, your witches will be smarter, cleaner and completely 3.5'd!
Our rolling preview of Conan continues (keep up with the feedback, we are using a lot of it to make sure this RPG is as good as the loin-clothed barbarian deserves). In this issue, we present the entire magic system for Conan, something I know a lot of you have been wondering about. The Necromancy sorcery style is highlighted, along with a few of its spells (Agonising Doom, Draw Forth the Heart, to name just two).
August Hahn next introduces us to ICQA Field Tests for Armageddon 2089 - the chance corporations sometimes give to mercenary companies in order to test new equipment. The downside is that sometimes the equipment is _highly_ experimental. In this article, the players are given the chance to play with the Cassandra Box, a prototype artificial intelligence. Treat her nicely, though. . .
Ultimate Gameplay covers The Urban Wilderness in this issue, a range of feats and magical items designed specifically for use in towns and cities. Ready to be slotted into any campaign for any character, these rules are true plug and play.
An interview with Mongoose writer August Hahn precedes another article from Lizard, this time covering the Pak'ma'ra, brining them up to the level of the other player character races (if you have a player in B5 just dying to play one of these disgusting, smelly, rude aliens). Their personalities and place in the galaxy are expanded from the main rulebook and racial feats have been added to set the Pak'ma'ra further apart.
Creature Feature is a new series of articles by Dragon writer Johnathan Richards, in the same spirit as a certain other British magazine's Fiend Factory of many years ago. In this issue, we concentrate on creepy crawlies!
Get Your Motor Running is one for Judge Dredd fans, expanding on that most loved of crime-fighting tools, the Lawmaster. As well as an interview with one of the Justice Department's most renowned Civilian Liaison Officers, players will now have some new 'toys' to play with on their bikes as they cruise the streets. Oh, and we did not just ignore that Civilian Liaison Officer in the interview - the full prestige class has been included too (perfect for players who are a bit too touchy-feely with the citizens).
Jonny Nexus goes on a bender about Babylon 5 (we cannot stop him, you know) and Signs & Portents wraps up with The Vengeance of Maeldun, a Slaine scenario written by the game's designer, Ian Sturrock - and something many of you have been fairly shouting for! Being more fearful of our Slaine fans than anyone else, we had to comply. . .
Signs & Portents 3 will be appearing in your local stores in just over a week and at $5.95 for 72 full colour, glossy pages, you just cannot go wrong!