This is a collection of fun stories. Well, mostly, and I enjoyed the combination of science fiction and western and weird and magic. There are aliens and devils and gods and even Coyote. And a collection of Chin Song Ping stories. Even the introduction is fun!
The stories are sometimes dark, and sometimes hilarious, but always fresh and interesting. A great way to spend some time in another world or two.
What constitutes being human? Why are gods so bad at poker? How would you square dance in zero-gee? What is the alcohol tolerance of a superhero? When is a good time to visit the universe next door? Why does Buffalo Bill want a T-Rex? Is Buggs Bunny transgendered or just a drag queen? None of these questions are answered herein, but asking them is half the fun.
We hadn’t realized that “Choose Your Own Adventure” was trademarked, and we never meant to infringe on that trademark, so we have dropped the subtitle from “One More Good Trade.” Unfortunately, Amazon does not allow us to change titles, so we had to delete the old one, and upload everything all over again. So, if you would like to order “One More Good Trade,” simply go to: https://www.amazon.com/dp/B09FYHCNBN
The print version should be available very soon as well.
As work continues on our new RPG, let’s go back to RPGs for this weekend. Let’s go back to The Battle For Turtle Island: Buffalo Wars…
Imagine it’s the 19th century, and the colonization/conquest of the Americas is underway yet again, only this time magic is real, and the Indians have a lot more of it than the colonists. This is the world of The Battle for Turtle Island: Buffalo Wars. The colonists may have the better weapons, but the Indians nearly double the magic of the colonists. Maybe this time the history of the Americas will be very, very different. The Battle for Turtle Island: Buffalo Wars is actually two books in one. It has the core rules for The Battle for Turtle Island RPG, which will be a series of books featuring the different parts of the Americas, and it also has the Buffalo Wars supplement which looks at the battles for the plains. You can choose to be a Cavalry Soldier, an Arapahoe Medicine Man, a Colonist Trapper, an Apache Warrior, or any number of other classes, and your character can choose to change classes as they advance. This book contains, the character classes, the special abilities for each Indian tribe, the goods, the spells, and much more. The only other thing you’ll need to play is some dice and a vivid imagination.
This weekend, we’re featuring Quantum Women by Tyree Campbell.
A quantum is a self-contained unit—of energy, light, and so forth. It exists in and of itself, irrespective of its surroundings. But it can be, and usually is, part of a team. A quantum woman, then, is a self-contained person, independent, yet willing to be part of a team if the right teammate comes along. Quantum women aren’t superheroines with superpowers, they’re not “chicks in chain mail,” although they might be, as Pamela Sargent wrote, “Women of Wonder.” For the most part, quantum women are everyday folks in a science fiction or fantasy setting. They might be home-makers or home-wreckers, homely or homey, but all of them are focused, determined, willful, and independent. To those who have men in their lives, they are partners and companions, equals and not subordinates. And yet, like any of us, they can find themselves in extraordinary situations where a bit of heroism can save the day. You’ll encounter them on these pages.
Taurin Tales is a shared world anthology featuring some of the top names in small press science fiction. The Taurins were created by science fiction writer, editor, and game designer J Alan Erwine. Once he had created them, he invited some of his favorite writers to play in the universe, and further flesh out these new aliens. Thus was born Taurin Tales. The stories in this collection cover a large aspect of Taurin life…grand space adventures, small character studies, the tackling of difficult social issues, the past and the future of the Taurins. Included in this collection, you’ll find David Lee Summers, D. Moonfire, Ian Brazee-Cannon, Tyree Campbell, Anna Paradox, Laura Givens, and Rick Novy.
If you’re looking for something new and interesting in Sci-FI RPG, then Ephemeris is well worth picking up.
A hard part about running a SF roll playing game is developing a good balance of character types and skills. I found this book useful as it had a well-tested background.
At 332 pages, 297 are the content. When trying to get a review or rwo for Ephemeris; I found this one: https://youtu.be/NQS6mRd– kdzQ I do agree with most of what he says (Tetsubo57). Editing: font size ok. Perhaps saved 20-30 pages by condensing some of the example classes shown (possible.)
Combat rounds are 10 seconds long. Weapons have a damage factor, which is multiplied by the difference between the attack and defence rolls.
The Arbonix to me do seem somewhat wierd, with 2 rows of ‘nipples’ on their chest to ‘float’.
The system shouldn’t be too hard to ‘home rule’ by GMs, if they wish to make changes for their campaign or scenario(s) they are running.
If you prefer using D6 instead of D20 for OGl; Ephemeris should do pretty much ok.