Iconic Heroes: Approaching Characters

Character creation in Icons is simple, but limiting it to emulate the type of “super-empowerment” demonstrated in Heroes will add some complications to the process. Using the point build method will certainly make things easier for players, but with that route missing out on the mystery of what power they will have, and considering my … Continue reading →

Saturday Seed – 19 (All for One)

This seed has been planted for All for One: Regime Diabolique, and I am certain it will grow well, and flourish into an enormous tree with many branching stories as it is to be set in Paris, and as everyone knows, the streets of that noble city are lined with so much fertilizer produced by … Continue reading →

Mechwarrior: Dissecting a Contender

Once things got moving with BF’s Mech-Breeding Genetic Algorithim the fur really started to fly. Spurred on by random memories framed in spontaneous theorizing and questioning, BF narrowed down the fitness function to one which did not fly in the face of what we consider to be reason, and began to produce fairly fit fighters … Continue reading →

Mechwarrior: Initial Comparison of 3rd and 4th Edition

First Impressions: In an initial run through character creation using Mechwarrior 3rd Edition, and Mechwarrior 4th Edition, those who have kept current with the game line will know that I did not find too many differences in terms of fundamental approach and content. What I did find, though, was a trade-off in terms of how … Continue reading →

All for One: Magic most Foul~

The inclusion of magic in its myriad period forms in All for One, expands the possibilities for the setting immensely, and will do much for adding elements of investigation, demonstration of guilt, and debate about intentions and the very nature of human understanding of the organization of the universe. Even in the Three Musketeers, a … Continue reading →

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