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One of the first things for a new Gamesmaster to get their head around is what it is, exactly, that they are getting themselves into. Roleplaying games are unusual things and, whilst many words can be found elsewhere that define them, you need to work…
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Alpha goes with the time-honoured tradition of characterisation which supposes that, once you’ve described your heroic persona in story terms, you will need to define him or her in statistical terms. The basic elements of this numeric definition are Attributes and Skills. Attributes These are…
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One of the key ideas that Dark Reich supposes is that Magick is a reality. This is a strange mix of European mysticism and down-right flashy high fantasy wizardry.
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One of the initial decisions we made for Dark Reich is that we would try, at least initially, to write the setting from the point of view of the German Reich. Instead of the “heroes” being the Allies, we felt that it would be more…
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The core of Alpha is the use of a totally unoriginal dice mechanic, namely “roll 2 dice, add them together, aim to roll high”. This is a time-honoured approach and chosen for one very specific reason: I want beginners to be able to grasp the…
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Dark Reich is our first setting. The central idea is to play in an alternate historical setting based on the action of World War Two. This alternate history significantly changes the “real” outcomes of key events and also introduces magickal elements.
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It was all Mike Mason’s fault. We were at Origins in Columbus a few years ago when he suggested it. Here, at last, is where it truly begins. For the third time. Alpha is my attempt to build an RPG that I enjoy playing the…