For DG, you want investigation, mystery, high stakes, constant paranoia, suspense coming from every angle, all that before the players brush up against things that are cosmically weird and deadly. That’s a tough balancing act to write.
History is an inexhaustible well of deep mystery, action, comedy, and tragedy to inspire and feed even the most fantastical RPGs. Join game designers who specialize in historical gaming for tips on making it an easy and powerful resource.
Arc Dream Presents: How to Game the Weird, a panel discussion on the ins and outs of designing and running a weird horror scenario. Moderator Daniel Harms leads a discussion with panelists Fiona Maeve Geist, Kenneth Hite, Shane Ivey, Badger McInnes, and Sandy Petersen.
Arc Dream Publishing’s Shane Ivey moderated a deep dive into the cloud-waves of Hali for the origins, evolution, and influence of Chambers’ haunting tales.
Thank you for your patience as our performers—I mean, our earth-devouring champions of entropy and conquest!—have been training and gathering their strength. The