The 588th is sent to Pashkovskaya to win the hearts and minds of the citizens there. There are whispers of German sympathizers in the area and the airwomen are asked to look for any potential suspects.
We have all seen posts on forums about, how do I get my players to try new games? This time we take a different approach to solving this ancient gaming problem. Over the past year we have successfully ran 20 different small press RPGs and have created our own indie gaming group at our local game store. We break down how we got things up off the ground and what struggles we faced and how we over came them.
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We sit down with Allen White, engineering professor, gamer, and designer of STEAM Hack.
STEAM Hack is an educational RPG that allows students to learn by role-playing their future self.
There are currently two Zines in development.
Mission to Mars, the players act as a mission control team that has to decide how they would have prepared for possible problems launching a Saturn 5 rocket.
Engineering & Automobiles, the players roles are based on their affiliation within the company goals. The players are in a meeting to decide the final design of a new product and resolve engineering concerns found during vehicle testing.
STEAM Hack is live on Kickstarter until April 27th with art by Ivy Fowler
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The women of section C return to Pashkovskaya after they have completed a hearts and minds mission for the NKVD to follow up on suspicions the found. Breaks in the section slowly begin to mend and the pilots find a small amount of peace before they are reminded of the constant presence of the war.
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We have talked about creative constraints creating opportunities in games before. Now we apply the same thought process to character creation. We also look at specific RPGs that put more than just genre constraints on character creation.
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After four sessions of Hot Springs Island, James and Lacey look at the highlights of exploration gaming and hex crawls. Are player aids like the Field Guide the key to drawing in players who might not be interested or is it just an unnecessary fancy add on to the game? Several other ideas spin off from the discussion, relating the hex crawl philosophy to other games, creating Field Guides for your own games, and Investigations as hex crawl.
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After four sessions of Hot Springs Island, James and Lacey look at the highlights of exploration gaming and hex crawls. Are player aids like the Field Guide the key to drawing in players who might not be interested or is it just an unnecessary fancy add on to the game? Several other ideas spin off from the discussion, relating the hex crawl philosophy to other games, creating Field Guides for your own games, and Investigations as hex crawl.
Twitter @justonemorefix
Facebook Just One More Fix Podcast
After four sessions of Hot Springs Island, James and Lacey look at the highlights of exploration gaming and hex crawls. Are player aids like the Field Guide the key to drawing in players who might not be interested or is it just an unnecessary fancy add on to the game? Several other ideas spin off from the discussion, relating the hex crawl philosophy to other games, creating Field Guides for your own games, and Investigations as hex crawl.
Twitter @justonemorefix
Facebook Just One More Fix Podcast