Category Archives: Game Design

Sons of Arcadia: an RPG made in Puerto Rico!

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Gaming is alive and well in Puerto Rico! I’m not just saying that because of my involvement in Puerto Rico Role Players, but because I meet GMs and players every day, hear of new groups forming, there are various stores catering to gamers, many with a heavy emphasis on CCGs and miniature games, and two actively supporting RPGs, The Gaming Pit in the Metro Area of the island and Paladin Book and Games in Isabela in the north-west. I need to do a series on the various stores in the island, that’s been percolating in my mind for some time now… But I digress!

There are also at least two tabletop role-playing games I know of being developed locally. One I’ve been aware of for some time because two close friends of mine have been working on it for over two years, so I’ve been privy to the development and evolution of the rules. I’ll share more news on that game when they are ready to make it public. However I recently learned of another tabletop RPG about to be published in the next few days, Sons of Arcadia! To the best of my knowledge this will be the first published Puerto Rican tabletop RPG, I’m excited and wanted to learn more…

After some initial contact over social media with the writer this interview came about. I had a conversation via e-mail with Peter A. Mojica, a young man from Mayaguez, Puerto Rico, who is getting ready to publish his role-playing game Sons of Arcadia. Thank you Peter for agreeing to this interview! Continue reading Sons of Arcadia: an RPG made in Puerto Rico!

Through the Moongate

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Yesterday evening I had the chance to run my first White Box game set into the world of the Ultima series, Britannia (or Sosaria as it was known before). Overall I have to say things went pretty well.

The player characters were all humans from Earth, who got lost in a renaissance faire and ended up in front of a gypsie’s wagon. The mysterious woman inside asked them 28 moral dilemmas which determined the characters’ professions.

Yes, I actually took the questions from the Ultima games to determine which Virtue was favored the most by the players. I could have reduced the number of questions if I asked each person seperately and then picked the questions more cleverly. But since I wanted to get the answers in one big swoop, they had to go through all 28. In the end we had a Paladin, a Druid, a Magic-User and Ranger. Continue reading Through the Moongate

Sunglar’s Savage House Rules!

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I first became interested in Savage Worlds when I read a reference to it in a message board. Can’t remember which one now, but I do recall the poster praised the system on the ease of prep and how smoothly it ran. I was running a high level D&D 3.5 campaign back then and that sounded like music to my ears! This was in 2004 or 2005. I finally got the Savage Worlds revised hardcover in 2006 at The Compleat Strategist during a business trip to New York City. I remember reading the book that night at the hotel, and not quiet grasping the game. “It uses playing cards for initiative, and what the deal with the damage system?” I never figured it out, had other games to run, so the book just sat on my shelf.

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In 2007 I went to Gen Con and visited the Pinnacle Entertainment Group booth and saw Savage Worlds Explorer’s Edition. It was $10 for a complete game, how can you say no to that! I got 2 copies. I read the book, got a better idea how the game worked, and I tried running a one-shot using it but the shaken/wounded damage mechanic was not intuitive, the initiative was strange, I didn’t get how all the different bits worked together, so we didn’t play it again. Continue reading Sunglar’s Savage House Rules!