A couple of days ago I got an email by Angus Abranson with a press release from EN Publishing. It was about their acquisition of the 2000AD license for tabletop roleplaying games. Wow, that’s a big one. For one I didn’t know Angus was involved with EN Publishing and secondly this might push EN Publishing more into the limelight.
I have to admit that I never paid much attention to EN Publishing’s products. For the most time they were for the d20 System which I wasn’t that interested in at the time. Their W.O.I.N. (What Old Is New) System managed to intruige me, but unfortunately it felt a bit too rules-heavy for my tastes.
The 2000AD license obviously includes the rights to use all 2000AD properties including but not limited to the infamous Judge Dredd. This might also be the one franchise most international gamers are familiar with and most interested in. So it’s no surprise that the core rules will be written with Judge Dredd in mind and future supplements will allow you to run games in other 2000AD settings.
The Judge Dredd & The Worlds of 2000 AD Tabletop Adventure Game (wow, that’s a mouthful!) will be powered by EN Publishing’s W.O.I.N. rules, which is really no big surprise. Again, I wasn’t really thrilled about this particular rules system, but I might give it another chance if reviews of the Judge Dredd game are favorable.
Overall this is a very interesting development. Let’s just hope that EN Publishing has the means and the talent to do the worlds of 2000AD justice – but I am cautiously optimistic.
What are your thoughts on this? Have you ever tried the W.O.I.N. system? Are you intrigued by a new series of 2000AD-based pen & paper roleplaying games? Please share your thoughts below!
Yesterday I ran Shadowrun Anarchy for my friends. Six of my “Stargazer’s Irregulars” showed up at 2 pm and after chatting, making jokes, and putting way too much snacks on the table we started playing.
Since not everyone at the table has played Shadowrun before I gave them an introduction into the setting and then they chose their characters from the pool of thirty pregens included in the book. Having thirty pregenerated characters is actually a boon and a curse at the same time. It took quite some time until everyone was comfortable with his or her choice.
In the end they picked Gentry (a human combat decker), Sledge (an ork street samurai), Kix (an elf razorgirl), Razzle Dazzle (an ork illusionist), Thunder (a human vigilante), and Wagon (a human combat medic). We decided that the characters already know each other and have already worked together.
Continue reading Actual Play Report: Shadowrun Anarchy
Shadowrun: Anarchy is the game I have been waiting for since I first played Shadowrun 1st Edition back in the 1990s. Anarchy is an alternate ruleset for 5th Edition Shadowrun which allows a more streamlined, narrativist approach to the fantasy cyberpunk game. By the way, this is not supposed to be a review. It’s just me sharing my thoughts with a bit of praise and some ranting thrown in for good measure. You have been warned!
Even though the rules have a certain Shadowrun feel to them, Anarchy uses a totally different ruleset based on Catalyst Game Labs’ Cue System. You still roll buckets of six-sided dice and all the Shadowrun tropes are still around, but things have been simplified a lot.
Everything which makes your character special like spells, cyberware, cyberdecks, etc. are now called Shadow Amps. Characters have only a few skills and just a handful of weapons. Gone are the days where you tracked dozens of various implants, or when you had to keep track of multiple kinds of ammunition. Even money is gone. Mr. Johnson pays you in Karma. Yes, that’s no joke. Armor now works like additional hitpoints. If you are a hardcore Shadowrun nerd who thrives on all the teeny tiny details, you might not enjoy Anarchy. But if you prefer rules-light games, you should give Anarchy a chance.
Continue reading My Thoughts on Shadowrun: Anarchy