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  • ✇Eurogamer.net
  • What we've been playing - fitness games, old classics, and Dungeons & DragonsRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we get sweaty in a new fitness game called Quell; we mull the ways in which Dungeons & Dragons combat is exciting but also frustrating; and Ian goes digging through the crates and revisits a classic.What have you been playing?Catch up with the older editions of this column in our What We've Been Playing archive. Read more
     

What we've been playing - fitness games, old classics, and Dungeons & Dragons

16. Srpen 2024 v 12:16

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we get sweaty in a new fitness game called Quell; we mull the ways in which Dungeons & Dragons combat is exciting but also frustrating; and Ian goes digging through the crates and revisits a classic.

What have you been playing?

Catch up with the older editions of this column in our What We've Been Playing archive.

Read more

Travel Back to the 1980s with “80’s Adventures”: A Retro 5E Supplement & Adventure Module – On Kickstarter Now

Dice Dungeons has launched a Kickstarter campaign for “80’s Adventures,” a supplement for 5th edition Dungeons & Dragons, drawing inspiration from everyone’s favorite decade, the 1980s. 80’s Adventure introduces a series of new subclasses, magic items, and spells that capture the spirit of the decade.

Each class receives a new subclass that mirrors an iconic 1980s archetype, such as the Ghost Hunter Ranger, the Way of the Crane Monk, and the Relic Hunter Rogue.

In addition to character options, the project includes an assortment of magic items and spells that reflect the theme. Notable items include the Jacket of Membership and the Fanny Pack of Holding, alongside spells like “All night,” which conjures a night of revelry, and “Pressure,” which allows manipulation of physical structures.

The campaign also features five cinematic modules that draw inspiration from 1980s film genres, from horror to comedy. These modules, like “Curse of Garnet Lake” and “Caretaker’s Descent,” offer diverse adventures and are accompanied by detailed illustrations.

Game Masters will find new resources to help build immersive worlds and campaigns. The book provides pre-made locations and a collection of monsters inspired by 1980s cinema.

The Kickstarter campaign has reached $116,996 in pledges, exceeding its initial goal of $10,000, with the backing of 1,199 supporters. The campaign is set to conclude in 10 days on August 29.

  • ✇Eurogamer.net
  • What we've been playing - wells, late-night pictures, and the world's largest patch notesRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we drift off reading the world's largest set of patch notes, we drift off flipping through a book of late-night urban pictures, and we drift off as we drop down a well.What have you been playing?If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive. Read more
     

What we've been playing - wells, late-night pictures, and the world's largest patch notes

21. Červen 2024 v 11:17

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we drift off reading the world's largest set of patch notes, we drift off flipping through a book of late-night urban pictures, and we drift off as we drop down a well.

What have you been playing?

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

Read more

  • ✇Eurogamer.net
  • What we've been playing - haunted pirate ships, space monks, and chefsRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we lean on sailor superstition to scare a boat full of pirates, we voyage across space in vast gothic monasteries, and we learn a hard lesson about communication in an outrageous kitchen.What have you been playing?If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive. Read more
     

What we've been playing - haunted pirate ships, space monks, and chefs

24. Květen 2024 v 12:25

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week, we lean on sailor superstition to scare a boat full of pirates, we voyage across space in vast gothic monasteries, and we learn a hard lesson about communication in an outrageous kitchen.

What have you been playing?

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

Read more

  • ✇Eurogamer.net
  • Five of the Best: Shape changes or shiftsRobert Purchese
    Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.We're well aware of our human capabilities, so games often deliver fantasies about going beyond them. We play characters with extraordinary acrobati
     

Five of the Best: Shape changes or shifts

15. Květen 2024 v 13:23

Five of the Best is a weekly series for supporters of Eurogamer. It's a series that highlights some of the features in games that are often overlooked. It's also about having your say, so don't be shy, use the comments below and join in!

Oh and if you want to read more, you can - you can find our entire Five of the Best archive elsewhere on the site.

We're well aware of our human capabilities, so games often deliver fantasies about going beyond them. We play characters with extraordinary acrobatic abilities, or with incredible strength or martial prowess, and sometimes, we play as characters who have powers we could never have. Mixed within this is the fantasy of becoming something completely different and changing entirely from a human into something else, and that's what I want to get at here. Ever since Altered Beast, and probably for far longer, we've had games that allowed us to change shapes and access new abilities as we play. We've even had games take us to inorganic places, with mech suits and more. Shape changes can be the ultimate power-up. The question is, which are the best?

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  • ✇Eurogamer.net
  • From creating D&D to making Baldur's Gate 3: meet the man who coined the term XPRobert Purchese
    "Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you wi
     

From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP

5. Květen 2024 v 11:00

"Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."

Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you will.

It's not a name I expect you'll recognise, but you'll know some of the things he's responsible for. Take the term XP, for example. It's ubiquitous in gaming and possibly beyond it, and Lawrence Schick created it. It's primarily the reason I set out to track him down, to hear how that came to be, because it fascinates me to think of a gaming landscape where there's no established term for experience points, and possibly no such thing as experience points at all. I find it really hard to even conceive of that, given where we are now.

Read more

  • ✇Eurogamer.net
  • From creating D&D to making Baldur's Gate 3: meet the man who coined the term XPRobert Purchese
    "Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you wi
     

From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP

5. Květen 2024 v 11:00

"Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."

Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you will.

It's not a name I expect you'll recognise, but you'll know some of the things he's responsible for. Take the term XP, for example. It's ubiquitous in gaming and possibly beyond it, and Lawrence Schick created it. It's primarily the reason I set out to track him down, to hear how that came to be, because it fascinates me to think of a gaming landscape where there's no established term for experience points, and possibly no such thing as experience points at all. I find it really hard to even conceive of that, given where we are now.

Read more

  • ✇Eurogamer.net
  • From creating D&D to making Baldur's Gate 3: meet the man who coined the term XPRobert Purchese
    "Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you wi
     

From creating D&D to making Baldur's Gate 3: meet the man who coined the term XP

5. Květen 2024 v 11:00

"Role-playing games are only 50 years old. We're still inventing them every day. That's what's really exciting about it. We haven't found the boundaries of it yet, if there are any. We're still pushing out. That's what keeps me doing this stuff, years after most of my peers have retired or passed on."

Do you believe in fate, that there's an invisible force steering us through our lives and that we end up in certain places for certain reasons? Perhaps after hearing Lawrence Schick's story, you will.

It's not a name I expect you'll recognise, but you'll know some of the things he's responsible for. Take the term XP, for example. It's ubiquitous in gaming and possibly beyond it, and Lawrence Schick created it. It's primarily the reason I set out to track him down, to hear how that came to be, because it fascinates me to think of a gaming landscape where there's no established term for experience points, and possibly no such thing as experience points at all. I find it really hard to even conceive of that, given where we are now.

Read more

  • ✇Eurogamer.net
  • Who is qualified to make a world? In search of the magic of mapsRobert Purchese
    Shortly after David Gaider was born, his parents bought a set of 1971 encyclopaedias to freeze-frame the world as it was when he entered it. He still remembers the maps they contained: his first atlas. But there are two moments in Gaider's life when a gift of maps leads to adventure. In the second, he's older, and already working at the job we know him best for. He was a lead writer at BioWare.At the time, BioWare was embarking on a new adventure, creating two brand new games and the universes
     

Who is qualified to make a world? In search of the magic of maps

27. Únor 2024 v 11:30

Shortly after David Gaider was born, his parents bought a set of 1971 encyclopaedias to freeze-frame the world as it was when he entered it. He still remembers the maps they contained: his first atlas. But there are two moments in Gaider's life when a gift of maps leads to adventure. In the second, he's older, and already working at the job we know him best for. He was a lead writer at BioWare.

At the time, BioWare was embarking on a new adventure, creating two brand new games and the universes around them. One was to be science fiction and would become Mass Effect. One was fantasy and would become Dragon Age. That's the game Gaider was working on - or rather, it was the world he would dream up.

Ideas had been swirling about what Dragon Age would be for a few months. The team knew it would be like D&D but would not be actual D&D, because BioWare was sick of licensed games at the time. They knew they were going for Tolkien rather than Conan or Diablo. "We definitely had at least some idea of the kind of RPG this was going to be," Gaider tells me when in a video call. But BioWare didn't have a world, and that's where the second collection of maps comes in. One day, Gaider was handed a historical atlas of Europe and tasked with going away and coming up with a fantasy world for players to explore.

Read more

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