In picking a game setting the GM has to strike a balance between the familiar and the weird. Too bog standard and expected and the game can be boring- but too weird and unexpected and the world the game takes place in is difficult for the players to grasp and have the context needed to […]| Silverarm
Apparently this is the year of the beta release. I ran a campaign using Mothership house rules I called Beyond Iskander’s Gate for 6 sessions that I canceled due to scheduling issues. But 10th century Central Asia is so rad and deeply underhyped as a setting for fiction and gaming and learning about the workings […]| Silverarm