Welcome to Warblends, a series where we look at science fiction/science fantasy tools of war and how you might bring these to life in your campaigns by blending what is realistic and what is fun. While we’d love you to buy our game, we strive to keep our articles system agnostic for your convenience.
Today we continue our dive into body armour by looking at some of the most common means of personal defence in science fiction and how many of the same challenges facing armour designers today, would also shape these futuristic technologies.
Welcome to the first article of Warblends, a series where we look at science fiction/science fantasy tools of war and how you might bring these to life in your campaigns by blending what is realistic and what is fun. While we’d love you to buy our game, we strive to keep our articles system agnostic for your convenience.
To get us started I’d like to talk about body armour, that thin layer of protection between your players and all the things that keep trying to kill them for some reason.
A well formatted PDF does a great job of resembling the pages of a print book and so you’ve probably assumed there’s not a lot involved in making a PDF ready for print. That’s not true – this wouldn’t be much of an article if it was – but let’s look at the actual process involved in creating a ‘print-ready PDF’.
This is part 2 of an article. You can read the first part here.
For RPG fans Print on Demand (POD) would seem to be an amazingly wonderous invention. All those PDF rulesets, settings books and adventure modules could be automagically turned into print books I can hold in my hands. After years of waiting I can finally have a print version of the rules for horror roleplaying jenga!
As established last week, this post will be the first of many to keep you aware of how we're doing in progressing through the body of work required to bring Wireless Soul Transmission to as many people as possible.
In the WST Play Guide there are a number of play examples and a promise that the adventure used for those play examples will be made available for free on this website. So how is that coming along?
One of the big differences between small game publishers and the big guys is the ability to effectively multitask. There are a huge number of components that contribute to releasing a product and engaging with the community. Companies with large staff pools can execute all these things simultaneously.