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Darksiders II Deathinitive Edition Review

Death Becomes Him

Since its initial release in 2012, Darksiders II has graced many different consoles and platforms, spread across several generations. Starting out on seventh-gen hardware, the title received its “Deathinitive Edition” as it moved onto eighth-generation systems. Eventually, it made the move to ninth-gen consoles, though this time without any additional bells and whistles outside of some graphical touch-ups. It’s important to remember that the thirteen-year-old title’s most recent iteration, on PlayStation 5 and Xbox Series X, is essentially the same port that itself is already a decade old, so it doesn’t offer much new. That said, Darksiders II remains an entertaining, if somewhat by-the-book, romp that leans heavily into the bombastic design elements that fans of the series swear by and arguably contains the most RPG-inspired elements in the franchise.

Even though the events of the series’ first entry practically begged for a continuation, the story of Darksiders II largely goes its own way. After some cursory initial housekeeping that vaguely ties the games together, new protagonist Death heads off on a solo quest to revive the now-extinct human race, thereby clearing his brother War’s name of prematurely ushering in Armageddon in the process. Along the way, Death will sweep through Heaven and Hell, as well as a few other eclectic locations, as he is sent pinballing back and forth across all of Creation for one reason or another. The game may as well be called “The Great MacGuffin Hunt” for all the wild goose chases it sends players on, with objectives frequently breaking down into second, third, and fourth tiers of “find this object to gain access to the next one”. It’s not particularly original storytelling, but that doesn’t mean the journey to get to each place is any less fun or action-packed.

Sometimes you just have to kill a Crowfather, even if the game won’t tell you why.

Death is the most agile of the Horsemen, and as such can propel himself quickly across wooden beams, clamber up structures with incredible speed, launch himself between posts and up sheer walls, and effortlessly string together moves to cover large distances. In fact, unlike many platforming games, it’s often an exciting thrill to launch Death into the unknown, trusting in his unparalleled athleticism to stick the landing.

What has always made Darksiders II an enjoyable experience is its amalgamation of frenetic combat, acrobatic parkour exploration, and expansive dungeon designs filled with a plethora of puzzles both big and small. Naturally, none of these elements have lost any of their appeal in the intervening years, making Darksiders II stand a bit above its series brethren. Riding through an open-world hub area, stopping only to explore various points of interest, before delving into a lengthy parkour-heavy dungeon session filled with combat encounters and puzzles that just never get old, and keep the twenty-plus-hour campaign feeling fresh throughout. Although it isn’t required, completionists also have the option of revisiting previous areas once they’ve unlocked Death’s full cadre of traversal abilities. There are plenty of collectibles to backtrack for, though the in-game map isn’t very helpful in locating these items, and finding, for example, every page of the Book of the Dead or all of Blackroot’s stonebits is a thankless chore without a guide. Still, there are far more straightforward sidequests that are worth completing, as well as a few beast hunts and combat arenas like the Crucible or the Soul Arbiter’s Maze to contend with.

On horseback, Death will explore some truly incredible locations.

Being the Deathinitive Edition, the game also includes all three released DLC packs that add several more hours onto the experience, albeit without bringing anything particularly noteworthy to the central narrative. “The Abyssal Forge” sees Death travel to the putrid Shadow Lands, where he encounters a new NPC known as the Mad Smith whose greatest creation must be dealt with before it threatens life across all worlds. “Argul’s Tomb” is perhaps the most obviously connected to the base game, with the merchant Ostegoth pitting Death against the icy terror Frostbane. Finally, “The Demon Lord Belial” takes place in the decimated Earth realm, where the angel Uriel tasks Death with locating and helping what was thought impossible: a human survivor in the devastated wasteland. Though they don’t tie in with the main narrative, they are essentially the title’s only new additions for anyone who has already played it upon its initial release. Each DLC rewards players with powerful new weapons and armor that carry over into the main game, and each unlocks sporadically throughout the course of the campaign and can be accessed from the main menu.

Sadly, there are really no other bells and whistles added to the out-of-the-box experience in the Deathinitive Edition. Graphics have been upscaled ever so slightly, with the most noteworthy difference being a tweak to make the lighting more blended in and less stylized, but it’s often not very noticeable. At the end of the day, the game still very much looks like its original release from two console generations ago. However, this sounds far more damning than it actually is: Darksiders as a series has always showcased strong visual designs, which still very much come through despite the minor tweaks to the graphics. The entire game basically looks like a heavy metal album cover, which makes sense considering Death spends a lot of his time slashing and chopping his way through the realms of Heaven and Hell. Starting off in the Maker’s Forge Lands affords the game’s early hours good pops of color, while the locations and architecture of the Underworld incorporate more glowing skulls and grim imagery than one can swing a scythe at. Character designs remain unchanged, still being just as much of a visual highlight as ever. While the game’s look won’t fool anyone into thinking it’s been recently updated, it remains just as strong of a visual showcase as it always was.

Darksiders II has an honorary place as the best heavy metal album cover in history.

The series also has a deserved reputation for strong sound design, and this was evident even with its second installment. Combat encounters and Death’s acrobatic movement abilities are accompanied by the chunky, satisfying sound effects of blades scraping, chains clinking as they scream through the air, and plenty of heavy, meaty impact sounds. Voice acting for the series has been no less impressive between installments, and Darksiders II is up there with some of the franchise’s best voiceover talents on full display. The inimitable Michael Wincott as Death is a treat during each and every line delivery, while many recognizable past roles make a return, like Phil LaMarr as the slimy demon merchant Vulgrim.

While the Darksiders II Deathinitive Edition has plenty of positives in its column, this is primarily due to the original release already representing an impressive effort that is largely unchanged here. Frenetic combat and acrobatic exploration are still satisfying, with some optional collectible-hunting and a handful of other sidequests. The game’s lengthy dungeons and impressive graphics and audio have all been well-preserved, and the inclusion of all three DLC spells even more value for money. As positive as that sounds, there’s also a distinct sense of the game resting on its laurels. There’s a dearth of new features, from quality-of-life options to performance improvements — it’s worth noting that the game crashed a few times during the review playthrough. It seems there just wasn’t a whole lot of tinkering under the hood. Even story recaps, soundtrack samples, or cinematic galleries would have been welcome, but are all conspicuously absent, making for a barebones-effort remaster of an otherwise exciting game.

 

Disclosure: This review is based on a free copy of the game provided by the publisher.

Scores
BATTLE SYSTEM
    
INTERACTION
    
ORIGINALITY
    
STORY
    
MUSIC & SOUND
    
VISUALS
    
'Good' -- 3.5/5
ps5
20-40 HOURS
MODERATE

Same great gameplay as before

Dungeons are long puzzle and combat boxes to solve

All DLC included

Michael Wincott is a treasure

No new features of any kind

Story always was a mess

Performance can still be buggy, two console generations later

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Is It Wrong to Try to Pick Up Girls in a Dungeon? Familia Myth – Fullland of Water and Light Delayed

Publisher Bushiroad Games and developer Racjin announced a delay for their action RPG Is It Wrong to Try to Pick Up Girls in a Dungeon? Familia Myth – Fullland of Water and Light. Originally planned to release for PC (via Steam) and Nintendo Switch on February 27, 2025, the title will launch on March 13, 2025. Bushiroad stated the delay is meant to release the game after the final episode of the anime Is It Wrong to Pick Up Girls in a Dungeon? airing on March 6, 2025. Due to the game’s events taking place after the conclusion of the anime’s story, the company delayed its release to avoid spoilers.

Is It Wrong to Try to Pick Up Girls in a Dungeon? Familia Myth – Fullland of Water and Light takes place in the same universe as the light novel series Is It Wrong to Try to Pick Up Girls in a Dungeon? and tells an original story written by Fujino Omori, author of the source material. It sees the labyrinth city of Orario being submerged by water and protagonist Bell Cranel meeting an enigmatic girl, who reveals to him the city he used to know must now be referred to as Fullland. In possession of a mysterious sword he acquired during the recent events, Bell and his companions set out to uncover the truth behind their current predicament, which is seemingly linked to the heroic tale “Fullland of Water and Light”.

Familia Myth – Fullland of Water and Light is an action RPG that features 2D graphics. Players take control of Bell and Ais Wallenstein (a swordswoman well-known in the city of Orario), with other characters assisting them. During battles, well-timed counter attacks result in players seeing their damage boosted. By expending a special gauge, they can make use of powerful skills depicted in the original visual novel, such as Argo Vesta and Lil Rafaga. As Bell and Ais best their enemies, the synchronization level with the Sword of Fullland increases, which improves their abilities.

Source: Gematsu

 

The post Is It Wrong to Try to Pick Up Girls in a Dungeon? Familia Myth – Fullland of Water and Light Delayed appeared first on RPGamer.

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Adventure Corner ~ 9 R.I.P.

Welcome to Adventure Corner, a column where members of the RPGamer staff can give their thoughts, impressions, and pseudo-reviews for various adventure titles that don’t come under our usual coverage. Adventure Corner is aimed at delivering opinions on a wide range of titles including visual novels, point-and-click adventures, investigative mysteries, and so forth.

In this edition of the column, we take a look at Idea Factory International’s 9 R.I.P. on Nintendo Switch.


9 R.I.P.

Platform: Nintendo Switch
Release Date: 10.15.2024
Publisher: Idea Factory International
Developer: Otomate

 

Otomate is no stranger to games that feature gods and spirits in romantic scenarios. Romancing these supernatural beings and having relations with them are normal in fiction. Who doesn’t want to be a cute girl who gets transported around different spirit realms only to meet some unique hunks? 9 R.I.P. is an interesting experience for otome fans, offering a darker visual aesthetic with mostly bittersweet romances. Like most otome games, the player’s mileage will vary in terms of quality storytelling, and thankfully 9 R.I.P. does a mostly good job of bringing these swoony romances to life.

Players take on the role of Misa, a girl who lives in a cursed town where people are supposedly spirited away. During the autumn of Misa’s second year of high school, her best friend tells her of this curse, creating some additional stress for the heroine. Shortly after, an ominous voice reaches out to her and leads her into the darkness. Misa meets different individuals in these other realms who offer her glimpses into her future. From a man trapped in a mirror to another reliving the first day of his life all over again, some interesting bachelors are waiting for Misa to smooch.

Unlike a lot of other otome games, not all the bachelors are available right off the bat. Players have to work through different realms before other ones will unlock. Misa starts in the “School Ghost Stories” chapter, with the only dating options being Kureha or Hibiki. Once those stories are completed, the next realm, “Urban Legends” will unlock, and so forth. With four different realms to explore, eight different love interests, and a special ninth if all other routes are completed, there are a lot of stories to uncover.

I’m looking at the man in the mirror…

Unfortunately, this is where some of the narratives fall apart. Not all of the nine stories feel equal in terms of payoff. Characters such as Sena, a young man dying of an incurable illness, have a route that starts romantic and sweet but ends with one of the most unsatisfying, messy, and rushed story arcs. On the other hand, a character like Koharu, who is a grumpy spirit chef with a hard exterior but secretly a gummy bear on the inside, has a very satisfying story arc throughout, one with some surprisingly tender moments. All routes feel like they will work for different players, depending on which character archetype one resonates with, such as the lone wolf or the bad boy.

The game explores some interesting themes, such as loss, grief, and even stalking. While many of these darker themes are explored, not every story handles them well. Having a murderous spirit who actually isn’t scary or wants to commit murder is humourous, but it also weirdly defeats the purpose of that character being the “murder spirit.” Some characters are so one-note in their interests and mannerisms that they, unfortunately, can get a bit grating. While many of the stories add nice layers to most of the love interests, there is some awkward storytelling where the overall struggles and courtship of Misa just don’t entirely land (I’m looking at you, Seiya!).

Misa is a fine enough protagonist, though she’s mostly limited to having a crazy sweet tooth and a ton of stress. She’s likable and comes across as fairly cute, and unlike other otome heroines, she has a lot of agency throughout the story, which is appreciated. Of the love interests, my personal favourite route was Koyo’s, as he and Misa had some really lovely chemistry throughout, and the stakes for them being together were surprisingly high. Romantically, Koyo is a full package, with a swoon-worthy design and voice that will have any player fanning themselves.

Koyo is the sweetest boy of all. No contest!

The localization is good, though it reads a bit dry. There’s the odd typo or two, but nothing to detract from the overall experience. The overall UI is mostly fine, though the colour palette choice makes it difficult to see when confirming options like loading or saving one’s game, but otherwise presents very clean and clear when the player needs to make a decision. There is the option for auto-text, being able to skip read text and even rewind. Standard options exist for auto-text, being able to skip previously read text, and even rewind. Players can also replay memories they have acquired, as well as receive special voiced messages from their love interests. These are nice extras for those who wish to dig deeper into the game. Every character has a Heavenly (Best) Ending, a Godly (Good) Ending, and multiple bad endings, which provide a lot of replay value.

Visually, the art style for all of the characters is stunning, while the CG still art does an amazing job of showing just how swoon-worthy the love interests can be. While the scenes aren’t steamy, there’s definitely some implied spiciness, which is appreciated. All the voice work is in Japanese, and the actors do a great job portraying their characters. Sadly, the heroine isn’t voiced, which is a bit of a missed opportunity, but does not fully undermine the experience.

While I enjoyed my time with 9 R.I.P., I wish it had leaned more into the horror genre Given the strangeness of the game’s story, its bachelors, and its overall visual aesthetic, the game’s mostly tame approach is a bit disappointing. While the title is correct in terms of our haunted hunks, I think it could have gone even harder on darker story elements so the stakes feel a bit more urgent. That being said, I happily recommend 9 R.I.P. to anyone who loves a good, slow storytelling burn with bittersweet endings. While the game can easily clock in at over thirty hours, there’s a lot to explore, and most of the journey is worth taking.

 

Disclosure: This article is based on a free copy of the game provided by the publisher.

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Maps Are Not Overrated

I asked GMs in my coaching program what their top insights were for 2024. The insights could be big or small. That’s because, even if it’s something simple, it’s always great being reminded of the basics, fundamentals, and first principles. Anyway, GM Ray said a 2024 GMing insight of his was that maps are not […]

The post Maps Are Not Overrated appeared first on Roleplaying Tips.

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Keep Driving Sets Off in February

Developer YCJY Games announced that its road trip RPG Keep Driving will launch on February 6, 2025. The game will be available for PC via Steam. Its release date announcement came with a new trailer, viewable below.

Keep Driving follows the player as they embark on a road trip to a festival. Set in the early 2000s, it sees players setting out in their first car, making their way across a procedurally generated pixel art world. Each road-trip is designed to take one-to-four hours to complete, with multiple endings and numerous different paths available to take. On their trip, players can pick up hitchhikers with their own stories, as well as upgrade, customise, and repair their car. Various challenges encountered can be solved by players using their skills or items in their car in turn-based “combat”.

 

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Phantom Brave: The Lost Hero Demo Released

NIS America released a demo for gridless tactical RPG Phantom Brave: The Lost Hero. The demo is available on PlayStation 4, PlayStation 5, and Nintendo Switch. It lets players go through the first two chapters of the game and transfer save data to the full release.

A sequel to Phantom Brave: The Hermuda Triangle, Phantom Brave: The Lost Hero is set in the oceanic world of Ivoire. As Marona and Ash return home from a regular job, they are attacked by the ghost ships of the Shipwreck Fleet, during which Marona’s powers are stolen by a masked man and she and Ash are separated. After washing ashore, Marona encounters a Phantom girl named Apricot who agrees to help her fight the new threat that looms over the seas of Ivoire. In their quest to assemble a crew capable to defeat the Shipwreck Fleet, they will have to become pirates themselves and fight to expand their territory. Phantom Brave: The Lost Hero will release for PlayStation 4, PlayStation 5, and Nintendo Switch on January 30, 2025, with a PC version to follow in spring 2025.

 

The post Phantom Brave: The Lost Hero Demo Released appeared first on RPGamer.

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Ender Magnolia: Bloom in the Mist Receives Final Trailer

Publisher Binary Haze Interactive and developers Adglobe and Live Wire released a final trailer for Ender Magnolia: Bloom in the Mist ahead of the game’s launch this week. The 2D action RPG, which has been in Steam Early Access since March 2024, will release on January 22, 2025, for PC, PlayStation 4, PlayStation 5, Xbox Series X|S, and Nintendo Switch. The new three-minute video gives a preview of the game’s exploration, story, and combat.

Ender Magnolia: Bloom in the Mist is a sequel to 2021’s Ender Lilies: Quietus of the Knights, set decades after the Rain of Death. Players control Lilac, an Attuner who has the power to purify toxic vapours that have driven humans and Homunculi to madness, threatening to destroy the kingdom. Lilac is able to count on friendly machines and spirits to fight in her stead, while her ability allows her to turn bosses into allies. Those looking to read more about Ender Magnolia: Bloom in the Mist can check out Ryan Radcliff’s impression of its Early Access release.

 

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Video Round-Up (January 19, 2025)

Welcome to RPGamer’s video release round-up. In this column we look to provide our readers with details on all of the video reviews, impressions, features, and more uploaded recently to our YouTube channel.

 


Ys X: Nordics Review
Platform: PC, PlayStation 4, PlayStation 5, Nintendo Switch (Video captured on PS5)
Publisher: NIS America, PH3 GmbH
Developer: Nihon Falcom
Release Date: October 25, 2024
Written by: Ryan Costa (Dalandar)
Narrated by: Phillip Willis (JCServant)
Edited by: Erik Van Asselt (HerrFrog)

Written Review

The latest action RPG in the storied franchise Ys X: Nordics takes place between the events of Ys I & II and Ys: Memories of Celceta. It sees Adol visiting the northern sea’s Obelia Bay, where he encounters a seafaring people called the Normans.


Metal Slug Tactics Review
Platform: PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, Xbox Series X|S (Video Captured on PC)
Publisher: DotEmu
Developer: Leikir Studio
Release Date: November 5, 2024
Written by: Ryan Costa (Dalandar)
Narrated by: Phillip Willis (JCServant)
Edited by: Erik Van Asselt (HerrFrog)

Written Review

Metal Slug Tactics sees the Peregrine Falcon Squad and their allies fighting on isometric maps. The game will feature other elements from its parent series, such as settings, weapons, environmental damage, and villains, along with skill trees, perks, super attacks, and roguelite elements.


Bloomtown: A Different Story Review
Platform: PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, Xbox Series X|S (Video captured on Switch)
Publisher: Twin Sails Interactive
Developer: Lazy Bear Games, Different Sense Games
Release Date: September 24, 2024
Written by: Ryan Costa (Dalandar)
Narrated by: Christian Dextraze (Spare_Ombres)
Edited by: Erik Van Asselt (HerrFrog)

Written Review

Bloomtown: A Different Story is a turn-based RPG with social sim and monster-taming elements set in a world inspired by 1960s Americana. However, its appearance is a facade for a demon world that is growing beneath it.


VED Review
Platform: PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, Xbox Series X|S (Video captured on PS5)
Publisher: Fulqrum Publishing, 1C Entertainment
Developer: Karaclan
Release Date: November 14, 2024
Written by: Ryan Costa (Dalandar)
Narrated by: Christian Dextraze (Spare_Ombres)
Edited by: Erik Van Asselt (HerrFrog)

Written Review

Hand-drawn visual novel and turn-Based RPG VED features a non-linear story following Cyrus after he arrives in the city of Micropolis in search of a new life. He discovers an ability to teleport between two interconnected worlds: his regular world and a magical realm of flying islands and strange creatures.


Breath of Death VII: The Beginning: Reanimated Review
Platform: PC
Publisher: Shadow Layer Games
Developer: Shadow Layer Games
Release Date: December 12, 2024
Written by: Sam Wachter (Nyx)
Narrated by: Christian Dextraze (Spare_Ombres)
Edited by: Erik Van Asselt (HerrFrog)

Written Review

Breath of Death VII: The Beginning: Reanimated is a remake of 2011’s Breath of Death VII: The Beginning that is set in a future where humanity has been wiped out thanks to a nuclear war, their place now taken by the undead. It follows the skeletal hero Dem, who is joined by companion Sara and other allies they pick up along the way.

The post Video Round-Up (January 19, 2025) appeared first on RPGamer.

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Death Howl Announced

Developer The Outer Zone and publisher 11 bit studios announced Death Howl. The game, billed as a Soulslike deckbuilder, sees players controlling Ro, a woman who journeys through a Nordic-inspired spirit world in hope of bringing back her departed son.

On her journey, Ro will have to face spirits in turn-based battles, with cards used to cast melee and ranged spells. Each realm of the spirit world, including different biomes such as the Forest of Howling Shadows and the Meadows of Delusion, unlocks new deck types and card mechanics, as well as revealing parts of Ro’s story. Players can enhance their cards with shamanic totems to prepare for the battles ahead.

Death Howl is planned to release in 2025 for PC via Steam and GOG.com. A demo will be available on Steam on January 20, 2025.

 

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Arknights: Endfield Beta Test Currently Underway

Publisher Gryphline revealed the previously announced PC beta for Arknights: Endfield is currently underway. The beta test lets participants play through the game’s opening. It includes fifteen playable characters, nine maps, and various changes and improvements based on players’ feedback from the previous test.

Developed by Mountain Contour, Arknights: Endfield is based on the popular Arknights mobile RPG/tower defence title, but will tell a separate story. Players are tasked with surveying the unexplored wildlands outside of the colonies that are home to dangers and secrets and undertaking missions with real-time combat using a party made up of operators from the Protocol Field Recovery Department. The game is in development for PC, PlayStation 5, iOS, and Android, with no release date as of yet.

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RPGamer Round-Up: January 12 – January 19

Welcome to the latest edition of RPGamer’s round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.

 


Editorial Content

2024 was another year that packed plenty of punches with its releases. While we go through our official awards process, we asked our volunteer teams to pick out their personal top threes of the year.

With its remake on the horizon, let’s take a look back at the game that started the Dragon Quest series. While remarkable for its fluid progression, lasting approachability, and charm, there’s no doubt that Dragon Warrior — as it was released in the west — has some rust around the edges.


Major News

Nintendo shared a first look at the upcoming Nintendo Switch 2. More details about the console will be revealed in early April.

GungHo Online Entertainment announced an April release date for its Lunar Remastered Collection. The bundle containing Lunar: Silver Star Story Complete and Lunar 2: Eternal Blue Complete will be available digitally and physically.

Marvelous announced a release date for Rune Factory: Guardians of Azuma. Players will take on the role of an Earth Dancer in late May.

NIS America announced a pair of demos launching next week for The Legend of Heroes: Trails through Daybreak II. The publisher also gave RPGamer a preview of some of the game’s side content.

Foreign Gnomes announced that its unconventional rhythm RPG Everhood 2 will launch in March. The follow-up to 2021’s Everhood will be available on PC and Switch.

Rice Games revealed that language-learning RPG Shujinkou will launch on PC, Mac, and PS5 next month. PS5 pre-orders for the dungeon-crawler are now open in a trio of editions.

Bandai Namco and Rebel Wolves held their official reveal event for The Blood of Dawnwalker. The game takes players to the Carpathian Mountains in a vampiric alternate 14th century.

 

 

 

Other News

 

Media and Releases


Podcasts

Octopath Traveler II was RPGamer.com’s game of the year in 2023. This show has some our staff members, including Ryan M. and Sam, gushing about this game for an extended length of time. We hope you like positivity!

Q&A Quest rings in the new year by discussing the various games we played over the holidays. We also start digging into the growing backlog of questions.

Kelley tries to catch Worf in Pokémon: The Next Generation. Josh got a case of the stink-Ys. And Chris gets an official ruling on the definition of “isekai.”

The post RPGamer Round-Up: January 12 – January 19 appeared first on RPGamer.

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Do Puzzles as Barriers Suck?

Hujambo Johnn! I received these great comments from RPT GM Jay about puzzles: I recently read something (I don’t think it was you, but I don’t remember 100%) giving a scathing take on using puzzles as barriers rather than the much simpler (and possibly more effective) lock-and-key. I had just made an abandoned wizard tower […]

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Level-Up Teamwork & Streamline Play with a Group Caller

Sannu Johnn! I hope you had some great holidays. Mine were quiet, just how I like’em. Got some gaming in too! A couple of quick Wizard of Adventure updates first: Ok, on with today’s GMing tip! I was chatting with Roleplaying Tips Discord moderator and D&D 2E GM, Auke, and he says he uses a […]

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Ideas for Dungeon Ecosystems and NPCs

Roleplaying Tips GM Thomas P. shares some great ideas below in response to my recent believable dungeon ecology tips.  (Note, I added the headings — those aren’t Thomas’s fault, haha.) Hi Johnn, I have been loving the deep dives you write and this one looking into creating believable dungeon ecologies. Your ideas about food chains […]

The post Ideas for Dungeon Ecosystems and NPCs appeared first on Roleplaying Tips.

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Mastering the Moment

Happy New Year! I hope you enjoyed a wonderful New Year’s Eve. Mine was excellent — I had a great sleep. Getting old, lol. Got something a bit personal for you today about my GMing credo. I have, at the top of my Roleplaying Tips writing file, this line of text: I play the Infinite […]

The post Mastering the Moment appeared first on Roleplaying Tips.

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Kill An NPC Every Session

Let me clear up some potential misconceptions about, and make some amendments to, my kill an NPC every session rule. For example, from the RPT Discord: Hey all, I have been working to bring a new npc each session and then to also kill off one npc per session as Johnn has suggested. I find […]

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Use Charisma as an NPC Personality Generator

There’s a great article in Dragon #243 about using charisma to determine personality. It supplied a small seven row table with examples. I love this idea. While definitions of charisma vary, it makes sense that it will affect an NPC’s personality, or at least, their surface personality. Further, tying a few personality traits to charisma […]

The post Use Charisma as an NPC Personality Generator appeared first on Roleplaying Tips.

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Another Fun Way to Get Passionate About GMing Again

I recently sent out my #1 tip on how to beat GM burnout. Many replies came back advising to play for awhile to get a fresh perspective on the game. This is excellent advice! In fact, I did just that. Twice. It’s been a tricky year for me with a broken foot, several bouts of […]

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Building Better Adventures with Cyberpunk’s Beat Chart

Here’s a great adventure-building tip from @CasualOnesRay on the RPT Discord: Check the Beat Chart from Cyberpunk Red (well, all the Cyberpunks, really). Essentially, an adventure should have: You can typically reorganize those categories and add extra instances of Developments and Cliffhangers. They also tend to map nicely onto 5 Room Dungeons. To add to […]

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Dealing With GM Burnout: My #1 Tip

A Wizard of Adventure sent me this note about their current GMing burnout: I’ve totally lost the passion for it. Not sure why. Folks say take a break, and I’m doing that but I see no end to the draught. Burnout has been discussed several times in the newsletter as it’s a common affliction. GMs […]

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