From the publisher's blurb:
In this issue, we have many articles and features aimed at helping guide you through the process of incorporating technology and its effects into your world. In fact, we have so much to say about technology, that this is our biggest issue yet, coming in at 88 pages!
Showcase interview: Joshua Jenkins' The Hand Unseen
A world showcase of an alternative world.
The different kinds of punk, explained (Cyberpunk, Biopunk, Steampunk, Dieselpunk, Atompunk, Solarpunk. And Punk
Technology community features
A selection of custom technological gizmos invented by worldbuilders for their fictional worlds.
Reaching for the stars. Designing spacecraft for hard science fiction
Thinking sideways about post-apocalyptic technology
Hints on building a fictional post-apocalyptic world.
Exclusive interview: Quasar
Interview with James Schumacher (Quasar), developer of "Species", a simulator game.
Thirty three tales of war
Building numerical relationships in worlds
Hints on how matching buildings or colonies population, size, sustenance and other technical data.
Low technology limit your fantasy world
Technology is limited by magic in a fantasy world.
Art feature: Matthew Myslinski
A personal introduction and art by Matthew Myslinski.
Fantastic technology: incorporating technology into your fantasy world
Ostentation and simplicity: artistic movements as worldbuilding tools
Parallels between art movements and trendy fiction.
Ask us anything
Short Q&A about worldbuilding.
Several movies, books and videogames to master this issue's "Technology" theme.
A few prompts to write a short story.
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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American Sign Language (ASL)
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