Jeremiah McCoy

Geek For Hire

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Mass Effect Andromeda Review

So, I “beat” Mass Effect Andromeda, which is to say, after 95 hours of play (in a week and half), I faced the climactic battle against the big bad. I still have some unresolved missions, but it lets you resolve them after that. I could have had the fight much sooner, and still gone on and done the other things. It would have made sense. “You saved the cluster, but there is still work to do” is a theme after the action. That kind of sums up the game in general. Exploring and building is the job, saving the galaxy is something you had to do along the way.

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Stealing the Guild

Consider the thieves’ guild.

The thieves’ guild is an odd artifact of fantasy games. Once you accept that a hero can be a thief, you begin finding ways for the thief to belong to the world. Wizards have colleges and councils. Fighters become knights, become lords, and even become kings, ruling by this ax. Clerics have their religious hierarchies. The choirs of angels have nothing on the politics of churches. Thieves, though, are inherently outsiders. They prey upon the world. Yes, Hobbits get led astray by dirty road dwarves into being burglars, but that is not quite the same thing. A thief is more than just someone who sneaks around. Thieves’ have their own subculture. In fantasy games, it is called a guild.

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The Basics of the Game 48 Unknown Armies

Here is my review of Unknown Armies 3rd edition, which should be coming out in digital in March, and in print later this year. Do you like subjective reality, emotional trauma, and secret masters of the universe in your horror? Have I got a game for you!

My Blog

https://thebasicsofthegame.wordpress.com/

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https://www.patreon.com/jeremiahmccoy

 

Actual Books

Sorry for the delay on this. I had a death in the family, and that took a lot of the steam out of me. I hope to get back to writing more regularly.  Ironically, I attended the panel which inspired this with the family member who died. He was on my mind a lot while writing it.

 

In my series about spell books, it occurred to me I had not addressed books in general. It is easy to assume everyone is on the same page with regards the subject of books. That said, not everyone really looks into the history of the book as an object and a technology.

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The Basics of the Game Rambles 47 Rifts Wormwood

This is the review of the Rifts Wormwood setting I had promised. Sorry for the delay. Easily one of my favorite setting books. Oddly, not available in the pdf listings for Rifts.

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The Basics of the Game Rambles 262 Life Update and My Projects

 

I have a very brief life update. A family member is dying, so I have been distracted. I talk about projects, the Neo-Anarchist Podcast, and Gencon.

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Rules For Spell Books (Or how I learned to relax and hang out in libraries)

I think I have established I love spell books.  The spell book is an integral part of the wizardry motif.  The book, the object, is a needed part of what wizards do in D&D. The current rules do require you to record your spells, but I do think it could be even more emphasized.

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The Basics of the Game Rambles 261 Brief update and talk about Volos Guide

I have a very brief life update. Someone else in my family is sick. I also talk briefly about Volo’s Guide to Monsters.

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The Basics of the Game Rambles 260 brief review of the Savage Rifts

I talk about the Savage Rifts product and getting the kickstarter reward.  This is a basic review.

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Spell Books of Infamy

 

I love spell books.  I did a video about them and everything.  They are fascinating elements to magic in fantasy.  Wizards are supposed to be wise. They got that way because of what they learned. None of that is cutting deals with powers, thank you very much.  I am looking at you Warlocks. Books are where you store that knowledge.

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