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The Wayward Realms - Kickstarter started

Posted on May 31, 2024 00:53 by RPGWatch

[​IMG]The Wayward Realms Kickstarter started, a game by 3 Veterans who worked on Daggerfall: Ted Peterson, Julian Lefay and Eric Heberling:

[​IMG]

The Wayward Realms

"A game that aims to bring the "old-school" design philosophies of Classic RPGs together with the latest technology and quality of life improvements, courtesy of Unreal Engine 5.

Get lost in a massive, beautiful open world, filled to the brim with adventure. Explore vast, realistically scaled cities, sprawling towns, deep dungeons filled with untold treasures, and a plethora of diverse environments. Discover populations of warring factions, dangerous creatures, and an expansive cast of characters that come to life the more you interact with them."

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Mirthwood - A Simulated World

Posted on May 31, 2024 00:53 by RPGWatch

[​IMG]Learn more about the gameworld of Myrthwood:

[​IMG]

A Simulated World

Hi Folks, Daron here from Bad Ridge Games. Today, we're taking a look at how the world around you functions in Mirthwood.

Seasons of Change
In Mirthwood, you will experience the distinct beauty and challenges of the seasons - Spring, Summer, Fall, and Winter - with each bringing its own crops, colors, and events. With Mirthwood being an open-world, this has been no small task. The game features seven large main regions, each with unique aesthetics and sub-biomes. This means each change of season offers a myriad of new visuals depending on where you travel.

Transitioning into Winter will have the most impact on gameplay. With no crops to be grown, you'll need to shift your focus to other tasks like mining, upgrades, or other adventures. For the inhabitants of the world, potential shortages of food can be deadly.

Raising the Stakes
Most NPCs in Mirthwood are mortal and can pass away, whether from starvation, illness, or if they find themselves the victim of a bandit or animal attack.

This gives NPCs real and tangible goals to work towards. Mortality also paves the way for organic stories to develop. Characters that die will be known to you, possibly even close friends. While there may be opportunities for you to intervene, not every life can be saved. Those who die are buried, and in time, replaced by a new immigrant from the Continent.

The Storyteller
Mirthwood's storyteller will generate Events of varying intensity to keep things interesting. Some Events are seasonal - you might encounter a Heatwave in Summer or a Blizzard in Winter. Other Events can happen year round, like a Full Moon (...enjoy). Not all Events present challenges. You'll be notified if a Traveling Merchant is nearby, or if the Trade Ship has arrived and docked at the coast, bringing rare items from the Continent.

Survival & Crafting
Mirthwood will feature survival-lite gameplay. You'll need to pay attention to your core vitals - Health, Stamina, and Hunger. If you decide to set out and travel across the map, be sure to have a plan for food. Many herbs and berries can be foraged, but cooked meals offer the most benefit. Herbs will also help you craft elixirs and medicines vital to curing illnesses.

You'll discover campsites and settlements across the map that serve as respites, places to cook, sleep, and save your progress. Some of these campsites can be upgraded and turned into strategic homes-away-from-home for your character. Here you'll be able to access your stash, cook, and craft gear provided you have the materials.

Hopefully that gives you some insight into world experience in Mirthwood. Let us know what questions you have!

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Legends of the Round Table - The Green Knight

Posted on May 31, 2024 00:53 by RPGWatch

[​IMG]Learn more about the Green Knight and the upcoming demo of Legends of the Round Table:

[​IMG]

The Green Knight

We're ready to tell you a little more about another of our adventures, which is inspired by the poem Sir Gawain and the Green Knight by the anonymous poet known as Pearl.

In The Green Knight, a mysterious man covered in greenery comes to King Arthur's court to challenge one of the Knights of the Round Table to strike him. Normally it's Gawain who rises to the challenge and beheads him. The Green Knight picks up his head and proclaims that whoever accepted the challenge must receive the same blow from him, in a year and a day at the Green Chapel, in Wales.

Following the storyline of the original tale required adaptations to make it interactive and enjoyable to play. The symbols and layers of meaning, typical of tales and texts with a mythical background, have been preserved but also adapted to deepen certain aspects, provide explanations to the player, and achieve better coherence between gameplay actions and narration.

This adventure combines dreamlike sequences with moments of investigation and courtesy, as well as battles with monstrous creatures. And as you can see, it takes place in snowy landscapes...

We also greatly appreciated David Lowery's film The Green Knight with Dev Patel in the role of Gawain!

The Demo
We have a playable demo coming soon and are looking for players for our very first playtests! If you're interested, join our Discord server and pick the "playtest" role.

Thanks everyone and until next time!

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VtM: Bloodlines 2 - Clan Highlight: Ventrue

Posted on May 31, 2024 00:53 by RPGWatch

[​IMG]Learn more about the Ventrue Clan:

[​IMG]

Clan Highlight: Ventrue

Clan Highlight #4 - The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias

Ventrue vampires usually choose their progeny from mortals familiar with power, wealth and influence. Seeing themselves as the rightful leaders of vampire society, Kindred of clan Ventrue take up the mantle of leadership wherever possible, often in the form of high positions in Camarilla Courts.

Playing a Ventrue in Bloodlines 2
Ventrue are blue blooded tyrants who incite obedience in both their allies and their foes. Focusing on the Discipline Dominate, Ventrue forces their prey to obey their command to fight their friends, forget what they've seen or even kill themselves. Feeding builds up Fortitude, allowing the Ventrue to soak up more damage in case any enemy is powerful enough to resist their force of will.

Abilities
When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

Flesh of Marble
Clan Passive: Feeding hardens your skin, making you highly resistant to damage.

Cloud Memory
Cause a target to forget you were there, putting them into a relaxed state.

[...]

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Solasta - Revised Campaign Sourcebook

Posted on May 31, 2024 00:53 by RPGWatch

[​IMG]A revised Solasta campaign sourcebook can be preordered

[​IMG]

3rd Anniversary & Solasta Revised Campaign Sourcebook Preorder Available now!

Yes, it's finally back!

Hey hey people!

It's been forever and a half since our last News, hasn't it? Sorry for the radio silence, the Tactical Adventures' crew has been toiling over the past year on our next game - which we still won't announce for quite some time.

But that's not why we're here today! No? No! We're here to celebrate the 3-year anniversary of Solasta's 1.0 launch! And what better way to do that than bringing back the much-coveted Solasta Campaign Sourcebook. You heard that right, we've partnered with Modiphius Entertainment & Rookery Publications to publish a Revised Campaign Sourcebook including all the new subclasses released post-launch, totaling a number of 41 subclasses all adapted to Tabletop!

[...]

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Obsidian Entertainment - Josh Sawyer Interview

Posted on May 30, 2024 18:52 by RPGWatch

[​IMG]Sector interviewed Josh Sawyer about game development:

[​IMG]

Josh Sawyer Reflects on Design Evolution: From Icewind Dale to Pentiment

Josh Sawyer is a name that has been familiar to RPG fans for decades. He's worked on Icewind Dale, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, Pillars of Eternity, and most recently Pentiment.

How did he get into game development, how has his design philosophy changed over the years, and why did he decide to do Pentiment a little differently? He answered all these questions for us during the GDS conference in Prague.

Your work is often associated with intricate narratives and designing complex systems. Could you discuss your design for these systems, and how did this philosophy evolve over the years?

Yeah, I do think it's changed. Initially, when I started working at Black Isle, the first game I worked on was Icewind Dale, even though it had a strong combat focus, it came right after Planescape Torment, which obviously was known for very big branching dialogues. And the studio in general, Black Isle and later at Obsidian, was very, very into big branching dialogues with a lot of question nodes you could loop through and lots and lots and lots of options, and also a lot of reactivity to your build choices and ways to complete quests that unlocked in that way.

And then that kind of migrated towards such a reliance on question nodes, not flooding the player with as many options, especially if the options felt superfluous, like they weren't really adding anything. And on New Vegas, one of the things that we noticed is, in contrast to Fallout 3, which had percentage-based checks. We went with flat checks, either you made it or you didn't, which on the one hand is good and it's satisfying that your build is rewarded, but also it was always clear, like I should always pick this option. So the role playing element kind of went away because it implied that if you ever saw your option come up, you should pick it.

This continued into Pillars and Deadfire because, at the time, they didn't have a super great idea of how to handle it. On Pentiment, the way I've tried to approach it is that there are almost never any question nodes. Every conversation has a through flow. It's about a thing, and you never reach a point where you're kind of circling back and looping. It has an arc that ends, and I feel like that makes the conversations feel much more natural. You can still put in all sorts of cool branching, but it's all sort of moving towards the end goal that you know as a writer when you start the conversation. And then the way that I've tried to handle using checks and dialogue is if you unlocked it, you can pick it, but sometimes it's not actually a good idea to do that.

In Pentiment, characters very often get aggravated when you pick those options. So you kind of have to think about the character and the situation that you're in and whether or not the character is going to respond positively or negatively to you sort of saying that thing. And I think that's a nice balance because the player is clearly being given more options because they're backgrounds, but they still have to role play and read the social situation to get the outcome that they want. And sometimes though they might say like, „I don't care about getting an ideal outcome, I want to pick this option," and that's totally valid as well.

[...]

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Vagrus: The Riven Realms - Old Acquaintances DLC Release...

Posted on May 30, 2024 18:52 by RPGWatch

[​IMG]The Old Acquaintances DLC will be released on June 12:

[​IMG]

Old Acquaintances Release Date Trailer | Vagrus - The Riven Realms


Vagrus - The Riven Realms is a Strategy-Roleplaying Game for PC, in which the player takes the role of a vagrus - a sort of a caravan leader, who makes a living on a strange and dangerous dark fantasy world by taking a traveling company on all kinds of ventures. Besides its story-rich narrative, the game features tactical turn-based combat and strategy elements, such as elaborate cargo, crew, and character management systems.

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Kristala - Early Access on June 6

Posted on May 30, 2024 18:52 by RPGWatch

[​IMG]The action RPG Kristala will be released into Early Access on June 6:

[​IMG]

Kristala - Official PC Early Access Release Date Trailer



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SKALD: Against the Black Priory - Review @ PCGamesN

Posted on May 30, 2024 00:32 by RPGWatch

[​IMG]PCGamesN checked out Skald Against the Black Priory:

[​IMG]

Skald Against the Black Priory review - a modern take on retro RPGs

Strong worldbuilding and unique visuals prop up an imbalanced combat system in Raw Fury and High North Studios' retro-infused RPG.

Attempting to play the forefathers of the RPG genre in 2024 requires patience steeped in a hefty amount of nostalgia. From the days of Ultima and the first Baldur's Gate, the genre has developed quality-of-life features that have made it difficult to turn back the clock by two or more decades. So when a game like Skald: Against the Black Priory promises that retro RPG feel with enough modern concessions to make it fun to play, I jump at the chance to get my hands on it.

[...]

Our Verdict

Skald: Against the Black Priory captures the spirit of your favorite old-school RPGs while serving up deep sidequests and memorable lore, but its combat and progression systems eventually run into trouble and its overarching narrative never quite takes off.

Score: 7/10

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Capes - Review @ PC Gamer

Posted on May 30, 2024 00:32 by RPGWatch

[​IMG]PC Gamer reviewed Capes (Video Edition):

[​IMG]

Capes Review


Superheroes clash in this turn based strategy game. Recruit, train, and deploy your team in order to take back the city from the villains that hold it hostage. Is it a super game though?

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Ultima V - Retrospective

Posted on May 30, 2024 00:32 by RPGWatch

[​IMG]Majuular looks back at Ultima V:

[​IMG]

Ultima V Retrospective | The Tyranny of Virtue



[Discuss] - [Top]

SKALD: Against the Black Priory - First Impressions

Posted on May 30, 2024 00:32 by RPGWatch

[​IMG]Mortismal Gaming checked out the upcoming retro RPG SKALD: Against the Black Priory:

[​IMG]

SKALD: Against The Black Priory - First Impressions



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