Mostly just RPGs and comic books. Not a "fandom" blog, unless D&D alignment charts count as a fandom.
We’ve started showing art from the in-development Run Faster, the next core rulebook for Shadowrun. But we’ve got some other great sourcebooks coming down the line real soon, including Lockdown, a sourcebook that develops cross-over plots between the Shadowrun Tabletop RPG and Shadowrun Online.
Here’s the cover illustration, as well as a quick blurb on its contents.
The voices are getting louder. Strange voices, dissonant voices, sometimes babbling nonsense, sometimes telling stories too unbelievable to be true. People are falling prey to the voices, losing their identities as someone or something else slips into their skin. It’s affecting people at all levels of society, from squatters in burned-out warehouses to corporate CEOs. It’s spreading, and at the moment no one can figure out how to stop it. Boston-based NeoNET is at the center of this storm, which means the panic is spreading through the streets of the northeastern sprawl. People are scared and people are dying, which means that there are large sums of money to be made by any shadowrunner willing to brave those chaotic streets. Finding work won’t be the problem. Getting out of the sprawl, however, will be.
Lockdown is a plot sourcebook for Shadowrun, Fifth Edition with plot hooks, setting details of Boston, character details, and surprising reveals that will keep characters on their toes and running for their lives.
To be a gamer meant to be part of a small, semi-exclusive club. Gaming was uncommon. It was the domain of the geek, the dweeb, the loser, the basement-dwelling cretin. But to gamers, it was an ivory tower, a community based around a common love and a common sense of “us vs. them”.
But as time moved on, the “them” suddenly started looking a lot more like “us”. Where gaming used to be the province of the nerd, the proliferation of gaming consoles as media consoles – especially starting with the PS2 and swelling with the Xbox 360 – meant that more and more people were becoming gamers. The jocks who used to give the geeks wedgies and mock them for playing The Legend of Zelda became gamers themselves, scarfing down Call of Duty, Madden and FIFA in record numbers. Women, too, started becoming a more visible and prominent part of the gaming industry. And what does one do when your once-exclusive club becomes less exclusive? You find ways to disqualify people. You marginalize them. You say “they don’t count”. More people play Bejewelled or Candy Crush Saga or Peggle than any AAA console game… but they don’t “count” because they’re “casual” gamers. Women don’t count because they don’t play the right games; they’re playing Sims 4 or Pokemon XY, not Titanfall or Gears of War. Anything to disqualify them. Anything to make sure they don’t “count”.
Anything to keep the focus on the “us”. The “hardcore” gamers. The “real” gamers.
Good piece. I’m not sure we’re as close as a lot of the “extinction burst” commentators seem to think — there are still vanishingly few women present at the decision-making levels in game companies, and I’m not convinced that a lot of gaming’s gender problems are going to get fixed until that changes; the working environment at a lot of studios also makes Mad Men look enlightened — but we can hope.