Centuries before Atlantis sank beneath the waves, when the Atlanteans were little more than barbarians, proud Valusia was already ancient. The evil serpent men have infiltrated Valusia’s capital and plan to overthrow humankind. Now those who oppose the serpent men must grip their swords and take up the age-old cry, “Ka nama kaa lajerama!” Sword-and-sorcery action in the Robert E. Howard tradition.
The Caliph’s nephew, Jafar, is raising an army to march on Baghdad and wrest the throne from Harun al-Rashid. In order to save the empire, Sindbad and his crew must find the fabled Sword of Kingship and bring it back before it’s too late.
It’s the 60’s. Jacques Cousteau has his SCUBA, Captain Nemo’s most famous invention has been rediscovered, and bikinis are being seen everywhere. It’s a great time to get wet! Join the crew of the Nautilus II as they must protect an undersea peace conference and prevent WWIII. Aquaman meets Voyage to the Bottom of the Sea in this role playing game of underwater adventures and superpowers.
Sword and Planet: The Invincible Sales-Reps of Zarnobia
Description:
Just when you think nothing interesting is ever going to happen to you, you and your co-workers are transported to Zarnobia, an exotic world of adventure. Thanks to this planet’s lower gravity, you have amazing strength. You are a legendary hero. Unfortunately, the Zarnobians now expect you to overthrow the evil emperor Khardak Thrun. Swashbuckling action in the Edgar Rice Burroughs tradition!
A lot of the unnecessary complexity of most game systems can be blamed on one concept: game balance. While game balance is a useful concept on the surface, the truth is that there’s a lot more to it than ensuring equal character point totals. In this panel, we’ll talk about ways to maintain game balance without the crunch.
Spring, 1963. JFK is in the White House, the space race is in full swing, and people flock to Vegas to see the Rat Pack. What most people don't realize is that, after the lights go down, Old Blue Eyes and the crew do black ops work for the U.S. Government. Next stop: Cuba.
Tired of playing dungeon crawlers, spaceship captains, super-heroes, angsty monsters, and all rest? Wouldn’t it be nice to place something different, like a Regency Romance heroine, a monsterploitation private detective, or a laser pony? In this panel the staff of Hex Games will tell you how to mix and match genres, develop strange ideas, and make odd concepts work.
After you died, when you met the Giant Glowing Jesus, he told you your name wasn't in the Book of Life and sent you straight to Hell. Turns out, you don't really like it here, so when the Goddess shows up and and tells you she knows a way you can sneak into Heaven and confront God, you take her up on it. Jack T. Chick meets The Dirty Dozen in this adventure that puts the Fun back in Fundamentalism!
Anyone can map out a dungeon on graph paper, but it takes a lot more to create an interesting, believable game world. In this panel, the Hex staff will tell you how to flesh out your campaign setting, whether it’s a magical fantasy world or modern-day New Jersey. We'll cover everything from basic dramatic rules and setting creation to the little touches that bring a world to life.