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Our tenth anniversary edition, and our last. We begin with an interview with some of our editors' favourite indie game designers. We then consider adding some winter realism to our games. We then turn to character generation, what questions should you ask? and how might they be answered?. Continuing our theme of realism we consider the Problem of Armour and keeping it real. Finally our founder Steve Darlington does his best to sum up what it means to play a character.
We start with the conclusion of M. Joseph Young's theory series, move on to a documentary of larpers in their natural state, consider the virtue of stupidty and how to begin a game, and conclude where it all began with D&D.
In our second edition for 2005 we bring you more theory from M. Joseph Young. Steve Dempsey asks himself what makes a game that you (or at least he) wants to play? Steve Darlington explores the mysteries of Avatars, Audience, and Authors. We close with another does of the inimitable The Seether.
Another year, another issue! We start this issue with a question — has narrative become a sign of the munchkin? We continue by exploring issues of believability in Science Fiction genres. We finish up with some light-hearted humour.
We nearly didn't make it -- but finally we got our quarter century issue to bed. In this issue we look at players looking for groups and groups looking for players, the moral panic that has often surrounded our hobby, and finish off with an interview of a gaming legend.
There is lots of interesting advice in this issue. It starts with how to prepare your improvisation from our resident Frenchman Rappar. Alex Gill then sets out the principles for successfully organise a LARP. We then finish it off, Stephen Jarjoura writes about the importance of food in a setting. Finally, Alex rounds things off with his fine satire.
This issue featured GenCon reports from both sides of the pond: Steve Darlington from the USA, and Claire Godfrey from the UK. Nick McCarthy got personal with D&D, while Alex Lock ponders why our subculture will never rule the world.
In this fine issue we have the usual mix of ingredients. We have the spice of Alex Lock doing his bit for Roleplaying Advocacy and Jack Spencer Jr laying into what he sees as lazy roleplaying design. Further on some bloke called Steve Darlington dissects what makes a good Star Wars game. Finally, we bring you explore a rich Russian fantasy setting in the tale of Dazhdbog's Tomb.
Our coming-of-age issue brings meditations on the glories of the hobby, and the limitations of computer roleplaying games. From the collective consciousness of our online forum we provide advice on what to do when things go horribly wrong. We finish on a high-browed, bravely interpolating Gothic Poetry where no one has interpolated before.
Dear me, is it twenty already? In this big issue, editor Steve Darlington talks about why he's handing the PTGPTB reigns over to new editor, Steve Dempsey. Meanwhile Andy charges ahead with his series on Japanese gaming, and also provides a look at co-operative roleplay. And the amazing Alex Loke returns with an hilarious look at GM morality. A great note to finish on for Steve, and a great issue for you to read.
A new look for PTGPTB this issue, thanks to Andy Kitkowski, who also started his new series about gaming in Japan. Joining him was another look at running better convention games, a survey of the best the internet has to offer gamers and a deconstruction of D&D classes. Plus the biggest links page ever and our new forum kicks off! Excitement, adventure and really wild things!
This issue, the watchword was structure. We looked in exhaustive detail at the processes of campaign and adventure design, respectively. Then we took a slightly sillier look at structure-less games, and finished by mulling over the idea of playing incompetent characters. Meanwhile, the letters page posed some tough questions and the links did something a little different.
D&D3E gives us cause to ponder on the nature of rules systems, and review some new adventures from Fiery Dragon Productions. Meanwhile fun with earlier editions of D&D is the focus for Once Upon A Time. We also took a deep look at getting your players to take on more control of the narrative, and mulled over superhero gaming to finish. Plus a huge letters page, and much more.
The fourth year of PTGPTB! This issue, we feature a review of Conspiracy X, and Dr Rotwang examined the new edition of Star Wars. Plus a look again at competition in RPGs, from a whole new angle, and some simple guidelines to developing a believable matriarchy. Goodies galore.
Our Christmas issue had a lot of big topics to chew on. Can an RPG be scored? What separates an NPC from a PC? Where do our RPG conceptions originate? And what happens when your PCs go to the ultimate prison? Read, think, respond, and join us again next year.
Things got a little weird in this issue. Dr Rotwang took us into his absurd little universe for a look at live action gaming (with llamas) while Darren's Twisted Tale explored some very surreal roleplaying. Plus an interview with cartoonist Scott Kurtz, and all the usual silly stuff.
Thirteen is an unlucky number if you missed this issue. Altin Gavranovic concluded his in-depth look at adventure design, complimented by Dr Rotwang's look at using cinematic techniques in the same process. We also had a look at wartime adventure hooks and a new twist on haunted houses. A goldmine for GMs.
This issue looked at adventures, including tips on their design and a cool adventure outline for use with almost any game. We also featured an in-depth analysis of the components of roleplaying, and Dr Rotwang made his first appearance, leaving us all a little weirder for it. And we had a reminder about the many uses of inflatable things.
A new year, and PTGPTB continued to get stronger. We looked at such hot issues as whether gaming and fiction mix, and how to maintain the critical mass that is a gaming group. The law and order series reached its triumphant conclusion, while the Highlights looked at some of the great new RPGs available on line. Plus, we featured a testament to all the gaming parents out there.
We cracked double figures with a cracking issue on a variety of subjects. We looked at the value of powergaming, asked whether the future of the industry was online, and offered tips for GMs on dealing with the free-will of players. Mark J. Young's series on law and order continued, and the links made a comeback. All this and more.
Game design was our theme this issue, with articles on how to model both human capabilities and the long arm of the law with greater accuracy and depth. We also talked to a professional game designer about his new game, and the History concluded with a survey of modern design trends. The Highlights also featured the 1998 Origins Winners.
Tips for GMs featured in this issue, whether they were running at conventions, adding more action to their games or using dwarves as PCs. The history reached its penultiate part, and we featured the results from the now closed survey. We also took a look at some of the bad press roleplaying recieved as the result of a tragedy.
Once again we welcomed the genius of Andrew Rilstone to this issue, and he looked at the question of maturity in RPGs. We finished the series on Dallas and the History reached its seventh part. The survey was extended, and the news looked at the revival of West End Games.
Computers are our topic again in our first anniversary issue. We looked at online gaming, and the history looked at the greatest achievements of the hobby. Meanwhile we began a two part series looking at the disappearance and so-called D&D suicide of Dallas Egbert. This issue also included a reader survey which we still encourage you to fill out.
This issue was devoted to conventions. In particular, ConJure, the new local convention of which we are big supporters. As well, two new writers gave their advice on running games, and a reader shared his first gaming experience. The Links page looked at some great gaming resources, and the Forum got bigger.
Our fourth edition dealt with the issue of those who are opposed to gaming, with the History examining the rise and fall of BADD. We also looked at Play By Email games, and extended our support for the new convention, Conjure. The Forum continued strongly, while the final RPG News revealed the loss of two major gaming companies.
This issue marked a time of maturing for the magazine, in particular the move to a new site. Meanwhile, our talented team detailed their opinions on the issue's topic, which was "Computers and Role-Playing". The History of Role-Playing hit Part 3, the new readers' forum began, we gave a low-down on the convention scene across Australia, and answered some of the piles of letters we received.
In our second issue, we looked deeply at the nature of RPGs, and why we play them. We were also very pleased to publish an aritcle by our first guest celebrity writer, ex-arcane columnist Andrew Rilstone. We continued with the History of Role-Playing, and gave the full lowdown on the Brisbane convention scene. Plus more news and links as usual.
Our very first issue was devoted to GMs, and the great work they do. It included articles for GMs and players alike to learn more about the difficult and often unrewarding task of running a game. Plus it was explained why AD&D could spell the end of gaming as we know it, and exactly who was boycotting GenCon, and for what reasons. And loads of other gaming links and news as well.