Blue Hex: My Free Games Site

Recently, inspired in a raven-see-raven-do fashion by Stargazer’s creation of Stargazer Games, I decided to throw together a simple site for my own modest creations.

Blue Hex is where I will be posting my free creations, both individual games and material for other games. Currently the site features Simfanad, my genericisation of the ICE Lord of the Rings Adventure Game (aka LOR), Mad Science Boys, a small game about young supergeniuses, and 1914, my diceless historical superheroes game.

Blue Hex also hosts a small forum area. I may change this from the widget Yola offers to something else, since the current forum widget only permits five individual forums unless you pay to get more, but the widget will suffice for now.

I will be updating the games and eventually releasing new edition documents, rather than the playtest PDFs currently up. I will also be adding Microlite Dark Sun, my Athas conversion document for Microlite20. Anything I release on Blue Hex is and always will be free. Anything I create for sale will be released through other channels.

Please stop by if you’re interested in free games. The site is meager, but I’d love to hear from you.

Andrew M. Modro is a 36-year-old father of one living in southeastern Ohio. He has been a gamer since 1982. He is the editor of Warrior, Rogue & Mage from Stargazer Games and co-author of Resolute, Adventurer & Genius. His current favorite RPG is Adventure! from White Wolf.

4 comments

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Seth Drebitko

Feel totaly 100% welcome to promote the awesome that is DarkSun over at the M20 forums!

comments user
Sean Schoonmaker

I've been playing the 3rd edition of WFRP since it came out, and have played both 1st and 2nd editions in the past. However, even though I personally like the new system, the answer to your question is a solid "it depends."

The new dice pool system is vastly different than the percentile system of the past, and it has a different feel to it as well. It lends itself far more to a GM's narrative interpretaion of any given roll. It's also a bit less gritty than previous editions; the deadly combat is still there, but the starting power level is a bit more heroic.

I happen to like it a lot. My players love rolling the dice, since they know that the roll often tells a story (it's possible to succeed or fail with both either positive or negative effects). However, it's not all milk and honey. The rules organization leaves much to be desired, and here's not as much background as in previous edition's books in the material out thus far. Cost is also a serious consideration.

I feel it's well worth your while to check out!

    comments user
    Stargazer

    Huh? It seems you meant to comment on this post, right?