The Crew takes a turn for the bizarre, heading straight for the "weird" roleplaying settings. What makes a setting weird? What are the benefits of having a setting divorced from reality--or even fantasy--as we know it? What are the challenges with running a game in a world so far afield? Along the way, we namedrop a few settings, including:
Deadlands
Shadowrun
RIFTS
Low Life
50 Fathoms
Children of the Sun
Eclipse Phase
GURPS Discworld
Paranoia
Tales from the Floating Vagabond
HoL
Pulp Gamer - Pulp Gamer Out of Character - PGOC 194: Weird New Worlds:
'via Blog this'
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