What’s good? Taste is subjective, though I think everybody feels there are certain exceptions, such as the terribleness of the Star Wars Holiday Special, which transcends cultures and times as an object of derision, albeit sometimes affectionately so. So, this list of “Malcolm Sheppard’s Top Five” is just my opinion, though there may be hidden objective excellence rattling around in there, somewhere. This list isn’t in any particular order.
Supers, and generally, point-build systems, aren’t my strong suit as a designer, but I love the genre. The Basic Hero’s Handbook is a masterful introduction to Mutants & Masterminds that communicates everything you need with remarkable brevity and straightforwardness. I especially like the streamlined character creation system, and how after using it, and not having to sweat points too much, you still end up with a character fully compatible with the rest of the M&M line, including characters made using the Deluxe Hero’s Handbook. Plus, it has all the rules you need to run it!
This supplement for Fantasy AGE does a great job of mixing function and atmosphere. Each lair presents a creature, location, and situation. None of these are hard-coded adventures, but contain plenty of hooks and suggestions, and can be run sandbox style. My favorite lair in the book is the Lair of the Ghoul Prince, which I’ve talked about before, in a pervious article. Go read it!
Maybe I’m doing this wrong and I’m supposed to stick to current releases, but I love Homeric mythology, and really enjoy Trojan War’s particular adaptation. It covers all the major elements of this mythic-historic event, from gods and heroes to how it all works for original characters using the d20 System. I think it’s still valuable now because of the way it’s structured for games and the fact that d20’s design has been influential enough to seed itself in many other games, making conversion pretty easy. I miss these kinds of treatments of real-world mythology in games, and while there are new ones around, I want more! Maybe I have to do it myself….
Here comes the bias! I worked on the Tales of the Lost Citadel anthology, The Lost Citadel Roleplaying, and The Lost Citadel Fantasy AGE Conversion Codex—but there’s plenty I didn’t work on, in fiction, rules, and concepts, that’s just fantastic. The Lost Citadel is set in the last, desperate, walled city of the living, who struggle with each other while battling for survival against the risen Dead. One thing I love about the setting is it takes the basic conflict in the zombie apocalypse genre—that your living companions are as much a problem as the undead—and renders them on a social scale, in conflicts between the city’s factions.
Where The Lost Citadel is a choice tinged by my bias as a designer, well, uh, I’m the principal designer of Threefold. I made up the broad strokes and developed other writers’ work to get what I wanted: a setting for Modern AGE that would use the conceit of planar travel to permit virtually any kind of character, but wouldn’t seem generic, unfocused, or lacking strong story structures. Whether you explore the planes as a member of the Sodality or defend the Earth (sometimes from other Earths) with Aethon, there are always things to do, rivals to deal with, and secrets to uncover. One reviewer said the game felt like its setting had already been established for years. That’s the feel I wanted, and I hope you like it.
After writing and designing games as a freelancer from 2000 on, Malcolm Sheppard is pleased to join Green Ronin as developer at large: the one who works on any number of games, from the Adventure Gaming Engine to Ork! Malcolm’s experience before Green Ronin includes Exalted, Mage: The Ascension, Onyx Path’s Chronicles of Darkness and Scion lines, as well as Shadowrun and Eclipse Phase. Outside game design, Malcolm’s worked in community development and education, and as a professional historical re-enactor, where he gave large metal swords to children. (They were blunt!) Malcolm lives in semi-rural Ontario, Canada.