A short history of gaming in Brazil: "To understand the history of gaming in Brazil dear reader, you must know a little bit about our political and economic history ... In 1991, a small publisher by the name of GSA published a roleplaying game called Tagmar [translation], often lauded as the first Brazilian RPG. ... They also released Desafio dos Bandeirantes, a game set in 17th century colonial Brazil using regional folklore instead of European myths, and a sci-fi game, Millenia [translation] ... In February 1994, the Brazilian authorities set in motion a major economic plan that invigorated the Brazilian economy for the first time since 1973. By March, the currency stabilized enough to assure the population (and companies) that their money would be worth the same by the end of the week ... The happy result for gamers was that companies started buying game licenses right and left." Via. See also History of Brazilian RPGs, History of Brazilian RPG magazines, Role-playing games in education in Brazil: how we do it [PDF], and President Cardoso reflects on Brazil and sociology.
For certain writers, especially those raised in the 1970s and ’80s, all that time spent in basements has paid off. D&D helped jump-start their creative lives. When he was an immigrant boy growing up in New Jersey, the writer Junot Díaz said he felt marginalized. But that feeling was dispelled somewhat in 1981 when he was in sixth grade. He and his buddies, adventuring pals with roots in distant realms — Egypt, Ireland, Cuba and the Dominican Republic — became “totally sucked in,” he said, by a “completely radical concept: role-playing,” in the form of Dungeons & Dragons. [more inside]
Hapuriainen makes dress ups / character creators: Disney Girls dress up; Pokémon Trainer creator; Naruto character creator; W.I.T.C.H. Guardians maker; and 64 others. [more inside]
Ken and Robin Talk About Stuff, a podcast in which writer and game designer Robin D. Laws (Hamlet's Hitpoints, The GUMSHOE system) and game designer and writer Kenneth Hite (Tour De Lovecraft, GURPS Horror) (previously) talk about stuff. Stuffs include: Why vampires are assholes and the Hermetic Order of the Golden Dawn, stopping WWI and Beasts of the Southern Wild, Margaret Atwood and the difference between a mystic and an occultist, why no invented setting is as interesting as the real world and Woodrow Wilson, Gencon and sundry RPGs, Neil Armstrong, HP Blavatsky and theosophy, the ebook prcing settlement, what big publishing could learn from RPG publishers, and the many crazy fictional possibilities of Charles Lindbergh and his UFO investigating chums, and Dungeons and Dragons edition wars and Aliester Crowley.
There's a new Marvel superhero RPG, but the original Marvel Superheroes from 1984 still has a loyal following. Classic Marvel Forever has everything about the original game; its designer reveals its secret origins. [more inside]
If you enjoy playing Dungeons & Dragons or similar fantasy RPGs, or if you just like reading in-depth analysis of fictional worlds, then the Tome of Awesome [pdf] is for you. [more inside]
You've finally gotten over your geek self-loathing, and you've decided to jump back into playing tabletop, pen-and-paper RPGs. But where to begin? [more inside]
Considering marriage? Now, with the RPG You Stupid Bitch! you can experience the bliss of marriage (or, as the author of the game puts it, "the struggles between two manipulative vipers") with only your imagination and some old D&D dice. In a more literary mood? Try the Wuthering Heights RPG. [Original link via Portal of Evil.]
Steve Jackson Games, the makers of such fine pen-and-paper RPGs as Gurps, has been running a blog since 1994. I've been reading it since 1996, and I just now realized: it was the first blog I've ever read. In addition to release information, they also post game industry news, personal stories, and even the Illuminated Site of the Week, all with intimacy and personality we've come to expect from blogs.