- 840
- 712 025
RPGGamer
United Kingdom
Приєднався 3 кві 2018
I'm Freddy, I've been running RPGGamer.org for the past 20 years, it's mainly based on the West End Games version of the Star Wars Role Playing Game, but I'm interested in most SF, and most RPG's.
Mainly I look at old RPG's, and rule systems, but I'll cover anything else that attracts my mayfly attention.
Mainly I look at old RPG's, and rule systems, but I'll cover anything else that attracts my mayfly attention.
Відео
Platts Smugglers Guide (Star Wars, West End Games, 1997) | Retro RPG
Переглядів 107День тому
Smuggling is a tough business. Most people in this profession go broke, run up huge debts to crime lords, get blasted by bounty hunters, or are captured by the Empire. Why learn this exciting trade through costly and painful errors? Platt Okeefe takes you on a guided tour of the shadowy world of gunrunners and "freelance lawbreakers" to teach you the secrets of this dangerous profession: Who Do...
Bothered About Dungeons and Dragons in 1985 (CBC, 1985) | Satanic Panic
Переглядів 1984 дні тому
And this time we're looking at another Canadian Broadcasting Company piece names "Bothered About Dungeons and Dragons in 1985", where we meet some familiar faces and hear some familiar stories, it's almost as if they didn't have much real material on D&D. #rpg #satanicpanic Please Subscribe to our Channel: ua-cam.com/channels/_LzCQWjKa09lPIlrRHvoeA.html Please help support the channel, here's o...
Dr. No (James Bond RPG, Victory Games, 1984) | Retro Adventure
Переглядів 1698 днів тому
Dr. No Welcome to the island of death! Briefing: Something is terribly wrong on the island paradise of Jamaica. The always reliable M.I.6 Station head has failed to make his report and has since disappeared. What terrible secret is so important on Jamaica it is worth the risk of murdering an M.I.6 operative? All clues point to the existence of a mysterious figure unknown to the British Secret S...
Challenge Magazine #50 (May/June 1991) | Traveller, Space 1889, Star Trek, Cyberpunk, Shadowrun
Переглядів 11211 днів тому
Challenge reaches Issue #50! Although Dark Conspiracy still wasn’t available to the public by its publication, it was obvious by - at least - the advertisement (on page 9 and the back cover) that GDW was going all out on the game and setting. This issue also had content for Twilight:2000, MegaTraveller, Space:1889, Shadowrun, 2300 AD, Cyberpunk, Star Trek, Battletech, Silent Death Index of issu...
Castle Falkenstein (R Talsorian Games, 1994) | Retro RPG
Переглядів 24515 днів тому
When computer game designer Tom Olam found himself sorcerously shanghaied by a rogue Wizard and a Faerie Lord, little did he suspect that he would soon become the pivotal force in the struggle to control an alternate Victorian Universe. But before the deadly game could end, he would first have to battle gigantic Landfortresses, outwit Dragons, romance a beautiful Adventuress and defeat the Evil...
Haynes Tie Fighter Owners Handbook (Star Wars, Haynes, 2019) | Retro Books
Переглядів 10418 днів тому
Just as the Galactic Empire used great fleets of starships to expand Imperial control across the galaxy, the subsequent authoritarian government, the First Order, used even more technologically advanced ships to unify planetary systems and crush all opposition. With both regimes, the most abundant and ubiquitous ships in their respective fleets were the notoriously lethal TIE fighters. The TIE ...
Dungeons & Dragons Adventurer #34 (Hatchette Partworks, May 2024) | Modern Magazine
Переглядів 11820 днів тому
Welcome to issue 34 of Dungeons & Dragons Adventurer! As much fun as it is to run or take part in a large-scale campaign, it can be equally fun to play out a smaller story over a session or two - perhaps because a regular player is missing or you wish to expand on a particularly intriguing plot point. That's where side quests come in handy. Read our comprehensive guide and then take part in a s...
Palace of the Silver Princess (Dungeons and Dragons, TSR, 1981) | Retro Adventure
Переглядів 20922 дні тому
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulou...
The Misty Isles (Dungeons & Dragons, Wee Warriors, 1977) | Retro Adventure
Переглядів 11325 днів тому
'The Misty Isles' describes persons and events on an island chain. While not particularly rich in material items, it provides adventure and inter-related intrigue for fantasy gamers. Main items or people/events are listed for each hex. The referee should decide in advance where in the hex the action will take place and can fill in related experience for the rest of the hex. #rpg #dungeonsanddra...
Tir Tairngire (Shadowrun, FASA, 1993) | Retro RPG
Переглядів 25929 днів тому
A Nation of the Future, Built on the Traditions of the Past Long shrouded in mystery, now one brave voice dares to speak the truth of the Land of Promise, Tir Tairngire. How did it come to be? Who holds its reigns of power? And what does its future hold? The Tir Tairngire sourcebook reveals the Elven Nation for the first time, in all its glory and danger. Journey there and beware. Tir Tairngire...
13th Age (Pelgrane Press, 2013) | Rules Breakdown
Переглядів 176Місяць тому
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on th...
Dungeons & Dragons Adventurer #32 (Hatchette Partworks, May 2024) | Modern Magazine
Переглядів 102Місяць тому
Welcome to issue 32 of Dungeons & Dragons Adventurer! Magic is everywhere in the Realms. Magical runes are scribed in spellbooks, stitched into flyinh carpets and carved into trapped, fire-breathing statues. In this issue, learn how to spot and decipher these arcane words. Elsewhere, we show you how to cut your journey time with the aid of mounts and vehicles, and meet the deadly and disgusting...
Kafer Dawn (2300ad, Games Designers Workshop, 1987) | Retro Adventures
Переглядів 432Місяць тому
ife for colonists on Aurore was difficult at best. Native plant and animal life was deadly to humans and soil had to be brought in by the ton to grow imported crops. Tidal bores were scoured by half-mile tall waves twice a day. Earthquakes and volcanic activity were constant hazards. Then, the Kafers came… The inhabitants of Aurore always took a special pride in their home - it was the most spe...
Starfaring (Flying Buffalo Games, 1976) | Retro RPG
Переглядів 170Місяць тому
Starfaring was the first science fiction role-playing game (RPG) published, released by Flying Buffalo in August 1976. Although it was the first to market, it didn't attract an audience, and was soon superseded by the much more popular Traveller published the following year. Starfaring is a two-player science fiction RPG "loosely based on Star Trek" that is set 700 years in the future, after hu...
13th Age (Pelgrane Press, 2013) | Retro RPG
Переглядів 245Місяць тому
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on th...
Great review thanks! :D I've been enjoying Acolyte too (especially the costumes!) so it will be good to hear what you think
Can’t wait until you review Black Sands of Socorro
that is such a good book! i love it
Some of us will never forget Price of Freedom! WOLVERINES!!!!!!!
I went to Catholic school in Vancouver during the Satanic panic. We played AD&D everyday after school and the monks couldn’t care less
Perhaps the "rape" criticism if fair, but perhaps not. It makes us uncomfortable, but in a world where might makes right, we might expect to see such behavior. Regarding the first cover shown, I can't tell you how much I stared at the image trying to make sense of it. Karl and Ahira are obvious, but the woman doesn't fit the description of Andrea of Doria. She seems almost an amalgamation of the two. Who is the human boy? Karl? The real puzzle is the horned helm guy in the back. He just seems added. Any ideas? I figure the artist was just adding a stock idea to the cover without knowing the book at all.
With 5e24 details coming out, I've been curious how the game has evolved up to now. Finally learning how THAC0 works, I realize later roll to hit rules are in many ways the same construction with opposite math. AC is put into sensible ranges without weirdness of negative armor classes and lower being better. It's the same math organized into intuitive ranges. It's combining your base accuracy with a random roll to clear the enemies bar. Not some bar intrinsic to you that is lowered/raised depending on an enemies armor that you then roll up to. The math did nothing to inform that systems intent, now it's direct and intuitive. It's really amazing how much refinement the game has received over the years with decades of play testing and feedback as well as being influenced by the video games.
Brilliantly put, I've always liked the more sensible way it works in later editions, and it's not that big of a change (even if I do get 1st and 2nd edition purists telling me I'm wrong). As well as arranging it more sensibly, they also took away the limits, so your AC could still improve later on, rather than just capping out at -10.
Another crackin' video Freddy!
Thank you for the kind comment, glad you liked it.
They will do anything that brings in views, but it also encourages kids to try it out! The Satanic Panic was what made D&D so popular!
I must make a video on the James Dallas Egbert III case, and that really kickstarted the Satanic Panic. The assumptions in the search for him, led to everything which came later, even though they were proven wrong when he was found. But because it suited their aims, the lies were repeated for decades.
The squeaky wheel gets the oil. Yes kids in USA looked like that in the 80’s. Good video series Ugh this attitude from these people irks me
You're quite right, the members of BADD were few, but they made so much noise they provoked endless interviews and news segments for over a decade.
Love this post!!, I was shown this broadcast by my church elders in Canada as a demonized game. 😂 I hooted then, as I only played star wars at the time and told them "I don't have d&d money$" This was HUGE! Nostalgia. Thank you!😅
These videos are just so weird to me. Here in Scotland there was no satanic panic, no one was claiming that D&D led to the devil. I even remember playing in a church hall back in the 80's, without the vicar batting an eyelid as we were just kids playing a board game. If you were a player then people did look down on you, as the only acceptable game for a teenager was Football, and if you were playing D&D then you might as well say you were playing Snakes and Ladders or some other childish game. But these videos are a total glimpse for me into an alternate world I never experienced which I find fascinating.
i know a guy who had a not pleasant run in with patricia pulling (we are all from virginia) at a game store about a half hour away from where i live in the nineties
In some ways I feel sorry for her. She was a mum just trying to find sense in the death of her kid, but she really took that beyond what is acceptable with a decade (and more) long crusade.
Lots of fun as a player and DM.
Very deserving of it's status as an iconic adventure, well thought out and well formatted (especially for 1978 when they really hadn't got much experience publishing adventures).
One of my absolute favourite RPGs!
I think I'll cover more of it, as this video has been very nicely received. Sometimes it's the games I think most people have forgotten about which get the best comments.
That looks like a cool game
The rules are very well done, working towards co-operative story building, excellent stuff. And the rule book is heavy enough that you could easily defend yourself from any raging beasts you might encounter.
The James Bond RPG by Victory Games had elegant rules if I recall...
I'll have to do a Rules Breakdown on it some time, and cover the core rules. This was a strange one where I randomly decided to cover an adventure for a game I've never covered before.
As always a fair and wonderful take on a game. Good job.
Thank you kindly! Your kind comments as always are very much appreciated.
Beautiful art by James Talbot (as ALL the James Bond 007 RPG products)
The artwork is really great, so reminiscent of the Movie Posters, perfect in style for James Bond.
The 1st adventure I ever Game Mastered (with props!!)
It's really excellent, and there's loads to help a starting GM in it, great stuff, hope I brought back pleasant memories.
Great job! I've been working on a video about this game it was one of my faves in the 80s. The retroclone is called confidential
Cool stuff, looking forward to it, love your channel and your style. Just watched your video on Star Frontiers and loved it, I've a copy of Star Frontiers sitting in my desk waiting for me to get around to making a video on it (problem is the box got lost, and I don't think I've still got all the contents).
Great job once again. I hoped this would win. The "chile" in "Honeychile" rhymes with "while" and is a colloquial stand in for "child."
See also" Jimmi Hendrix's Voodoo Chile
Am perpetually bad with my pronunciation, makes sense now it's explained.
Conservative Christian here, pursuing ministry in seminary. I have run games for years. It’s cooperative storytelling with math for randomness. My players know my left/right boundaries, but this is no different than any GM, for everyone comes in to EVERY social enterprise with some moral presuppositions. There are certainly people out there who would probably dislike some of my limits, but those people are playing at different tables already, so it’s really a to-each-his-own sort of thing. In practice, I’ve never had to flex because my friends know perfectly well where I’m at before session 0.
Not sure if I mentioned in my video, but one of the guys in my group (who have been playing together for the past 30 years) is an ex-bishop. He runs D&D for his family, and for our group, and is currently running Alien for us (which is loads of fun). He obviously has certain limits, and everyone happily sticks to those because we like playing with him. If someone else is GM'ing and there's a situation he doesn't feel comfortable with, he just sits back, and usually we'll restrain ourselves as we don't want to make him uncomfortable, and we certainly don't feel limited by that. It's just a matter of having fun with friends and wanting them to have fun too and be comfortable. Many thanks for the thoughtful comment.
This is really helpful, thanks! I have been reading through the 6e material, and while I don’t hate it as much as some (I always go liberal on house rules, agreed on in session 0) I really don’t like what Catalyst did with Edge in 6e. It feels like a botched, over-complicated attempt to accommodate what D&D 5e solves with advantage/disadvantage. 3e seems much tighter and more worth the time of learning and teaching to my players.
There's certain things I like in the more modern versions of Shadowrun (the guesses on future technology in 1989 look pretty outdated now), but the FASA versions were a whole load of fun to play.
i had this but i never knew they had a babylon 5 one
It's no where as detailed as this one, but still was pretty cool.
How did Twilight 2000 deal with the end of the cold war?
The timeline diverges before that, so they just ignored it. The later licenced version, Twilight 2013 has a different timeline, but I do like that they've now returned to it just being an Alt History version of the 90's.
"Look out! enemy at 3 o'clock!" Pilot looks to his right. "Oh bugger, I can't see a thi" A typically practical Star Wars design
I believe that's the in-universe reasoning for the split panels on the TIE Interceptor, so the pilot can see to either side. But this just plays into the idea that the TIE Fighters main advantage is that it was cheap and easily manufactured, while were pretty rubbish at everything else.
I used to feel this way, that the TNE rules were inferior , because games like MegaTraveller have very innovative mechanics. But now the more I look at it, TNE is basically just using the AD&D 2nd Edition NWP system at its core, which was a perfectly serviceable game mechanic for AD&D 2e and never warranted much criticism. If anything, TNE has taken that ruleset and cleaned it up well enough to use as a core mechanic. The 90’s was the era of "story game" RPGs where the mechanics were less important than the action of the story as it unfolded at the table… game mechanics were meant to "get out of the way" and make room for the more important element of "results." You don't need clever mechanics to tell a story… die rolls give results that tell a story of their own. Although TNE definitely has a good amount of crunch to it, I think the basic d20 mechanic at the heart of the game does a good job of not drawing too much attention to itself during play.
TNE is the version I've been more familiar with, and I possibly mis-spoke when I said the other versions of the rules were better, it's just they've got such different ideas than most RPG's I found their uniqueness to be a selling point. Whereas the TNE rules are easy, fast, and great fun. It's not that any of them are better, but some definitely have innovative and interesting ideas which I find appealing.
The wrap around story is very fitting for the fiction of the "time period". Rhe "I found/was given this fantastical manuscript by a friend ir acquaintance kong thought lost" wss a super common framinf device
An excellent point, and now you've made me think of it, I instantly thought of HG Wells The Time Machine and it being a retold story.
This is a great explanation of that time. I was very young, but the ramifications were felt all over the country. Nothing like it again until 2livecrew.
I find it fascinating, as it's a completely different version of the 80's than I lived through in Scotland. While playing D&D was mocked, it was because you were playing a game so were being childish, rather than any satanic association. Which given how strong the religious establishment of Scotland is, seems pretty weird.
@@RPGGamer Why America got so weird? It's complicated. If you'll humor me, IMO It's 2 things its MTV, because it was trying to be edgy which was too sophisticated for the i love lucy crowd, and its sorta political at root. It has to do with the rise of the religious rightwing, the so-called "moral majority" and it was a reaction to the 60s-70s liberal reforms. Roe v wade in '73, and interracial marriage becoming legal in '67, and segregation ending in '65. The white southern religious right found an ally in Jimmy Carter, and then a match made in heaven with Reagan. He publicly echoed their beliefs even kooky end-times stuff, and they became extremely involved in trying to influence policy, but couldn't do much at the executive level, so they got way better at it in the 90s with the new moral majority in congress, the rise of evangelicals using their congressional seats as missionaries to their constituents, and the contract with America '94 was born. But in the 80s the religious rightwing were still finding a voice, and watching music videos on the brand new MTV with dudes like Ozzy Osborne entertaining their children, scared the normal churchgoing simple folks into a frenzy, they saw devils, and did not like the electric guitars, and when you have religion being shoved down your throat from secular sources, and see devils on TV, well that's probably why satanic panic over Dungeons and Dragons probably struck a nerve more than other places.
Not speaking to you, Freddy. Love the videos. Racist is becoming quite the used word. It’s pretty much used to describe anything a white person says about stereotypes and other cultures. So I call bullshit. Islands do have cannibalism and shamans and chiefs but not all of them. So suck it up and grow some thicker skin and quit acting like victims. Bunch of actual racist and fascist.
I'm playing this module right now with the help of an AI Dungeon Master. It's running pretty well.
Glad to hear it, there's loads to love in this one, sad that they didn't have faith in the original author.
Castle Falkenstein is such a lovely book, fantastic art, fun story, fascinating setting. I recall struggling with it as an actual game though. Not because the rules are bad, just because it was so different from what I was used to
For doing my Rules Breakdown it took me a while to get used to it, but once I made the connections that the Cards are basically just Dice, it clicked. The actual contribution of the Players skills are pretty minor to attempts to do things, so it's a bit random (in some sample card pulls, the Player or GM ended up with cards adding up to 10-20, with the skill level only being 4 or so points. So it's a bit random, more reliant on chance that your character skills.
Interesting how the cover looks similar to the box art of Frankenstein the Monster Return for NES.
Wasn't familiar with that game, but a quick google let me see that the set up of the image looks very similar. Same artist perhaps? Or both inspired by another picture?
Hadn't heard of this one before. I love faerie settings and all the way through the review I was thinking this is like Space 1889 but with added magic and monsters so it was interesting you also mentioned 1889 at the end. Just snagged an original off eBay to read in more detail.
Loads to love in here, very different to what I expected, as I'd come at it from the Steampunk side of things, but am not unhappy with what I discovered within it's covers.
The use of Playing Cards in TTRPGs hit popularity spike in the 90s with Castle Frankenstein, the OG Deadlands rules, etc. It's nice to see Frankenstein win the poll and get a review. I played it quite a bit back in the day.
As I said in the video it was a game which I picked up many times, but just never got around to buying back in the 90's.And now looking through it, there's a load to love. Great system, wonderful setting.
It's funny how Mike Pondsmith went from Cyber-punk to Steam-punk, or _fantasy_ steampunk as it were. It's a lovely book, one that was fascinating to me in the early 90s when it came out. I was never into the fantasy aspects of it, however, with the fairies and dragons. What I really liked was the Victorian Era stuff. And being able to interact with known fictional characters from literature and who would have their own agendas, often working with characters from History. And because of this I think Castle Falkenstein isn't just a game of swashbuckling action, but also a game of intrigue. Did you notice that there are no character sheets? You're supposed to keep a diary of your character, and that's where you will record your abilities. On the video about how the system works (which I'm very, very much looking forward to), would it be too troublesome to divide the screen into two, one with the PDF and a another with view of the tabletop, where you would use a real deck of cards? If you happen to have one.
He is a true pioneer. First cyber punk RPG. First Steampunk one. First "anime" one. First Giant Mecha one.
I really thought it was going to be a purer version of Steampunk, but while it's not what I expected it's a lovely Fantasy Mashup, without just being Tolkienesque fantasy. I noticed the lack of Character sheets, but there are still Skills and Attributes of types, so it's not a completely alien system like some I've seen. It seems odd at first, but easy to get to grips with. For the Rules Breakdown, I've used an online card shuffler as the arrangement of my workspace would involve me turning 90 degrees every time I needed to use cards. The online card dealer wasn't perfect, but worked pretty well as I needed cards for the Host and Player Character.
Goodbook.
It is indeed.
Very cool book! Did you also get the one about the Rebel starfighters? One thing I really liked seeing in The Force Awakens was Poe Dameron being so surprised by the mobility of the TIE Fighter "This thing really moves!". Finally someone showed one benefit of that ship, validating its existence next to the rebel & resistance fighters. I like the design of the newer TIE Pilot suits. I think they look cool. The original ones have some bulky helmets which I don't like as much. They always seemed a bit comical to me. Oh, in a rather sad note, the company responsible for the X-Wing miniatures game (atomic mass games) announced that they have decided to stop production of that game.
Yep, I've got the Rebel Starfighter book as well, and will cover it in a few weeks. It's post Rise of Skywalker and Resistance, so had starfighters that I didn't even spot from the movie like the Republic X-Wings. My feelings for the Tie Fighter pilots being cool stem from when I had the action figures back in the 70's when I was just a little nipper, and the black suited Pilot I used as a special forces Stormtrooper (as I didn't actually have a Tie Fighter for him to pilot), a sidekick to Darth Vader.
@@RPGGamer I like the classic TIE Fighter pilots shots where they're inside their TIE cockpits, but when they're walking around the Death Star with Vader they almost look like small kids wearing adult-sized helmets. :D The overall OT Stormtrooper helmet looks awesome, though, and I've always wanted a replica, but could never afford one. And... what? The Republic had X-Wings? I know that they had those weird 6-winged ARC fighters (the ships in the whole prequel trilogy look really weird to me, and unappealing.)
How can you possibly do a technical breakdown of the Tie class without reference to any designs from the game "Star Wars: TIE Fighter" 1994
He did reference that at around the 7:30 mark, when he got to the TIE Defender spread.
Yeah, I wish they'd covered all types, but with the Disney Canon, I guess we'll never see any EU stuff in an official book.
The last four RPG Kickstarter projects I have backed (one of which predated the pandemic) have ALL had a separate shipping charges that were not a part of the cost to sponsor the project. When you consider that many of these projects do not actually ship for eight months to a year plus from the close of their Kickstarter campaign, how can they be expected to reasonably say precisely what shipping will even cost with any accuracy. And that was before the volatility in the shipping marketplace that has become a part of the process since the pandemic. Couple that with the fact that shipping form factors can often change as a part of the design process (especially if the game is shipped in a box such as, for example, the recent 1e boxed edition of Mothership was) and your expectation that publishers include shipping costs as a part of your sponsorship price is not a unreasonable position. And it doesn't matter what size your sponsorship was. In fact, its the exact opposite. The larger your sponsorship level is the HIGHER you shipping charges should generally be since the company will have to ship you a greater volume of material.
I'm aware this has become a thing. I've since backed Kickstarters, which mainly add postage later, although still not all. This was the first time I'd encountered it, and the cost of the shipping was vast, especially when similar sized boxes get delivered by amazon for less than a tenner next day. But while I've gotten used to this, I still think that calculating in postage doesn't seem unreasonable. One of my areas of responsibility in my last management job was Mail Order, and we knew the costs on a yearly basis, contracts signed and agreed and all that. So it really doesn't seem unreasonable to me to expect others to do the same.
The insanity tables were definitely a choice. I can see why they had to edit those out.
It's amazing how even the mid 80's were a completely different era, so what was acceptable then really isn't now.
I'm now curious what is happening with all of these gaming magazines since you bring it up so often lol. Have you tried asking the owner/manager? I'm sure someone who works there must know the details.
Lol. I may have an inside man to find out more. Adam (my youngest son who appears in some of my videos), had an interview to work at the shop the other day, and they're checking references but said they'll get back to him a start date, so I'll have insider information :D
@@RPGGamer Haha awesome. Congrats to him and keep us updated on what you learn.
7:28 Wait... isn't a 10 just 1 success? I thought the number you want to get is AT LEAST a 6? So wouldn't a roll of a 16 be 2 successes?
Oh I see it, a roll of 10 or higher counts as 2 successes
Yep, you got it.
Those seem pretty cool
They are really nice dice :D
They should've made some of those sections larger, elaborating on side quests, giving more fleshed out ideas and suggestions instead of a couple lists, and making that adventure more substantial, while removing the section about paladins, and maybe Orcus' too, focusing on a single class. The dice are indeed lovely. Are they the kind that's numbered in the standard way this time? EDIT: While Tabletop Gaming Magazine is quite light in its content about RPGs in comparison with boardgames (I counted 10 pages total in an old issue), it has had some special issues, so I wonder if it had any focusing on RPGs. Taking a quick look online, it appears not.
It's constantly saddening how some issues they get it right, but then the rest of the time they just put in so little effort and spread their aim so wide that they don't cover the topics any where near full enough.