Planet Story Games


Proteans (aka goats, nubs, prots)

Posted in Memento Mori Theatricks by Jared A. Sorensen on the February 8th, 2010

Originally published at Memento Mori Theatricks. Please leave any comments there.

Polymorphous, atavistic hybrids, bioengineered by an unknown, alien intelligence. The creatures were designed to be used as ground troops and for manual labor. Their cellular structure is highly malleable, influenced by the ecological system where they are introduced. Proteans are born inside corms, life-support pods that house their bodies during interstellar travel. While inside the corm the protean is not yet fully formed and exists in a state of suspension where cellular decay is halted.

Early experiments revealed that the nascent protean’s body is amoeboid in shape, possessing a rudimentary humanoid shape but without much in the way of features or definition. When dropped onto a planet’s surface, the corm feeds environmental data into the protean via a conductive fluid that surrounds the creature. We do not yet understand how this data is transmitted nor how it is absorbed by the protean. The end result is that the corm programs the creatures DNA and this determines the creature’s ultimate form. Because of size constraints, the proteans are birthed at a roughly humanoid size but may grow larger as they age.

Development of the newborn protean into an adult occurs at a highly accelerated pace. Protean embyros are globules of organic matter kept in cryogenic suspension. Once thawed, the globule may be manipulated to induce mitosis, allowing for an exponential increase in the supply of protean DNA. Once thawed, the embryonic globule must be housed in a corm or it will be rendered nonviable. The most curious trait of the protean is that it may be returned to its corm and “decompiled” back into a prenatal state. This process takes up to a year to complete and effectively kills the creature inside.

The terrestrial form of the protean on Earth is called a “goat”: a bipedal humanoid, approximately two meters tall with slight variances. They possess honeycombed bone structures and dense muscles, making them strong and agile. Protean goats are named as such due to the short horns that grow from their foreheads. A smaller pair of nubs grows from the creature’s lower jaw and erupts from its chin. Goats are red-green color blind and light sensitive, causing many to adopt tinted goggles to protect their eyes from UV rays. Hearing is slightly better than a human’s but their sense of smell and taste is muted.  Goats aspirate through their mouths and a fluted, nostril-like orifice. They have a large lung capacity and are at home in low oxygen, high altitude environments. They display discomfort in humid or polluted conditions and wear respirator masks to assist in breathing. Their skin tones are pale and body hair is fine and sparse. The most unusual features are their long arms, allowing them to ambulate using their hoof-like hands and feet. Goat hands are not especially dextrous, their most obvious handicap. Each hand is comprised of an opposable thumb-like appendage, a finger approximating a human index finger, and a horned “hoof” that can be walked or used as a blunt tool but not for fine manipulation. Goats curl their thumb and forefinger up and use the hoof-hand for locomotion. Using this method, they have a loping, quadrupedal gait and can move rapidly, albeit ungainly.

Gaming with Kids: Temple of Elemental Evil – Session #3

Posted in Gaming Brouhaha by MJ Harnish on the February 8th, 2010

Session #3 began with the group in the moathouse where they had just defeated the bandits who had set up camp there. This time around I was missing only 2 players, although one of them was someone who had been present the previous session which left us with a “glassy-eyed zombie” in the group since we couldn’t exactly have her disappear. We also finally introduced the eighth character, the cleric Tor, once the group returned to Hommlet.

Searching the Bandits’ Hideout

Enzio roused the captive and befriended him (even though the captive was quite sarcastic about his treatment and downright hostile at times) – the silver-tongued bard convinced the prisoner to reveal the location of the bandits’ ill-gotten gains and then made the man dig up the chest which was buried beneath a pile of stones.  Howell tried to show off his lockpicking skills on the chest but failed miserably; in the end Balder ended up smashing open the chest with his axe which broke a bottle of what the group presumed was some sort of perfume, but left the rest of the contents intact since they were only copper & silver coins. Enzio kept his word and let the captive go afterward, though not before finding out that the bandits avoided the moathouse’s dungeons due to the “restless dead” they had run in to during their first explorations.

The party looked around a bit more but decided they didn’t want to stick around – Irma wanted to report back what she had discovered as well as return the coins to the victims, something most of the others grudgingly agreed to. Thus, they packed up their equipment, along with the chest, and headed back to the village.

Return to Hommlet – Intrigue abounds

Irma returned to the church with the chest, although she agreed to give the group a small amount from it as a reward for risking their lives in recovering it. The paladin, who had spent her entire life in the service of the Silver Flame was rather disturbed by the reaction of the Canon and his assistant when they began excitedly discussing the new stained glass window the money would purchase:  Irma had expected that it would be distributed to the poor or perhaps returned to its rightful owners.  Canon Terjon explained that the best way the church could help the less fortunate would be to tend to their spiritual needs first, spouting off some scripture about “Give a man a piece of bread and you’ve saved him for a day.  Give a man faith and you saved him for eternity.”  Irma found this attitude disturbing, but kept her mouth shut, knowing that it was not her place to question her superiors.

The Canon also took the time to introduce a new clergy man, a brother Tor, who had been traveling to the capital and had stopped in Hommlet along the way. Intrigued by Irma’s adventures, as well as her rather statuesque appearance, Tor asks to accompany her when she returns to the Moathouse.

Meanwhile, Kira headed off to to the Trading Post in pursuit of a back-up weapon. There she meets the proprietors which fawn over her, all the time asking a lot of questions about what she’s doing here. They are especially intrigued by her description of the events at the moathouse. The dwarven warrior-priest becomes suspicious though when they start  asking that “now that she’s dealt with the bandits, where she will be heading next?”  – she clearly has the impression that the two of them are trying to steer her away from returning to the moathouse.

Having finished with their business at the Church, Irma and Tor meet the others at the Inn to discuss their plans. They decide to return to the moathouse the next day, but plan on staying until they’ve explored the ruins thoroughly. Thus, they need supplies and Irma heads off to the trading post to secure enough food for the group’s expedition.

At the same time, Enzio returned to the Inn and strikes up a conversation with a mercenary named Zort. Enzio, anxious to bolster the group’s ranks, offers Zort half of his share of the spoils if Zort will accompany the group back to the moathouse. The bard is quite satisfied at having hired his first retainer and spends the rest of the evening celebrating and entertaining the inn’s guests.

Irma receives a similar warm welcome at the trading post but is far less guarded about her purpose for being in the region and what she’s planning on doing. She orders enough rations for two weeks for the entire group (10 people!) which really surprises the traders but they promise that they can secure such a sizable order, though it won’t be ready until the following morning. Irma hands over the rest of her money as a deposit, and ends up going back to church to borrow more money in order to pay the rest of the fee.

Descent in to the Dungeons

The following morning the group gathered outside the inn and then went to the trading post to pick up their supplies. Much to their surprise, two-weeks of rations turns out to be a huge amount of food (including a barrel of dried apples and three rounds of cheese). They end up spending all of their remaining money to rent a cart and donkey to carry the supplies.

Returning to the moathouse, they carefully transport the supplies, cart, & donkey across the rickety drawbridge and spend most of the rest of the day clearing out the dead bodies from the great hall and setting up a makeshift camp.  They explore what little is left of the upper structures of the moathouse, but decide to wait until the following morning to descend in to the dungeon’s depths.

The next day they head down into the dungeon, leaving Ada and Olaya on guard duty. Descending in to the dank dungeon, they almost immediately run in to the “restless dead” which turn out to be a group of skeletons which spring from the cells of the dungeon and attack. Tor proves that he’s more than a scholar by driving back several of the skeletons by invoking the power of his god. The group makes relatively short work of the skeletons, suffering only a few bumps and bruises in the process.

GM Commentary

We had a a lot of roleplay and not a huge amount of action in this session which was nice because it let me set up some of the themes I want to explore (e.g., the fact that the church in the village is largely built upon the backs of the poor, with the Canon eating well and drinking fine wine while most of the villagers just scrape by), as well as some of the more suspicious and/or sinister elements within the town. Some of this will come to light in later sessions. For example, Irma’s naive revelations to the traders is going to have some repercussions on the group, not the least of which is that the food they’ve bought has been poisoned.  More on that next time.

Regarding the actual adventure:  I’m obviously deviating from they way certain elements (e.g., Canon Terjon) are written in the module. I’ve done this specifically to make the whole place a bit more morally ambiguous as well as involve the characters more personally in to the story.

Next session we’ll continue with the exploration of the moathouse’s dungeons. I hope to have the full complement of players again too – as expected uneven attendance by a few players has meant a lot of hoop jumping to avoid having a lot of automatons following the group around.

2010-02-08: Seriously like the blink of an eye

Posted in anyway. by anyway. on the February 7th, 2010
Here's a pretty remarkable thing, to me at least. These are all Forge threads.

Shadows - Sebastian's 5.

The Nighttime Animals Save the World - Sebastian's 6.

Side-scrolling Anthropomorphic Limbo Universalis! - Sebastian's 6, Elliot's 3.

Prydain, the Hobbit, Pendragon ... Fun for Kids! - Sebastian's 7, Elliot's 4.

[The Big Night] Sheckleton's Sacrifice - Sebastian's 8, Elliot's 5.

Monsters! Monsters! - Sebastian's 9, Elliot's 6.

[Galactic] Character creation for Seb's new game! - Sebastian's 10, Elliot's 7.

With combined race and class, choose from 7 unique character types! - Sebastian's 11, Elliot's 7.

[Storming the Wizard's Tower] Times 10! - Sebastian's 12.

We're playing Pokemon Sorcerer - Sebastian's 13, Elliot's 9, Tovey's 4.

(All but the last are archival threads now - please don't post to them!)

These days, Sebastian's also running a bunch of Storming the Wizard's Tower and Mouse Guard for Elliot and his friend Josh.
By Vincent Baker in anyway. Filed under rpgsocial rpglink mylife. 2010-02-08

Customizing 4E – Classes

Posted in Gaming Brouhaha by MJ Harnish on the February 6th, 2010

In my previous post, I suggested one way to customize 4E is to pare down the races you allow players access to (and logically that usually means that are actually roaming around the world as well). You can do the same withing with classes.

Classes

Eliminating classes is a just little trickier than races because you ideally want to still allow players access to the four roles (defender, striker, controller, leader). Some care also needs to be taken so that you don’t create a world that makes little sense, although that’s unlikely to happen since virtually all of the various “skill sets” are covered by a variety of classes. There are a couple of ways to go about eliminating classes, each of which will yield a different feel.

First and simplest, just eliminate the classes you don’t like.  Hate the idea of barbarians?  Ban them.  Don’t want teleporting holy warriors? Get rid of the Avenger.  Not in to scholars of magic, but instead want magic to be more wild and untamed?  Eliminate Wizards from the list.  You have pretty much free reign to delete any class you don’t like from the list because there are always alternatives that can fill the same roles. You can pare down the whole list to the original basic D&D classes or eliminate classes that don’t fit what you want.  The only bit of advice here is make sure you leave enough to provide the players with some options. One of 4E’s weaknesses to some (i.e., much of the difference between classes is just the way they look and function in combat) is actually a strength when it comes to fine tuning your game.

Example 1:  I’m again returning to the idea of running a game based on the simplicity of the original basic D&D game.  For my classes I choose Fighter, Wizard, Rogue, and Cleric.  Perfect: Each of the major roles is available and I have my four enigmatic classes available. Perhaps that’s a bit too restrictive though so I add in Ranger and Druid.

Example 2:  I decide I hate the Warlord and Ranger (I don’t want any two scimitar wielding guys around) classes – I can simply cross them off the list. For example, all of the ranger’s skill specialties (e.g., the ability to track) can be covered by other classes who access to the same skills, so all I’m really losing is the combat capabilities – a fighter can be just as an effective “ranger” in terms of skills.

Example 3:  Want to emulate the original AD&D game?* Limit class choices to:  Assassin (if you have access to DDI), Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Wizard, & the Monk (from PHB3). Throw in the Barbarian if you liked UA; the same goes for the bard if you’re so inclined (I would be). As for races:  human, halfling, dwarf, gnome, elf, half-elf, & half-orc.

A second, much more radical approach is to eliminate whole swathes of classes by eliminating a power source all together. Any of the existing power sources can easily be “excised” from the game without too much difficulty, although removing the Martial power source means you’re defining your setting as one in which everyone has some sort of supernatural or magical ability – which is really cool when you think about it. Which power source(s) you delete really shapes the type of game you’re running and largely defines a bit chunk of the world.

  • Want a pure fighting, grittier campaign or one in which magic is alien and very rare?  Eliminate everything but the Martial classes for players and suddenly you have something that’s much more akin to traditional swords & sorcery, and far more down to earth. Of course NPCs might have access to some arcane classes, which helps make them far more spectacular.
  • Want a far more lethal and grittier world?  Eliminate the divine power source, including all the rituals that are connected to it (specifically the “Restoration” category).  Now stuff that dies stays dead and you can’t cure diseases magically. No clerics, no paladins, no avengers, no invokers…. you get the idea.
  • A pure magical world could be constructed by allowing players access only to arcane and divine power sources (maybe primal too) and then explaining the divine powers in terms of arcane magic as well so that the influence of the gods could go away.
  • Want a world where the gods are much more powerful and important?  Eliminate the arcane and psychic power sources and the divine and primal power sources suddenly becomes the only “magic” game in town. Now they’re important.
  • How about a setting where psychic powers are everything (not my cup of tea, mind you)?  This one is easy – just force everyone to only choose classes that use the psionic power source.

Obviously the possibilities of mixing and matching are pretty endless and depending on how you spin the actual changes you also get a lot of variation. For example, characters who do not have access to the arcane power source might be due because magic is incredibly rare, or associated only with unspeakably evil rites, or simply not exist at all. Similarly, a lack of divine powers may be due to the lack of real deities or simply that the fact that the gods have abandoned the world ala Krynn in the original Dragonlance novels.

Example 4:  Our Teerna campaign is a world without gods – while people worship a few different deities, there are no actual divine beings present and thus I’ve eliminated the divine power source.

Example 5:  I think a really cool idea might be a game based on the notion that everybody possesses some degree of magical abilities.  It might be really interesting to eliminate the martial power source altogether and force people to choose from the remaining power sources (all of which have worthy “fighter” types). I’d probably throw in the Swordmage from the FR setting book (if I owned it, though the character builder solves most of that issue) to add in an arcane defender type.

Keep in mind that what everything I’ve suggested so far, requires no real modification to the rules (though some of these will radically change the feel of the world).

Up Next

More ways to customize 4th edition to make it fit what you want.

* I need to emphasize that when I say “emulate” I mean just the structure of the original rules. I don’t think 4E plays anything like AD&D. Rather, I’m suggesting that if you want a “traditional” AD&D style setting, only using the 4th edition rules, you can easily cut out all the races & classes that don’t fit that without any real issues.  I say “four” because you probably will need the PHB2 if you want the possibility of adding a bunch of the more esoteric races and classes like the gnome, barbarian, and druid. If none of those interest you, the PHB will suffice.  You definitely will not need the PHB3 when it comes out. I also think that of all the books, the DMG2 is the best written book of all of them and is worth the money. (part 2)

Andrew Looney discovers Action Castle

Posted in Memento Mori Theatricks by Jared A. Sorensen on the February 6th, 2010

Originally published at Memento Mori Theatricks. Please leave any comments there.

Over the holidays I had my first experience with Action Castle — and more importantly, its underlying game system, called Parsely. I’m incredibly excited about this. Very rarely do new game concepts come along which impress me, but this one stands out as being something truly revolutionary. And yet, like many of the most brilliant ideas, it’s so fiendishly simply that you say “why hasn’t anybody thought of this before?”

Read more at Wunderland Whenever News.

Customizing 4E – Build the game you want

Posted in Gaming Brouhaha by MJ Harnish on the February 6th, 2010

Let me open by saying, I’ve already written about this back in October when I talked about how I was going about creating a setting for my 4E game. However, there’s been a resurgence lately of enthusiasm (amongst other emotions) over the announcement of the new red box D&D set, along with the essentials line and one of the comments I keep seeing come up is something along the lines of “Now this is something I’m interested in because they’ve gotten rid of all those goofy races and/or classes.”

That’s true, although it’s likely a bit of creative marketing, rather than a new design-philosophy, on WotC’s part. After all, what they’re presenting in these essential products is really nothing that you cannot already do with the existing core books. In other words, if you’re considering/reconsidering 4E because of what you’ve read about the essentials line (& in particular the red box), you can save yourself some money and a long wait by doing the same thing yourself with the four core books.*

Therefore I’m presenting a whole series of suggestions on how to customize 4E to make it fit what you want. I’m not saying the 4E can or should be used for everything – in fact, I only like 4E for a very specific style and genre of gaming. Therefore, this isn’t an attempt to convert anyone in to playing 4E nor one to make 4E the only game you play. Instead, it’s simply a collection of ideas of how you can shape the existing rules to create a simpler game, or a more focused game, or a game more like “the one you played as a kid.” Many of the ideas aren’t innovative or brilliant. In fact, some of them are so damn obvious that I’m amazed more people aren’t doing them regularly or that WotC isn’t more actively promoting them, although I suspect part of the latter problem is that doing so doesn’t really sell splat books. Onwards…

Make the game your own

You can make the game your own by simply mixing and matching the various elements available.  By selectively eliminating some of the choices (e.g., races, classes, limited magic items, etc.), a group can simplify how the game runs as well as capture a specific feel. The results are often a much more plausible and richer setting because the differences between various elements become more distinct and interesting.

This is what most people ultimately want and what many “traditional” D&D players did (I’m referring to original, basic, & 1st ed AD&D players here) – disregarding the rules or stuff they didn’t like, and creating house rules that shaped the game to what they want.  I’ve never met anyone who played AD&D who used the segmented combat round rules nor weapon speed factors. I’m sure they’re out there, but the majority of players just dumped that stuff. Similarly, when Unearthed Arcana first came out we were all excited about the cavalier class but we quickly dropped it because it didn’t fit our “world.”

You can do the same thing with 4E and it’s far simpler than it sounds.

Races

The first method is the easiest:  Look through the PHBs and decide what races you want. My suggestion is to set yourself a maximum number (6 is a good number if you’re the type of person who wants help) and then pare down the playable race list to that number. Instantly your world becomes much more focused and your job as a DM becomes much easier since there are only a few specific races to learn.

Better yet, gather your players around the table and get their input first.  Ask them what they want to play and what they think is stupid or a poor fit. By getting their input you avoid the “but I wanted to play a goliath!” incident that is guaranteed to occur the first time you delete a playable race.

Be brutal.  What you don’t want is to simply delete one race. Instead you want to narrow choices and create a coherent setting, and that sometimes means some tough choices.  If halflings do not fit, then they need to go, no matter how much you personally like them. On the other hand, sometimes these are easy since there’s a lot of redundant overlap in the feel of certain races:  half-orcs, goliaths, dragonborn, and warforged all lean towards specific roles and so getting rid of a couple of them is relatively easy to do. While it’s wise to try to cover most of the 4E race/class combination niches, sometimes eliminates those can also create some interesting twists too and helps restrict a bit of the optimized builds that occur.

Example 1:  I want to run a game that feels like the original red box D&D which makes my first cut on races easy.  I throw away all the races except for humans, halflings, dwarves, and elves. However, one of my players really wants to play a gnome illusionist (don’t we all?), so I put gnomes back in. Then to round out the options to a nice half dozen I decide I want some sort of bruiser type and add in the goliath.

Example 2:  I want to run a game that’s very other-worldly in which the characters will jump from plane to plane via gates (something akin to Star Gate perhaps). What I want are races that all seem to originate from different planes and so I choose  humans, tiefling, eladrin, devas, goliaths, and shadar-kai for my playable races. I then throw in half-elves as an extra race, deciding that they’re actually the results of breeding between the eladrin and humans (in other words they’re technically half-eladrin in my setting).

Up Next

The next method, which I will post later today, is to do the same with the classes.

* I say “four” because you probably will need the PHB2 if you want the possibility of adding a bunch of the more esoteric races and classes like the gnome, barbarian, and druid. If none of those interest you, the PHB will suffice.  You definitely will not need the PHB3 when it comes out. I also think that of all the books, the DMG2 is the best written book of all of them and is worth the money.

Sculpture of a Humanoid

Posted in xenoglyph by joshua on the February 5th, 2010

Humanoid sculpture, right hand with a walking stick

I’ve been back down in the basement, working with the Sculpey. It’s more fun than is really reasonable.

I decided to try something with anatomy that could be rationally interrogated this time. So I’m doing a dude. I don’t know what his story is yet. Sooner or later, he’s going to have clothes, jewelry, and that stick will gain some character, but I don’t know what the stuff is yet.

There’s more detail visible over in the little guy’s thread at Concept Art. I’m going to post over there with more detail, just posting highlights on the blog here.

As usual, click these images to see a larger slideshow.

Human Contact

Posted in xenoglyph by joshua on the February 5th, 2010
Academy Starship

A starship of the Academy, crewed by tens of researchers. When it arrives, its crew will spend years studying and learning from the hominins at its destination who have been separated by thousands, or even tens of thousands, of years from the rest of Homininity. While they do that, the engine module will be on a months-long mission to the Oort Cloud of the solar system to refuel reaction mass. Upon launch, 90% of the mass of the ship is the massive sphere of "smart ice" you see here. Thrown down the vectoring needle with fantastic force, it can maintain an acceleration of .1G for months on end, taking as little as 100 days to get to a wormhole from a planet in the Goldilocks Zone of a solar system.

Human Contact is a version of the Shock: system, focused for a far-future, spacefaring setting. Its science is as hard as I can make it while still having fairy dust things like “interstellar travel” work, while at its core, the setting is about culture clash and the moral challenges of being an explorer and being explored.

There’s an interesting tweak to the system that has to do with interpersonal relationships, and I’m curious to see how it works. It’s untested but in theory doesn’t break anything. It should mostly tell you who should be in future episodes of the game, a bit like the Owe List in In a Wicked Age, but it also gives a little oomph to interpersonal challenges that I often find lacking in games of Shock:

I’m running it a couple of times at Dreamation. Sign up if you want to be a researcher on a starship! I promise the locals will be friendly and grateful for the civilization you’ll bring*.

I’ll have a handful of copies of the preview edition of the game and its alternate rules at the con for players at the table. Sign up! Shock: always overbooks (usually by a dozen or so people!), and I won’t be able to run multiple tables at once this year because of this experiment.

*Promises will not be kept.
Because you know who’s going to be playing the locals: You are. And I know how you are.

The Adept: Metamorphosis of the Self

Posted in Memento Mori Theatricks by Jared A. Sorensen on the February 5th, 2010

Originally published at Memento Mori Theatricks. Please leave any comments there.

Like ancient mystics and medieval alchemists, the adept seeks immortality through insight and skill. On the journey to achieve this ultimate knowledge, adepts follow the footsteps of Buddha, Socrates, Jesus and Mohammed. The path to enlightenment has three milestones. First, know thyself: a true adept recognizes his strengths and weaknesses, for it is our flaws that reveal our true nature. Second, master thyself: potential must transform into practice. Third, embrace death: physical existence is merely a shadow – immortality is gained by passing on a legacy to future generations.

The earliest adepts are practioners of magic and possessors of secret knowledge. Despite their immense power, these witches (~700 BCE: Circe and Medea) and magi (~1136: Merlin) do not take center stage, opting to advise and aid heroes in their epic quests. In the Renaissance, writers create dramatic figures from the allure of alchemy and specter of witchcraft. The Devil grants a doctor (~1500: Faust) divine knowledge in exchange for his eternal soul; a cautionary tale of the dangers inherent in pursuing things man was not meant to know. An exiled duke (~1610: Prospero) rules an island kingdom, but eventually decides to abandons magic to return to his earthly domain. The Victorian Age gives birth to a crime fighter (1887: Sherlock Holmes) who possesses no true supernatural ability, but rather superhuman intelligence, perception and martial prowess. This archetype returns in the Pulp Age (1933: Doc Savage) and provides the template for one of Batman’s many titles: the world’s greatest detective.

In comic books, the evolution of the adept parallels the literary tradition. The adepts of the Golden Age are primarily heroic magicians (1934: Mandrake; 1940: Doctor Fate) and villainous mad scientists (1940: Lex Luthor; 1940: Hugo Strange). In the Silver Age, newfound power amplifies the ambitions and flaws of adepts, driving them to help or enslave humanity. Magicians become criminals and scientists, heroes. A vain Easter European monarch (1962: Doctor Doom) dreaming of world domination, blames his disfigurement on a brilliant, but aloof, engineer (1962: Mr. Fantastic). A disabled inventor (1963: Niles Caulder) forms a crime-fighting team of outcasts to show the world that being different is no impediment to doing good. After suffering inoperable damage to his hands, an arrogant surgeon (1963: Dr. Strange) initially seeks a cure from a Tibetan mystic, but ends up seeking enlightenment from his new mentor. The popularity of the martial arts in the Bronze Age generated adepts of the Eastern arts (1973: Shang Chi; 1974: Richard Dragon; 1974: Iron Fist). The Modern Age introduced anti-hero sorcerers (1985: John Constantine; 2005: Black Alice) who are pragmatic and morally ambiguous.

“I know she’s your girlfriend and all but why does that mean she gets to sing on this record?”

Posted in Memento Mori Theatricks by Jared A. Sorensen on the February 5th, 2010

Originally published at Memento Mori Theatricks. Please leave any comments there.

we don’t want to hear of your relationship status
it’s bad enough she’s in the club to see all our shows gratis
some bands can pull off female vox but few can do it well
and when yours tries to hit those notes my nerves get shot to hell

why’s it so hard to realize she shouldn’t join the band?
you have no sense of history and do not understand.
she’s like a psychic parasite, another Yoko Ono
your romance is a skiing trip, and you are Sonny Bono

your girlfriend cannot join the band
why’s it so hard to understand
your girlfriend cannot join the band
this whole thing’s getting out of hand

don’t let her sing a song for us you know that spells disaster
you’ll hear her vocals in the mix and want to burn the master
when you break up you’ll take it hard but then you’ll find another
it’s awkward when your merch has your ex-girlfriend on the cover

your girlfriend cannot join the band
why’s it so hard to understand
your girlfriend cannot join the band
this whole thing’s getting out of hand

your girlfriend cannot join the band
your girlfriend’s voice is kinda bland
another member wasn’t planned
we have no room inside the van

(dedicated to all those industrial/EBM bands with weak female back-up singers)

Building a Better Mouse Trap

Posted in Gaming Brouhaha by MJ Harnish on the February 5th, 2010

As I mentioned in my reflections on my Burning Wheel games, I’ve decided to create a hybrid system that mixes the parts of Burning Wheel and Mouse Guard that I love, with elements of other game systems like FATE. The plan is to tailor the system to fit the setting we’re going to use, and our group’s tastes as well. However, I really don’t want to completely reinvent the wheel: this isn’t about making a completely new game from the ground up but rather tweaking and customizing an existing system. I also am not worried about the commercial viability of the whole project – the goal is to create a system we can all use for this (and maybe future) games, not to create the next great RPG. That means I don’t need to worry about openly stealing from the games I like and I also don’t need to worry about creating something that will appeal to anyone other than my players. This is “our” system that we can tweak as we go.

Defining What I Want

My first step was assembling a list of my priorities in terms of system mechanics.  My first draft looked something like this:

  • It needs to fit the feel and nature of Tribe 8.
  • Needs to “feel” like Burning Wheel – that means BITs are central to character creation and players are rewarded via an Artha-like system.
  • The system needs to incorporate the streamlining of Mouse Guard to any BW components I use.
  • Character growth needs to grow out of play (what I would call “organic”) rather than taking place in a stair-step leveling or min-max point-spend system. It needs to be able to model the growth of the characters from inexperienced “rookies” in their late teens/early 20’s to highly skilled legends in their 40’s. Hence, FATE doesn’t work at all for what I have in mind for the game.
  • Character creation needs to be driven by concepts but be done via a point-buy system. It also needs to be flexible.  I love the BW Lifepaths system but it’s way too hard to port to Tribe 8.
  • No perks/edges vs. hindrances/drawbacks:  Traits should be double-edged like a good Aspect in FATE is.
  • Combat needs to be “crunchy” but not overly tactical – I want something that provides the “I could die here!” feel of BW with less complexity. Mouse Guard doesn’t work either because it’s too abstract for what we need; the team work part of it doesn’t really fit with the nature of what we have planned.
  • Social combat needs to be just as satisfying – no single “persuasion” check or “you made good points as a player so you win” stuff.  The MG model of “conflicts” is what I’m going after here but without the scripting.
  • No scripting.  Yeah, I just said that but it deserves it’s own entry.  I don’t want to have to do scripting – it’s slow and awkward at times.
  • I don’t want anything that requires the use of miniatures for anything but inspiration.
  • I want a system with a more unified mechanic (rather than a bunch of sub-systems) that you use across different types of conflicts.  While BW’s core mechanic stays the same, the subsystems for economics (Resources), social conflict (Duel of Wits), ranged combat (Range & Cover) and melee combat (Fight!) all involve very different procedures and a new set of specialized rules to learn.  I want something where you can switch seamlessly.
  • Circles and Resources from BW & MG.
  • Prep needs to be simple – I want the ability to create NPCs on the fly and most shouldn’t need more than a single stat line to use.
  • Setting obstacles needs to be easy, but with enough range that I don’t end up with the problems that can make BW & MG frustrating at times.
  • No bean counting – that means no XPs, no money.
  • Needs to use a single type of dice.
  • Probabilities need to be bell-shaped or curved; I do not want the flat, erratic results you get in D20.

Ask the Players

I also took the opportunity to ask the players what they wanted from the game and system and got some great feedback.  Amongst the most important points were the fact that everyone wanted a longer-term campaign (Beyond the Breach has gone on for a year, but was designed to have a very definite end point), with the opportunity for regular character improvement. When asked about how that improvement should take place, everyone unanimously agreed that they wanted something where a character improved by using their abilities and skills rather than being awarded experience points that were spent on improving whatever the player wants. Everyone felt that this created a lot more roleplaying opportunities and allowed characters to grow in the process of play. In other words, they want a system similar to what’s used in BW and MG.

The players also want a “crunchy” system for resolving conflicts but something where a character can be good at something more than just fighting. As one player put it, I should be able to play a “social manipulator that’s just as dangerous, in his own way, as a guy with a sword.”

BITs were also popular but everyone wants them easier to use – they want to be able to define beliefs in the process of play a bit easier, and that Traits should be a lot more flexible. We had lots of problems with the Trait system in BW because it required memorizing the mechanical effects of the Traits which was a bit of a pain in the ass – they want something where the player can come up with creative ways to use the trait to their advantage, or have it used against them. That’s cool to know since it fits well with my desire to introduce Aspects to the game.

What Now?

That’s pretty clear – settle on a base system and then start tweaking. I’ll talk more about that next time.

The Year of Living Free

Posted in Fair Play by Jason on the February 5th, 2010

There’s a BPG page over at the excellent Year of Living Free site, linking games I’ve made under open licenses.

Kindle DX – A Review with RPGs in mind

Posted in Gaming Brouhaha by Ian M Kirby on the February 4th, 2010

A little while ago MJ posted an announcement regarding the Amazon Kindle DX and its use as a roleplaying aid. In a wee bout of post Christmas madness, I’ve succumbed to the temptation and finally got one. The model I went for is the 9.7″ screen Global Wireless edition.

I, of course, did a complete due diligence type process when purchasing the Kindle. Who am I kidding? Yes, I had a look around. You can hardly commit to spending that amount without doing something to assuage the guilt a little. The choices came down to two main options, the Kindle or Sony’s eReader. The IREX DR-1000 was another option considered. However, I went for the Kindle DX. It has the PDF support I required (with the DX version, not before) for roleplaying books and the support of a large bookseller (Amazon). Plus, it was easy to purchase from a site I use anyway.

It arrived quickly, US to UK in three days, and the first impression was “Wow, that’s small.”

It was a good impression … really. I wanted a portable device but decided to go for the slightly larger screen, due to wanting to view PDFs on it. I figured that the smaller 6″ screens would be just to small. I was right. As it is, the 9.7″ screen is just about large enough to display two column PDFs. The text size is small when using in portrait mode, about 8 point equivalent I’d say. Not for someone whose eyesight is poor. Luckily, my glasses’ prescription is up to date and I can handle the size of text. You can tip it on its side and view in landscape mode, but then you’ve only got half a page displayed and you have to go back and forth with the pages.

So, how does is work roleplaying games? I’m a big fan of DriveThruRPG and have a growing collection of roleplaying books in PDF form. I can indulge the addiction of collecting systems and keep my wife happy by not cluttering up the house. Storage wise, its a big plus. However, the laptop isn’t ideal for reading. The backlit screen is fine for a while, but then eyestrain kicks in. I also don’t really want to print more than I have done already. After all, it’s rather defeating the point of having the material in PDF rather than printed form. I’ve been pondering eReaders for a while but the price has, up to now, kept me away. With the release of the global Kindle DX, my interest was … well, rekindled. The eInk display really does make the text clearer than reading from a laptop. The eyestrain is lessened to that of reading from paper. Of course, the display isn’t lit, so you’ve got the issue of not being able to read in the dark.

What about specific experiences with pdfs of RPGs? Well, the copy of Summerland I’ve recently picked up is great. Single column, good text size, and fairly fast page turns. The same with Spirit of the Century. The collection of Cortex system rulebooks I’ve got (Serenity, BSG, Cortex system book) are all okay. The style is dual column, so the text is a little small, but still very readable. Same with the collection of Babylon 5 sourcebooks and Unisystem books (WitchCraft, Armageddon, Conspiracy X). I can easily say I’m impressed. Not all of the PDF features are there, you can’t access a table of contents or zoom in for example. You can skip to a particular page, bookmark a page and run a text search.

The next step is, hopefully, for roleplaying companies to start looking at producing ebook formatted games (the Kindle uses the Mobipocket PRC format as well as its own AZW format). Looking at the Kindle book store, there’s Thousand Suns and Colonial Gothic from Rogue Games. Thousand Suns is on my wishlist – it looks to have a similar system to Corporation’s Brutal Engine, which I love.  I might well be tempted to have a look at some point in the near future. The sample looks okay and has the advantage over a PDF version in that you can modify the text size. Unfortunately, the sample available for Colonial Gothic looked anything but okay. I think that maybe these are conversions and that the conversion process is not always successful. Strange that it would be on sale though. Maybe no one’s bought one yet for them to notice through complaints. You would have thought that a publisher might check out their own titles though to ensure that Amazon is offering a decent quality book. After all, it’s their reputation that is on the line.

In conclusion, I can say that I’m very happy. Is the expense justified? Probably not. But then, a lot of people spend money on unjustified stuff. The prevalence of the iPhone and iPod are fine examples of this. It does what I want, which is to display my roleplaying PDFs without giving me a headache and without me having to spend hours with the printer. I can recommend an eReader to those who’d want to view their PDF roleplaying collection. Just bear in mind that the text is going to be a little small. If you’re okay with that, fine. If not, don’t bother. I’d say the 9.7″ screen is probably as small as you can go. Any smaller and the PDFs would be unreadable in portrait mode.

As the saccharine marking slogan goes: I love my Kindle DX.

Gamma World Cover Art

Posted in Gaming Brouhaha by MJ Harnish on the February 4th, 2010

I was sending someone the link to the product info on DDI for Gamma World and discovered there’s actually cover art now up for the box set.  Unfortunately it’s pretty small but I’ll see if I can dig up a larger version.

I’m not sure if I really like the art – it seems to have more of a fantasy than post-apocalyptic vibe to it. It certainly doesn’t scream “cool” to me either, unlike the 2nd & 3rd edition versions of the GW game did. Then again, I’m 25 years older at this point.  Maybe it’ll look better at full-size….

Famine in Far-go

There’s also cover art up for the Famine in Far-Go supplement as well.  Unfortunately they give away the ultimate “villain” on the cover of the box which sucks.  So did the original though. I’m also a huge fan of the original module’s art and this seems to pale in comparison.

More D&D Gamma World details

Posted in Gaming Brouhaha by MJ Harnish on the February 3rd, 2010

I dug up these various bits & pieces about the newly announced 4E Gamma World RPG from twitter and forum posts. Obviously I don’t have any way to confirm the veracity of these so take them with a grain of salt, and some of the notes may be redundant.  A few also seem to contradict each other or simply aren’t very clear.

  • There are at least two adventures/expansions planned:  Famine in Far-go is scheduled for November, 2010.  Legion of Gold is scheduled to be released in December 2010.
    • Famine in Far-go features the expected chickens.  It is an adventure/expansion and includes 10 cards.
  • Gamma World themes have powers and lean towards class roles.
  • Almost entirely random character generation, you’ll have a key stat for your theme, and then stats rolled, as well as stats and mutations
    • There will be an option to roll your stats:  3d6 for each stat (see other note below for more details).
    • Character creation takes maybe up to 15 minutes because so much of it is random. Equipment purchase is one of the few decisions
  • At the start of every day you draw a mutation card that gives you your mutation for that day.
  • Character progression is faster than D&D, but stops at level 10.
  • Gamma World will have 120 booster cards available in randomized packs of 8 per Pack.  MSRP $3.99
    • 120 card set, 8 card boosters for $3.99 for more mutations, tech cards, and player “personal deck” cards.
  • Gamma World crosses over with 4E DnD very well.
  • Gamma World is still a RPG based on 4E but it’s designed for short-term campaigns.
  • You don’t need the booster cards, if you don’t mind drawing from the DM’s deck.
    • “Marketing guys might not want me to say this, but you don’t have to buy boosters, and you can always draw from GM’s deck.”
  • Gamma World Game Day will feature making characters from Booster Packs – no pregens.
  • Gamma World box set includes 30 classic monsters, plus a few new ones. It also includes a 10-encounter adventure, maps, tokens, and the rules. It is self-contained: You do not need the core 4E D&D books.
  • The box set will contain 2 poster maps, and a GM’s deck of cards that includes 40 mutation cards and 40 tech cards.
  • It doesn’t necessarily use classes. Some things remain the same with characters, some change.  Lots of mutations which serve as “powers.”
    • Your Half-Yeti can wield an M-16 and a stop sign in leather armor. There’s also power armor, blasters, etc.
  • Gamma World is “very compatible” with DnD. Skill list slightly different, but D&D monsters work just fine and vice versa.
    • Tech artifacts would be “spooky and scary” in D&D but they work similarly as magic items. “Radiation” as damage type.
    • “In LFR, can we use Gamma World artifacts?” Chris Tulach shuts that down pretty quick
  • There are character themes that have elements of D&D roles- acid-spitting cockroach might be kind of a striker, for instance.
  • There are plans to do more “genre games” in the future, which will almost certainly use the 4e engine.

These are notes I found from a seminar at Dungeons & Dragons Experience 2010

Beyond the D&D RPG…

Presenters: Chris Tulach, Rich Baker, Bart Carroll, Mike Mearls

Gamma World – October

Box includes:

    • 160 page manual
    • How to make a character
    • How to GM
    • Monsters (old and new)
    • 10 encounter adventure
    • Box includes 4 token sheets
      • All the monsters
      • Player Characters
      • Cardboard Stock (like in Game Day Kits)
    • A couple poster maps
    • 80 Cards – Starter/GM deck
      • 40 mutations
      • 40 tech cards

A character generally has two themes/mutations

    • Samples: Android Seismic, Giant Yeti
    • Don’t really use classes – your traits ARE your character.
    • Cards help define additional mutations or Omega Tech
    • Arm yourself with an M16. . . or a stop sign

120 Booster Cards

    • 8 per Blister
    • $3.99/pack
    • Sometimes you’ll draw from your deck, sometimes from the DMs deck.
    • Wanted your Disintegrate power? Too bad you had to draw from the GM deck and got “Floppy Feet”

Expectation is that 90% of buyers will be familiar with D&D, but the game will still include “Basic starter” rules.

Game is VERY compatible with D&D

Skill list is a little different.

Drop D&D Monsters in your D&D game or vice-versa.

Artifacts would be spooky/scary in D&D, but it could be done.

Chris suggests letting characters get Gamma World mutations from a Spellplauged land.

Gamma World is a very humorous game

    • What’s NOT funny about playing a Yeti Cockroach with a plasma rifle?

Themes imply powers

    • Yeti = Defender (kinda)
    • Cockroach = Striker (kinda)

Some of the fun will be getting two themes that don’t really appear to mesh.

    • Hawkoid – flyer
    • Seismic – The Thing
    • Makes you a gargoyle!

The entire Gamma World line (all three boxes) would take maybe 5-6 months to play.

Gamma World is designed to be a fun deviation from other games – not really made for long-term play.

May also see some DDI support for new mods – if demand is there.

You won’t NEED booster packs – if you don’t mind drawing from the DM deck.

Players could also pool their booster cards if they like.

Different ways to build your characters

    • Follow tables
    • Give 18s to your needed stats for your roll 3d6 for all other stats.
    • Rich didn’t originally like this system, but original Gamma World had 33% bad mutations, so low stats are similar
    • Character creation should take 15 minutes or less.

QUESTIONS & ANSWERS

Q: Can you roll a “pure theme”? Like Seismic Seismic?

A: (Rich) I did something clever for this. There are 20 themes, and you roll twice to get Primary and Secondary.  Roll the same number twice? You’re option #21 – Engineered Human

Q: How does the card mechanic work?

A: Cards are basically (encounter) powers. Some are persistant, some are when you want to use them.  Carapace, for example, would be an always-on effect. At the beginning of your day/after a long rest – everyone draws a card to see what they’ve got.   Gamma Eye – fry something with Radiation. Use it and it’s gone.

Probably change cards for mutations at the end of every encounter.  Tech is only gonna last a while: Blaster only good for a few shots – then it breaks.  You don’t necessarily lose tech when you stop for a long rest. Most will be junk, and you’ll maybe be able to salvage down really good tech to make it a permanent part of your character. GMs deck tech would be like “Rusty Laser Pistol” – good for one shot.

Q: Will Gamma World see DDI / Character Builder support?

A: (Chris) No plans right now, but it depends on what the community wants. Certainly not on the books for 2010.

A: (Rich) Gamma World will be simple enough that Character Builder support may not be needed “you guys” will likely have it broken down into Excel Spreadsheets in no time.

Q: Does Wizards plan to keep branching out into genre games like this more?

A: I think the 4E rules system is universal enough that, yes, we should be able to do more of this. It’s also possible that players could start in Gamma World and move on to D&D.

Monsters (may) have action points, player’s don’t.  This sounds like it may be in flux right now – so don’t be surprised if this changes.

Marketing Co-Operative Proposal, Part 1: Membership

Posted in Stories You Play by Matt on the February 3rd, 2010

(This is the second post. See Introduction and Proposal for the first post.)

Part 1: Membership Entry & Exit

Membership must allow for both entry and exit from the co-operative. Membership will inevitably turn over as publishers largely operate as a “spare time” activity.

Entry requirements will require both a vetting process from existing members and/or founders, and at least one existing product to begin.

The vetting process will involve a vote either by member body or committee. Evaluations will be based on perceived viability of the product within the marketplace and confidence level of reciprocal activity from the member-elect. (Vetting will inevitably be a problematic issue; the cooperative needs clear rules to evaluate product and members, as well as means to resolve disputes during evaluation.)

Additionally, the cooperative could consider “associate members” who participate without a product – likely members who offer specific skills. Again, this requires explicit processes for member entry and exit, much like those of publisher-members. (The co-operative charter will also need to specify how an associate could become a publisher member should the participant choose to become a publisher later.)

Membership Obligations

The co-operative requires members to:

  • Fund the cooperative: This proposal version does not specify funding. Possible funding options include: One-time member feeds, annual fees, quarterly fees, or monthly fees;
  • Represent the cooperative: Represent the cooperative, its brand, and its member products while interacting with RPG hobbyists;
  • Participate in and/or volunteer for duties and tasks for marketing activities. Tasks will be outlined by member proposals and strategies, and assigned by member committees or member vote;
  • Write marketing proposals for any new product for which the member seeks representation by the co-operative;
  • Possibly modifying or amending product to improve market viability. This is also a potentially problematic requirement, and may require discussion and means to resolve disputes.

Membership benefits

The co-operative offers members the following benefits:

  • Improved visibility and sales;
  • Voting and input on co-operative decisions and activities;
  • Representation on co-operative marketing activities (promotions, web site, newsletters, convention appearances, etc.);
  • Team-written marketing proposals and critiques;
  • Collective bargaining with distributors;
  • Inclusion in marketing research, including online surveys;
  • Metrics for products (web traffic for product pages, sales, comparative data, etc.) .

Marketing Co-Operative Proposal: Introduction and Proposal

Posted in Stories You Play by Matt on the February 3rd, 2010

As mentioned in earlier posts, I have put together a “white paper” on how publishers might form a marketing co-operative. This post includes the introduction and core proposal. I’ll post Parts 1 & 2 in later posts.

This is a DRAFT. It is not in final form, and not edited much so far. In fact, I’m still writing part 2. It also means I’ll likely edit the post as thoughts and feedback arrive.

But, I think it worth posting the intro and Part 1 now so that I don’t delay much longer.


Introduction

Creator-owned role-playing game (RPG) publishing (a.k.a. “indie” publishing) defines as its central tenet that: The creator(s) of a game product owns the majority of the product’s intellectual property and has ultimate responsibility for key business decisions for the product, including publishing decisions regarding distribution.

This definition of creator-owned publishing implicitly leaves marketing decisions in the hands of the owner. For example, decisions about distribution are key marketing decision.

However, such decisions need not be performed by the creator-owner for the publisher to maintain its operational goals (which are self-defined and often relatively modest). In that sense, marketing services are roughly analogous to other services used by creator-owned publishers. Many creator-owned publishers hire independent graphic design and illustration or art services from other individuals (or simply benefit from such individuals’ generosity). These creative services also impact marketing decisions, namely the product design.

In short, there is nothing definitional in the movement of creator-owned publishing that excludes marketing services conducted by individuals or firms distinct from the creator-owner.

And yet, to date, the vast majority of creator-owned publishers rely (understandably) on their own individual efforts. This proposal contends that this effort is largely wasteful. It prevents creator-owners from achieving greater levels of success, and absorbs resources and time that most would rather spend on other more rewarding creative efforts.

Indeed, because of this conflict of resources and rewarding efforts, many creator-owners perceive a dichotomy between creative efforts and marketing. Again, this proposal contends this is a false dichotomy that also prevents publishers from achieving greater levels of success. Compartmentalizing “marketing” as a process distinct from other creative efforts is a serious mistake.

Caveat: What This Proposal is Not

The preceding paragraphs may pose a challenge to assumptions or values held among creator-owned publishers. However, this proposal is not a condemnation of all creator-owned publishing. It is not a universal critique to all creator-owned publishers. As noted above, success among creator-owned publishers is self-defined. This proposal supports and respects this value, with a firm understanding of the history and purpose of that value.

This proposal does not claim to be the sole means to achieving greater levels of success. It focuses on a set of marketing strategies and distribution of resources among cooperating publishers. Many other strategies are possible, of course.

To be clear:

  • No publisher must achieve greater levels of success.
  • This proposal makes no claim as the sole means to achieve greater levels of success.

Small Press Publishing

This proposal defines small press publishing as small-scale RPG designers and publishers which include significant creative materials not own by the creator (e.g. freelance writers), and/or operations where key decisions (about publishing and distribution) are not made by a creator-owners. Such publishing is also frequently called “indie” RPGs.

While small press publishing allows for greater diversity of marketing and design work than creator-owned publishing, in practice its small scale – and usually small team of individuals – results in \similar resource limitations.

Therefore, this proposal also includes small press publishing, and suggests such operations are also likely to benefit.

Proposal: Marketing Co-operative

This paper proposes co-operative marketing entities owned and operated by the role-playing game publisher members (and, possibly, non-publisher associate members). The primary goals of the co-operative are:

  1. Increase sales for publisher members;
  2. Expand the reach of “indie” RPGs to other hobbyists;
  3. Free up resources and time for publisher members;
  4. Provide players simpler means to discover, purchase, and play members’ RPGs.

The following sections propose the general concepts for membership and operations. And, these sections outline marketing strategies. Finally, additional items suggest possible expansions of co-operative’s scope.

[ Continue to Part 1: Membership ]

A Darkpages History of Comics

Posted in Memento Mori Theatricks by Jared A. Sorensen on the February 3rd, 2010

Originally published at Memento Mori Theatricks. Please leave any comments there.

Is anyone interested in seeing the series of nine essays Jason Roberts wrote for Darkpages? They’re pretty great and languishing on my computer. Register and comment if you’d like for me to post them.

In fact… let’s make it a Ransom!

If nine new users register to my blog and comment below I’ll post a new one every week, starting with the Adept and ending with the Vigilante. Double that number of new users/commenters to 18 and I’ll throw in the concept artwork done by Jon Morris.

EDIT (2/4/10): Nine new users, nice! I’ll post the Adept on Friday and continue every Friday until we cover all nine concepts.

4E D&D Box Set

Posted in Gaming Brouhaha by MJ Harnish on the February 2nd, 2010

In all the excitement about 4E Gamma World, I forgot to mention the announcement of a new “red box” version of D&D.

I’m not sure what I think about this yet since I have to digest it a bit.  It’s certainly nothing like the original red box in terms of simplicity of play but it is a stripped down version of the 4E core material which is pretty damn close to the “spirit” of Basic D&D.  The fact that it contains a set of polyhedral dice is also pretty cool.  However, the fact that it only covers levels 1 through 2* seems ridiculous. I’m not sure how WotC can claim it’s a “cheaper” entry into the hobby when you’re going to be forced to buy the PHB within two weeks of buying the box set.

I’m not really sure why some current 4E players are anxiously anticipating the release though since if you already own the core books there doesn’t appear to be anything really new in the box to make it worth purchasing.  Greywulf is really gushing over the box set – I can appreciate some of what he’s excited about but I think it’s really wishful thinking to call 4E “old-school” in any sense of the word. That said, I have to admit that the idea of buying the box for my oldest son for Christmas 2010 (he’ll be eight) has already crossed my mind. ;)

* Direct quote from DDI Insider:

The box takes players from 1st level through 2nd level with a limited selection of options and choices.

Victorian Vampire Slayer

Posted in The Bloody Hand by Michael S. Miller on the February 2nd, 2010
Thinking out loud about a Victorian age Buffy the Vampire Slayer game using the Mouse Guard rules over here.

The Lords of Justice

Posted in The Mighty Atom by John Harper on the February 1st, 2010
"What gods do you pray to?"
"I pray to Kal-El, lord of the stars and sky... and you?"
"To the Bat... but I seldom pray to him, he doesn't listen."
"What good is he then?"
"He is wise! If I die, I have to go before him, and he will ask me, 'What is Justice?' If I don't know, he will cast me out and laugh at me. That's the Bat, wise and wrathful in his cave!"
"Ah, my god is greater."
"The Bat laughs at your flying man from the stars. He laughs from his cave."
"My god is stronger. He is the everlasting sky! Your god lives underneath him."




I think this one is probably just for Judd.

Bringing it all back home

Posted in Stories You Play by Matt on the February 1st, 2010

My preceding post was about how to proceed as a publisher. All well and good, but what does that mean in terms of fun games people can get and play?

First off, it would mean making Dust Devils available again soon. This will mean something simple — like Lulu or a comparable offering — in the short term. If that goes well enough, Nine Worlds could follow suit. 44: A Game of Automatic Fear will continue to be a free-with-registration game. I don’t have plans currently to offer a print version, but that’s possible.

My intention is that all of these games would be secondary products. Which implies I have at least one primary product. Well, I’m working on it.

In fact, my design notebooks, as always, fill up with a smattering of game designs. I can dismiss some more easily these days. I have a sharper yard stick to measure up ideas. If I don’t think an idea has broader appeal among RPG hobbyists than, say, Dust Devils, the idea is done for.

One game concept keeps coming back, which is a good sign it’s the right one. The working title is Exodus Squadron.

The short version: It’s my take on Battlestar Gallactica (the new one, of course — yes, I realize there’s already a licensed RPG).

The not-as-short version goes like this: Players portray space fighter pilots. Their job is to protect a human fleet as it escapes bondage by an alien race, racing home. Characters come from the various castes of humanity enslaved. Play rotates among three playspaces — space battles, the mothership/fleet, and “away team.” Each playspace feeds into the others in various ways.

The game will be aimed at a maturing gamer audience, one that has great interest in such fun subject matter, but increasingly less time to prepare sessions and conduct play. The point will be exciting tactical combats mixed with dramatically paced downtimes and interesting exploration. Ideally, each session of play is a single stellar system or encounter, easily prepared (or downloaded) on 1-2 pages. These series of “jumps” comprise a campaign — say, a dozen such episodes before reaching a conclusion at the home world (presumably earth).

That audience is not necessarily “indie gamers,” by which I mean story gamers or those interested in narrativist play. If they enjoy the thing, fantastic. But, my intention spend efforts and resources reaching some sliver of other gamers.

Design for Exodus Squadron is still in early phases. I have some working bits and bobs, but no playtest is close. I have a strong vision for both the look and feel of the product, and for the color and themes of the setting and game.

I’ll be posting more about it as the game develops.

Publishing intrigue and fatigue

Posted in Stories You Play by Matt on the February 1st, 2010

I’m still toiling away on a conceptual “white paper” on how indie RPG publishers could form a marketing co-0perative. I sneak it in between toiling away on graduate classes, full time day job, and family life. So, for those I told to look here soon, patience please!

As I write this thing, I’m simultaneously intrigued and fatigued. I’m intrigued by the opportunity to work with others creatively and (hopefully) elevate successes. And, selfishly, I’m fatigued by the notion of spending such time and energy on things other than my own works.

Assuming I will indeed pursue some kind of publishing path, I will face an inevitable choice.

Choice No. 1: Start up this little (and boy would it be little) marketing co-operative venture and try to raise the bar a bit on indie RPG publishing for my self and a few others.

Choice No. 2: Reboot my own publishing ambitions. For my purposes, I’d have to assemble a small team of partners. I’d likely also have to abandon creator owned publishing.

To be honest, Choice No. 2 sounds more appealing right now. Both choices have uncertainties, of course. There’s little to guarantee a marketing co-operative will actually elevate the members’ successes. There’s not even a guarantee that members will agree on strategy and products and so on. And, since choice No. 2 basically means I’d be forming a new publishing enterprise, what makes me think I’d succeed in the face of all those obstacles faced by all?

Both choices also require a lot of effort for a little reward. While that may be my downfall in the future (it certainly was in the past), I recognize that’s a difficult part of the endeavor.

Regardless of my choice, I’ll post this marketing co-operative concept because I think it contains many good ideas.

D&D Gamma World RPG – Now there’s an idea I like

Posted in Gaming Brouhaha by MJ Harnish on the February 1st, 2010

Obviously this isn’t breaking news, and like all things D&D-related, it’s a hot-bed of excitement, controversy, hand-ringing, and whining. I have a love-hate relationship with 4E, which started off being very anti-4E, and then getting interested in the game, running it, and hating it. This was followed by another period of being anti-4E during which I won the DMG2 on Ebay, read it, and decided, okay it has potential.  Wash, rinse, repeat.  Since then I have found myself liking the game more as I’ve played to its strengths and dump some of the extra baggage it has in the form of rules on milestones, XP awards, etc. It’s a solid game that scratches a particular type of itch well.

Now WotC has announced the release of a 4E-based version of Gamma World and that has me very intrigued because the nature of the mutations in GW have the potential to be an even better fit for the structure and form Powers take in the game. Most of 4E’s powers have a very supernatural, Wuxia feel to them that are over-the-top and very cinematic.  That rubs some people the wrong way and justifiably so:  if you’re looking for grim, gritty, dark fantasy 4E isn’t all that satisfying. Similarly, the idea of a fighter knocking someone 10′ backwards with a swipe of his shield strikes some as unrealistic (I shudder to use that word in association with any sort of fantasy RPG, especially one which lets you play an elf).

I can identify with both those criticisms because I can’t imagine how my Beyond the Breach campaign would have worked at all as a 4E game. However, I also think 4E can be pretty damn cool at times: a first time player in my group recently commented to me how he was skeptical about the mechanics of his warden’s powers but in play they resulted in some very cool, cinematic scenes – something he said with a noticeable grin on his face.  Okay, so enough about weighing the pros and cons of 4E because that’s been done ad nausem.

What I do want to say is that I am pretty jazzed about the idea of marrying 4E’s style and approach to Gamma World.  Gamma World (at least the 2nd edition I played and still own) was all about wacky mutations, something I think 4E’s powers could model really well.  Take the “laser beam cleric” in D&D: that concept strikes some D&D purists as wrong, but in Gamma World the basic idea (of course dressed up a bit different for the setting) fits perfectly. Same goes for powers which push targets away, or give you temporary hit points, or allow you to teleport all over the battlefield. Anything that’s wacky, over-the-top, or cinematic will work in Gamma World and that’s pretty much 4E in toto.

Of course a lot remains to be seen when the actual games comes out. Some of the initial information about the game seem pretty promising:

  • It’s a complete, stand-alone RPG that comes in a box. You don’t need to own any of the core 4E books.
    • The box includes die-cut tokens, a couple of double-sided battle maps, and several card decks (power & loot decks are mentioned)
  • Two classic GW adventures (Famine in Far-go & Legion of Gold) are already slated for release.
  • The game is focused on short-term play at the Heroic tier only – I like this since it focuses the game more tightly and keeps the game within the scope of the Gamma World setting rather than letting PCs become demi-gods amongst the wreckage of post-apocalyptic Earth.
  • The 4E monsters are supposed to be compatible with the game which is pretty awesome considering all you need to do is re-skin them and you’re ready to play.
  • Quick, random character generation that fits with the original Gamma World concept where you never knew what you were going to end up with.

What I’m kind of dubious about is the decision to sell randomized “booster” decks of cards. That to me seems like a really dumb idea since it’s virtually guaranteed to drive most people to simply use self-created power cards, or worse yet, to resort to downloading pirated scans of the cards. Come on WotC, this is not MtG and so having “official” cards is absolutely meaningless. I’ll even go so far and predict that pirated cards will be up on the internet within 48-hours of release.

All in all though, I’m definitely interested in the idea of a 4E version of Gamma World and will likely pick up the box set when it comes out in October.

Free Play 1 – The Sources

Posted in Story by the Throat! by Joel on the January 30th, 2010
As promised a couple of weeks ago, I’m taking a look at Stephen Nachmanovitch’s Free Play: Improvisation in Life and Art to see how it integrates with my current understanding of creativity, spontaneity and collaboration. It was one of my first encounters with the subject a decade ago, and I want to see how I [...]
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