Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Wednesday, June 10, 2015

Chris Gonnerman's Iron Falcon RPG

+Chris Gonnerman is a machine. I think that when Skynet takes over the world he will finally be revealed as the game design arm of the Terminators.

I mean this in a really good way.

Gonnerman's Basic Fantasy RPG, a retroclone (with a few liberties) of the old school D&D B/X rules, is one of the best of the best of the retroclone crowd. It is clear and concise, and in some places it is actually better written than the original material. With Basic Fantasy, Gonnerman has created a functional and playable game that both honors the past and takes it into new directions.

Now, I know that I am a little behind on talking about this new game of his, Iron Falcon, but I'll admit that is because there have been a lot of games for me to read and comment upon over the last few months. Also, I figured that since Iron Falcon is a clone of the original D&D rules that I wouldn't need it because I already had Swords & Wizardry in my toolkit that I wouldn't need another game that covers the same material. Guess what? I was wrong.

Once again Gonnerman knocks a game out of the ballpark. Unlike with Basic Fantasy, where Gonnerman wanted to recreate a version of the game that he was introduced to and prefers to play, Iron Falcon started more as an intellectual exercise. With the existence of Swords & Wizardry, it didn't seem like he felt there was as much of a need for another game that covers this material...however that didn't stop him and boy howdy am I glad that it didn't.

Don't get me wrong, I love Swords & Wizardry. It has been my go-to fantasy game for a few years now (since our online group started up our first game with it), but there are flaws with it. The organization of the book isn't the best. It can be difficult (even after playing for a while) to find certain important tables during play. Iron Falcon doesn't suffer from these issues. One of the halmarks of a Gonnerman game is excellent organization, and with Iron Falcon he does not disappoint on that front.

From a rules perspective, there really isn't a lot of difference between Iron Falcon and Swords & Wizardry. The main difference seems to be that Iron Falcon uses the traditional system of saving throws, rather than Swords & Wizardry's streamlined approach. This is probably more a matter of taste, but I find myself liking the return to the traditional saves more than I thought that I would.

Iron Falcon probably has more magical items than Swords & Wizardry, but for me that is a bonus. I love having magic items in my games more than I like having actual spellcasters. I'm weird that way.

The writing in Iron Falcon is some of the best among those retrocloning old school rules sets. Just like with Basic Fantasy, the writing in Iron Falcon is clear and concise. He goes the extra bit to try to explain confusing and awkward rules, and that makes these rules a solid foundation upon which to build your campaign. There isn't anything new or groundbreaking to be found in these rules, but that's really not the point of them either.

If I had a complaint about Iron Falcon it would be that (unlike the bulk of the Basic Fantasy library) there isn't an editable version of the rules available. Why you gotta hate on those of use who like our house rules, Gonnerman? The lack of this wouldn't keep me from running the game, but if there is a feature request list out there, I would like to put an editable version of the rules onto that list. Hopefully the devoted and prolific community that has gathered around Basic Fantasy will start creating material for this new game as well. I know that I am tempted to do so.

If you're looking for a simple, streamlined fantasy game that gives you everything that you need to play in one source, you should look more closely at Iron Falcon. It may be that I just reach for it the next time I want to run a fantasy game instead of running another game of Swords & Wizardry.

Further Rumor And Speculation About Chaosium Games


Sandy Petersen, of Call of Cthulhu and Cthulhu Wars fame, game an interview to the owner of Yog-Sothoth.com the other day about the changes going on at Chaosium.



It is an interesting interview, I suggest giving it a listen. Some of it lines up with my own blatant and baseless speculation about some of the classic Chaosium lines like Pendragon and Runequest at least being distributed through Chaosium once again. I know that the rights to Runequest and Glorantha have been assigned over to Moon Design (who in turn has been licensing the Runequest name to the Design Mechanism people. But while Runequest is under and excellent stewardship with Design Mechanism, they don't seem to have gotten the penetration into the American marketplace that the game had once upon a time. Would Chaosium distributing Runequest get the game the attention that it once had? Maybe. I think that a lot of the lack of luster that Runequest has had of late is lingering from the Mongoose era. It seems that the once mighty RPG is having difficulty in recovering from the "control" of Mongoose.

This is all still rumor, of course, but I think that it could help not only Chaosium, but the individual game lines as well. Gamers could see the reunion of these lines and their original publisher as the return of a dream team, and it would give a spark to everything. There really is no lose in this situation.

With the resurgence of interest and popularity of "old school" games, there is a lot that Chaosium could do to ride on that wave again. Even a publisher like Flying Buffalo has produced "facsimile editions" of their early editions of Tunnels & Trolls and Monsters! Monsters! for new audiences. Chaosium already publishes Runequest 3e in everything but name with their Basic Fantasy monographs: Basic Gamemaster, Basic Creatures and The Magic Book (unfortunately it doesn't look like the Player's Book is offered through DriveThru/RPGnow). The Magic Book also makes a nice supplement for Magic World and the BRP gold book as well.

Doing a Runequest 2e "facsimile" would probably make for a lot of very happy gamers. I know that I would personally love a copy.

Now, with further rumor-mongoring...

I have heard that there is renewed interest as well in Greg Stafford's other Arthurian role-playing game. For those who may not know, Chaosium once produced a licensed RPG based on the Prince Valiant comic strip, using another stripped down variant of the BRP system (closer to the rules of Pendragon than Runequest, but still built from the same foundations). Obviously they couldn't bring this back as Prince Valiant, but the system is really (I mean really) good for that sort of low/no magic style of fantasy play and would make for a great game even stripped from the previously published setting. It wouldn't even have to be an Arthurian game. Maybe a game in the spirit of Prince Valiant's a-historical approach, you could set the game in the court of Charlemagne and introduce Viking and/or Native American warriors to the mix. Yeah, I know that it sounds like a fan-favorite comic from the 80s (please keep in mind that this part of this post isn't even rumor, it is me saying what I would love to see done with the game).

Could we see a new/old "Courtly" fantasy game from Chaosium? Maybe. Time will tell.

Friday, May 29, 2015

Lest We Forget...The Goodness of Hulks And Horrors

A couple of years ago, after an ill-fated attempt to run the mess that is Machinations of the Space Princess, and still wanting to give some science fiction role-playing a chance, we switched to Hulks & Horrors for a few sessions for our After Earth campaign. Unfortunately some fluctuations in our group put the kibosh on that game. The one thing that we did enjoy was the system of Hulks & Horrors. This is a great little game that, like so many in our super saturated RPG "market," didn't really gain the foothold that it deserved.

Sadly, there is still a strong "What can I buy now?" element to gaming communities that tend to drive a mentality of "what's next" commercialism. For better or worse, this means that game are bought and then never used before the next wave of games are bought (and not used). I admit that I've never really had a collector's gene (despite all the comics that I own), and the idea of buying things just to collect them, rather than to use them is rather alien to me. My only problem with this whole cycle is that we tend to end up with subpar, or uninspired games that are being produced solely to be put up on a shelf somewhere.

One of the reasons that I liked Hulks & Horrors was because it took the simplicity of a game that I liked (Swords & Wizardry Whitebox) and took out some of the things that I didn't like about that game. As much as I like the simplicity of Whitebox, sooner or later the whole all damage is measured in d6s starts to bother me. Hulks & Horrors isn't derived from Whitebox, so that isn't why I am making the comparison between the two games.  In Hulks & Horrors, Berry went back to the open content of the 3.x SRD and then used them to create his new game, using the paradigms of older editions and an o school style of play.

Part of why Hulks & Horrors succeeded for us was because it was a lot less complicated of a ruleset than Machinations of the Space Princess, in fact Hulks & Horrors succeeded in capturing the old school simplicity that escaped Machinations. Where Machinations added a great deal of unnecessary detail to character creation and combat, Hulks & Horrors kept it simple and made for a much more playable game than Machinations.

Other than the spectacular art from Satine Phoenix, there really wasn't much to Machinations, or to the "Metal Hurlant" atmosphere that it claimed to support. While Hulks & Horrors doesn't claim to support such a style of play, there is also nothing that keeps you from playing this sort of campaign with the game. That is one of the appeals to an old school style of play, the lack of explicit support doesn't mean that you cannot use a game in that style. You can even take Hulks & Horrors sister game (using a variant of the same system), Arcana Rising, and use it to add magic to your science fiction.

From what you get in the game, I think that Hulks & Horrors supports a sort of classic star traveling science fiction with elements of the 40k Universe. You could very easily dial up the 40K-ness of the "setting" of the game with the addition of monsters and some back story.  The existing classes (Pilot, Scientist, Soldier and Psyker) could easily be ramped up to support this. For Judge Dredd fans, you could easily reskin the classes to be departments of the Justice Department and run with it. One of the reasons that I like the Scientist class is because its inspirations are a mashup of Doctor McCoy and the Doctor.

Like many old school inspired games, Hulks & Horrors doesn't have an explicit setting. Instead the ideas of the setting are revealed through the details of the character classes, and through the monsters included. This is what makes games like this so easy to hack. For example, I would say that the one thing that Hulks & Horrors would not do as well out of the box is to support a Star Wars-inspired kind of game. You could add on to it to do that, Jedi-inspired classes are a dime a dozen out there on the internet, and because of the game having the commonality of D&D as the base, conversion is fairly easy.

So, really, this is a lot of words telling you to go back and check out an overlooked game that deserves more love than it receives. I think that it will pay you back with hours of gaming fun, and stories to tell your fellow gamers for years to come.

Friday, May 01, 2015

Go To Hell With The Codex Infernus For Savage Worlds Kickstarter

Update: This Kickstarter was cancelled.

Seriously, go to Hell.

I know, normally Josh would be writing about a Kickstarter, but between his being sick and having finals you ended up with me instead. I'll try to fill his shoes.

Do you remember the time when TSR backpedaled on the infernal in D&D games because they were worried about how the hobby was viewed by outsiders? Yeah, me too. I'm glad that those days are past.

David Jarvis of Gun Metal Games is Kickstarting The Codex Infernus, a guide to Hell and all forms of deviltry for the Savage Worlds game. He has also assembled a pretty good team, including Rob Wieland, Eddy Webb, Eloy Lasanta and Monica Valentinelli. A group of very capable and creative people.

The nice thing about this supplement is that it isn't tied to a specific genre or setting. The collection of new races, Edge, Backgrounds, magic items and rules for things like exorcism, demonic pacts, possession and other infernally fun things will spice up your Savage Worlds games regardless of what they are.

And anyone who is a Rifts fan will see that this supplement will be of great use when the upcoming Rifts Savage Worlds game setting is released. But, really, who doesn't want more demons for their role-playing games?

Jarvis has also assembled a team of adventure writers to round out the supplement. John Dunn is creating an adventure around demonic time travel. Gareth Skarka is crafting an ode to the great supernatural comics of the 1970s (a perennial favorite of mine). Savage Worlds creator Shane Hensley is working on an adventure based around the Shroud of Turin. These three are just the tip of the adventure iceberg as well.

There are still a couple of weeks to go (at the time of this post) and the campaign has not yet reached the goal of $21,000. That is a lot of money, but this is going to be a quality product in the end...packed with new rules, exciting adventure, stunning art and high production values. Get in on The Codex Infernus while the getting is good.

Friday, April 17, 2015

That Big Swords And Wizardry News

There was a quiet announcement made today regarding the next "edition" of the Swords & Wizardry retroclone created by +Matt Finch, and published in its "Complete" version by Frog God Games.

For those who don't know, Swords & Wizardry is a clone of the earliest edition of the Dungeons & Dragons rules, before there were Basic or Expert versions and long before there was an Advanced version. Published as a boxed set, this edition of Dungeons & Dragons was three booklets...Volume 1: Men & Magic, Volume 2: Monsters & Treasure, and Volume 3: Underworld & Wilderness Adventures. There were also a handful of supplements for these rules as well: Greyhawk, Blackmoor, Eldritch Wizardry, Gods, Demi-Gods & Heroes, and Swords & Spells.

Swords & Wizardry comes in three versions: Whitebox, Core and Complete. Whitebox covers the initial three booklets of the D&D rules. Core uses the first three supplements and parts of Greyhawk. Core uses the three booklets and the stuff from Greyhawk and Blackmoor. [I'm sure that I got one of those wrong and someone will correct me.]

So, this summer there will be a Kickstarter campaign to raise the money for a new printing/edition of Swords & Wizardry. What makes this newsworthy is that the fact that the graphic design, layout and art direction for this new edition will be an all-woman team of artists and designers lead by +Stacy Dellorfano, the founder of the online gaming convention +ConTessa. The art for the new edition will also feature new iconic characters that are female and people of color. In a way, the old school is stepping into the "new" school and with this edition of Swords & Wizardry we see Frog God Games bucking the perception that OSR/old school gamers are all conservative and reactionary individuals, interested only in continuing the status quo. Good on them for that.

This couldn't have come at a better time. It was only a few months ago that the latest edition of D&D was under fire from conservative elements of the tabletop gaming community for "insufferable PC propagandizing" for putting language saying that it was okay to play gay or transgendered characters in the game (not that anyone really needed permission for that anyway). I have said before, and I say again, that I don't like elements like these to try to claim any form of gaming of their own, and I am more than happy to see tabletop gaming dragged into the 21st century (even if some of the people are kicking and screaming).

There will be more to come on this...

Friday, April 10, 2015

Going Back To Kali

Sure, everybody loves using ninjas in their super-hero campaigns, but what if you want something that is a little different?

Luckily John Ostrander gave us an interesting new option during his run on the Suicide Squad (which I have talked about before) by introducing the Thuggee assassin Ravan in the first arc of that book. He later went on to become a member of the team and added an interesting moral dimension to the team.


There may be historical issues with the existence of the Thuggee, but that rarely gets in the way of good gaming (or comics for that matter). What I liked about Ostrander's incorporation of the cult into the DC Universe was the idea that, while they ostensibly worshiped the dread goddess Kali, their worship was out of fear and the murders that they committed were sacrifices to her in order to forestall the end of the current age and the start of the Age of Chaos, the Kali-Yuga. Ravan's "catchphrase" was "A Thousand Years, O Kali," because each consecrated death to their goddess would stall the coming of the Kali-Yuga by another thousand years.

Ravan, one of these Thuggees, set himself up as a mercenary killer. This way he could not only forestall the coming of Kali, but he could become very rich and live a playboy lifestyle while doing it. No mindless abasement here. He saw himself (as the panel to the right says) as the first of a new Thuggee cult that was in touch with the modern world. He used technology in his kills, using it to augment the traditional tools like the garrote.

Unlike the ninja, there is no running around in their underwear and using of ancient, outdated weapons for this cult. Their mixture of the ancient and the modern makes them an interesting foil for high tech super-heroes, or espionage agents.

So, how do you do this in your campaign? You could easily just reskin whatever passes for a ninja in the existing writeups for the system you are playing and add the bits about "killing for a higher cause" to them. Bam. You have Thuggee. When I introduced them into my Marvel Super-Heroes campaign back in college, that was basically all that I did. I think that my writeup for Ravan was cribbed from the one for The Taskmaster, removing his powers. A Ravan-like enemy should be capable of going toe-to-toe with a Daredevil or Bronze Tiger, but should be outclassed by a Batman or Captain America. Throw in a half dozen generic Thuggee to round things out for the player characters.

When will you use these Thuggee in a campaign? Their "calling" makes them a little more complex than your typical smash and grab type of villain. You can even make the Thuggees in your campaign world into a sort of morally grey hero, after all they are trying to keep the destruction of the world at bay and stop millions from being killed when a mad death goddess incarnates in the world. Sure, their tool for doing this is to kill people, but sometimes you have to break a few eggs to make omelettes. These killers consider themselves to be holy warriors on a mission, and the super-heroes are at odds with that mission.

This can add an interesting moral dimension to a super-hero campaign, particularly if the Thuggees only target evil or criminal individuals for their sacred killings. If there was demonstrated proof that gods like Kali really existed in the world, would that make a hero's choice to stop a killer from killing a killer a more difficult one? It would certainly make it a more interesting choice. Super-heroes, particularly in role-playing games, tend to have a black and whiteness to their morality. The simple addition of a faction like this can spice a game up considerably.

Another way to introduce the Thuggee into the campaign (and this is what we did with our game back in college) is to have one of the heroes be a repentant former member of the cult. This gives an immediate "in" for the cult, and it juices up the backstory of the hero. Did they leave the cult before...or after making their first kill. Is the hero trying to make up for having killed...or are they trying to make up for the deaths that the cult is responsible for. Either choice adds interesting dimension, and motivation, to a character.

This can make a character who is like the Paul Kirk version of Manhunter from the 1970s revamp of the character. The hero is fighting a silent, shadowy war against the cult, which occasionally erupts into the streets of the city, or on some espionage mission, drawing the heroes into the action and giving the former Thuggee some allies for a time.

And if you would prefer to not integrate a real world religion or goddess into your games, then substitute a fiction god or goddess for Kali. Imagine a version of the Cthulhu Cult that isn't trying to raise their god from his watery grave in R'lyeh, but is instead trying to keep him from rising and destroying their world. Imagine a cult that sprung up out of the end of the novel Dracula (or any of the countless adaptations if you prefer) that is taking the blood of victims so that the Count will not once again rise and make his vampiric armies. A concept like this has a lot of applications to a number of different genres of gaming. The idea is that the deaths caused by this religion is supposed to serve a greater good, and by interfering with them the heroes may be dooming their own world.

Of course, it could all just be a lie and, no matter what the members of the religion believe, there is no actual god or goddess or future destruction that they are forestalling, and their murders don't make them any better than any other killer.

Regardless of how you use this concept in your games it will add an interesting morality to them. My only real recommendation would be that whatever variant of this cult that you use in your games, you make them NPCs and any PCs are former members of the group.



Tuesday, April 07, 2015

The Super Villain Handbook Kickstarter


Last year, we had a post and interview about a little supplement that was in development for ICONS -- The Super Villain Handbook. Now, that supplement is being Kickstarted and, at the time of this writing, already nearing its funding goal with over three weeks left to go. For those not in the know, The Super Villain Handbook contains 40 different super villain roles for use with the supers-themed RPG, ICONS. So, if you play ICONS (or are interested in it -- you can grab it here) you'll definitely want to check out the Kickstarter.

Speaking of the Kickstarter, this project is set up fairly simply, but fairly efficient. The video is fairly long, at just over six minutes, but it covers all the information that you could want about the supplement. The text of the page is wordy, but it's written in-character and some may find it entertaining and worth the read specifically for that. Probably the biggest negative I can find is the general lack of imagery for the Kickstarter page -- having a book all about super villains should have some pretty fantastic artwork to tease the potential pledger with.

Some of the biggest positives for this project are on the financial side -- the funding goal is very reasonable and the pledge tiers are well priced. If you'd like to get in, you have some choice, low-cost options available: $1USD gets you the unillustrated PDF version of the rules, $10USD gets you the illustrated PDF version of the rules (and stretch goals) and $25USD includes the PDF, stretch goals and a credit for the print copy (shipping to be handled separately).  The more stretch goals hit, the better the value, to boot.

They have also added stretch goals with support for Fate Core, so fans of that game can now use The Super Villain Handbook in that system as well.


If you'd like to know more about The Super Villain Handbook, be sure to check out its Kickstarter page or its Facebook page.

Tuesday, March 31, 2015

Lankhmar: City of Thieves From Pinnacle Entertainment Group

Lankhmar is coming to your Savage Worlds games, and it is coming soon. The PDF of Lankhmar: City of Thieves will be available April 14th, when the print book goes up for preorder.

That is a kickass promo image.


And then, you will most likely see the book in your local game stores this summer. I'll try to take a picture of it, if the book is available at Gen Con in a couple of months.

FINAL FANTASY: Record Keeper launches in US for iOS and Android


There's another Final Fantasy-themed mobile game out in the US -- Final Fantasy: Record Keeper is an RPG set in the universe(s) of Final Fantasy. It's also a free-to-play fix for FF lovers (with some in-app purchases available, too).

So, I've been playing around with the game a bit since its launch -- should you care about it?

Short answer: if you really love the Final Fantasy universe (all of it) and are very familiar with (all of) it, you will likely get some entertainment out of it and might even really enjoy it. If you're new or inexperienced with the Final Fantasy games, there is still a decent game here for you -- with some nice music, graphics and game play. The game is filled with references to the universe(s) and the inexperienced will, likely, have no clue as to why they should care or what's really going on.

Still, it's free and worth a look. Press release below:


DeNA and Square Enix Launch
FINAL FANTASY: Record Keeper in North America

Fans Can Now Battle their Way through the Most Epic FINAL FANTASY Moments

SAN FRANCISCO - March 26, 2015 - DeNA and Square Enix (OTC: SQNXF) today announced the highly-anticipated release of FINAL FANTASY®: Record Keeper™ inNorth America. The first mobile game where players are able to experience the completeFINAL FANTASY universe, FINAL FANTASY: Record Keeper lets fans relive favorite moments across all past FINAL FANTASY installments and build a team of classic characters. FINAL FANTASY: Record Keeper is available on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today.

FINAL FANTASY: Record Keeper delivers the entire FINAL FANTASY universe directly into the hands of players and fans of the storied franchise. Players can recruit favorite FINAL FANTASY heroes, including Tidus, Lightning, and Cloud, to form the most dynamic team of all time. Characters can each be completely customized and equipped to the fullest with iconic gear, powerful spells, summons, and hundreds of weapons to choose from.

Gameplay in FINAL FANTASY: Record Keeper is as strategic and challenging as ever with the classic FINAL FANTASY Active Time Battle (ATB) system in place. Players battle their way through the most epic FINAL FANTASY moments, woven together for the first time on mobile with an all-new tale. Featuring skill-based interactive gameplay, players plan attacks, carefully choose tactics, and engage enemies in active time battles.

"The wait is finally over for fans who have been anxiously awaiting the release of FINAL FANTASY: Record Keeper in North America," said Shintaro Asako, CEO of DeNA West. "The game truly delivers the entire FINAL FANTASY universe that players know and love in one immersive experience that won't disappoint."

"DeNA and SQUARE ENIX are proud to present the highly anticipated FINAL FANTASY: Record Keeper to players in the US," said Ichiro Hazama, Producer atSQUARE ENIX. "The mobile RPG that took Japan by storm is set to bring that same excitement to US shores."

FINAL FANTASY: Record Keeper is available as a free download on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today. For more information on the game, visit: http://www.finalfantasyrecordkeeper.comTo download multimedia assets, including screenshots, game logo, and more, visit the game's online press kit.

A gameplay trailer is available to watch and embed on your site via the following YouTube link: https://www.youtube.com/watch?v=yivGwd39lSA.

# # #
About FINAL FANTASY
Since the release of FINAL FANTASY in 1987, this unique RPG series continues to showcase the spectacular visuals, highly imaginative worlds and rich stories leading the industry and earning the highest accolades from users around the world. Titles of the series have so far achieved a cumulative shipment of over 110 million units worldwide.

About DeNA
DeNA (pronounced "D-N-A") is a global Internet company that develops and operates a broad range of mobile and online services including games, e-commerce and other diversified offerings. Founded in 1999, DeNA is headquartered in Tokyo with offices and game development studios across the globe. DeNA Co., Ltd. is listed on the Tokyo Stock Exchange (2432). For more information, visit: dena.com

About Square Enix Co., Ltd.
Square Enix Co., Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content around the world. The Square Enix Group operates a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY, which has sold over 110 million units worldwide, and DRAGON QUEST® which has sold over 64 million units worldwide; TOMB RAIDER®, which has sold over 42 million units worldwide; and the legendary SPACE INVADERS®. Square Enix is a Japan-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix Co., Ltd. can be found at http://www.jp.square-enix.com/ 

Sunday, March 29, 2015

Neon Sanctum RPG Kickstarter Interview with Adam Waite


A little over a week ago the Kickstarter for Neon Sanctum, an RPG set in a post-apocalyptic cyberpunk world, launched and it's already nearing the half-way point of its funding goal with around three weeks left to go. We here at Dorkland have managed to sit down with Adam Waite of Grenade Punch Games, developers of Neon Sanctum, for a little interview about the game and its Kickstarter.


Dorkland!: How has the Kickstarter been for you, so far? What have you learned that you wish you could share with your past self?

Adam Waite: We did a LOT of research prior to the Kickstarter, so we knew roughly what to expect. I’m not sure we expected that there would be so many other great games out this month. Neon Sanctum is up against some stiff competition!

DL: Most RPGs tend to stick with just a book as their material, which makes publishing them more straightforward. What are some of the unique challenges you're facing by publishing cards (and other materials)?

AW: Clearly, the printing and shipping of a game include cards, dice and battle maps with a rulebook too is more expensive than a book. But we’ve worked hard to get some good deals. Also, once you include dice in the game it automatically qualifies it as a game eligible for VAT if sold by retailers. That also means you have to start thinking about CE marking and try to find a printer who’ll ensure your game qualifies for CE marking if you’re marketing it to under 14s.

DL: What do the cards bring to the gameplay that wouldn’t be there otherwise? Can players use Neon Sanctum without cards?

AW: The cards make the game far more accessible than a traditional RPG, but they’re core to the game – you couldn’t play Neon Sanctum without cards. We use mechanics that you couldn’t do without easily without cards, things like shuffling for initiative. Also the way players use cards mean that they cycle between their hand and cooldown decks. This brings a resource management style mechanic to the game that is unique and constantly provides the players with interesting choices.

DL: Tabletop RPGs have been played online (through various clients and means) more frequently over the years. Could Neon Sanctum be played online? If so, how might they and, if not, are there any plans to allow fans to do so in the future?

AW: Yes! In fact we’ve been doing some demonstrations via Tabletop Simulator for people interested in the game. We weren’t sure if these would be popular, but over 70 people tuned in to our first one. In addition we’re offering a free app for character creation to aid the physical game.

DL: How does Neon Sanctum's setting differ from other cyberpunk settings? What might cyberpunk fans find familiar?

AW: Neon Sanctum is set in a unique world where the post apocalypse and cyberpunk collide. It’s set a couple of hundred years after a huge war, humanity was on the very brink of defeat when they found a final solution. It ended the war in a single stroke, but it also turned most of the world into uninhabitable dead zones. This forced the few humans who survived to look for new places to settle. Two hundred years one of these settlements has turned into Neon City a huge cyberpunk metropolis surrounded by mutant and bandit filled wastes.

The world obviously takes inspiration from films such as Blade Runner, Dredd and Ghost in the Shell as well as games such as videogames such as Shadowrun Returns and The Last of Us. The idea was to pick up where many movies and games end – how do humans survive once the world has been rebuilt from an apocalypse? And at what cost?

DL: Why should people buy and support Neon Sanctum? Why should they play it?

AW: People should buy and play Neon Sanctum because it’s great fun to play, accessible, and it’s something a little different. It may be a card game but it is also a really great RPG with full character customisation and advancement. The game has had some fantastic reviews so far, and as of three days in we’ve hit 34% of our target.

DL: What plans do you have for the future of Neon Sanctum?

AW: At the moment we are totally focused on the kickstarter, we do have some great stretch goals however. Things like more items, NPCs and even skill cards. The game is really modular so you could add in new cards really easily, so the scope for expansions is endless.

DL: Lastly, what has been a stand-out moment for you while playing Neon Sanctum?

AW: We always have a great time playing the game. Some recent moments include the group being so paranoid that they threw away a briefcase of a certain drug that they needed because they convinced themselves it was a bomb. Also we had a Pegasus character once leap onto the cockpit of a dropship and kill the pilot through the windscreen.


We would like to thank Adam for taking the time to answer our questions and wish him and Grenade Punch Games the best with their ongoing Kickstarter. If you'd like to know more about Neon Sanctum, be sure to check out the Kickstarter page and its website.

Saturday, March 21, 2015

Neon Sanctum Kickstarter


If you have a post-apocalyptic cyberpunk RPG itch, there's a new Kickstarter that might just satisfy. Neon Sanctum by Grenade Punch Games is offering an RPG that utilizes cards in place of character sheets and involves them in the mechanics.

Sound strange? Well, it certainly might be at first and seeing, in this case, does wonders for understanding. Thankfully, the people at Grenade Punch Games have links to a free rule book and playtest kit on the Kickstarter page. Uncertain if the game is for you? Don't take anyone's word for it -- you can see for yourself.

If you do take my word for anything, though, it should be on this section: the Kickstarter project evaluation.

The video is, for most Kickstarter pages, the very first element seen and, in Neon Sanctum's case, the teaser image for it is a nice choice, and shows the post-apocalyptic setting off. The video is nicely edited, has a good length, and the imagery shows some of the cyberpunk elements. But, the information in it could easily fly over the head of someone without any knowledge of the product. Also, it didn't seem to have any audio, though I'm not sure if that's just me.

The main body of the page is really where this project shines. There is good use of imagery throughout the page and in a variety of ways. Then there's the formatting of the text and information that helps highlight important bits, and blocks of text are broken up into more manageable bites. There are even a couple of videos embedded to give further information and instruction for the product.

The product is clearly shown in imagery. The backing tiers, as well. And, as an added bonus, they went the extra mile and converted all of the monetary amounts into USD, GBP, and EUR. That isn't something we see too often.

All-around a very nice Kickstarter project.

Now, at this point, you might be wondering what getting in on it will cost you. The short: around a dollar for a 'Print and Play' version, $12USD for a player's 'deck' and, roughly, $50USD for the core set. All the contents of the core set are also shown on the Kickstarter page, if you're curious what your money is going to get you.

But, that's all this post is going to get. If you'd like to know more about Neon Sanctum, be sure to check out its Kickstarter page (which is full of information) or check out Neon Sanctum's website.

Tuesday, March 17, 2015

And Where Is The OGL (Or Some Facsimile)?

One thing that was mentioned with the launch of D&D 5e was that there would be an OGL (Open Game License), or some equivalent released. When do we think that will be?

There have been mis-steps along the way of the launch of the new game. Delays in releases held up getting the core books out. Books were cancelled and turned into PDFs (along with claims that they were never announced). There have been the usual edition wars and hurt feelings on the internet, and Dungeons & Dragons moved into a new edition.

I think that one of the few things that gamers can probably agree on is the fact that D&D 3.x greatly benefited from having the OGL and 3rd party support. We can probably also agree that the glut of third edition materials that came out because of the OGL may have also hurt the game in the long run. That's neither here nor there.

This new edition possibly has one of the lightest release schedules this side of AD&D 1e. It has been a while since new material has come out for D&D from Wizards of the Coast. Gamers are getting restless, and there are already people claiming that the launch was a failure or that fifth edition is dead. Personally, my gaming isn't built around how much material I can buy, so this trickle of material doesn't really bother me that much, but it does bring up the question of what happened to the OGL (or equivalent) that was promised? Mike Mearls mentioned that it was

The lack of direct OGL support for D&D 5e hasn't stopped some publishers from using the existing 3.x OGL to fill in some blanks and put out support for the game. One of the things that hampers these coming, but still no hints of glimmers even.efforts is the lack of ability to claim support with the new edition. The one/two punch of the 3.x OGL/SRD and the d20 Logo License opened up a lot of potential in the market. Not only could you use the mechanics from D&D 3.x as is (yes, I understand that game mechanics cannot be copyrighted, but when going for compatibility with a specific game being able to use the exact wording of the mechanics is helpful) but you could put on the cover of your book that it was compatible with Dungeons & Dragons. That alone was worth using the licenses for a lot of publishers.

Yes, I get that some people think that they don't have to use the OGL, and that is fine, too. This discussion isn't about that.


Just speaking as a gaming fan, and sometimes designer, I would like to see any open content from the fifth edition rules releases under the same OGL as third edition. Why? It will facilitate the pollination of material between the editions, making it easier for the good 3.x material to be brought over to the new edition. This was a problem with 4th edition, because the licenses wouldn't allow easy conversion of material from one system to the other. I think that it will be interesting to see how some of the player bits from the new edition (the stuff that I really liked) will work out with some of that material. Or maybe we can see the addition of things like advantage and disadvantage, and Backgrounds, worked into some of the material forked off of the 3rd edition material (like in retroclones). There is so much potential for material that, and I think that it wants to get out.

So, the question remains: Where is the OGL for Dungeons & Dragons Wizards of the Coast?

Friday, February 20, 2015

The Stygian Garden of Abelia Prem Kickstarter and Interview

There's a new adventure module being Kickstarted that fans of Lamentations of the Flame Princess (and other OSR games) should look into: The Stygian Garden of Abelia Prem by Red Moon Medicine Show. The 24-page module is already written and (with backing) will sport artwork and cartography (with keyed locations). The setting seems to fall into the weird-fantasy/Gothic variety and you can check out the background story on the Kickstarter page.


At the time of this writing, the project has just shy of two weeks left and is on the verge of funding. Which, for adventure modules, is quite good. It's easy to see why it's doing well in a quick run-down of the Kickstarter page (as I like to do): the video is interesting -- the information it does present is all visual and gives a glimpse of what you (or your party) may be in for; key information is bold and easy to notice -- it's easy to skim the page and learn everything quickly; the funding goal is very reasonable; and there are a good spread of pledge levels -- including some that are very easy to get in on. Also, the image that the title is on is pretty sweet.

As an added bonus I had the chance to ask Clint Krause (of Red Moon Medicine Show) some questions about The Stygian Garden and its Kickstarter:

Dorkland!: This is at least your second Kickstarter. What did you learn from the first project that you've applied to this one?

Clint Krause: When we did the Kickstarter for Don’t Walk in Winter Wood, there was still a lot of creative work to be done once the project had funded. For example, we added a bunch of scenarios and other stuff as stretch goals. I found that I had a very hard time working creatively under the pressure of a fully funded campaign. My normal writing process is very slow and plodding with lots of tinkering and revision and re-imagining. The pressure created by our success made it very difficult to write that extra stuff. It came out okay (actually, one of those bonus scenarios has become my favorite scenario for the game), but I definitely learned a lesson. When we do a Kickstarter now, it’s important to me that all of the major creative work is done and all that remains is finishing work. It’s much less stressful that way.

DL!: This Kickstarter project is a little different from most in that the bulk of the material is already finished (sans art and maps) and there are no stretch goals. Why go this route? What are the benefits for you and for the backers?

CK: This ties into the previous question, but the idea is that this is essentially just a pre-order for the book. By now, everybody who uses Kickstarter has probably been burned by some unscrupulous creator and I don’t want that to ever happen with our projects. I want to deliver and do it in a timely way. Delays are inevitable, but it helps tremendously if the lion’s share of the work is already done.

We didn’t do stretch goals for this project because we didn’t need them. Kickstarter is a very flexible tool and there’s no need for every single project to be a big fucking cash grab. It can also be a very focused in-and-out sort of thing. That’s what we’re going for.

DL!: Are the print copies going to be print-on-demand or from a print run and why that choice, for you, over the other?

CK: The print copies will be POD through Lightning Source/OBS. We’re doing fulfillment ourselves though (even though it’s more expensive that way). Cas and I have learned that we really like doing fulfillment on our projects. It lets us add a personal touch to the packages and make sure that our backers get a premium experience. After the backer copies are all distributed, the book will become available POD on drivethrurpg/rpgnow.

Right now POD works best for us on most projects. We don’t generally have the volume of sales that would justify large print runs. If I were to do a run of something, it would be because I wanted to do something specific with the physical book that I could not do through POD.

DL!: What are some of the inspirations that went into the adventure module?

CK: I was inspired to get into OSR publishing by The Sleeping Place of the Feathered Swine by Logan Knight and Deep Carbon Observatory by Patrick Stuart and Scrap Princess. After reading those, I felt like I could really have some fun with a project like this.

The Stygian Garden was inspired by a bunch of different things. My first thought was that it would be cool to do something like an underground version of the Winchester Mystery House. I was also thinking of Bothwell Lodge near Sedalia, Missouri, which I visited many times as a kid. 

I’ve always been fascinated by the intersection between extreme wealth and fringe spirituality. There’s this great quote from the architect Robert Stacy-Judd. He said "architecture consists of frozen symbols, which can be thawed into a palatable language where measures and motifs are words and sentences."  When those frozen symbols are inspired by an eccentric viewpoint on the supernatural, the resulting “words and sentences” often tell an interesting, unnerving story.

The module also owes a debt to classics like X2 Castle Amber and House of Strahd. The song Unforgiven II by Metallica provided some imagery. The films As Above, So Below and The Taking of Deborah Logan were fresh on my mind at the time.

DL!: The adventure is for OSR titles of all natures, but you specifically mention Lamentations of the Flame Princess. How does this adventure fit with what Lamentations is about?

CK: Well, first of all LotFP is the game I’m running on a regular basis. The module is taken directly from my campaign. I think LotFP is a wonderful articulation of the classic game. As a brand, LotFP has set a precedent for creepy, atmospheric, location-based modules. The Stygian Garden harkens back to James Raggi’s earlier modules like Death Frost Doom and Hammers of the God. There are still traditional fantasy elements (elves and dwarves and stuff), but they are set loose in an eerie, dangerous environment.  It ends up playing like a slow burn horror film.

DL!: There seems to be a horticultural theme (going by the background and, well, the name) in the adventure. Why is that? What kind of role does it play in the adventure, if any?

CK: Plant-based imagery is wonderful to work with. Plants are creepy in that they are so prevalent yet so alien and they eat us when we die. These things are tied deeply into our subconscious. The module also features a number of valuable and useful plants that can be recovered by crafty adventurers. This led my players to start their own unusual garden.

DL!: Lastly, if you were to stumble across a Stygian Rose -- what would you do with it?

CK: Cas told me I should have it studied and duplicated so it could benefit a lot of people, but I wouldn’t be that forward thinking. I would probably put it in a safe and keep it until someone close to me died. Then, at the funeral, I’d leap onto the coffin while shouting “wait for it! wait for it!” and shove the thing in the cadaver’s mouth. Hopefully, the stories about the rose are true and it’d be one hell of a magic trick.

We here at Dorkland! would like to thank Clint for taking the time to answer our questions and if you would like to know more about The Stygian Garden be sure to check out its Kickstarter (still running) and Red Moon Medicine Show's website.

Tuesday, February 17, 2015

Character Templates In The Classic Marvel Super-Heroes RPG

Over the years I have run a lot of games with the Classic Marvel Super-Heroes RPG. I've been writing more about the game lately here on the blog because it is what we are currently using for our weekly campaign.

I love fantasy comics and magical super-heroes, more than I like fantasy novels to be completely honest. Give me Warlord or Stalker or Amethyst or Dr. Weird any day. One of my goals is to eventually write a magical super-heroes/urban fantasy RPG using the 4C retroclone rules for the Classic Marvel Super-Heroes RPG. I have talked to a couple of publishers, but so far nothing has materialized in getting this game made. No day, though. I have faith that someone else who loves super-hero comics and RPGs as much as I do will see the utility in this game.

I'm not really interested in a copy of the existing Marvel game because, well, we already have that. In my mind we don't need an exactly clone of the game, but using it as a foundation to build upon to create the game that I want to play works for me.

One thing that I never liked in play of the Classic Marvel Super-Heroes game over all of these years is how it handled things like alien species, monster types and all of those similar things that tend to get short shift in the game. Yes, there are "sample" members of some of the alien species, but they tend to create generic characters. In my piece about player-defined powers, I talk a little bit about using those to simulate alien/weird creature types, but they may not be for everyone.

Klarion The Witch Boy from DC Comics' New 52.

This leaves adding a bit more complexity to the rules, as they stand, and adding a step where a player can pick a template for their character. If "balance" is a concern for you, you may want to have a player give up a power roll for their character in exchange for a template. Mechanically, I think that these templates are going to work in a similar manner to how I want to expand character Origins in the game as well. Both of these I see as taking an inspiration from *World playbooks, but without being directly mechanically influenced by them. If that makes sense.

This idea is still under consideration, so some concepts may change. Basically, I want to find the sweet spot of adding more useful detail to characters without adding more complexity to them. The simplicity of the Classic Marvel Super-Heroes RPG is one of the things that attracted me to it, and I don't want to lose that.

Medusa Template
Once, when the world was in the sway of the wilder forms of magic, medusae were much more commonplace. They were beautiful women with serpentine hair whose gaze could turn the toughest of adventurers to stone. Glyphs and wards scribed into eyewear could create protective coverings, so that they could interact with others without fear of turning others into stone. A studious, and often solitary lot, they would drift into the study of magic or other scholarly pursuits. Their longer than human lifespans would mean that they could be a repository of mundane or arcane knowledge.

While some medusae are urban creatures (these also tending to be more social of creatures than their sisters), many more prefer the solitary existence of far away forests or mountains. This solitary existence comes from the misunderstanding that their uncontrollable powers were more hostile than they actually were.

Some say that the molted skin of the snakes that make up the "hair" of a medusae can be "read" by those who understand the language of the snakes and that they contain strange, unknown magics.

Bonuses: A medusa character gets a +1 CS to their Reason and Intuition.

Talents:  A medusa character gets the bonus talents of Chronicler of Magic and Occultist (see the Realms of Magic supplement for more information on these talents).

Special:
Turn To Stone: One look from a medusa can turn any living creature to stone. The creature must make a Red Endurance FEAT roll to avoid being turned to stone. Anyone who successfully avoids being turned to stone by a medusa is thereafter immune to being turned to stone by any medusae! This effect is permanent, except for various tranformative magics and powers that can reverse the effect.

Long-Lived: While not completely immortal, medusae do have much longer lifespans than humans. They can live to be 200-300 years of age, keeping their youthful appearance and beauty for the entirety of their lifespan.


Elven Template
Some say that the Vanir and the Elves of the Nine Worlds are similar races, while others put the Vanir over the Elves, using the fact that Freyr of the Vanir was lord of the Elvish realm of Alfheim. Most of this is argued by those Elves still remaining and the few surviving Vanir. Most Elves found in the world today, however, are in fact Half Elves who are the result of generations of interbreeding with humans.

Those of Elvish decent are faster and more hardy than their human brethren and, like many supernatural creatures they have very long lives (often living to 150-200 years).  Elves share a common background with the many Fae and fairy races scattered throughout the universes. They are creatures of magic who are able to use magic in ways that humans cannot imagine. They also are known to be interested in combining the secrets of magic and technology into new, and often terrible, things like weapons or mystically-powered automatons. Where Dwarves excel at the crafting of magic into objects and weapons, Elves make staggering and often unimaginable advances in magic and technology.

Elves can also be powerful warriors of magic, using their advanced, magic-powered devices to fight where warriors are needed in the never-ending wars of the various magical factions throughout time and space.

Bonuses: Elves receive a +1CS to their Fighting and Endurance.

Talents: All Elvish characters get the Engineering and Occultist talents for free.

Special:
Long-Lived: Elves, even those whose ancestors have intermingled their blood with humans are longer lived than most humans. One average, an Elven character will live to be about 200 years of age and retain their capabilities until the end.

Magical Crafting: Elves are drawn to scientific or technological pursuits, and as part of their supernatural nature, integrate them with their powers of magic. So-called "technomagic" is not unusual, but few are able to blend the two as effortlessly and powerfully as Elves. They can imbue any magical spells or powers that they posses into technological devices or advanced weapons with a Yellow or better Intuition FEAT roll. They prefer to create their own devices rather than magically imbue existing creations of others, but will sometimes do so if the challenge is great enough, or there is enough money given to them.

Those are two sample of how you could use templates to add variety and verisimilitude to your Classic Marvel Super-Heroes RPG characters. Creating new templates should be fairly easy to do for an experienced GM or player. I am still thinking about how these should work in character creation, and how they complicate characters, so things may be subject to change at any point. For now, this is what we have to work with.