Showing posts with label opinion. Show all posts
Showing posts with label opinion. Show all posts

Friday, December 27, 2013

Oh What Things You Find In Your RPG Books

I am preparing for a Rifts campaign that the Hangout Group will starting in a few weeks. That means hauling out bunches of my Palladium Games books off the shelves and reading through them, some for the first time in years. While I was still in Cleveland, I managed to pick up a couple of signed books (Heroes Unlimited 2nd Edition and After The Bomb) and I've posted pictures of the signed pages on my Google+ account (which you can find a link to in the sidebar of this blog).

This is the front page of my signed Heroes Unlimited book:


It is pretty cool to have. I think that I started with Palladium stuff a bit later in life than a lot of the other fans of the games. My entry was finding a copy of Ninjas and Superspies at my (then) local gaming store in Lafayette, Indiana. I was hooked. I picked up Heroes Unlimited Revised next (it has just come out at the time), and over the years I have picked up and played a number of Palladium's games. Even when I had pretty much given up class and level-based games for systems like GURPS and Call of Cthulhu, Palladium games would still call at me. I've run a number of Heroes Unlimited games over the years, and I've said for a very long time that Ninjas and Superspies had my favorite handling of the martial arts in RPGs. The hours and hours of enjoyment that I have received from these games are incredibly out of proportion to the costs of them. I've long said that Palladium Games give the most bang for your gaming buck. Period.

One day I'll pick up the last couple of Heroes Unlimited books that I don't have. This game line will probably always be one of my favorites.

I know that it is fashionable, in certain parts of the internet, to bash Palladium Games but I've never felt that way about the games. The excitement and enthusiasm of Kevin Siembieda, Erik Wujcik, C.J. Carella and all of the other Palladium creators and artists just sing to me when I open up the pages of a Palladium game. It may be corny, but I really don't care. I have had lots of fun with these games, and I will continue to have fun with them for a very long time. That fun is the point of gaming, to me, and trumps all of the "concerns" that some may have about the system.

Any way, one of the points of this post was a discovery that I made just an hour ago. Yesterday, a post from +Joe England over on G+ made me mention that I thought TMNT needed nekomimis in it (if you don't know what one is, you might not want to Google it...just saying). About an hour ago I picked up my After The Bomb book to stat out some nekomimi with Palladium's Mutant Animal rules. I knew that my copy of the book was autographed, too, but I had forgotten who had all signed it.


When I saw that signature by Erik Wujcik it tugged a bit at my heart strings (yes, I do in fact have some). Erik was such a creative dynamo and driving force in tabletop gaming that it is hard to find an area of gaming that has not been touched by him. Even today, his diceless game lives on in new forms from Precis Intermedia and Rite Publishing. Yeah, I know. some people will be upset by my including Lords of Olympus. Those people can deal with it.

Hopefully Erik knows the impact that he has had on so many people in this hobby and knows that he is missed.

In a few weeks I am  to start running a Rifts game, and it will be kickass. One of the reasons for that is Erik Wujcik.

Thursday, October 10, 2013

CW's The Tomorrow People Pilot Episode

There is a lot of pre-judging that goes on in the geek "community" towards shows on the CW Network. True, there's a lot of crap on the network, but it is television and there's a lot of crap everywhere. However, the existence of crap doesn't mean that everything is crap. I've never quite understood the feelings of vocal segments of the geek "community" towards the network, particularly when most of them claim to not even watch the programming. That is something that I really don't understand. I suspect that a lot of these feelings come from CW's programming targeting a younger demographic, other than these "communities."

Regardless of the sour grapes, I have been excited because a favorite show from my childhood is getting a revamp from the network: The Tomorrow People. I have been excited about this show since I heard about it during the summer. I hoped that it would honor the original program, while at the same time making it into something contemporary and relevant to audiences today. Like I said on someone's Facebook feed last night, who really wants to see a show about pacifistic space hippies nowadays? The original UK version of The Tomorrow People was a wonderful show that inspired my childhood (and a long time love of psionics in role-playing games as well), however I don't want my nostalgia for the past to get in the way of something new and wonderful in its own way. Nostalgia can be as much of a curse with fandoms, causing people to be conservative and want the exact same thing out of new revamps that they got out of the originals. I'm not the same kid who watched reruns of the show on Nickelodeon back in the early 80s, and I don't want the exact same show. I want an homage, yes, but I want something new and spectacular as well.

Guess what? I got that last night as I watched the pilot of the new version of The Tomorrow People. I loved the show. This is the best revamp of an SF show since Christopher Eccleston pulled on a leather jacket to become the Ninth Doctor. 

We still have the basics of the original show: a conflict between Homo Superior and Homo Sapiens, the Tomorrow People being unable to kill, and a talking computer named Tim. To be honest, I didn't even expect all of these things out of the episode. I certainly didn't expect that Tim would be in the new show. That bit made me particularly happy.

Yes, the violence is a bit more than in the original series. While unable to kill, the Tomorrow People can still get into fights and beat the crap out of other people. To be honest, the fact that they can do that is a bit less dickish of a plot element than the "kids" keeping around some "saps" to do a bit of the old ultraviolence on their behalf.

I really want to talk about Mark Pellegrino's and speculate about what I hope that the character will be, but that is too much of a spoiler...so I will wait. I will likely talk about that character and my hopes on our next Geeky Voices Carry podcast regardless. By then I'll also have a few episodes of the show under my belt to discuss, so if you want to hear more of my opinions in a more spoiler-laden environment, you'll have to wait until then.

Overall, I liked the show. The pilot turned out to be much better than I expected it to be, and I will keep watching. The CW has delivered a show that is an homage to the original, while creating its own thing at the same time. It is new and fresh, with new spins on the ideas, while still be reverent to the source. I recommend watching this show, and I really think that the people who won't watch CW just because it is CW need to get over themselves because they are missing a great new show.

Friday, September 06, 2013

"My" Hobby Isn't Mine: It Belongs To Everyone Who Wants It

It seems to come up every few months or so: another round of people on social media proclaiming what is wrong with their hobby and how, by God, they're going to do something about it. The problem with that is that none of us own the tabletop RPG hobby outside of the play that happens at our tables, or the games that those of us who are publishers or designers create and publish. No one gets to impose their worldview or morality upon others. I don't want people thinking and gaming like I do, and I certainly don't plan on thinking or gaming like others do at this point in my life (or, really, any other point for that matter).



Tuesday, May 07, 2013

Why I Won't Be Seeing Ender's Game

These are all unvarnished or unaltered quotes from Orson Scott Card:
How dangerous is this, politically? Please remember that for the mildest of comments critical of the political agenda of homosexual activists, I have been called a "homophobe" for years.

This is a term that was invented to describe people with a pathological fear of homosexuals — the kind of people who engage in acts of violence against gays. But the term was immediately extended to apply to anyone who opposed the homosexual activist agenda in any way.

A term that has mental-health implications (homophobe) is now routinely applied to anyone who deviates from the politically correct line. How long before opposing gay marriage, or refusing to recognize it, gets you officially classified as "mentally ill"?
 or
And you can guess how long it will now take before any group that speaks against "gay marriage" being identical to marriage will be attacked using the same tools that have been used against anti-abortion groups — RICO laws, for instance.
 or
No matter how sexually attracted a man might be toward other men, or a woman toward other women, and no matter how close the bonds of affection and friendship might be within same-sex couples, there is no act of court or Congress that can make these relationships the same as the coupling between a man and a woman.
This is a permanent fact of nature.
(In another column I will talk seriously and candidly about the state of scientific research on the causes of homosexuality, and the reasons why homosexuality persists even though it does not provide a reproductive advantage.)
There is no natural method by which two males or two females can create offspring in which both partners contribute genetically. This is not subject to legislation, let alone fashionable opinion.
Human beings are part of a long mammalian tradition of heterosexuality. No parthenogenic test tube procedure can alter what we, by nature, are. No surgery, no hormone injections, can change X to Y or make the distinction nonexistent.
That a few individuals suffer from tragic genetic mixups does not affect the differences between genetically distinct males and females.
or
Married people are doing something that is very, very hard — to combine the lives of a male and female, with all their physical and personality differences, into a stable relationship that persists across time.
When they are able to create children together, married people then provide the role models for those children to learn how to become a man or a woman, and what to expect of their spouse when they themselves marry.
When a heterosexual couple cannot have children, their faithful marriage still affirms, in the eyes of other people's children, the universality of the pattern of marriage.
When a heterosexual couple adopts children who are not their genetic offspring, they affirm the pattern of marriage and generously confer its blessings on children who might otherwise have been deprived of its benefits.
And yet if a homosexual couple does these same things it perverts and demeans the sanctity of marriage in the eyes of some. Because:
With "gay marriage," the last shreds of meaning will be stripped away from marriage, with homosexuals finishing what faithless, selfish heterosexuals have begun.
And the ultimate extension of this is that governments who support gay marriage should be brought down through insurrection:
If America becomes a place where our children are taken from us by law and forced to attend schools where they are taught that cohabitation is as good as marriage, that motherhood doesn't require a husband or father, and that homosexuality is as valid a choice as heterosexuality for their future lives, then why in the world should married people continue to accept the authority of such a government?
What these dictator-judges do not seem to understand is that their authority extends only as far as people choose to obey them.
How long before married people answer the dictators thus: Regardless of law, marriage has only one definition, and any government that attempts to change it is my mortal enemy. I will act to destroy that government and bring it down, so it can be replaced with a government that will respect and support marriage, and help me raise my children in a society where they will expect to marry in their turn.
One last particularly vile quote from Card (to be found here):
The dark secret of homosexual society -- the one that dares not speak its name -- is how many homosexuals first entered into that world through a disturbing seduction or rape or molestation or abuse, and how many of them yearn to get out of the homosexual community and live normally.
This is where your money goes when you buy one of his novel, support a movie or comic book made from his books, or any other project that has his name on it. Pure and simple, your money goes to support hate. I don't care what the reasons are, that money supports hate. In my book that makes you just as much of a bad person as Card himself. I don't care if you don't like this, but then the opinions of people who promote or support hate of others because of their gender, ethnicity, sexual preference or pretty much anything mean nothing to me.

I don't want to see Ender's Game and I don't want to hear about your rationalizations.

If you're looking for other articles about this, here's a good one.

Monday, February 25, 2013

IDW Publishing + Cartoon Network = Puzzling?

News broke today about IDW Publishing picking up a license to do comics based on Cartoon Network properties like Powerpuff Girls, Ben 10, Dexter's Laboratory Samurai Jack and other cartoon. I have to admit that while I think it is great that we are going to see more all ages comics (from some great cartoons) I am puzzled as to why Warner Entertainment and the Cartoon Network made the decision to farm this out to another company, rather than publish internally through DC Comics. When Warner Entertainment and DC Comics and other companies were reorganized a few years ago the stated reason was to foster better synergy within the various Warner Entertainment companies. This means seeing more DC Comics properties making it to the big and small screen (although DC and Warner have seen much greater success in the feature-length animation works rather than feature films), but it also mean taking advantage of the fact that Warner has a publishing arm in DC Comics that would handle adapting other properties into comic book form. Yes, we've seen a few Supernatural comics (The CW Network being owned in part by Warner), but outside of that we really haven't seen the synergy.

All of this is what makes this announcement so...puzzling. Obviously, I am not tuned in to these things and I don't have any sort of inside track on what's happening, but it just seems odd that Warner would decide to do this with a company that isn't a part of their umbrella. Is this demonstrating a lack of faith from Warner in DC Comic's ability to handle doing all ages publishing?

Thursday, October 18, 2012

Why I Hate Stealth Kickstarters

Again this comes up, so again I find myself thinking about it and this time I think that I have to work out my thoughts in a post. I know that people are going to argue about this, fair enough. Everyone is entitled to their opinions on these matters, even when they disagree with me.

You're probably wondering what this "stealth Kickstarter" that I'm so upset about actually is. As a matter of fact I've already had my wording "attacked" by having someone say that these things aren't being hidden, so they can't be stealth. I use the term stealth in this regard to describe introducing a secondary project (whether as a stretch goal or as a pledge level) into a primary project (the project that is being Kickstarted). The first time this happened (and caused me to not back a project) was with Frog God Games and their Kickstarter for a new edition of their Swords & Wizardry Complete rules. They had a pledge level that allowed backers to purchase a monster book unrelated to actual project. The second time that I noticed this was with Robin Laws' Kickstarter for Hillfolk added a stretch goal that when reached would release the Gumshoe system under and open license of some sort. Just as a note, Hillfolk isn't a Gumshoe game.

I get that this is a marketing ploy to pull another demographic into paying for a project. Is it legal, by the standards of Kickstarter's guidelines? I'm not entirely sure, but I'm not a lawyer or a legal expert. I just know what I know from reading the guidelines on the Kickstarter site. I have decided to send a request for clarification on this point to Kickstarter, so hopefully I will hear something back. If that happens, I will update this post accordingly.

Some would say that I am using this as a justification as a reason to not back projects that I wasn't planning on backing already. That's not the case. I get that a lot of people aren't interested in the principals of how they spend their money. I'm not one of those people.

This quote comes directly from Kickstarter's guidelines page. After the quote I am going to use, what may seem to some to be tortured logic to get to a point.
A project has a clear goal, like making an album, a book, or a work of art. A project will eventually be completed, and something will be produced by it. A project is not open-ended. Starting a business, for example, does not qualify as a project.

One of the problems that I have with stretch goals (and I have more than one problem, but that is likely for another blog post) is that I think they turn a discrete project into something open ended. I know, tortuous logic, but it is part of the problem that I have with the process. Also, stretch goals tend to turn more into swag than what I think they should be...making the project stronger/faster/better. If a project makes more money than what the project manager needs then that additional money should go into making the project better, whether that is via more/better art, high page count, additional material from other creators. I do not think that it should go to doing things that are unrelated (like releasing other systems under an open license). Yes, I know that people are going to disagree with me, but I don't care.

Friday, September 21, 2012

An Early Look At Nova Praxis

I was able to get an early look at the playtest documents for the upcoming Nova Praxis game from Void Star Games. They have a Kickstarter in the works (and if you are reading this blog post from the future it could be already happening or finished).

Nova Praxis is a transhumanistic science fiction game that uses Void Games Stands of Fate variant of the Fate rules as its underlying game engine. Transhumanism is a burgeoning genre in tabletop role-playing. Steve Jackson Games tilled the soil years ago with their Transhuman Space game, a game that featured collaboration between game designers and futurists to make a transhuman setting that seemed a probable extrapolation of the current world into a future one. Eclipse Phase by Posthuman Studios also goes over this ground, but adds an element of horror to the transhumanist SF. Both of these are strong games, with strong followings, that would be difficult for a new game to surpass and set its own ground.

Some would say: Do we really need another transhumanist role-playing game? I think that's a dumb question because, at it's heart, transhumanism should be an extrapolation of today into a probably and plausible tomorrow. As today changes, so should the tomorrows keep pace.

Wednesday, August 08, 2012

Kickstarter Crack: Are RPG Publishers Going Down A Rabbit Hole?

Every day we all see announcements of new Kickstarters, or publishers/designers saying that they've submitted Kickstarters, or that they are planning one. It is a goldrush as publishers, and wannabe publishers, see the dollar signs that some are getting and want a piece of the pie. I had figured originally that in a couple of years we would reach the saturation point and Kickstarter would lose its luster, now I'm not so sure that the tipping point is all that far away.

We have had a couple of high profile RPG Kickstarters fail to materialize after a couple of years: Gary Sarli's e20 has been plagued with alleged behind the scenes issues, nearly from the beginning, and Phil Brucato's Powerchords is apparently in a limbo-like state since achieving funding in 2010. Yes, I know, there will be defenders of both of these Kickstarters that will likely come out of the woodwork, but I still say that a 2-year gap after reaching funding with no product in sight is inexcusable. With the rush for money that is going on with Kickstarter and people wanting to publish, I think that this is really only the tip of the iceberg. When you have people who do not have any sort of business background, working off of the basis of their "awesome" ideas, who are suddenly hit with the fees and taxes that come with having a real business it is going to be easy for them to get overwhelmed and burn out as well. Considering the history of a lack of business training that we have in the RPG business, there could be a lot of these coming up in the future. Like I said in a recent post here, there are too many (both fans and publishers) who value enthusiasm over professionalism, and this is going to bite Kickstarter backers on the ass.

True, I want creators and designers who are excited about their upcoming and current projects, but enthusiasm without professionalism, or even some sort of track record, doesn't mean that things are going to get done. This also leads to Kickstarter overload, with publishers announcing one Kickstarter after another, sometimes launching a new project before the previous one reaches its final stages of coming to market. Enthusiastic, yes...but is it practical? I don't really think so, plus it starts to lead to a fatigue and the fans start to believe that publishers see them as nothing more than a piggy bank. This attitude is already surfacing around the various social media outlets as gamers are saying "Enough!" to the grind of Kickstarter projects.

The enthusiasm angle also has the added danger of self-selecting for your existing audience. If you know who your audience is, and you know what they want, you end up selling the same things to them over and over again, at the exclusion of a broader market. This ends up creating a look of success to your Kickstarters, but there's no further buzz or market share gained, which is one of the strengths of Kickstarter if you plan on getting your product into distribution.

A year ago I would have said that Kickstarter was the savior of RPGs, allowing projects that would never have seen the light of day to have a chance at getting published. Now, I'm not as certain about that as I used to be. Publishers need to start pacing themselves, particularly in this economy, and realize that every Kickstarter isn't going to be like Traveller5 or Ogre. Yes, there's money to be made to get projects off of the ground, but now we are even seeing projects that announce their stretch goals out of the gate. The assumption being that gamers are going to kiddy up the money. A couple of these projects have had to revise their pre-announced stretch goals, or offer up further bribes to get people interested.

Sloppiness also plagues Kickstarter projects. The reason why I made my Enthusiasm post (linked about) was because I encountered a poorly written Kickstarter project from them, not to mention poorly thought out. A "stealth" Kickstarter like theirs, they are Kickstarting a new printing of their Swords & Wizardry Complete book and yet one of the pledge levels is for a new version of their Monsters book) leaves a bad taste in my mouth. Subsequent communication with whomever answers the mail on their Kickstarter account didn't do much to help that feeling. Ultimately, I chose to not support their Kickstarter, even though I would have liked the books that they were offering. I'm sure that some people will think that there's nothing wrong with adding a stealth Kickstarter to a publisher's existing project but I think that is just another example of the money-grab mentality that is surfacing. I will admit that this mentality isn't unique to those with RPG-related project, it is just that those are the ones that I am watching.

I do not think that Kickstarter is a bad thing. I still think that it will be able to help a lot of publishers get their projects into the hands of gamers that would not have otherwise seen them. I do think that publishers need to exercise more caution and forethought, and a little less enthusiasm on the part of their projects. I'm sure that this isn't going to be a popular or widely-held opinion within gaming circles, but it has been percolating in my head for a while and I think that it finally needed to be released into the wild. Hopefully this spawns some debate and thought on the subject before more gamers get burned on overly enthusiastic projects that never see the light of day.

Tuesday, February 07, 2012

Talking About The Clockwork & Chivalry 2e Role-Playing Game

Building on the streamlined OpenQuest rules (which were in turn derived from the MRQ1 SRD), the second edition of Clockwork and Chivalry comes storming out of the gate and into a growing pack of games building on the foundation of either Mongoose's Legend/RuneQuest rules or Chaosium's BRP system. For those who do not know, OpenQuest is a fantasy game, a retro clone of earlier editions made possible by the OGL, much like the many Old School Renaissance games were made possible by the d20 SRD material.

One "fault" that I had with the OpenQuest rules were fixed in Clockwork and Chivalry was the lack of Professions. I like Professions because it is a way for players to customize their characters, without adding a lot of detail. Professions can emulate the best parts of class-based RPGs, without some of the drawbacks that go with class-based gaming. Clockwork and Chivalry also crank up the Faction/Cults rules, by giving them a bit more mechanical strength. The addition of the idea of Righteousness Points is a little complicated at first, but they give a reason to have a Faction/Cult on your character sheet, besides just because of the fact that you can get some extra skills. For a game set in the 17th century, I think that this particularly helps to make your characters more of a part of the world of the game.

Some faults that I had with this present game:

I'm not particularly a fan of the naming conventions for spells. I understand that they are intended to give spells a more "authentic" feel, but the grammar of the spells' names just come across as forced to me. And while I like the idea of Satanists and Satanic Witches in the game, I'm not as happy with making the Satanic Witch more powerful than other forms. I understand why the authors choose this route, but I don't particularly agree and that is something that would more than likely get house ruled into a change for me. I do like the effort that the authors put into making a justification for an adventuring group, and in putting some effort into making these groups fit together. That is something that can be a hurdle for many group, trying to justify why their characters are together, and it is particularly helpful in a historical game such as this one.

A starting character in this game is not only flavorful, and starting with story ideas that can be developed from the first session, but they are not handicapped. This is definitely a game that is about capable characters doing big things in their world. It is also nice that the Professions are set up with historical fidelity, as well as ways around those "restrictions," if the group wants to play the game more ahistorically.

This game does not scrimp on background or or setting material, so the group that wants to run a fantasy game outside of the box of the usual standards of fantasy gaming, or the group that wants to run historical settings but may not as expert on the time period as they feel that they should be are both supported by the setting material in this. There is more than enough background material for England and the important personages of the time and place to get even the most historically undereducated of people up and running for campaigning in this world. There are also a couple of very good starting adventures (complete with premade characters) to get games rolling.

In short, Clockwork and Chivarly is a very solid game, one that builds on the strong foundation of d100 gaming. If you are looking for a fantasy game that is well-designed and that goes outside of the boundaries of what you will traditionally find in a fantasy RPG, this is the game for you. I am looking forward to seeing what comes next with this line, and the supplements that are forthcoming look exciting and will greatly expand the game and the world.

The PDF version, while a bit pricy in my opinion is available from DriveThruRPG. As usual, there is an affiliate code attached that will help me pick up future releases to talk about here on my blog.

Friday, February 03, 2012

Talking About Mongoose's Legend Role-Playing Game

Mongoose's Legend is the spiritual successor to the RuneQuest game originally developed and released by Chaosim Games and Avalon Hill, back in the 70s and 80s. Mongoose's Legend is the actual successor to their own RuneQuest game, rebranded and given a life extension after Mongoose gave up the license on the RuneQuest name. Much like the earlier incarnations of the RuneQuest game, Legend does one thing very well: it gives gamers a grittier alternative to the 800lb. gorilla of fantasy role-playing...Dungeons & Dragons.

Inspired by, and derived from, the Basic Role-Playing System that has powered games such as RuneQuest and Call of Cthulhu, Legend is a fantasy game that relies on character attributes and skills, rather than classes and levels, to define the capabilities of a character. This might not be for everyone, and Legend would take some stretching to reach some of the power levels of that other fantasy role-playing game, but what Legend does...it does well.

Character generation in Legend is a snap. Legend offers two manners with which to create characters: the tried and true random method as well as a point buy method. Either of these are capable of creating well-rounded and interesting characters. Coupled with guidelines for Veteran characters, you can make characters that run the gamut from starting adventurers to seasoned pros, in no time at all. Cultural Backgrounds and Professions let you decide who your character was before becoming an adventurer, leaving it up to you to determine what your character is going to be through play. Having the option of both random determination and focused point buy should make a spectrum of gamers happy. Heroic abilities give your character the sort of "legend"ary capabilities to grow into that will make them the match of any fictional creation.

Task resolution is simple and everything is based off of the percentile dice, giving an intuitive way to explain what characters are capable of doing to both non-gamers, and gamers who may not be experienced with percentile-based game systems.

Legend postulates a world filled with magic, more so that many other fantasy games available on the market. One of the things that sets this game apart from many other fantasy games is the concept of Common Magic. Common Magic, simply enough, is the inherent magic of the universe, those magical effects that anyone can use without having to go through the training and experience of most magic-using characters in other games. This helps to create a richer fantasy world where magic is a part of the every day. This might not be fancy or powerful magic, but it can be life (and game) changing. This is one element that has been with RuneQuest since the very beginning, and it surprises me that has not been adopted by more fantasy games. Having common, everyday magic within the reach of everyone makes for a fantasy that is so much more fantastic that what you find in a lot of role-playing games.

The graphic design of Legend isn't fancy, but that isn't a problem. The black and white design is clean and easy to read. The illustrations, also in black and white, do a very good job of setting the tone for the game, and its implied world. Legend may not have a default setting, like when Mongoose published it originally under the RuneQuest brand, but the implied world that comes across through the text, the art work, and through design choices like Common Magic, makes for a rich implied world that is just waiting for you and your gaming group to fill in with the exploits of your characters. If Legend is not in your gamer's toolbox of fantasy games, you should fix that with this PDF. Even if you do not play Legend, the ideas presented in this game can be brought across to any fantasy game and enrich it with its different approaches to the genre.


Another nice thing about this game is that it is 100% OGL-released open gaming content. Obviously the illustrations and such are not a part of this, but there is still plenty of meat on this game's bones. What exactly does this mean for you? Basically, one of two things:
  1. You can publish your own expansion material, settings, new rules options and the like for the game (you can find a compatibility logo over here on Mongoose's website). Your Legend games can then inspire and create games for others.
  2. You can create a completely new game based on the Legend system. This is what D101 Games did with the earlier RuneQuest SRD to create their great OpenQuest game. I talked about OpenQuest in a previous blog post here, if Legend sounds interesting to you, you should check it out as well.
Legend is a solid game, a game that is well worth your time and effort to check out. I have a link to buy the PDF just below (which is selling for only $1 at the time this was written). If you have questions or comments about this review, you can find me over at Google+ or Twitter. If you follow me at Google+ and it isn't readily apparent for me why you are doing it, just drop me a mesage via my profile and let me know.


You can purchase the PDF of Legend from RPGNow/DriveThruRPG. Yes, that is an affiliate code, but it helps me to be able to pick up new material to be able to talk about with you. I have a couple of the other Legend PDFs, and if there is enough interest in this I will talk about some of them as well. Let me know in the comments here and either of the places I mentioned above, if you would like to see further material talked about on this blog.

And designers/publishers...you can reach me at either of the above links if you would like reviews done of your material as well.

Friday, October 28, 2011

Matt Forbeck's Amortals

Last week, after I finally started reading this book, I tweeted that it read like a cross between Robert Heinlein and Rudy Rucker. Now that I have finished the book, I think that I am going to stick to that analogy and broaden it a bit.

This book represents why I like to read Science Fiction. It had a wild energy that drew me into it's world of the future, and the way that Forbeck breathed life into the personalities of his characters kept me interested in the world and the actions of the plot. If Matt Forbeck's Amortals had come out in 1986, I would have been grouping it along side of some of the greats of the cyberpunk movement. I think this is a book that can stand beside Gibson's Neuromancer, Sterling's Islands in the Net, Rucker's Ware novels, or Williams' Hardwired. Anyone who knows me, and knows my tastes, knows that those are some of my favorite science fiction novels and not names that I toss around lightly.

Amortals takes place within a couple of hundred years from now. The central concept of the novel, and the world, is that the rich and powerful of the world have managed to take advantage of a form of serial immortality where, after death, they are brought back through a form of cloning technology called the Amortal Project. I don't think that the similarity of the name to amoral is unintentional. The ultra-rich, popular celebrities and powerful politicians have all become amortal, meaning that when they die (from some reason or another) they come back in a cloned body that is younger and stronger than they were when they died. Because of the ultra-rich and ultra-powerful having an end run around death and illness, healthcare has lagged behind...because even if an amortal catches a terminal illness they will get better when they come back. The earth of Amortals is classic cyberpunk...a great place if you are rich and powerful, but not so great for everyone else in the world.

Forbeck's eyes for the reader into the world of Amortals is a Secret Service agent named Ronan Dooley. Dooley has lived for nearly two-hundred years, and was the first amortal. Dooley is the only amortal who is not a part of rich and powerful, but he was given amortality for giving his life to save a president...and because the Amortal Project needed a heroic poster child to get the funding and governmental approval they wanted.

The action of the book starts with Dooley "waking up" from the dead and given a special murder case to solve...his own. This draws Dooley into a web of crime, political intrigue, and amortality that reveals shadowy goings on behind the scenes, and reveals dark secrets of the amortality process itself.

Now, I don't want to give much more than that because this novel is every much a thriller, and a big part of the driving force of the plot is the slow reveal of what is secretly going on behind the scenes of politics and the Amortal Project. This book was a page turner as I read it and more than a couple of night's worth of sleep were "ruined" because I needed to read "just one more chapter" of the book before bed. I can't, however, recommend this strongly enough. I do admit to knowing the author through professional circles, we have met a few times through role-playing game designer events over the years, but that did not impact my review of this book.

If you like noirish science fiction novels, or really even mystery fiction and you're willing to put up with some science, I suggest tracking down a copy of this novel  (there's a publisher's link at the top of this review as well) for yourself. I enjoyed it thoroughly and want others to do the same.





Friday, September 16, 2011

Speak Out With Your Geek Out: I Am A Geek!

There's really no getting around it (even if I somehow wanted to avoid it), I am a geek. Not only am I posting this to a blog that I call Dorkland, but I am tapping away at this particular post on a smartphone.

I am a lucky geek. Despite growing up in a smaller town in Indiana, I managed to have a pretty tolerant time of my formative years. No football players, or other jocks either, ever stuffed me into a locker, tried to beat me up, bullied me, or threatened me with violence. I never had to worry about being different at any point.

Like I said, I am a lucky geek.


Because of this, I've been lucky to be able to fly my geek flag, and be proud of it. True, there were ups and downs, just like there always are in life. However, I've always been open about who I am (and why I knew so much about computers) and I've been lucky to work places where nobody gave a crap. I've read comics and gaming books at lunch time in work cafeterias. Sometimes someone would ask a well-intentioned question, showing interest in my hobbies, but most of the time they would just go about their own business because they didn't care.

For me, every day is one where I speak geek, because it is who I am. I love music, of all types. I love comic books, and will happily spend hours arguing if The Hulk is stronger than Thor (for the record I am on Team Thor in this argument...Hulk is mighty but Thor is still a god). I love some good, thought-provoking speculative fiction and escapist fantasy. I read paranormal romance. I love and create role-playing games.

In short...I am a geek.

I am a bit sad at the reason behind why Speak Out With Your Geek Out got started. Jon Finkel, a world champion Magic The Gathering player got publicly mocked for being a geek in an online article about a woman looking for dates (allegedly) on the site OKCupid. He gets called out, not because he was a horrible date or abusive or a dick, or anything like that. No, he had the audacity to be a geek. Not just a geek, but a successful geek who had managed to make a hell of a lot of money doing what he loved doing.

We should all be so lucky to be able to make the kind of money he has made, doing something he loves, geek or non-geek.

So, because of that he gets mocked. I'm not going to insult or belittle or rake the woman who wrote that article over hot coals. It's been done enough already. Too much if you ask me. Really, all the negativity from the geek side doesn't cancel out the negativity from the non-geek side. It just makes for more negativity, and that doesn't do any of us any good.
If you read this today, or any day in the future for that matter, honor what has happened, honor who you are, honor every other geek out there (whether you know them or not) by proudly doing something geeky. Read a comic on a bus. Read that D&D book at the coffee shop. If someone asks you what you're reading look them in the eye and tell them. You never know, you might be meeting the next member of your gaming group, or even a future partner.

Every day is a day to be proud of being a geek. Speak out every day.

[Note: As I wrote this on my phone, I will go back and likely revise/edit and probably add an image or two. Fear not if this should change slightly on multiple viewings].

Friday, September 02, 2011

Speak Out With Your Geek Out

Are you a geek? Well, if you're reading a blog with a name like Dorkland! there's a good chance that you are one. Because of a recent article that appeared online mocking a certain Magic: The Gathering world champion (that we're not going to encourage by linking to because the website pays according to the number of clicks that an article generates) there's a movement afoot to get people to talk, with pride, about their geekiness. Does it matter what kind of geek you are? Hell, no. Are you a comic geek? Check. Are you a gamer? Check. Are you a music geek? Check. Hell, are you a geek about geek music? That gets you two check marks. Really, it's time for us to stop being ashamed of who and what we are and it's time for us to be proud of being geeks. It is time, my friends, to show the world our numbers and to show that we are happy and proud of who we are.

You can get more information at the Speak Out With Your Geek Out website: http://speakoutwithyourgeekout.tumblr.com/

For those of you Twitterati out there, the offical hashtag is ‎#speakgeek.
SPEAK OUT WITH YOUR GEEK OUT

Sometime during the week of Monday, September 12th to Friday, September 16th post about what geeky hobby you love. Then, tell us why we should try it, too. Leave your fears (and edition wars) at the door. Forget about your latest rant. Tap into that well of positive energy and share in the excitement of all things geek.Let us invite those who would stereotype us to sit at our table and share our interests.

UPDATE: The Facebook event is public and live! http://www.facebook.com/event.php?eid=190025581068159

As of time of this writing, there's a little over 400 people who have said that their going to talk about this and the Speak Out With Your Geek Out people would like to see 1,000 people pledged to talk about their geekiness in a positive way. I, however, don't think that's enough people. I know that there are so many more of us out there in the great, big world, and I would like to see at least three times that number. That's right, I think we can hit 3,000 geeks around the world, getting down with geek selves.