Tuesday, February 16, 2016

Before The OSR -- Talking True20


In those dark days at the end of the D&D 3.x era, I cast around looking for something simpler. My tastes in gaming were in flux, and I found myself wanting something that was a lot less complicated, but still let me have games with some robust characters in them. And along came Green Ronin's True20 game.

Based off of the D20 SRD and rules from Unearthed Arcana and Green Ronin's Witches Handbook (also by Kenson), designer Steve Kenson created a streamlined set of rules that were robust and still recognizable as being derived from the D20 rules. Originally designed for the first edition of the Blue Rose RPG, the True20 rules were like a breath of fresh air. And Blue Rose was great for more reasons than just the system. The game's setting material broke with the traditions of fantasy gaming and distanced itself from fantasy influences like Tolkien, Moorcock and Howard, and embraced the "romantic" fantasy genre exemplified by authors such as Diane Duane, Mercedes Lackey, Tamora Pierce and others.

It was a nice breath of fresh air to see other genres getting some representation in fantasy gaming. Unfortunately some gamers, those who were used to their tastes being catered to, lost their shit over the fast that someone dared make a game that didn't allow them to continue to play in their same, safe fantasy settings.

I ended up playing the hell out of Blue Rose, and then when the generic True20 came out, I was even happier because then I could take a solid ruleset and use them for other genres besides just fantasy.

Here's some of the things that True20 gets right:

  • It uses the stat modifiers instead of the ability scores to quantify your character's abilities.
  • There are only three, fairly freeform, and broadly defined classes (adapted from the open content material of WotC's Unearthed Arcana for 3.x), and modifies them with Backgrounds and Paths to give you more customization options for your characters.
  • It gets ride of the long, long, long spell lists and replaces it with an again freeform Feat-based system, derived from the magic system for Witches that Kenson created in the Witches Handbook for 3.x from Green Ronin.
  • It seriously streamlines the skill lists.
  • Magic works in the exact same way as skills, so all of the task resolution revolves around the 20-sided die. The game uses just one dice.
  • Damage uses a Saving Throw rather ran a dynamic number that comes from rolling more dice. This streamlines combat further, meaning that there is a lot less dice rolling in the game and everything does faster.
A lot of this is fairly standard practice in a number of games now, but in 2005 while all of our heads were reeling from the hundreds, if not thousands, of D&D 3.x books that came out from Wizards of the Coast and pretty much every other publisher in tabletop RPGs, this was a breath of fresh air.

The timing of all of this coming out couldn't have been more fortuitous for me, because I needed something simpler, something that was easily available for players. True20 fit that bill rather nicely.

There was also a nice level of support. Green Ronin and a variety of third party publishers produced setting material for the system, and Green Ronin had supplements expanding each of the casses (and giving examples for using them in genres outside of just fantasy).

I won't say that there wasn't anything bad about True20, for example the importance of Feats meant that there were a lot of Feats in the rules and supplements. With a Feat-based powers system, that meant needing a lot of Feats in your games. Yes, they were slightly streamlined from "standard" D20 Feats, but each one still ended up being a special case for the rules. Depending on the type of campaign that you were running, that could mean a lot of Feats, and a lot of things to remember.

That didn't bother my games at the time, since we were all still dealing with a lot less complexity than we had been used to with our D&D or D20 Modern games at the time. So, it was all a matter of scale to us.

For those wondering about the title of this post, let me make a transition.

I got into True20 for much the same reasons that I would (eventually) get into Old School Renaissance games: I was looking for a much simpler approach to gaming. A few years back, when +Ethel B+David Rollins+Josh Thompson and eventually +Stacy Dellorfano got together to start playing fantasy games, we could have just as easily been playing a True20 game. In fact, we almost did.

When drafting +Ethel B into tabletop RPGs from MMOs like World of Warcraft, I went to look for simplicity. I didn't want her to deal with learning a bunch of complex rules and then find out she wasn't interested in RPGs. I wanted to "keep it simple, stupid" and find an easy to Grok, easy to run fantasy game that I could run via video chat. The first game on my list was True20, but I started nosing around the internet and discovered the whole retroclone movement where people were rebuilding early editions of D&D using the open content from the D20 SRD (much in the same way that Steve Kenson developed the True20 rules).

I started reading about games like Swords & Wizardry and the Basic Fantasy RPG and realized that I had found what I was looking for. These games were even simpler than True20. Reading up on the varieties of rules, I ended up deciding upon Swords & Wizardry Whitebox (with a couple of tweaks so that we could have thieves in our game) and we were off and gaming for more than three years now (and +Ethel B has attended two Gen Cons with an eye on her third).

There are probably a lot of things that could have gone a lot differently if I had decided to use True20 as my ruleset back when I was starting out.

I will also remind people of the standard rules around this blog:

https://xkcd.com/1357/



Friday, February 05, 2016

Steve Perrin Joins RuneQuest Development Team




In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium's new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 editions of game, was a natural fit that harkens back to the genius and originality of RuneQuest", said Rick Meints, President of Chaosium.

In late 2015 Moon Design Publications and Chaosium successfully Kickstarted the RuneQuest Classic Edition campaign, a triumphant reissue of the iconic 2nd Edition of the RuneQuest rules and the supplements produced for it: Cults of Prax, Pavis, Big Rubble, Griffin Mountain, TrollPak and many others.

"We want to usher in the newest exploration of Glorantha with a tribute to the masterpiece opus of work that has come before. Part of Steve's role is to help insure that this edition contains the best possible game mechanics while maintaining backwards compatibility with RuneQuest 2", said Jeff Richard, creative director at Chaosium.

The new version of RuneQuest maintains backwards compatibility with earlier editions, while also containing a number of unique innovations that resonate with Glorantha, Greg Stafford's mythical campaign setting where RuneQuest started and to which it returns. This new edition incorporates Runes directly into both your character and the magic system you use, including their passions and motivations.

"The rules reinforce immersion in the setting even more than the original RuneQuest rules did, and ideas experimentally brought forth in Griffin Mountain reach their fruition", said Richard.

Seizing this unique chance to get this right, Chaosium has brought in a team of notable game designers to support Chaosium's rebirth of RuneQuest, including Sandy Petersen (Call of Cthulhu), Ken Rolston (Paranoia, Elder Scrolls, RQ3),  Chris Klug (James Bond 007 RPG, DragonQuest) and Jason Durall (BRP, Conan).

A special pre-release version of the new rules will be revealed at Gen Con later this year, along with introductory scenario sessions. A wealth of all-new campaign material and supplements for the new edition will follow.


Thursday, February 04, 2016

Heavy Metal Meets Big Hero Six In Skydoll

Skydoll is one of those European comics that I have always been curious about. It hits those spots for SF and cutsey that lay deep, deep inside of my soul. Now, thanks to Titans Comics, it looks like I might finally get to see what's up with it.

"Including work previously unpublished in English, Skydoll: Decade contains the first three books of the series with new lettering and translation, the 10-page "art book comic" Sky Doll #0, 12 unpublished pages from Heaven Doll, and 40 pages of tributes from artists including  Claire Wendling, Lostfish, Marguerite Sauvage, Lilidoll, Mijn Schatje, and Benjamin."

"When Noa the Sky Doll is liberated from her life of drudgery by missionaries, it turns out that she is more than just a pretty android built for pleasure. With religion, sensuality and what it means to be human all at stake, Noa must find her true purpose in life."







SKYDOLL: DECADE
Writers: Alessandro Barbucci and Barbara Canepa
Artists: Alessandro Barbucci and Barbara Canepa
Cover: Alessandro Barbucci and Barbara Canepa
Publisher: Titan Comics
Format: Hardcover
Page Count: 232
ISBN: 9781782767367
Price: $19.99
On Sale Now

Wednesday, February 03, 2016

Heavy Metal debuts on comiXology and Amazon’s Kindle Store


February 3rd, 2015 — New York, NY— Heavy Metal, comiXology and Amazon announced today a distribution agreement to sell Heavy Metal’s fan-favorite science fiction, fantasy and horror digital comics and magazine across the comiXology platform as well as Amazon’s Kindle Store. Today’s debut sees the addition of the acclaimed science fiction and fantasy anthology, as well as two new original comic series on both comiXology and the Kindle Store.

“We’re excited to finally bring longtime Heavy Metal fans a first class digital reading experience, and equally excited to introduce this classic anthology to a whole new generation of readers thanks to comiXology and Amazon,” said Heavy Metal co-CEO Jeff Krelitz. “Blowing the minds of first-time Heavy Metal readers is something that never gets old!”

“At comiXology, we’re thrilled to carry such an established publisher as Heavy Metal and we’re sure that sci-fi, fantasy, and horror comics fans everywhere feel the same,” said comiXology CEO and co-founder, David Steinberger. “Heavy Metal brings an edge to comics that we’re happy to have join us on comiXology and Kindle.”

Today’s digital debut of Heavy Metal on comiXology and the Kindle Store sees the following titles available, including two comic debuts:

  • Interceptor by Donny Cates and Dylan Burnett
  • Narcopolis based on the UK film
  • Heavy Metal #280

The Kindle Store gives readers access to millions of books on the most popular devices and platforms, including Fire tablets, Kindle e-readers, iOS, Android and more.

With over 75,000 comics, graphic novels and manga from more than 75 publishers, comiXology offers the widest selection of digital comics in the world. ComiXology’s immense catalog and cinematic Guided View reading experience make it the best digital platform for comic fans worldwide.

About Heavy Metal
Heavy Metal is an American science fiction and fantasy comics magazine, known primarily for its blend of dark fantasy/science fiction and erotica. The fourth oldest American comics publisher at nearly 40 years of age, some of the greatest European and American comic book writers and artists in history have appeared in the pages of Heavy Metal. Since the magazine’s inception in 1977, the Heavy Metal banner has been seen in video games, television, and a 1981 animated feature film. In 2015 the brand established it’s first-ever line of traditional monthly American comics.

About comiXology
ComiXology, an Amazon.com, Inc. subsidiary (NASDAQ:AMZN), has revolutionized the comic book and graphic novel industry by delivering a cloud-based digital comics platform that makes discovering, buying and reading comics more fun than ever before. ComiXology's Guided View reading technology transforms the comic book medium into an immersive and cinematic experience, helping comiXology become a top ten grossing iPad app in 2011 and 2012 and the top grossing non-game iPad app in 2012 and 2013. Offering the broadest library of comic book content from over 75 publishers - and independent creators as well - comiXology will not stop until everyone on the face of the planet has become a comic book fan. ComiXology is based in New York City, with operations in Seattle, Los Angeles and Paris. For more information visit www.comixology.com.

About Amazon
Amazon.com opened on the World Wide Web in July 1995. The company is guided by four principles: customer obsession rather than competitor focus, passion for invention, commitment to operational excellence, and long-term thinking. Customer reviews, 1-Click shopping, personalized recommendations, Prime, Fulfillment by Amazon, AWS, Kindle Direct Publishing, Kindle, Fire tablets, Fire TV, Amazon Echo, and Alexa are some of the products and services pioneered by Amazon. For more information, visit www.amazon.com/about.

Sunday, January 31, 2016

Warren Ellis' Recommended Podcast List


The one who writes comics and novels.

I'm not one for podcasts myself, I should probably give them another try...but I'm just built for them apparently. I always see people who are looking for new podcasts, however, so here are some on a variety of subjects.

I copy/pasted this from his mailing list, so the links look wonky because of that.

The annotations on "type" are by Warren Ellis, not myself. I don't know what you will find at the other ends of these links.

All of these are reasonably current, as I recently swept out the podcasts that appeared to be dead.  I use the Downcast app for iOS to manage my podcasts.  The app can sync between different instances - I have Downcast on my iPhone and my iPad, and each instance will update to reflect what's been listened to on either device.

Wednesday, January 27, 2016

One Million Moms Goes After Olive Garden Over Fox's Lucifer Show


This has been all over much of the comics-related geek media, but the organization known as One Million Moms has targeted restaurant chain The Olive Garden over its sponsorship of the new Fox TV show Lucifer. Lucifer the TV show is in turn based upon the successful Vertigo Comics comic that itself spun out of the even more successful Sandman comic by Neil Gaiman and a variety of artists.

This organization has previously attempted boycotts against the 21st century when they fought against a gay male character in Archie Comics, railed against both Marvel and DC Comics for including gay characters in their children's entertainment and an "adult" version of The Muppets.

One thing that you will note that is in common with all of this organization's "campaigns" would be a lack of success. I think that is is interesting that they target The Olive Garden, while leaving both Fox and DC Comics (parent company of publisher Vertigo Comics alone). Part of this is because Fox was targeted when the show was announced...to a resounding lack of success...and DC Comics have been target any number of times by anti-diversity groups (also to a resounding lack of success).

The thing is that inside of the geek communities, we have similar regressive elements to deal with. We have to deal with misogyny from within our communities, most particularly those people who think that they are being helpful to "lady gamers." Every community has its share of stupid, but perhaps because of social fallacies, they get a gimme because "he's a nice guy" or "you just don't know him" or any other number of reasons. As a middle-aged white guy, it is particularly dismaying to see so much of this coming from my particular demographic. I will admit that I have not always been the most enlightened of people, and that I have made mistakes, but it would scare me if I still held beliefs now that I held in my childhood, or even 20 or 30 years ago.

The slurs against gays that were once considered okay, are not okay. Treating woman as if they need guidance from men is not okay. Being an ass to someone because of the color of their skin, or because of their belief system is not okay. More and more anymore, I wonder why it seems that so many people are still struggling with the idea that people are just people. Yes, it is easier to hold onto old views, old ideas, but fighting against the changes in the world, or better saying that people who are against your archaic views are the actual problems, isn't going to magically roll things back and make it 1972 again.

Fanaticism, regardless of the group that it comes from, is not pleasant. We need to do better, we need to treat people better than this.


Tuesday, January 12, 2016

Dennis Detwiller To Join Monte Cook Games


Illustrator, writer, editor and designer Dennis Detwiller will be joining the team at Monte Cook Games as a Managing Editor. Detwiller and Monte Cook first worked together on the Call of Cthulhu d20 adaptation at Wizards of the Coast. Detwiller leaves the video game design studio of Harebrained Studios to take this new position with Monte Cook Games. Detwiller has worked on Magic: The Gathering, the [PROTOTYPE] series for Activision, Teenage Mutant Ninja Turtles for Nickelodeon, and Delta Green, GODLIKE, and Wild Talents for Arc Dream Publishing. Detwiller is also a multiple Origins and ENnies awards winner.


Detwiller responded, in true editorial fashion, to my "tense" issue on Twitter:
Monte Cook Games already has one of the strongest teams in tabletop role-playing, and the addition of Detwiller only makes that team stronger.


Friday, December 18, 2015

Martin Ericsson On World Of Darkness -- "My Goal Is Getting Adults To Play"


We know that the World of Darkness is coming back, after having been purchased by Paradox Interactive. This is old news.

I think that some are going to purposefully misinterpret the quote that I used in the headline. Yes, adults are already playing role-playing games. That isn't the point of that quote, although I could be putting words into Ericsson's mouth, but I see it as the company wanting to bring more adults into the fold of tabletop RPGs. Expanding the number of people playing games is a good thing across the board...whether you play World of Darkness games, or whether you play D&D or Pathfinder. Or if you play Fiasco or Sorcerer.

You can watch the presentation made by Ericsson and Tobias Sjögren recent World of Darkness fan convention in Cologne. I think it is worth watching if you are interesting in seeing where the World of Darkness is going, or if you have been on the fence about the game in light of all of the recent announcements and purchases.


One of the best quotes from the presentation is probably this one from Ericsson: "The best way to save the fucking planet is to get people to walk a mile in someone else's shoes and empathize through the power of play."

Now, I'm not the most kid-friendly gamer on the planet. I respect those who play with kids, and who want games for their kids, but it always makes me happy when I see games that are being promised for a grownup audience. Nothing against "all ages" entertainment, but there has to be a place for people who want more "adult" forms of entertainment, too. Variety is the spice of life.

Sjögren mentions an emphasis on "mature entertainment," and Ericsson goes even farther saying, "while we might approach really difficult subjects, I think it is important for us to not just flash [I think I heard him right on the video, but the sound quality isn't always the best]them as gratuitous images, but actually go deep and finish the conversation about really, really hard stuff." Ericsson goes on to add that this "requires time and depth, and a high level of intellectual discourse around it."

As someone who isn't invested in the World of Darkness, or White Wolf games in general, this is a selling point for me. I played in my first World of Darkness game back earlier this summer, a Werewolf 20 game run by +Stacy Dellorfano. In January, we're going to turn this into an ongoing game, so I am excited for that. We aren't playing in the World of Darkness per se, but drawing on more contemporary urban fantasy and paranormal romance influences for the game. However, it is still very much a game for grownups that we're playing.

Where the previous incarnations of the World of Darkness always intrigued me, they never drew me into their "embrace" quite like the talk around this relaunch has. I will probably wait until they get to Werewolf, because that interests me more than Vampire does, but I will be watching to see what is next from White Wolf Publishing, and I urge fans of horror and dark fantasy gaming to do the same.

Friday, November 20, 2015

'Tis The Season...To Kill Them And Take Their Stuff

There's a new Munchkin set in town (and it isn't that super-cool looking Marvel one that's making all of the social media rounds). This is Munchkin: Christmas Lite, and what makes it cool is that it is a casual version of Munchkin designed to be played in about an hour.


"What?" I hear you asking. "Isn't Munchkin already a casual game?"

Well, yes, but this is a casualer...more casual...version of the same game. You play a game in an hour. Honestly, that is a great thing. I am hoping that this means that we're going to see more casual versions of this game line. I'd love to see a basic version of Munchkin itself boiled down into a couple of decks, that you can just easily carry around and play in a smaller space. This is what makes games like Fluxx (and its near endless varieties) such a great game, you can toss it into a purse or backpack or handy Think Geek Bag of Holding and whip it out at places like the coffee shop to play.

The easier it is to play and move these games around, the easier it will also be to recruit new people and make new gamers.



Underneath, this is still the same Munchkin, so it you know how to play the game you aren't going to have to learn anything new. Because they went for compact and portable, some things are missing. There's no die, and you will have to come up with your own method of level counters. But, I think taking a die from another set (because you do have other Munchkin sets in your house...right?) or grabbing a couple of index cards to use as counters(or even if you just write on the back of one of those coffee shop napkins) fixes this quickly and easily.

I am a great advocate of casual gaming. I like my games, across the board, to be simple and portable, but with enough scalability to be able to add more detail if it is wanted by the people playing. The Munchkin games are pretty good about that, and there are enough sets these days that there should be a Munchkin that will appeal to almost anyone.

Like I said, I hope that this is successful enough that we see a Munchkin Lite. I think that it, and Munchkin: Christmas Lite, will be excellent for the casual gamers in your life.

This game costs $9.95 and will only be available until January (or they run out), so grab yours soon.

As a side, if we're making requests for casualer versions of Steve Jackson Games' games, I would like to put in my request for a quick and easy playing version of Illuminati. Please and thank you, as the kids say.


Thursday, November 12, 2015

Roleplaying Kickstarter Coverage


Here is a change in policy for the blog. Effective immediately, this blog will no longer promote Kickstarters. I hope that you'll read the reasoning behind this post, but I will understand if you don't.

Now that a lot of people have gone, I'm going to discuss the whys of this decision. This is something that has been peculating in my head for a while, and I think that I've reached the point where it is time to make a change.