Sunday, February 05, 2017

Joe Haldeman's Forever War Is Coming From Titan Comics (NSFW)


On February 15th, the science fiction classic, The Forever War, by Joe Haldeman is coming from Titan Comics. The visionary Hugo and Nebula Award-winning SF tale by Joe Haldeman is beautifully realised in full color by the legendary artist Marvano. An epic SF war story spanning space and time, The Forever War explores one soldier's experience caught up in the brutal machinery of a war that reaches across the stars.

What follows is an uncensored preview.






Be sure to tell your comic store to reserve a copy for you now. I am going to see about talking with Haldeman before the book comes out. Here are some of the cover variants.







Thursday, February 02, 2017

Valiant Reveals Secret Weapons


As revealed today at Vulture, Valiant is proud to announce that Academy Award-nominated screenwriter Eric Heisserer, writer of the internationally acclaimed, smash-hit motion picture Arrival, as well as the upcoming Harbinger and Bloodshot feature films from Sony Pictures, will join Harvey Award-nominated artist Raul Allen (Wrath of the Eternal Warrior) with Patricia Martin (Bloodshot Reborn) for Secret Weapons #1 (of 4) – an all-new, Valiant Prestige format limited series starring the much-demanded, super-charged hero Livewire, in June!



The government has dispatched Amanda McKee – the technopath codenamed Livewire – to investigate the ruins of a secret facility formerly run by Toyo Harada, the most powerful telepath on Earth and her former mentor. In his quest for world betterment at any cost, Harada sought out and activated many potential psiots like himself. Those who survived, but whose powers he deemed to have no value to his cause, were hidden away at this installation. But Livewire, having studied Harada’s greatest strengths and learned his deepest weaknesses, senses opportunity where he once saw failure. A young girl who can talk to birds… A boy who can make inanimate objects gently glow… To others, these are expensive failures. But, to Livewire, they are secret weapons…in need of a leader. Now, as a mechanized killer called Rexo seeks to draw them out, Livewire and her new team of cadets will be forced to put their powers into action…in ways they never could have imagined…









Tuesday, January 24, 2017

Let's Go To Gen Con GoFundMe Campaign


As we all know, going to Gen Con isn't cheap. Even writing for EN World doesn't help to offset all of the costs of going and covering the convention for you, the readers. I started a GoFundMe campaign to help with some of the costs. In addition to just straight donations, I have a couple of fun pledge levels for it, working around the idea that not everyone can go to Gen Con, but they still want to have some of the experiences of the show.

  • For $5 I will track down a person, place or thing at the convention (1. it has to be gaming related and 2. it has to be safe for work) and take a picture of it. I will then post the picture to an online gallery here and to social media. If you have a Twitter account, I will also tag you in the post.
  • For $10 I will track down a designer or publisher of your request, ask them a couple of questions and post a video of the questions to my YouTube channel. Sorry, but I determine the questions. If the person will not consent to being recorded, unfortunately there aren't any refunds. I will try my best to convince them to let me record them for posterity.
There may be other pledge levels coming, but those are the main ones. They are a good way to augment my coverage of the convention. If you have any questions about the campaign, or would like to know if you can donate in other ways, contact me via the contact box to the left of this post.

I hope to see you at Gen Con this year!


Out Of Office


It is (almost) my birthday, and I'll be away in Las Vegas for a few days. Except for emergencies, I won't respond to emails or messages to the blog until at least Sunday.

Happy gaming.


Thursday, January 19, 2017

Fate Accelerated And Emotional Stress

From a Phonogram story inspired by TV On The Radio's Song "Wolf Like Me."
While I am in Las Vegas next week for my birthday, I am going to run a Fate Accelerated game (using my own Accelerated hack that I have talked about in various blog posts here, and around social media) about werewolves. I like werewolves, and I like Fate Accelerated, so they blend well together. This is an early form of something that I will likely use in a published game, once it gets to a more mature form.

Whether born as one, or made into one, Wolves are primal creatures with intense and powerful emotions. Like with their more potent senses these emotions can at times overwhelm a Wolf, particularly in stressful situations like combat. Wolves have an additional stress track built around their more profound emotional triggers. Rage and anger are common triggers for Wolves, but you can create a stress track for your character around any intense emotional response.

The write up for your character's emotional stress is simple. Like with 'regular" stress, they get three boxes. However, for emotional stress the Consequence that your character receives is predetermined during character creation. These consequences are considered to be Moderate. Some examples of consequences for emotional stress could be: "The Wolf Is Scratching Out From My Skin" for Rage, "I Have To Get OUT" for Fear or "Nothing Is Right" for Confusion.

The GM should compel these consequences...hard. When the consequence for their emotional stress has triggered, it should change everything about how your character sees and interacts with the world. Fate points earned from compelling the consequence of an emotional stress track should last until the consequence itself goes away. This means that you can keep those Fate points between sessions.

This isn't going to be for everyone, which is fine, but your character, as a Wolf, is more than human and more than animal, and their strengthened connection to the Natural Order comes with drawbacks as well as perks.

In case you've never heard the song...




Monday, January 16, 2017

That 10 RPGs Of Your Teen Years Meme



Social media runs on memes, and while I try to avoid them for most parts,I thought that I would talk a little about the "10 RPGs That Impacted Your Teen Years" meme that is going around Facebook (and probably other places).

There are a couple of tripping points for that meme for me. The first has to do with my age, there just weren't a lot of RPG options when I was in my teen years. The second had to do with distribution and retail, and this probably had a much greater impact upon what was available for play when I was younger.

I started gaming in 1979, on the cusp of my teen years. While there was an explosion of things going on in gaming at that time, a lot of it passed by small town Indiana because of the quirks of retail.

I've said a number of times that there was a weird geographic quirk to where I lived in that we never had the availability of a lot of modules in the area where I grew up. We had access to plenty of core rules (and by "plenty" I really mean most of the core rules published by TSR Games), but not much else. Without a local dedicated game or comic store, our game buying was pretty much limited to what was available in the mall: Waldenbooks and K.B. Toys. I think that I was in high school when the space that had been the Under 21 "Goth" hangout was bought and turned into a game store. By then things were mostly set, habit-wise.

Most of my teen gaming years revolved mostly around a couple of games: B/X D&D, AD&D and later on the classic Marvel Super-Heroes game from TSR. The D&D stuff was with the group that I had played with since starting gaming, while the Marvel game was what I preferred to run myself. There were other games, on the edges, I ran Lords of Creation a few times (it was really my introduction to multi-genre gaming), and friends had games like Gamma World, but while I really enjoyed these other games, they never really grabbed me in the way that the others did.

Just before my family moved to Florida, I found the DC Heroes game by Mayfair.

After we moved to Florida, my exposure to gaming increased and I discovered games like Call of Cthulhu, Runequest and Golden Heroes (one of my favorite super-hero role-playing games, a distinctly British game published by Games Workshop). Call of Cthulhu became my bomb, and I would use it for pretty much any style of horror role-playing at the time.

I'm not a huge fantasy fan, and D&D has never had the appeal for me, mostly because of that. It was games like Marvel Super-Heroes and Call of Cthulhu that kept me involved with gaming.

In my college years, moving from the teen years and into my twenties, meant that I was able to be exposed to a lot more games. I was lucky between Tampa, and going back to Indiana for college, to have access to a couple of really good gaming stores, and some great comic stores. This is also the era when I discovered that I could order games directly from publishers, and not be bound to the tastes and predilections of local game stores.

The first real discovery of my college years was when GURPS from Steve Jackson Games came out. It was like the multi-genre play of Lords of Creations, but with a much better system. The first edition boxed set was a little rough, but by the third edition of the game it had settled into a pretty solid system.

In 1987, I read William Gibson's Neuromancer and, as the kids say these days, "mind blown." It took me a couple of years to find the game that meant CYBERPUNK to me. I went through Cyberspace from Iron Crown and SpaceTime from BTRC, but neither of them really appealed to me. Then we found R. Talsorian's Cyberpunk 2013 and (eventually) Cyberpunk 2020. Cyberpunk 2020 is still one of my favorite games, and I periodically dust it off for new games.

There were always other games, but these were the big ones. The 90s, and my 20s and 30s, were mostly dominated by GURPS, Marvel Super-Heroes, Call of Cthulhu (Thank you Delta Green) and Cyberpunk 2020. Most of these still see fairly regular play for me, except for GURPS. I suspect that I am going to be dusting off Cyberpunk 2020 more in the future, only because it is weirdly appropriate to the world that we're going to be living in for the next few years.

I have gotten back to D&D more in the last few years. Third edition saw my entry into professional game writing, like with so many others, but the promise of that edition started to strain under the weight of SO. MANY. OPTIONS. The OSR, and streamlined D&D rulesets like Swords & Wizardry and the Basic Fantasy RPG scratch that itch for me with that style of gaming. The return of Runequest Classic and clones like the remarkable OpenQuest also give me variety in my fantasy gaming. Fate Accelerated has also give me the bones for a gaming system that fits a lot of the needs that I have for how a system works. Like any game, it takes a little tinkering to get the engine really running in the way that you like it, but that is part of the fun of RPGs. Isn't it?


Saturday, January 14, 2017

Galileo Games And Brooklyn Indie Games Announce Merger


Brooklyn Indie Games, a boutique tabletop role-playing, board, and card game publisher, is merging with Galileo Games, publisher of fiction and tabletop role-playing games. The Brooklyn Indie Games brand will continue as an imprint under the Galileo Games label. Brooklyn Indie Games owner Tim Rodriguez will be joining Galileo Games as Vice President, Galileo Games’ Brennan Taylor will remain as President.
By bringing on the board game production and design expertise of Brooklyn Indie Games, Galileo Games plans to expand their footprint in the hobby games market, producing innovative card and board games to complement and expand the role-playing games they already offer. Galileo views this as a merger of equals, and the Galileo corporate identity will survive by virtue of its longer history and greater name recognition. With the additional experience and manpower of two companies becoming one, Galileo plans to increase their production schedule and offer a wider variety of products through the retail and direct sales channels.
"Brooklyn Indie is excited to join with Galileo Games," said new Galileo Games Vice President Tim Rodriguez. "They’re a significant player in the industry, having been around since 1995, and Brennan is personally responsible for many innovations that help the indie games industry run as smoothly as it does today."
"I am so pleased to have Tim Rodriguez joining Galileo Games," said Galileo Games President Brennan Taylor. "Tim is one of the best card game designers in the industry, and having him developing our line of board and card game products will make Galileo more competitive in that market. Tim is also a good friend and a person whose interests and business sensibilities are extremely compatible with my own. This is going to be a great partnership, and I’m looking forward to what Galileo will be coming up with as we move into 2017."
Between the two of them, Brennan Taylor and Tim Rodriguez bring over 30 years of game design and production experience to the merged company.
About Galileo Games, Inc.
Galileo Games, Inc. is a publisher of innovative role-playing games and fiction. Galileo was founded in 1995 by Brennan Taylor and Krista White. Since that time, Galileo has grown, publishing a variety of game and fiction titles, including Bulldogs!, The Ministry InitiativeShelter in PlaceKingdom of NothingMortal Coil, and How We Came to Live Here. Galileo Games, Inc. proudly works with great game designers, including Jeff Himmelman, Ralph Mazza, J.R. Blackwell, Kenneth Hite, and Fred Hicks, and talented writers, including Will Hindmarch, Mur Lafferty, Peter Woodworth, Greg Stolze, and Nathan Lowell. Products from Galileo Games are available through distribution via ACD, Lion Rampant, Golden Distribution, and Indie Press Revolution. Products may also be purchased directly by consumers via Indie Press Revolution and DriveThruRPG. More information can be found at Galileo Games’ web site www.galileogames.com.
About Brooklyn Indie Games
Brooklyn Indie Games is a small game publisher and professional services provider in the wilds of Brooklyn that brings independent designers and artists together to create great games. Brooklyn Indie Games has created and published Ghost Pirates, Backstory Cards, Omega Zone, and Heartcatchers. More information can be found at Brooklyn Indie Games’ web site www.brooklynindiegames.com.


Thursday, December 22, 2016

Robotech And Writer Brian Wood Are Coming To Titan Comics


Next year, Titan Comics will bring to comic stores a Brian Wood written Robotech comic set in the continuity of the classic Harmony Gold USA cartoons. First airing in the States in 1985, Robotech was the gateway to anime for many fans – capturing their imagination with its epic generational story line involving war, romance, and, of course, the transforming Veritech fighters that defend the Earth against extra-terrestrial attacks. Produced by Harmony Gold USA, the original 85-episode series delved into humanity’s struggle against a series of alien invasions, from the gigantic Zentraedi to the mysterious Invid, battling for control of advanced alien technology that crash-landed on Earth.

"We are excited to have the opportunity to work with Brian to expand the Robotech universe." said Robotech's Tommy Yune, "His bold approach to storytelling is thoughtful and will be full of surprises for fans."




Wednesday, December 21, 2016

Gods And Monsters


The game that I am going to be running after the holidays for the local people is going to be the Fate Accelerated urban fantasy game that I mentioned before. Here is the basic pitch/mission statement that I gave to the group:
Once Upon A Time...
Your characters were gods, or at least they might have considered themselves to be something like that. They were powerful beings who wandered a world that was simultaneously brighter and more dangerous than the world in which they now exist. There was magic, and monsters and many other things.
Now, you can still do some cool things, but it is nowhere near as cool as what you used to do.
Even though the setting is changed, your story isn't over. You aren't entirely sure why you are still around, other more powerful beings than yourself faded away a long time ago. You know that there are still others like you around. Some of them have adjusted, relatively, to their new stations, much like you have. Others want to try to change things back to the way that they were. Whether that is possible or not, it is hard to tell, but none of the plans have worked in the hundred of years that you can remember.
Maybe you're one of the monsters from the old world. Things are just as strange for you, as it is for the beings who used to be your enemies. You can hide yourself among the populace of the world, to some degree or another, so it isn't like you're "all monster, all the time."
Maybe you're one of those people that others claim never actually existed. They say that you're just a character from a book, or a children's story. You can't possibly be real. You feel real to you, and you remember your life in this world, as well as in the stories that everyone insist are made up.
The world is a strange place.
 I see it as a sort of American Gods meets Fables (or Once Upon A Time) sort of vibe.

My definition of urban fantasy is basically "horror without the scary." You use a lot of the genre conventions and archetypes of horror, but you treat it more like the fantasy genre. If you've never read Nancy Collins' Sonja Blue stories, this is sort of the approach that she took. I never really understood why she was marketed as horror, when she should be considered the Godmother of Urban Fantasy.


Jess Nevin's Red Planet For Fate Core


With apologies to the Sisters of Mercy:
Red
Red planet
Red
Red world
Yeah, that was bad. Anyway.

It is unfortunate that we don't see the depth and breadth of the science fiction market these days that we would have seen in bookstores 30 or 40 year ago. Once again we are in a phase where, if it isn't the new shiny and written by someone whose native language isn't one of the standardized forms of English we just don't see it. Russia, and the Soviet Union when it existed, has long been a source of thought provoking genre fiction that celebrated perspectives that we don't see from American or English writers.

The "golden age" of Soviet Science Fiction was a particularly optimistic branch of SF to boot, which I'm sure surprises anyone old enough to have grown up during some portion of the Cold War.

Red Planet is a new World of Adventure for the Fate Core rules, available at the OneBookShelf sites as a Pay What You Want PDF. Written by Jess Nevins of The Encyclopedia of Fantastic Victoriana and annotating Alan Moore's League of Extraordinary Gentlemen fame, the book is an exploration of the tropes of a nearly forgotten sub-genre of Science Fiction of the 1940s and 1950s from the former Soviet Union.

The PDF isn's a long one, only 64 pages in total, but it has a lot packed into those pages.

The science fiction that is celebrated by Red Planet is particularly pulpy, with echos of the American heroic pulps like Doc Savage, or the space opera of Doc Smith or Flash Gordon. The situations are wild and weird, and often blur the lines between science fiction and fantasy. This approach used to be much more common than it is these days, before demographics and marketing became a part of the creative process of genre fiction.

There was a lot of bad things that happened in the real world under the auspices of the Soviet Union, and Communism, and Red Planet does not sugar coat or ignore them. These aren't Alt-Communists softened up for propaganda purposes. In fact, the setting goes far to show that the Communism of the Soviet Union, and the Capitalism of the United States, lead to war and upheaval in their battle for supremacy. The protagonists of the setting, the nation of the Union of Materialist Republics, are a rebellion against both of these cultural forces. The Materialists were colonists on Mars, the Red Planet of the title.

Once on Mars, these colonists sparked a revolution against both their own Communist oppressors back on Earth and the Capitalist enemies of their oppressors. With their rebellion, these colonists became their Union. Their culture is not only their own, but has also assimilated (relatively peacefully) the native Martian populace. The racial makeup of the Union of Materialist Republics is made up of that mix of humans and Martians. The setting of Red Planet can be viewed as similar to the original Buck Rogers stories, just with less Yellow Menace.

The Red Planet of the setting is a Utopia. So to speak.

If it was a perfect utopia, there probably wouldn't be any place for the types of adventurers that we see in role-playing games. There is going to be friction and conflict between those of the Union, with the various social and cultural factions of the Earth. There is also an extradimensional faction of creatures that are not native to the solar system, or the reality, of the setting. They are two-dimensional beings called the Geometrists. The Geometrists have superior technology to Earth or Mars, as well as psychic abilities beyond anything capable of the people of the solar system.

There is also still "space" for exploration in the solar system, so characters of that type will find plenty to do among the stars of the Red Planet setting.

If you're a fan of pulp science fiction like Flash Gordon, or pulpy science fantasy like Star Wars, there will probably be things in Red Planet that will appeal to you. It is remarkable well fleshed out, considering the short page count, and there is plenty of material to spark adventure in the setting. I am glad to see tabletop role-playing publishers striking out from the safety of traditional fantasy setting and creating worlds that are different and challenging to gamers.  If you haven't checked out Nevin's Red Planet, you really should.