Wednesday, February 6, 2013
Fate Core
A whole lot has gone on the world of gaming since I last posted, and one of the most important things was the stunning success of the Fate Core Kickstarter. A Kickstarter aimed at 3,000 dollars and wound up making over 400 grand would be impressive by itself, but the fact that Evil Hat has pledged to make the game system open to the Creative Commons License is just staggering. So many Fate Core projects have come out of the woodwork that I would almost feel embarrassed to do one of my own. It's always the worry of getting lost in the flood of great stuff.
And great stuff there is! Just from the Kickstarter alone, there are several great settings coming down the pipe. The stunning Camelot Trigger, White Picket Witches, and Burn Shift are just three of the offerings coming out of the Kickstarter, and I've seen any number of great projects revving up for a release over the next few months.
Still, in my perpetual quest to find a native system for Western Baronies or Chronicles of Steam and Brass (have I not mentioned that before?), I think that Fate Core might be closer than anything I've tried yet, except for Savage Worlds. While Pinnacle's flagship game is still my one true love in many ways, I think that the odds are tilted ever further in favor of trying to release under Fate Core. Hearing Fred Hicks say that Savage Worlds and Fate both came out of similar vectors in their creation makes me feel a little less crazy for associating them in my head all this time too.
Watch this space for further updates!
Thursday, August 23, 2012
A Handful of Dust
This week's entry on the Western Baronies is a piece of fiction, entitled "A Handful of Dust." I hope you enjoy it!
***
"A Handful of Dust"
a tale of the Western Baronies
“How many of ‘em do you figure there are?” the wiry, dark-haired man asked the tall blonde man crouching next to him in the dust. The blonde said nothing for long moments, simply counting the silhouettes of men in the moonlight, looking at their shabby armor and underfed horses. The dark-haired one did not prod him, knowing that patience was a virtue out on the flats, and that their quarry wouldn’t be leaving any time soon.
After long moments of listening to the sounds of the desert—distant coyote yowls, the swirling wind, the voices of the soon-to-be dead—the blonde man replied. “I count thirty men. Give or take five. Firelight makes it easy to pick them out, but hard to tell how close packed they are. Most of them have shortblades and crossbows.”
***
"A Handful of Dust"
a tale of the Western Baronies
“How many of ‘em do you figure there are?” the wiry, dark-haired man asked the tall blonde man crouching next to him in the dust. The blonde said nothing for long moments, simply counting the silhouettes of men in the moonlight, looking at their shabby armor and underfed horses. The dark-haired one did not prod him, knowing that patience was a virtue out on the flats, and that their quarry wouldn’t be leaving any time soon.
After long moments of listening to the sounds of the desert—distant coyote yowls, the swirling wind, the voices of the soon-to-be dead—the blonde man replied. “I count thirty men. Give or take five. Firelight makes it easy to pick them out, but hard to tell how close packed they are. Most of them have shortblades and crossbows.”
Wednesday, August 8, 2012
Bleakness Cove
In case anyone is interested, I'm current writing a serially-published novel called Bleakness Cove. If you like the style, please follow the novel as it goes!
Friday, July 13, 2012
Exalted Fiction Contest
For anyone who cares about Exalted or my writing career, apparently the Exalted team is hiring writers. They are having a short fiction contest on their forum, to which I have submitted an entry. If you have time, please take a moment to go to their forums, read my piece (which is only about 800 words), and make a forum account to thank the post. The more thanks I get, the more likely that I'll be considered for the position.
I appreciate any help!
My entry on the forum thread.
I appreciate any help!
My entry on the forum thread.
Sunday, July 8, 2012
Why Does Professor Apocalypse Hate Me?
Now that the 4th of July holiday is over, back to blogging!
The title of this entry may seem a little odd, but bear with me. Recently, I was brainstorming ways to start a group of fairly advanced characters off together without resorting to the tired old cliche of "You all meet in a bar" or "You've all been recruited by the same shadowy government agency." Not only are both of them horribly cliched, but I've actually got some players who were burned by the latter once upon a time and I don't want to spool them. (Get it? Shadow government agency? Spook?)
With that in mind, I turned to what Raymond Chandler advised: When the plot slows down, have two guys with guns kick in the door and start shooting. That is to say: When you can't figure anything else out, pick an option that throws the PCs right into the action.
The game in question is Savage TORG, which I may have mentioned in passing once or twice before. Now that I'm getting ready to run my third full campaign of TORG, I find that I can't rely on the hook I used the first two times without feeling like a hack. For both of those campaigns (the first one used d20 Modern, the second one Savage Worlds), I had both groups be composed mainly of Core Earth characters who happened to be in New York the day the maelstrom bridges fell. Putting together a survivor group trying to escape New York in the aftermath of the Living Land invasion is tense, action-packed, and immersive. Heck, it's how the TORG novels open up!
Still, I want to do something different for this campaign. More than anything else, I want to offer my group the broad, wide-open character creation ability that a mature TORG campaign offers. A year into the storyline, you have characters from all of the invading realms, a bunch of random ones, and people who have converted between realms (for stuff like human shamans of Lanala and edeinos bikers). That gonzo feel is quintessential TORG, and I've partially sacrificed it both previous times I've run the setting.
As I was walking around tonight, the solution came to me: They've been kidnapped by a common enemy who wants revenge. My players are all moderately experienced with the setting, and they're building Seasoned characters, so it stands to reason they would all have an enemy who has the power and motivation to capture them.
But why wouldn't he just kill them? Because he's from the Nile Empire, the reality of pulp action-adventure! Raymond Chandler would be proud, indeed. So, now we've got a common enemy in a pulp setting who would rather capture the heroes and throw them into a deathtrap than just outright kill them, giving them the opportunity to bond under difficult circumstances and work as a team.
A guy like that needs a cool, imposing name. Doctor Doomsday? Nah, too alliterative and comic book. Something classier. I could just use Pharaoh Mobius, but he's a major player in the Nile Empire and I want to get some extra mileage out of him. This guy strikes me as below the pharaoh but above some common thug. As I was mouthing out sounds, the word "Professor" aspirated at the end to "Professor-a", and I jumped to bad-guy words that started with "A."
Thus, Professor Apocalypse was born. A little thinking led me to dub him Professor Jonah Apocalypse, PhD. I remembered that the excellent comic Atomic Robo had an arc called "Why Doctor Dinosaur Hates Atomic Robo," and from there the idea of letting the PCs pick their poison was born.
Now, I've got the character questionnaires I do before any lengthy campaign handy. For this one, there's an extra question at the end: "Why does Professor Apocalypse hate me?" I expect some inventive answers, knowing my bunch. They're all going to wake up in a brightly-lit room with killbots on the other side of the door, just waiting to put Mr. Chandler's axiom into effect.
I suppose the tl;dr version of today's blog post is this: When deciding how to put a group together, pick the option that throws them right into the action of the setting. That forces them to work together as well as giving them a great ground-level view of what they'll be dealing with right off the bat. Also, whenever possible, give the players investment in what they're doing at the beginning of the campaign. It helps immersion as well as a sense of cooperation with the GM.
The title of this entry may seem a little odd, but bear with me. Recently, I was brainstorming ways to start a group of fairly advanced characters off together without resorting to the tired old cliche of "You all meet in a bar" or "You've all been recruited by the same shadowy government agency." Not only are both of them horribly cliched, but I've actually got some players who were burned by the latter once upon a time and I don't want to spool them. (Get it? Shadow government agency? Spook?)
With that in mind, I turned to what Raymond Chandler advised: When the plot slows down, have two guys with guns kick in the door and start shooting. That is to say: When you can't figure anything else out, pick an option that throws the PCs right into the action.
The game in question is Savage TORG, which I may have mentioned in passing once or twice before. Now that I'm getting ready to run my third full campaign of TORG, I find that I can't rely on the hook I used the first two times without feeling like a hack. For both of those campaigns (the first one used d20 Modern, the second one Savage Worlds), I had both groups be composed mainly of Core Earth characters who happened to be in New York the day the maelstrom bridges fell. Putting together a survivor group trying to escape New York in the aftermath of the Living Land invasion is tense, action-packed, and immersive. Heck, it's how the TORG novels open up!
Still, I want to do something different for this campaign. More than anything else, I want to offer my group the broad, wide-open character creation ability that a mature TORG campaign offers. A year into the storyline, you have characters from all of the invading realms, a bunch of random ones, and people who have converted between realms (for stuff like human shamans of Lanala and edeinos bikers). That gonzo feel is quintessential TORG, and I've partially sacrificed it both previous times I've run the setting.
As I was walking around tonight, the solution came to me: They've been kidnapped by a common enemy who wants revenge. My players are all moderately experienced with the setting, and they're building Seasoned characters, so it stands to reason they would all have an enemy who has the power and motivation to capture them.
But why wouldn't he just kill them? Because he's from the Nile Empire, the reality of pulp action-adventure! Raymond Chandler would be proud, indeed. So, now we've got a common enemy in a pulp setting who would rather capture the heroes and throw them into a deathtrap than just outright kill them, giving them the opportunity to bond under difficult circumstances and work as a team.
A guy like that needs a cool, imposing name. Doctor Doomsday? Nah, too alliterative and comic book. Something classier. I could just use Pharaoh Mobius, but he's a major player in the Nile Empire and I want to get some extra mileage out of him. This guy strikes me as below the pharaoh but above some common thug. As I was mouthing out sounds, the word "Professor" aspirated at the end to "Professor-a", and I jumped to bad-guy words that started with "A."
Thus, Professor Apocalypse was born. A little thinking led me to dub him Professor Jonah Apocalypse, PhD. I remembered that the excellent comic Atomic Robo had an arc called "Why Doctor Dinosaur Hates Atomic Robo," and from there the idea of letting the PCs pick their poison was born.
Now, I've got the character questionnaires I do before any lengthy campaign handy. For this one, there's an extra question at the end: "Why does Professor Apocalypse hate me?" I expect some inventive answers, knowing my bunch. They're all going to wake up in a brightly-lit room with killbots on the other side of the door, just waiting to put Mr. Chandler's axiom into effect.
I suppose the tl;dr version of today's blog post is this: When deciding how to put a group together, pick the option that throws them right into the action of the setting. That forces them to work together as well as giving them a great ground-level view of what they'll be dealing with right off the bat. Also, whenever possible, give the players investment in what they're doing at the beginning of the campaign. It helps immersion as well as a sense of cooperation with the GM.
Sunday, June 17, 2012
Sound the Guns!
Over on the Goodman Games forums, they were discussing adding guns to your fantasy campaign, and there were people adding in that guns should be super-rare or super-expensive or super-lethal. It occurred to me that I had never gotten to rant about my feelings about this particular treatment of guns in fantasy, so I let it all out. And here's my thoughts about it, reposted in blog form:
My great complaints about fantasy worlds that decide to introduce firearms are the ideas that firearms:
1) follow the exact same form of development as in the real world;
2) are more powerful than existing weapons; and
3) are ridiculously expensive (usually to "balance out" how much more powerful they are than standard weapons).
My great complaints about fantasy worlds that decide to introduce firearms are the ideas that firearms:
1) follow the exact same form of development as in the real world;
2) are more powerful than existing weapons; and
3) are ridiculously expensive (usually to "balance out" how much more powerful they are than standard weapons).
Monday, June 4, 2012
No Cure for the Summertime Blues
Since last we left our intrepid hero, he graduated from college, got accepted into graduate school, and found a summer job. What does the future hold for our plucky freelancer?!
I'm not sure at this point, but it's definitely been tough to submit any work to anybody. The good news is that it looks like the Hellfrost d20 stuff is finally coming out this fall. It's always nice to see something you worked really hard on coming out. I'd like to be doing more work now that I have the free time, but these days it seems to be Kickstarters all the way down. My novel project didn't go so well, but part of that is because I don't think I really understood how to make a successful Kickstarter at the time. I've got a few ideas for RPG projects that would work well for the system, but I still need to refine them a bit more.
It looks like I'll actually be able to run Savage TORG again starting this fall as well. Much props to HawaiianBrian for coming up with the original Savage TORG conversion that forms the basis for my games.
I'm really grooving on several new games right now too. My love for Mistborn continues unabated, especially now that the fantastic guys over at Crafty Games got out the revised version of the pdf. I'll hopefully be picking up my hardcopy at GenCon and getting it signed by Brandon Sanderson. He's a fantastic author and a lovely person; I got to meet him earlier this year at Joseph-Beth Bookstore here in Lexington, where he signed my Mistborn novels. I'm looking forward to getting him to sign the RPG as well.
I also really like the new Marvel Heroic Roleplaying game from Margaret Weis Productions. I was always a little turned off by Cortex. It seemed like Savage Worlds with the fun surgically removed. The Cortex+ system on the other hand is made of raw, unrefined awesome. Cam Banks is a wonderful designer, and if I could ever work with him I would consider it one of the highlights of my career. MHR has a beautifully narrative structure and a neat dice pool mechanic.
In the category of "Games I didn't think I'd like but wound up quite enjoying," I'm going to mention the Dungeon Crawl Classics RPG. I thought it was just another old-school clone building off the nostalgia-bomb movement of the OSR, but it's really a lot more than that. The best way I can describe DCC is as if a gamer from 1977 had been mystically transported to 2012, given a crash-course on modern game design, and set loose in an art gallery populated entirely by heavy metal cover art. By which I mean, the game is shockingly awesome and genuinely revels in its old-schoolness without being just another old-school clone. It does some genuinely original things with its design philosophy, and does so while capturing the roots of the gaming hobby. More than that, it's a 480-page book chock full of art. I loves me some games with lots of art, especially good art.
Hopefully, I can get back to posting regularly now that I don't have the insanity of senior year pressing down on me, so watch this space for future updates.
I'm not sure at this point, but it's definitely been tough to submit any work to anybody. The good news is that it looks like the Hellfrost d20 stuff is finally coming out this fall. It's always nice to see something you worked really hard on coming out. I'd like to be doing more work now that I have the free time, but these days it seems to be Kickstarters all the way down. My novel project didn't go so well, but part of that is because I don't think I really understood how to make a successful Kickstarter at the time. I've got a few ideas for RPG projects that would work well for the system, but I still need to refine them a bit more.
It looks like I'll actually be able to run Savage TORG again starting this fall as well. Much props to HawaiianBrian for coming up with the original Savage TORG conversion that forms the basis for my games.
I'm really grooving on several new games right now too. My love for Mistborn continues unabated, especially now that the fantastic guys over at Crafty Games got out the revised version of the pdf. I'll hopefully be picking up my hardcopy at GenCon and getting it signed by Brandon Sanderson. He's a fantastic author and a lovely person; I got to meet him earlier this year at Joseph-Beth Bookstore here in Lexington, where he signed my Mistborn novels. I'm looking forward to getting him to sign the RPG as well.
I also really like the new Marvel Heroic Roleplaying game from Margaret Weis Productions. I was always a little turned off by Cortex. It seemed like Savage Worlds with the fun surgically removed. The Cortex+ system on the other hand is made of raw, unrefined awesome. Cam Banks is a wonderful designer, and if I could ever work with him I would consider it one of the highlights of my career. MHR has a beautifully narrative structure and a neat dice pool mechanic.
In the category of "Games I didn't think I'd like but wound up quite enjoying," I'm going to mention the Dungeon Crawl Classics RPG. I thought it was just another old-school clone building off the nostalgia-bomb movement of the OSR, but it's really a lot more than that. The best way I can describe DCC is as if a gamer from 1977 had been mystically transported to 2012, given a crash-course on modern game design, and set loose in an art gallery populated entirely by heavy metal cover art. By which I mean, the game is shockingly awesome and genuinely revels in its old-schoolness without being just another old-school clone. It does some genuinely original things with its design philosophy, and does so while capturing the roots of the gaming hobby. More than that, it's a 480-page book chock full of art. I loves me some games with lots of art, especially good art.
Hopefully, I can get back to posting regularly now that I don't have the insanity of senior year pressing down on me, so watch this space for future updates.
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