A few months after I started at Carbine, I received an email from FFG asking if I'd be interested in contributing to their new Star Wars RPG, Edge of the Empire. I jumped at the opportunity to do so, and I'm glad I did. That first project was relatively small in the grand scheme of things, but it started the freelance ball rolling for me after a couple years' worth of downtime.
That project, Lords of Nal Hutta, has just been announced, and it should be on store shelves sometime later this year. Though it's not the first FFG Star Wars product to be released with my name in the credits, it is the first one I ever worked on. This feels like some sort of milestone for me, and I'm so happy to have had the opportunity.
In other news, Cubicle 7's Lone Wolf Adventure Game Kickstarter has been funded, and I'll be doing my best to bring the world of Magnamund to life. As a kid, I enjoyed the heck out of the Lone Wolf books. They took the "Choose Your Own Adventure" formula and turned it into something dynamic and exciting. For a kid who didn't get to play RPGs very often, they were a godsend.
Keep an eye out for more Star Wars and Lone Wolf news, and I'll see you a little later!
16 September 2014
01 September 2014
|Not your typical fantasy setting.|
After playing AD&D for a long while, I grew tired of the traditional D&D tropes. I focused more on science fiction and horror settings rather than anything even remotely fantasy-oriented. I was also, for a time, totally done with class-based/level-based systems. I absolutely abhorred them. I even modified my Cyberpunk games to omit the Roles (ie, classes) that, to me, restricted the character creation process.
I don't know when I first heard of Dark Sun, but it was late in the game. It was well after the 2nd edition had been released, I know that. For some reason, I found a used copy of the 2nd edition Dark Sun boxed set on a used shelf and bought it. I took it home, started reading, and suddenly my hatred of class- and level-based systems was a thing of the past. It was a game I had to run.
|Our old stomping grounds. Man, I miss this place.|
In any case, the players seemed love the game. It went on for a long while, and we managed to finish it off with a bang. I don't remember the highest character level in that crew, but I think they got to around 7th or 8th level. I tried to bring it back once 3.0 came out, but there was something about that edition that got under my skin. 3.5 fixed most of those issues for me, but I never tried to run Dark Sun again with any system.
I realize there's a bunch of stuff out there that adapts Dark Sun to 3.5. Now that 5th edition is here, I'm thinking I might have a go of adapting it to Dark Sun on my own. I'll probably wait until all the core books have been released, so I've got some time. If I ever get around to this little project, I'll be sure to let you guys know about it. However, if the freelance train gets rolling here pretty soon, I probably won't have time for it. Such is life,
|Brom's art really sold the world of Athas.|
I guess this wraps up #RPGaDay, given that August is over and September is here. I'm sort of surprised I stuck with it (though I was late on a couple of occasions). Feel free to follow me or my blog. You can even find me on Twitter @BarrierPeaks. I can't guarantee I'll update daily, but I'll do my best to keep this thing alive.
30 August 2014
I've got an extensive collection of RPG books. I've been dragging these things around for years and years. I remember finding a copy of Deities & Demigods that included the Cthulhu mythos, and I was ecstatic. I don't know what it goes for now, or how rare it really is.
I'm not sure what the values of most of my books and boxed sets are. I know I had a hell of a time finding a copy of The Will and the Way for the original Dark Sun campaign setting. I did find one eventually, and it's nestled in with the rest of my DS books. I tracked down and purchased just about every supplement they produced for that game line, and they're all in pretty good condition.
Another book I could never find was Hideouts and Strongholds for WEG's Star Wars RPG. The stress of not having that book was alleviated when my friend Jay sent me a copy from his collection. I owe him one for that. It also seems that some of the Saga Edition Star Wars books are worth a pretty penny. For instance, Starships of the Galaxy, the first Saga edition SW product I worked on, used to be pretty expensive.
I don't generally keep an eye on RPG prices. I collect them, but I don't do it because they're valuable. I do it because I enjoy gaming.
|Like this. Only without the rat, skull, or sign.|
That's what happened to my wife's character in the original Dark Sun game I ran. Her character, a defiler/thief named Innath, decided to slip into someone's barn on the outskirts of a desert village. While he was sleeping, the barn's owner discovered him, gathered some friends, and decided to mete out some Athasian justice.
The farmer and his buddies, all humans, woke Innath up in a most uncouth manner, searched him, and then escorted him to a place where no one would hear him scream. They gave Innath a shovel made from chitin and told him to dig. As he dug himself a hole, they pulled out the broy and drank themselves silly, but kept just enough of their sobriety to ensure he wasn't going to slip away.
When Innath's hole was as deep as they liked, they tied his hands and made him kneel in it. They filled the hole with dirt until Innath's head was the only thing at ground level. Helpless, Innath watched as they gathered around him and relieved their broy-filled bladders directly on top of his head. Then, laughing, they gathered up the shovel and went home.
The sun rises higher in the sky and the temperature begins to bake the urine-soaked earth around Innath's head. Suddenly, he hears what sounds like a strange, shrill bird call. He can't turn his head real far, but he catches a glimpse of a snake-like neck of a large bird pop over a rise and stare hungrily down at him. The bird shrieks again, and another one pops up. Then another. And another. They begin to stalk closer, revealing themselves to look like spiny ostriches. The birds (abrians) circle Innath's head.
Innath would've been dead if the other players--a fire priest and an escaped gladiator--hadn't been attracted by the birds screeching and decided to investigate. The gladiator charged in, with the fire priest close behind, and slaughtered the birds before they could pick out Innath's eyes.
That was one of the most memorable encounters I remember from that Dark Sun campaign. There were other epic moments--a battle with a bulette at an oasis, the gladiator's duel with an elf tribe's champion, or the climactic fight against a lich and his undead minions in a subterranean tomb below Tyr--but that's the one I remember most fondly.
Note: The art is from a game called Blood Dawn, which is related to a quirky sci-fi RPG called Battlelords of the 25th Century, originally produced by Optimus Design Systems (ODS). Looks like Battlelords is now being produced by the chaps over at SSDC. The artist is Michael Osadciw, as near as I can tell.
28 August 2014
|This is generally the point when your brain 'splodes.|
I've played horror games at conventions, but they were never particularly scary. Maybe it's the atmosphere of being in a room with a hundred other gamers with everyone talking, rolling dice, and hamming it up. I've always preferred to run my own games with the lights down. Or, even better, keep the lights off, with candles here and there to provide a more "organic" form of illumination. Put some creepy music on at a low volume (always preferred the Hellraiser score, myself) and it takes most of the work out of getting your players in the mood.
But I digress.
The scariest game I've ever played was one of my girlfriend's (now wife's) Call of Cthulhu games. There are three such games that stick out in my mind, and two of them were genuinely frightening. I'll focus on the one I recall the best, which was set in 1920's San Francisco. At least, I think it was. Anyway, there were two players in the game. One of us was an educated fellow, sort of a scholar. I, on the other hand, was playing a federal agent.
Our first investigation began as a missing persons case, or so we assumed, involving a little girl. We canvased the neighborhood where she'd been seen, talked to folks about her. No one could say where she lived, but they'd seen her here and there. In fact, one of them had called the case in, hoping we'd locate her and find out where her home was.
Eventually, we did find her. Her name was Madeline, but she was a bit odd. Once we'd spoken with her the first time, she sort of disappeared (not before our eyes, but she definitely wasn't there anymore). We did some research, and it turned out a girl about her age and description went missing near the turn of the century. It couldn't have possibly been her, since she was around eight or nine years old. Or could it be? Old photographs we dug up looked pretty much like she did, right down to the clothes she wore.
Long story short, she'd been taken away by some kind of extradimensional thing or being, which she referred to as "mommy." Apparently, there were lots of "mommies" where it had taken her. In order to get into the realm where this entity lived, you had to do a little hopscotch thing and recite a strange rhyme filled with words no sane man should ever hear, let alone speak. We didn't believe her, but when she showed us--and vanished right in front of us--there was a bit of sanity loss.
My character, as sentimental as he was, felt that he had to rescue this poor innocent girl from whatever evil had taken her away from her family all those years ago. This meant doing "the Hopscotch" (as Madeline called it) and reciting the rhyme she'd used. The creepiest part of the game was crossing that threshold and seeing what lay beyond it.
We did end up saving her, and our sanities suffered for it. My character ended up adopting Madeline. She was a strange little girl, probably insane, but she was also young and there was a chance she'd recover. My character made life as good for her as possible, but she never was what people of the '20's would call "normal." She was even a useful reference during future investigations, though my character was hesitant to go to that well too often.
That, in a nutshell, is the scariest game I've ever played in.
My wife doesn't run games anymore, for which I'm eternally saddened. She had a great grasp of storytelling, and she was probably the most internally consistent GMs I've ever had. Occasionally I bug her and whine about it, but she hems and haws. She doesn't really enjoy GMing, so I don't push the issue. I have her as a player, and that'll have to be enough.
27 August 2014
|Darker than Dark Sun.|
That distinction belongs to Midnight, a campaign setting produced by Fantasy Flight Games, and which I was privileged enough to contribute to. You see, after I discovered Dark Sun in the mid-nineties, I didn't think there was another fantasy setting that could draw me in. I was certain of it. Who wants to play your run of the mill dwarves, elves, and halflings, anyway? Athas is all I needed.
Then, some time after D&D 3.0 came out, I discovered Midnight. It was a campaign setting that threw everything for a loop. People would ask me what it was like and I'd generally answer, "Imagine you're playing in Middle Earth, only Sauron (or Morgoth) wins." Dark Sun was a sort of post-apocalyptic fantasy setting where the events that shaped the world happened long ago in a time that no one remembered... except for the Dragon-Kings.
In Midnight, the war against the Shadow has been lost within living memory. The formerly free peoples of the world are either enslaved or backed into the corners of their own homelands. Peace is a fleeting dream, and the future a horrible nightmare. To rail against the enemy is to invite your own death, as well as that of your family. It's a dark setting, even darker than Athas.
|A map of Eredane, the land of the Midnight campaign setting.|
Now that 5th edition D&D is out and I've had a chance to read the rules, roll up some characters, and will be running a game of it soon, I feel that it would be a great system for running Midnight. That said, even an original system--perhaps even one akin to Edge of the Empire's rules--would be pretty cool, too. I'm not picky. I just want my Midnight to come back and see support. Maybe they'll even ask me to write for it again.
Well... a man can dream, anyway.
26 August 2014
|This is how we used to do it in the old days, kids.|
Truth be told, I miss the days of yore, when characters were scrawled on sheets of lined paper in pencil. The way that games have developed over the years, with increased character options and a variety of different systems, has made tabletop RPGs more dependent on official character sheets. If you look at a 2nd edition AD&D character from the 90's, and then compare it to a character sheet from D&D 3.5 (or even 5th), you'll notice there's a heck of a lot more to record and write down. At least, it feels that way.
I appreciate a well-designed character sheet just as much as the next gamer. I'm generally pleased with the quality of the sheets made for the games I've been playing over the past few years. Edge of the Empire/Age of Rebellion, The One Ring, and D&D 5th edition have perfectly functional and visually-pleasing character sheets in my opinion.
Are they cool, though? Sure, I guess so. Are any of them the coolest sheets ever? I really can't say. They do what they're supposed to do. If they ever invent a character sheet that can roll my dice and track its own hit points, I suppose that might earn the title of "coolest."
25 August 2014
I will do you a favor and avoid ranting about the movies. That's not what we're here for. Must... resist...!
Be that as it may, I will be running The One Ring again at some point. You hear me, people? You're destined to walk the byways of Wilderland eventually! And when you do, not even Gandalf will be able to save your sorry behinds!