Archive for January, 2008

The Tangled Ways of Cthulhu

I have something in the works for this year that references (to what extent we’ll see) the Cthulhu Mythos. I am aware, after years in gaming, that Chaosium has some sort of overriding right to the Great Old One as far as gaming, but no actual knowledge of what the legal issue is and how it affects someone else using the names/concepts. So I sent an email to Chaosium to find out what the real deal is and how I can work with it for the benefit of my product.

I got a very nice reply today explaining the situation and what the status of rights is (which I greatly appreciate as I realize this could fall under Legal Counseling and I could have been told to consult a lawyer). Wow. I mean, it seems to be pretty straightforward, but there are a lot of possible implications about how to/not to use the terms and concepts. I sent in my reply with what I think is the gist of it so I now await a confirmation. Based on that reply, I will decide how to proceed with my project.

I do think I need to make a Sanity check…

Posted on 31st January 2008
Under: Gaming, Highmoon Media Productions, Writing | No Comments »

More Freelance Stuff Turned In

Today I sent it my material to Fred and Chad at Evil Hat, the other freelance project I was working on. The one from last week was for Paradigm Concepts, Inc. I think you can pretty much surmise for what lines I was writing material for based on what I’ve blogged about in the last few weeks.  ;-)

I also sent in two queries to Kobold Quarterly to see if they get approved. AND (big AND) I sent in a proposal to a larger game publisher for a possible project that, if okayed, would have me peeing my pants with joy. I also have another proposal that I need to put together now that I have some confirmed stuff to support it.

Again, it feels good to be doing this. Bring on the next project!

Posted on 28th January 2008
Under: Gaming, Highmoon Media Productions, Writing | 1 Comment »

Targum Magazine #4 Now Available

Highmoon Media Productions, in association with Green Ronin Publishing, presents Targum Magazine - Issue 04. Welcome to the fourth issue of Targum Magazine, the magazine in support of Eternal Rome: Roleplaying in the Age of Gods and Emperors, Trojan War: Roleplaying in the Age of Homeric Adventure, Testament: Roleplaying in the Biblical Era and all Ancient World campaign settings. In this issue you will find the following articles:
  • Ostraca: The Extra King by Spike Y Jones - Exploring the Biblical mystery of an apparent extra king of Israel.
  • Kalevala Mythos by David Schwartz - The deities of this epic poem from Finnland for your d20 game.
  • Era Spotlight: The Time of Akhenaten - Part 2 by Scott Bennie - The concluding article bringing you a mini-gazetteer of Egypt in the time of the monotheistic Pharaoh. 
  • Legions vs. Hordes by Spike Y Jones - Bring the might of the Roman Empire to the Biblical/Homeric Battlefield Resolution System.
  • Free Paper Minis from Arion Games.
  • Testament: Official d20 v3.5 Update - Part 1 by Scott Bennie, Christopher Heard and Spike Y Jones - Update your Testament game to the v3.5 rules of the d20 System with this official guide. Part two will appear in the next issue.
Come adventure in the lands of the ancient world today! NOW AVAILABLE from RPGnow!

Posted on 25th January 2008
Under: Targum Magazine | No Comments »

Going Back to My Roots

Today I did something I haven’t really done in the four years since I began Highmoon Media Productions: I sent in a freelance submission to another company for consideration. Not just that, this weekend I have another deadline for another such project.

It feels good. I mean, I obviously will continue to develop for my own company, but it’s cool to go back to select freelancing gigs, especially because these are for games I really enjoy. We’ll see what happens with those.

Posted on 23rd January 2008
Under: Gaming, Writing | No Comments »

[WH] Witch Hunter PBeM Started

This past Tuesday, Jan 15, we officially started the Witch Hunter play-by-email game I’ll be running. My players are Mick Bradley (of The House of the Harping Monkey fame), Chris Engler (once of Carpe GM Podcast, now just another bald Canadian), Mark Gedak (another Canadian [not bald], my DM in the D&D PBeM, and co-host on The Digital Front Podcast), and Josh Hoade (my best friend whom, though we both live in Miami, I rarely get to play with). I was originally going to have only three players (Mark, Josh and Mick), but Chris saw a post I made about Witch Hunter (click on the Witch Hunter tag on this post and you’ll find it) and asked if he could play; he had the book already, had read it and was psyched, so I said sure.

Right now we’re starting character generation. All but Mick have sent in to the group their character’s stats (Mick has sent them in partially, he’ll redo this weekend) and in some cases the background information. Even before everyone had sent in their history, we already were faced with our first mini speed bump, as Chris’s character (the way he had envisioned playing him) would clash severely with at least two of the other characters. Chris offered to roll up a new character, but we exchanged a few emails on the subject, and agreed that the conflict inherent in the characters’ backstory was one we wanted to explore in-game. I personally asked Chris to be mindful that his character was supposed to be part of a team, but I was clear that I did not want him pulling blows. If the character(s) need to be retired later on for story reasons, rock on.

So hopefully by this weekend everyone will send in their stats and background, and then I’m going to take a page out of Spirit of the Century, and have them do a “shared novel” phase of character creation, the idea being that they are not being drawn together by chance and that a couple of them will have met, perhaps even gone on a mission against an agent of the Adversary together, before the start of the campaign. Once this is done, I’ll have them all choose Convictions, a new rule I am adding based on Burning Wheel’s Beliefs & Instincts (which I’ll flesh out and post to the Unofficial Witch Hunter Wiki).

Witch Hunter has me excited in a way I have not been since D&D 3rd edition came out, where I find myself jotting notes down for new rules bits (some of which I will be fleshing out this weekend for something I cannot yet talk about). We’re just doing character creation, and I’m already excited; can’t wait till we get into the meat of things.

Posted on 18th January 2008
Under: Gaming, PBeM, Witch Hunter | No Comments »

The Gamer Traveler Episode 09 - Gamer Adventures

In The Gamer Traveler - Episode 09 I talk with Kim Maita of Gamer Adventures, a travel agency dedicated to offering vacations for gamers! Kim and I talk about the history of her company, what vacations for gamers are like, and the packages she currently offers to her clients, as well as some ideas for what’s coming in the future, especially the packages to Gen Con Australia. There is also information on a new contest sponsored by WizKids Games where you can win packs of Pirates of the Caribbean and Star Wars PocketModel games.

Links:

Posted on 18th January 2008
Under: Podcast | No Comments »

Changeling: Dreams of Miami - Session 1

Warning: This is very long. 

On Saturday night my wife and I sat down to finally begin our Changeling: The Lost chronicle, which I have called (in a fit of unoriginality) “Dreams of Miami.” The game has been a long time coming for various reasons (mainly my fault), but now it’s here and we’re ready to play.

I will make periodic session reports here, breaking them off with a [More] tag so that there is the public info and the part I want my wife to stay out of.  :-)
So here we go.

We began late, so we only played for about an hour at most, but we did manage to set up the setting and the situation. Dreams of Miami takes place in Miami Beach, namely the area known as Normandy Island and North Beach. Astute readers will realize this is the same area where we live; it makes it familiar and gives us handy points of reference.

Setup
It is January 2, 2008, as I like my White Wolf games set in the here and now.

My wife is playing Bella Greyflower, an Elemental Changeling of the Woodblood kith who came back from Arcadia about a year ago. She has been living in the Beach with a fellow Lost who came back with her, Mirabilis, a Fairest Dancer, and they both work at a cafe owned by a Wizened Oracle named Amara, who seems to have adopted the two young women as her wards. Bella has been slowly getting used to being back in the human world for the past year, and has even had some contact with her previous life, though that would be when she learned her children had grown to their late teens and that a Fetch was left in her place, playing mother to her son and daughter, and wife to a husband whom Bella last knew as an uninterested good-for-nothing. The only thing Bella has to care for is baby Finn, a boy perhaps 14 months old, that was the key to her escape from her Keeper.

Bella hears a lot of snippets of conversations waiting tables at the cafe, and she has heard two quite distinct rumors enough times to remember them above the din of constant chatter:

  1. Over the last six months or so, the reported sightings of Fae around Miami have increased dramatically. Not only have they become more frequent, but they have also become bolder: True Fae have been seen hunting changelings in the Hedge, and sometimes right outside of it, or on their way to a hunting party of sorts. So far five or six changelings have been reported as missing, likely taken back by the Fae.
  2. At some point after the new year, a ceremony is to be held somewhere in Little Haiti, something meant to establish some sort of Contract with the city itself in order to prevent the abduction of children by the Others.

Two weeks ago, in mid-December, a somewhat frequent patron of the cafe, a Haitian medicine man who calls himself Old Ti (a changeling without a doubt, though Bella has never seen beyond his Mask, seeing only an old Haitian man) came into the cafe, ordered  a coffee, and when Bella was waiting on him, casually mentioned having heard this rumor about the ceremony in Little Hait; casually, except for the fact he was looking Bella right in the eyes. He then paid, and left.

Two days ago, on Dec. 31, 2007, Bella’s son, Max, came into the cafe, ordered a can of Coke, and then left. Bella was standing not 10 feet away from him, and that has been the closest she has been to her son in an eternity. It was odd because he does not live in this area of the Beach.

Session 1
It is the second day of January, and after her regular day-to-day chores, Bella heads over to the cafe for her evening shift. Upon arriving she notices that there are a lot of customers tonight, both mundanes and changelings (about ten of the Lost, highly unsual). Amara’s Cafe is a sort of haven for the Courtless who know about it, and as such, it receives sporadic visits from representative of the courts, as it does tonight when, at around 7 pm, a burly Ogre proudly displaying a red sash across his wide chest, a symbol of the Court of Summer, enters the cafe. He asks Bella what’s going on tonight, what with so many changelings there? Bella merely shrugs him off, telling him the truth, that she doesn’t know what’s going on. While Bella gets him his coffee, the Ogre gets up and spouts a loud speech exhorting those Courtless present to consider joining the ruling Court of Summer, and to come to him with any questions.

As unhappy as Bella is over this event, Amara is even more, as she arrives just at the tail end of the speech. She asks Bella about the abnormal number of Lost at the cafe tonight, and after Bella says she doesn’t know, Amara makes a few calls and finds out. The upstart Spring Court (the so-called Vichy faction) is hosting a big party at one of their clubs down on South Beach, and they have invited virtually every Changeling in Miami, including members of the now-banished (and some say rightful) Spring Court. Mirabilis arrives at this moment and pulls Bella aside with a very intriguing piece of news: “I just saw you.”

While walking over to the cafe, Mirabilis crosses a woman who looks like Bella, at least what Bella looked like as a human, walking with her husband. Now that she mentions it, Bella does indeed feel her Fetch, not near, but somewhere around, which is strange because they do not live in this area of the Beach. Mirabilis asks Bella if, after closing time, she would like to go down to the Spring Court party, just to check it out. With Amara agreeing to watch over Finn, the two women agree to check out one of these legendary parties. “But we just check it out and get back, ok?” Bella tells Mirabilis. Sure.

And now for some behind-the-scenes…

Read the rest of this entry »

Posted on 7th January 2008
Under: Changeling, Gaming | 1 Comment »

Witch Hunter: Surreptitious Story Gaming in a Traditional RPG Package

Witch Hunter

Originally posted at Story Games.

So I’d been very intrigued by Paradigm ConceptsWitch Hunter: The Invisible World ever since it was announced, and a couple months ago I got a copy, which made me very happy. One of the things that called my attention was that in the descriptions of the game, the concept of “story” were greatly highlighted, and in conversations with members of PCI (mostly Eric), it had been made very clear that WH had been designed from the start to be a game of cinematic action where story was given primary importance. Neat!

So I got the book and I skimmed over it, especially over the background section and the core rules, just to get an idea of what the game was about and how the rules worked. I went over the chargen section as well, but only lightly. When I was done, I remember I felt a bit dissapointed: for a game that touted story as its most important aspect, I did not find any rules mechanic that supported it. I’d been tainted by the story games concept and community, so I wanted to see some of that mentality and design in there. But alas, I didn’t. I put the book aside to read later and moved on.

Lately I’d been having the urge to run this game, so as part of my 2008 gamer resolutions, I decided to run a play-by-email game of WH. I immediately started reading the book cover-to-cover in preparation, and would you guess what I come to find within its pages?

WH actually does have quite a few elements of story gaming in its rules and I had totally missed them because they are perfectly enmeshed in the rules of the game. For example:

  1. WH comes with a built-in bang/kicker: you had this Catalyst, some sort of event (usually traumatic) by which you became aware of the Invisible (Spirit) World and the machinations of the Adversary, and it is because of this that you now are a Witch Hunter. The game offers Orders that function kinda like Clans in Vampire in the sense that they give you a place to belong and a way to further define your character, giving you also some more kickers in the process as you define how your character matches the tenets of that Order.
  2. Virtue and Vice/Sin - more kicker goodness, and these can be “compelled” kind of like in FATE in that the GM can call a player out to live up to her Virtue and/or Sin, even (and especially) to the detriment of the character, but always to the betterment of the story. This can earn you Hero Points (see below). And get this, giving in to your Sin actually brings mechanical benefits, tempting you all the time.
  3. Some Talents (think Feats) give players the ability to define the world as they play (the biggest example is the Contacts talent, with which you can define who your contact is during play). There is room for growth here, but it is a good step.
  4. Hero Points - a kind of Fate Point, HP allow you to do a few story gamey things like gaining one by playing a Virtue to the character’s detriment, by doing things that “drastically enhances the enjoyment of the Scene” (Fan Mail), or by adding a welcome complication to the plot by making a declaration; or you can spend one to negate a Vice/Sin compel, as well as to enjoy more mechanical benefits like an extra die or automatic stabilization when having suffered lots of damage.

So what do you know, there is stuff in there in the realm of story gaming!

The game sits squarely in the void between traditional and hippie games because, simplified as it is, there are still a number of rules to keep track of if you so choose, and task resolution is still king of the field. I would have liked to see more simplification of some of the crunchier parts of the book, ideally, though I like what I got.

I know I will be introducing a couple more story gamey elements to my game, such as Beliefs from Burning Wheel (IMO, a must for a game where the character’s religion is as important, if not more, as her name) and Conflict Resolution/Bringing Down the Pain from TSoY (especially because we’re playing by email and I don’t want to get into too many silly combats).

So check Witch Hunter out: it hides its story gaminess within its pages.

Posted on 4th January 2008
Under: Gaming, Witch Hunter | No Comments »

New Year’s Eve & Day

New Year 2008 023

We spent last night at my Mother-in-law’s house, where we had tacos and said goodbye to 2007 playing with sparklers and high-speed camera settings. The results were awesome, let me tell you, as you can see above.

Today we had a New Year’s Brunch again (like last year) and it went great: the food was awesome (thanks to my wife) and the company excellent.

New Year 2008 058

Check out the Flickr Gallery for the whole picture set.

A good way to start the year. Tomorrow, work!

Posted on 1st January 2008
Under: Editorials | No Comments »