Showing posts with label fate. Show all posts
Showing posts with label fate. Show all posts

Monday, February 25, 2019

Kickstarter and Me: 2019 Update


I backed a number of new Kickstarters in 2017-2018, all for D&D Fifth Edition products. I have received my rewards for most of them over the past couple of months, so it seems high time to give an update. Here are links to my earlier columns about projects I've backed:
First, here are a few quick updates on some of the projects listed in those previous columns:

Fate Core: The last remaining stretch goal reward, Shadow of the Century, was delivered to backers in January 2019. I haven't read through all of the most recent digital stretch goals, but the core rulebook and first few supplements were solid work.

Freeport: The City of Adventure for the Pathfinder RPG: The sixth and final part of Return in Freeport was released in late 2018. The collected edition is available in PDF now, with the print version coming very soon (it's currently available to preorder). I provided feedback and errata for each installment as they came out, so earned a proofreading credit in the final book. 

Just last month, Green Ronin announced to backers that the long-promised Freeport Companion for Fantasy AGE will finally be released later in 2019. That will be the last promised reward for this 2013 Kickstarter.

Spirit Island: This boardgame's Kickstarter is long over, but it recently had a follow-up campaign for an expansion, Spirit Island: Jagged Earth (which I believe we backed through my wife's KS account).

Book of the Righteous for Fifth Edition: I had just received this book before my last update, and--like every other Green Ronin book I've funded--it has proved to be one of my better investments on Kickstarter. The book contains a great amount of detail about its unique pantheon of gods, some solid new crunch for 5E games, and lovely full-color art throughout. Since then, I have written two blog posts about using this book with the Freeport setting (here and here). 

Next, here are details on the four projects I have backed since my last update, and their status:

Mini-Dungeon Tome for 5th Edition or Pathfinder RPG, by AAW Games (September 2017): I only backed this for a PDF of the 5E version, which was delivered last year. A few bonus mini-dungeons, including a half-dozen holiday-themed adventures, have been released since then. Because I only got the PDF, I haven't yet read the entire book; in retrospect, I should have sprung for a print copy so that I could browse it more comfortably. 

A larger obstacle to me getting full use of the book is that many adventures use monsters from third-party sources that I don't own (such as Open Design's Tome of Beasts). The book contains an index with highly-abbreviated stat blocks, but that's not nearly enough information for a GM unfamiliar with the source.

Tome of Horrors: Reborn for Fifth Edition, by Frog God Games (November 2017): The original Tome of Horrors (by Necromancer Games, the precursor to FGG) was a ground-breaking work that converted hundreds of monsters from previous editions of D&D to the v.3.0 rules set. The later Tome of Horrors Revised updated it to v.3.5, then the Tome of Horrors Complete did the same for Pathfinder, and the book also spawned a couple of sequels of all-original monsters. The Reborn version offers a selection of monsters from all of those previous Tomes, updated to the 5E rules. I owned the v.3.0 edition in print, and the v.3.5 in PDF, so only backed the Kickstarter at the PDF level. That delivered this past fall, and I'm still making my way through it. (The parts that I've most read most carefully are the handful of entries that converted monsters from Expedition to the Barrier Peaks, which I hope to run using 5E someday.)

Strongholds & Streaming, by Matt Colville (February 2018): Colville's "Running the Game" series, which strives to demystify the experience of becoming a good DM, quickly became a runaway hit on YouTube. This allowed him to take a pet project and spin it into a full-fledged book, Strongholds & Followers. The Kickstarter also funded the creation of a studio setting for livestreaming his next D&D campaign--in fact, the Kickstarter was so overwhelmingly successful that Colville has formed his own company, MCDM Productions, and quit his former day job. The book is complete, backers have received the PDF, the print version is in production, and Colville has started planning his next book (for 5E mass combat rules). His D&D campaign, "The Chain," streamed its first episode in January 2019.

I backed this project for both the PDF and print book. I won't be reading the book in great detail until I receive the hard copy, which is still a few months away. (When I do, expect to see a review here, slanted as usual towards how useful it would be for a Freeport game.) I still haven't decided whether I'll be watching any of the streamed game yet, because I have many other ways that I'd rather spend my free time (like playing games myself). But I backed the project because people like Colville, who has many great ideas to share with the RPG community, deserve to be supported and encouraged in what they do. Even if I never watch the streamed game or use any of the material in the book, I'll be satisfied in having backed his Kickstarter.

Pirate Campaign Compendium for 5E and Pathfinder RPG, by Legendary Games (February 2018): I backed this project for the 5E version, and have recently received both the PDF and the print copies. I've only read about half of this book so far, but am already more disappointed than thrilled with the result. While the book does update a huge amount of existing nautical-themed material for Pathfinder into 5E mechanics, the published text seems rushed and in dire need of extensive editing. After creating and maintaining my unofficial RPG errata archive for most of two decades, I find it very hard to shut off my "editor mode" and ignore grammatical errors, sloppy implementation of rules language, and incomplete conversions. When I feel compelled to correct the text multiple times per page, as I have for many chapters, reading a book like this one becomes far more exhausting than fun. This book has put me off of buying any future Legendary Games products--in fact, at the moment, I'm rather dubious about whether I'd ever want to try to use anything from this title in my future campaigns. Which is a damn shame, because this book should have been a go-to reference for anyone who, like me, is thinking about running a 5E Freeport campaign. But, to put it very bluntly, if this book had been produced by a company with more rigorous standards, such as Green Ronin, Paizo, or Wizards of the Coast*, it would never have been allowed to go to print in the form we received it.

On the plus side, the company promptly sent me a replacement copy when I discovered that one of the signatures (16-page sections) of my book was missing, and the previous signature duplicated instead. But that's small consolation for the other issues.

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This past year's Kickstarters have rather polarized me regarding future campaigns. I'll gladly back interesting projects by companies that I already know well and trust to deliver high-quality products (like Green Ronin, Greater Than Games, and potentially MCDM), but I've grown more and more leery of projects by companies I've never bought anything from before.

* Just yesterday, I heard that Wizards has revealed that its next D&D hardcover, Ghosts of Saltmarsh, will include rules for ships and related nautical subjects. That's sure to be a better investment by a long shot.

Friday, August 18, 2017

#RPGaDay 2017: Days 18-22 (Eclipse Edition)


My family and I will be traveling the next few days to see the total eclipse and do general sightseeing in Nashville, so I've decided to post my answers to the next few days' questions now.

18th) Which RPG have you played the most in your life?
19th) Which RPG features the best writing?
20th) What is the best source for out-of-print RPGs?
21st) Which RPG does the most with the least words?
22nd) Which RPGs are the easiest for you to run?


18th) Which RPG have you played the most in your life?

This is an easy one: Dungeons & Dragons. I've been playing and DMing one edition or another of that game ever since I was first introduced to RPGs in middle school around 35 years ago. I played Basic and Expert in middle school, Advanced in high school, and 2nd Edition in college. I promptly adopted v.3.0 and v3.5 when they were released, but didn't care for 4th Edition much, so continued running and playing v.3.5 until my group decided to switch to Pathfinder a few years ago. Fifth Edition has won me back, and I'm running it for my kids so we can all learn the new rules.

19th) Which RPG features the best writing?

I'm not sure how to judge the "best" writing, but I would have to say that the Buffy and Angel RPGs are the two rulebooks that have been the most entertaining to read. Most RPG rulebooks tend to get pretty dry reading after a while, but very little of the Buffy core rulebook is. The prose is very conversational, and peppered with witticisms in the style of the TV series--but that casual, snarky style never gets in the way of explaining the rules clearly.

20th) What is the best source for out-of-print RPGs?

Given my shopping habits, I'd have to say RPG hobby shops and used book stores.

Many game stores will have a used game section, where items are greatly discounted. When I lived in Boston, my FLGS (Pandemonium Books and Games) had a rather extensive used game section, with most items marked at half the cover price. Some games languish on the used shelves because they just aren't good enough to sell even at a discount, but you can occasionally find a real gem among the dross. Pandemonium also had a "Black Hole" clearance shelf for items (both used and new) that hadn't moved in far too long; as time passed, those items moved to gradually more discounted shelves, ending at 90% off if still not sold.

Used bookstores will sometimes have role-playing games sections. Both Half Price Books stores in my area (Lexington, KY) have a full bay of RPG books, from a wide variety of games, both recent and venerable. Though none of the following were out of print, I scored a huge pile of Pathfinder hardcovers at HBP last year, and discovered the OneDice system there, which I bought for my kids.

21st) Which RPG does the most with the least words?

Fate Accelerated Edition. This 48-page book distills all the essential elements of the Fate system into a compact, streamlined game that can be used for almost any adventure genre.

This system is used in many of Evil Hat Production's recent games, like the new edition of Dresden Files. My one opportunity to play it so far was a short campaign using Do: Fate of the Flying Temple.

Best of all, the rulebook is available as a pay-what-you-like PDF from the Evil Hat website, or for only $5 in print.

22nd) Which RPGs are the easiest for you to run?

BESM Third Edition and D&D Fifth Edition. I'm sure that I would find BESM a lot more work to run for any campaign that was not a solo game, but for that, it's served us extremely well.

I'm still learning D&D 5E, but the rules are far, far simpler than any edition since 2nd, and it still captures the classic feel of the game. Running published adventures for my kids (Lost Mine of Phandelver and The Sunless Citadel) has been pretty easy so far. And it's the first edition in a while that I would not feel completely overwhelmed using to run the massive and dangerous Expedition to the Barrier Peaks (which, as I've discussed here before, is a goal of mine).

Wednesday, August 9, 2017

#RPGaDay 2017: Days 9-10


(My answer for Day 10 is very short, so I've added it to this post instead of doing it separately tomorrow.)

9th) What is a good RPG to play for about 10 sessions?

Most RPGs are well suited to a story arc that takes about 10 sessions. For a Buffy or Angel game, 10 episodes is just about right for a first season, or a stand-alone "mini-series." A longish published d20 adventure can often take about 10 sessions, and can allow the party to level a couple of times, depending on the scenario.

BESM (any edition) and Fate Accelerated Edition are good choices for more rule-light games in this time-frame. My first experience running BESM was a fantasy mini-campaign using Second Edition. I could have easily stretched that game to 10 sessions, but we reached a perfectly satisfactory resolution after five somewhat-longer-than-usual sessions.

The FAE game that I mentioned yesterday made it to 8 sessions before scheduling issues sidelined it; just a couple more sessions could have given it the proper closure it needed.

10th) Where do you go for RPG reviews?

My answers to this are pretty much the same as to Day 3's question (How do you find out about new RPGs?).

Tuesday, August 8, 2017

#RPGaDay 2017: Day 8



8th) What is a good RPG to play for sessions of 2 hrs or less?

Two hours or less is far too short a time for most of the RPG systems I've played. Most of them have complex enough rules that encounters take some time to resolve, especially if combat is involved. The most successful games that I've played in such a short period have been very simple one-shot LARPs, which had extremely minimalist rules and fairly straightforward plots. One of my personal favorites is "Miskatonic Regional Elementary School," which I helped write at an Intercon Build Your Own Game workshop many years ago--and which is my first priority to rewrite if and when I ever get back into LARP.

Fate Accelerated Edition is one of the few systems I know that has light enough rules to fit a satisfactory length session into only a couple hours. When I played in a Do: Fate of the Flying Temple game last year, most of those sessions were about 2-3 hours long.

Thursday, June 23, 2016

Games that I want to run...someday...

With very few exceptions (such as Green Ronin's Freeport: The City of Adventure), I prefer to create my own worlds rather than use someone else's. In my 30 years as a player and GM, I've created several different fantasy worlds (mostly for D&D, but also for BESM and GURPS), but I always have many more concepts for campaigns than I have the time to develop and run. A few of those ideas stick in my head to hopefully see use someday--usually years later.

One of these long-percolating ideas is "Time of the Tarrasque," which I've already mentioned in this column a couple times (here and here). We will finally be starting play on this new Pathfinder campaign sometime later this year, after I wrap up my current Freeport campaign and take a short break from GMing in order to recharge.

Here are a few more ideas I've had for future "homebrew" campaigns, with short blurbs and other comments.

Erebus (Ghosts of Albion [Unisystem])

The heroes are hot on the trail of a vampire lord, who has abducted a Protector for use in some vile ritual. When they finally track him to his lair in Greece, they discover that he has strange allies: tall, copper-skinned men dressed in exotic ancient costumes, whose bizarre magic uses unfamiliar runes. The vampire lord falls in battle, but not before his allies finish the ritual and vanish with the Protector. Who are these strange people, and where do they come from? What do they want with the Protector? And what does this all have to do with the recent earthquakes and outbreaks of monsters straight out of the Greek underworld?

Victorian Theosophy and Classical mythology collide! If I ever do run this, it will have to wait until after I finally wrap up "The Kynthiad," the Greek myth-based BESM game that I run for my wife. There are a couple of specific elements that I have deliberately avoided using in the Kynthiad so that I don't steal any thunder from my plans for "Erebus."

Leonardo's Legacy (system to be determined)

Leonardo's war machines have changed the face of battle in Renaissance Europe, but now the Maestro has died under suspicious circumstances. His proteges in art, engineering, science, and other fields must solve this mystery, and if necessary, avenge their teacher. These investigators must navigate a perilous course through political and religious intrigue in the very period that gave us the adjective "machiavellian."

This is probably the oldest of the campaign kernels I'm discussing here, but it's also the one for which I need to do the most research--both on the Renaissance in general, and on possible game systems to use. None of my previous campaigns have given vehicles, mass combat, or intrigue such a central place as this one will, so I need to find a system that handles them all well--and that won't have too steep a learning curve for me or my players.

The Naughty List (Fate Core)

Monsters have always been among us, but the growth of the internet has made it impossible for humans to ignore their existence any longer. In order to monitor the nonhuman population, two new government agencies were created: Monster Immigration and Customs Enforcement (MICE) and the Secretary of Police for Underworld Denizens (SPUD). One of SPUD's functions is to license bounty hunters who track down and capture monsters who have committed crimes. Of course, not everyone who hunts monsters has a SPUD license, which means that sometimes the hunters become the hunted!

This idea came about from a discussion with my wife and a mutual friend who wanted an occasional, small-scale, comedic game to fill gaps in our regular gaming schedule. They worked up characters for it: a Valkyrie and a Succubus who can pass for human, and who moonlight as unlicensed bounty hunters. I decided to set the game in the Christmas-themed tourist town of Santa Claus, Indiana, which in this alternate reality is the actual home of Kris Kringle and his massive toy factory. We never went farther than this, but it's a back-burner idea for something to try when the holidays roll around and we can't get all of the regular group together.

* * *

I also have a number of ideas for live-action role-playing scenarios that I want to write and run someday, but those will have to wait for another column!

Wednesday, May 25, 2016

Kickstarter and Me

Get Lucky and The Gamers: Hands of Fate

As I was waiting for the last day or two of the Book of the Righteous for Fifth Edition Kickstarter to count down this week, the following article appeared in my Facebook feed: "Old-fashioned boardgames, not tech, are attracting the most money on Kickstarter." This news did not really surprise me, as my own pledges have been primarily for games, particularly RPGs. And even those that weren't games themselves have tended to be tied to them in some way.

Here is a quick review of the projects that I've backed in the four years that I've been involved in Kickstarter.

Re-Creating my Art from S3: Expedition to the Barrier Peaks by Jeff Dee (March 2012): Jeff Dee was one of the more prolific artists employed by TSR in the early years of the D&D game. At some point, the company lost or destroyed most of his originals, so Dee has spent much of the past few years recreating those pieces for his portfolio, as well as producing some new pieces for gods, monsters, etc., that lacked art due to time constraints when the books were published. One of his first art Kickstarters was for "Expedition to the Barrier Peaks," one of my favorite 1st edition adventures. That was the project that persuaded me to try out this whole Kickstarter thing, and I now have a signed print of my favorite Dee piece from S3 (a mind flayer) displayed above my desk.

The Gamers: Hands of Fate by Zombie Orpheus (September 2012): I am a fan of The Gamers and The Gamers: Dorkness Rising, so happily contributed to this sequel. I didn't yet own the second movie at the time, so pledged at a level that included that as a reward.

Fate Core by Fred Hicks / Evil Hat Productions (January 2013): Fate is a system that I have had little experience with, but find intriguing enough to want to explore more fully. This Kickstarter provided an updated rulebook plus a staggeringly long list of stretch goals that are still being produced. Among the ones released so far are Fate Accelerated Edition (a streamlined version of the rules), Do: Fate of the Flying Temple (a Fate Accelerated setting), and the Fate Freeport Companion (for Green Ronin's Freeport setting). A friend of mine has recently started up a Do game, and I'm greatly enjoying a chance to finally learn Fate through actual play. And the Freeport book is a welcome addition to my sizable collection for that setting (I'm a bit of a completist there, as the next item will make more clear).

Freeport: The City of Adventure for the Pathfinder RPG by Chris Pramas: Green Ronin Publishing (April 2013): I've been a fan of Freeport ever since finding the first adventure, Death in Freeport, in my FLGS. My love of this product line prompted the start of what became Tim's Errata Archive, which in turn led to me becoming an official contributor to the setting (through revising the Freeport Trilogy to v.3.5, then writing, editing, and proofreading other titles). Green Ronin's announcement about this massive update to the setting persuaded me (and my players) to convert my most recent (v.3.5) Freeport campaign to Pathfinder. We ended up making that change well ahead of the book's completion, so I have not yet used as much of this book as I would have if we had been using it from the beginning of a brand-new campaign. But it's a solid resource that will ensure that I will return to Freeport for future campaigns.

The last few physical rewards for this Kickstarter (a miniature and a bookplate) finally shipped recently, but a few electronic rewards are still in progress. The first installment of the six-part Return to Freeport adventure path is now available, and the rest will be released over the rest of 2016. Green Ronin has promised to produced a Freeport Companion for their Fantasy AGE system, but that product is still in the very early development stages and does not yet have a release date. (Blue Rose for AGE--see below--has priority at the moment.)

Get Lucky, the Kill Doctor Lucky Card Game by Cheapass Games (November 2013): I have enjoyed many Cheapass Games, including the original Kill Doctor Lucky, since I first discovered the company quite a number of years ago. James Ernest reserves the deluxe color treatment for his company's very best games, so I was pretty confident of getting a good game from this project, and was not disappointed.

Advanced Bestiary for the Pathfinder RPG by Chris Pramas: Green Ronin Publishing (December 2013): The original Advanced Bestiary, for v.3.5, is my favorite non-Freeport book from Green Ronin: its diverse collection of templates adds value to every other monster book you own. With my gaming group's shift from D&D to Pathfinder, I was eager to see this book updated to those rules. The new book has been expanded to include even more templates, some of which I've already put to very good use in my games.

Prospero's Price; A Lovecraft and Shakespeare Tale by J Kovach (March 2014): This graphic novel, which promises a Lovecraftian retelling of The Tempest, has suffered delays due to health issues and other obstacles. It's impossible to tell at this time when or if the book will be completed.

MUNCHKIN® BRICKS - Accessories for your miniature figures by Crazy Bricks (June 2014): This Kickstarter produced LEGO-compatible bricks based on Steve Jackson Games' Munchkin games. Of all the projects I've backed, this one probably delivered the most promptly.

IAmElemental Action Figures for Girls by IAmElemental (June 2014): This Kickstarter produced a series of superhero action figures designed to appeal to, and empower, young girls. My wife and I appreciated the project's reaction to the over-genderizing of children's toys, and backed it for a full set of the Series 1 toys. This past Christmas, we gave the set to our two children (a girl, 11, and boy, 10) to share, and they both seem to enjoy these toys equally. 

Iron Atlas: Digital Miniatures System for Roleplaying Games by by Lifeform Entertainment, LLC (July 2014): This is the one and only Kickstarter that I've pledged to that did not successfully fund. I was not nearly as invested in this one as most of the RPG books in this list, so was not heartbroken by its failure,

Epyllion, a Dragon Epic RPG by Marissa Kelly (May 2015): This premise of this rules-light RPG could be summarized as "My Little Pony, but with dragons." My children are obsessed with both of those things, so this Kickstarter was an easy sell for our household. The game is very close to completion: a PDF preview (with the full text but without the final editing pass or art) has just been released to backers.

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy by Nicole Lindroos of Green Ronin (July 2015): I enjoyed the original True20 Blue Rose RPG, though I never had much opportunity to play it. The setting is based on the "romantic fantasy" of writers such as Tamora Pierce and Mercedes Lackey. As such, it was controversial for its inclusion of characters of sexuality and gender minorities. Green Ronin felt that the current state of LGBT politics, as well as the release of their Fantasy AGE game, made the time right for a new edition of Blue Rose, using those new rules. I'm intrigued by Fantasy AGE, and the tropes of Blue Rose match my children's (especially my daughter's!) tastes in fantasy quite well, so I look forward to trying out the new game with them. It's scheduled for release this summer.

A Natural History of the Fantastic by Christopher Stoll (July 2015): This art book is a bestiary of classic fantasy creatures, much in the style of Barlowe's Guide to Extraterrestrials. The author/artist gives his own unique twist on each creature, which frequently prompted me to think about how to adapt the material to use in an RPG. (I may do some of that in future columns, once the promised concept sketchbook reward is available.)

Spirit Island by GreaterThanGames (October 2015): This boardgame was created by a good friend of mine, Eric Reuss. My wife and I helped playtest an early version of the game, so we are very much looking forward to seeing and playing the final, polished version. (As an aside, I highly recommend Eric's game Fealty, published by Asmadi Games.)

The Feminomicon by Christopher Stoll (March 2016): This sequel to A Natural History of the Fantastic addresses female gods and monsters, presented in a format inspired by the fictional Necronomicon. The book is currently in production.

Book of the Righteous for Fifth Edition by Chris Pramas: Green Ronin Publishing (May 2016): The original Book of the Righteous, for D&D Third Edition, provided a highly detailed pantheon of gods, including full details on each god's mythology, religious organizations, and relationships to other priesthoods. It follows Green Ronin's modular approach toward gaming supplements, allowing GMs to drop as much or as little as they wish into their own campaigns, regardless of setting. The new book will update the mechanics to Fifth Edition, as well as expanding on the background information. I usually prefer to build my own worlds and cosmologies, so I never bought the original book, but have regretted that from time to time since. The new book will provide a wealth of new material for Fifth Edition, with new options for many classes besides just clerics. I have recently started exploring the new edition, so very much look forward to adding this to my (currently quite small) collection for it.

In conclusion, the Kickstarters that I've been most excited about involve games by people whose past work I enjoy a great deal, and who I want to see continue to make incredible stuff. I would love to have the freedom to pledge money to a wider spectrum of projects, in order to expand my horizons even further and encourage more new creators. But for now, my limited budget demands that I save it for projects that I can be confident about investing in from the beginning. So, for starters, expect to see Green Ronin continue to dominate my list of backed Kickstarters.