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Four Tabletop RPG Licenses That Should Have FPS Games – and Four Insights from Those Choices [Jul. 4th, 2009|04:09 am]
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Originally published at Mobunited.com. Please leave any comments there.

I’ve always felt more immersed playing Master Chief than any CRPG character. The twitch factor and first person perspective feels enough like physicality to make me feel like I’m him. I even have moments of existential wonderment when a Brute’s in my sight. Who is this person? I’ll never know. Bang.

The Halo series has a rich background and good enough plotting to provide the illusion that as Master Chief, my lone operations are part of something bigger. Unfortunately the same can’t be said for many first person games. For me, Mirror’s Edge was an example of a game with great play but a dull plot (the fascist super Parkour conspiracy!). FPS games need the tabletop RPG setting’s strengths: story events with gravity, the illusion of a bigger world and a wealthy idea mine to compensate for the fact that story mode is not always a high priority — so the more inspirations around, the easier it is to do it right. Twitchy RPGs and RPG-like FPS games are improving too, but the empty and silly aspects of many examples (like open world games) demonstrate that there’s room for improvement. So let’s explore five tabletop RPG settings that could make great FPS games.

Dungeons and Dragons: Warforged

D&D is a huge license, and its computer game implementations usually choke on the sheer size of it — and invite comparisons with tabletop play that never go well, even when the games are good. Let’s cut it back; you’re not playing a party or a guy in a party. You’re one of Eberron’s warforged, magically programmed for battle, revived from an Adamantine crypt by adventurers. and bound to serve their master because of the artifact he carries (you’ll kick that guy’s ass later). Yeah, that feels like Halo, but Halo rocks.

Advantages: The enormous D&D bestiary is yours to fight. As a warforged your unnatural toughness is believable. You have limited item slots built into your body, so no scratching your head at inventory or wondering what hyperspace your items disapear to. Even your interface can be immersive, because maybe warforged do see a tactical display: glowing runes instead of a helmet HUD. An integral crossbow with magic quarrels takes care of the ranged weapon thing to start, though you’ll find stuff as you go, too.

Vampire: Solomon Birch

You’re God’s own vampire, blessed with supernatural strength, quickness, and a series of occult rites that might be revelations from the Lord Himself, all to punish the wicked – in this case, a demonic conspiracy that runs from mortals to Kindred to . . . whoever you meet at the climax. Once again, we’ve cut back from the whole World of Darkness. Hell, there’s no character creation, but that’s okay, because Solomon Birch is enough. Just don’t have him talk too much in cutscenes.

Advantages: Birch’s Daeva clan and Lancea Sanctum sect give him the powers and motives of a tough FPS protagonist.  Celerity is bullet time. His organization provides rites that he uses as between scene buffs. Vampire: Bloodlines had some excellent concepts for making use of mortals, so let’s revisit those, too.

Aeternal Legends: Knights

Yes, I went and did it – suggested a game that I publish in a blatant example of bias! It’s a good thing that Aeternal Legends (yes, a link, but I publish it because I like it!) really does work for this. Now unlike the other examples I wouldn’t stick to one character, but would go with a selection of four preset Strength Sphere users (Knights): one for each Clade. This restriction justifies fighting ability and means it’s easy to tweak story mode for each character. The Ministry charges you with destroying  one of the Swords of Yesterday – but it’s in the hand of a rising Dark Lord. Along the way you’ll fight subway pirates, slaves of the clockwork realm and evil Legends.

Advantages: Aeternal Legends‘ power system is easy to adapt to FPS play and would create definite changes in tactics based on your choice of Knight – something that can be spun into team-based PVP, too. The setting is at once familiar and includes enough hidden world stuff to let you design wierd and wonderful levels without straining credulity or lining a place with crates.

Talislanta: Thrall

Talislanta is kind of the Dying Earth’s meathead, metalhead cousin — that’s a compliment, by the way. It may not be as witty, but it is quietly imaginative and satisfyingly rewards brute force in a way Jack Vance’s decadent wonderland shouldn’t. You’ll play a Thrall: a hulking, tattooed soldier that moves from galdiatorial challenges to swashbuckling across the decks of windships, guided along the way by one of the mysterious Black Savants.

Advantages: Thralls are a warrior people, so suspension of disbelief is built in. You’ll believe that a tattooed man can kill 100 ice giants! You’d have a signature spikey close combat weapon (the Garde) and enough strange magic to supply any FPS mainstay. Maybe you can even commandeer windships and mounts. But in the end, the sheer variety of the setting and its strange but accessible nature makes Talislanta a winning license. This isn’t just look and feel, either; every group in the setting is chock full of story motivations, from Quan nobles after a cheap thrill to the Xambrians and their big grudge against wizards/Toquarans. (In fact, Xambrians are misunderstood violent loners, making them good FPS types, too.)

Lessons Learned

I got a few ideas out of writing the above. I’m coming at this as an FPS player who vastly prefers story play, so take it in that context.

1) Don’t Eat the Whole Sandwich – But Let ‘Em See the Tomatos

In each entry I cut down the options not just out of respect for the format, but because many things have impact in backstory and suggestion, not integration. When I’m playing Master Chief Halo lets me know enough to think of a whole infrastructure backing me up, and a rich setting that helps me ignore the restrictions of each level. Cutting down to one or a few preset characters also provides immediate motivation (I know my job and perspective) without making any of it seem petty and isolated from the greater world.

2) Settings Should Inspire Neat Levels

Crates and  shopping mall features are the bane of modern-era and futuristic levels. Every setting should inspire interesting level designs. (This is weak in my Vampire choice, but let’s plug some underground Belial’s Brood temples in there). D&D’s assets are self-evident. Aeternal Legends has lots of neat hidden worlds a la Hellboy II and Harry Potter.

3) We’ve Got to Get Bigger Guns!

You need an excuse for interesting ranged weapons. Modern and futuristic games have this in the bag, but it requires imagination to apply this to fantasy worlds. Warforged can get Predator-like shoulder crossbows, so they work. Talislanta has lots of oddball magic – enough for gun substitutes, though I admit it’s the weakest entry in the list. Of course, you could get by this with ranged magic as well.

4) One Cool Thing Per Character

Every protagonist should have one cool thing they can do by virtue of their background. Knights can be super accurate, bust through armor and so on, depending on the character’s Clade (fantasy “race”). Solomon Birch has magic and Disciplines and is easily the best example in the article. Our warforged protagonist can magically upgrade him/her/itself. I must admit I missed the boat with the Thrall, though.

That’s it. What tabletop RPG do you think would make for a great FPS?

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Fighting With Relationship Maps [Jul. 3rd, 2009|03:08 am]
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Originally published at Mobunited.com. Please leave any comments there.

I’m a martial arts nerd and a novice grappler (about a year of BJJ on and off), so one thing that hit me is how gameable a lot of the theory behind grappling is. For instance, teachers often use flowcharts to describe transitioning from one position  to another. The goal in a legitimate grappling art is to attack from a dominant position — “position before submission” is the slogan. For instance, while you can crank someone’s arm while you’re in their guard you will almost never succeed because your opponent has more leverage – so you want to protect yourself while transitioning to side control or mount.

What if we integrated BJJ’s grapplingv flowchart concept into RPG combat systems? If I greatly simplify sub grappling strategy I get the following flowchart — a map that shows the relationship between positions and how the influence attacks.

Grappling

Again, this really simplifies something that can get really elaborate. There are a whole lot of guards, an “attack” can be a hit or submission, I’ve folded knee on stomach into side control and not differentiated between mount and back mount.

If we turned this into a game system success and failure would move you around the map. You can always try to attack from a less optimal position but it’s weak. Mount is the best posture from which to deliver attacks (standing and kicking the guy works too, but I omitted that because it crosses over into standup, which I’ll talk about in a sec). The danger is that stops along the way get borning ot the weak/medium/strong split don’t balance well. It also gets confusing when the defender also attacks.

What if we took this beyond ground grappling? The clinch has its own positions (double-under, under/over, Thai clinch, dirty boxing clinch, etc.) and striking as both range considerations (kicking, in and out of the pocket) and specific tactics that flow well or badly.

We would ultimately end up with a huge map of tactical relationships — maybe too huge for an RPG without electronic assistance. Maybe this would work well for a game that’s all about martial arts, or could be automated and hidden in the background. In any event, mapping tactical relationships takes combat out of the "point and shoot" realm or the inheritance of unit-based wargaming. I’m not sure I’m up to the challenge myself. This may be the kind of thing I want someone else to design. To be fair, I have worked with zoning and transitions through range in some recent designed for White Wolf, so I’m not fleeing the idea completely, but you’d get one hell of a tinkertoy if you extended this chart to cover everything.

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Shooting Dice Now Goes to Mobunited.com [Jul. 1st, 2009|08:12 pm]
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Originally published at Mobunited.com. Please leave any comments there.

My old blog Shooting Dice has been mostly reproduced here, and going there will take you here instead. That means we’re now hosting dozens of articles. Keep in mind that some of them don’t reflect my current thinking and are here for historical reasons.

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Five RPG Ideas That Are Played Out – and Five to Play Again [Jul. 1st, 2009|03:41 am]
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Originally published at Mobunited.com. Please leave any comments there.

It’s simple. Here are five things I think have been overdone and five that deserve another go.

  • Played Out: The Cthulhu Mythos
  • Play Again: Satanic Evil

Yes, the Mythos is literature. We all love it. And if you love something, set it free from numerous RPG rehashes. maybe Ken Hite can kep doing it but everyone else should just stop. And don’t do that faux-Lovecraft thing where you bang your head on the keyboard to get random sounding names. (Mage: The Ascension, I’m looking at you!)

But whatever happened to the Devil? Not the post-Miltonian by way of Gaiman sympathetic dude, but Satan, the ultimate BBEG? Nobody’s used him as a threat in a while, and gamers, frightened of the 80s come again, generally shy away from classic Old Scratch. Let’s bring him back in all his modern pop culture-confused medieval-Baptist mishmash glory.

  • Played Out: Ever So Aaaalieen Faeries
  • Play Again: Fairy Tales

Yes yes nerds, Faeries are alien and strange and crap – except that this whole thing is now a huge cliche that gamers expect. My work on Changeling was a subtle critique of it. In it, the Gentry can’t be incomprehensible because they’re made of stories – and incomprehensible stories are dead stories.

Fairy tales, where magic is a collection of whimsical special cases and fairies aren’t otherplanar gods but just well hidden, haven’t been used so much. The challenge is making them relevant and not merely aping a romantic childhood approach. Phil Brucato’s Deliria gave it a try but was hampered by a stream of consciousness presentation and odd system. There’s room for a new game.

  • Played Out: D&D Clones
  • Play Again: Second Wave-Style “Realistic” Fantasy RPGs

There are just too many dungeon fantasy games out there, and none of them will ever beat D&D. At most, they’ll be a valued second fiddle.

On the other hard, there’s room for new games in the tradition of Harn and Runequest. I know we all like to pretend that Runequest was all about Glorantha, but I was there nerds – it’s about nasally arguing over “realism.” You can’t have true realism, but the type of verisimilitude in these designs has been missing from recent RPGs. There’s definitely a demand for it.

  • Played Out: You’re Possessed!
  • Play Again: Psychics

This one is leveled at White Wolf – with love. Back in the Old World of Darkness, every other supernatural type was born of some form of sophisticated possession, with fae souls and Tem-Akhs and all that. I think Geist (which I worked on) is the last decent implementation to be had before it’s time to say goodbye to this one.

On the other hand, nobody’s done a good psychics game in a long time. Psychic powers are a tradition in occult literature, SF and some fantasy, have lots of associated myths and are even described in gameable power chunks. Many games have ancillary rules for them, but nobody’s put the spoon benders front and center in a while.

  • Played Out: Oddball Kitchen Sink Fantasy
  • Play Again: Fantasy East Asia

Exalted did the job well. Eberron? Well, it was a handy place to dump ideas, I guess. Dictionary of Mu marked the final degeneration from “trend” to “affectation” and finally, “masturbation.” By and large, strangeness for strangeness’ sake (mixed with pulp pastiche as part of a male-nerd thing) is getting monotonous. “It has a noble title as long as your arm! Mighty thews. Steam power. Spider vaginas!” Yeah, just shut up.

Games set in a region based on the Chinese cultural sphere (places where Chinese customs, religions and written languages had a powerful influence) have never been done well. They’re either too blandly historical, even when the history is violently remixed, or you have Legend of the Five Rings which drops many worthy elements for its CCG-based setup. There needs to be something Lord of the Rings-like – a mythic-historical work that doesn’t try to sell exoticism within the millieu.

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RPG Sketch (Old): Fab Force! [Jul. 1st, 2009|02:20 am]
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Originally published at Mobunited.com. Please leave any comments there.

Note: This is an old sketch from my personal journal.

It occurred to me a while ago that those lifestyle shows really are one of the closest, non-nerd analogs to superheroics around. Thus, Fab Force: The RPG of Style!

What You Need

At least two Fab Force experts, one person to play the client and one for the judge. You need lifestyle magazines appropriate to each expert, magazines representing the client’s current unsatisfactory lifestyle, pencils, paper (optionally, some of this can be thick paper to mount collages) a manila envelope, scissors and glue. Lastly, you need a digital camera.

Setup

Fab Force is a TV show devoted to providing lifestyle makeovers to random dowdy people. Fab Force expert players should choose one area of expertise each. The client’s player picks a current goofy lifestyle as a a guy with no style — a guy in a D&D t-shirt with a combover, maybe, or somebody who never takes off his goddamn ballcap. The judge doesn’t come into play until the end of the game, but should choose a point of view. (The judge should be a casual player or even somebody who doesn’t care about your game, really. They just show up at the end.) The judge could be a spouse, a panel picked off the street, customers (if a business is involved, a la Restaurant Makeover, though I should emphasize that unlike that show, the experts should be able to succeed.

The experts and client grab magazines that represent their lifestyle fields (in the client’s case, his actual lifestyle). Now they can start.

Game Play

Lame Phase

The client creates his current lifestyle with a collage from his chosen magazines. Each element in the collage should represent something an expert can help him with. A cheeseburger represents a pedestrian approach to cuisine, for instance. The central collage should be a composite figure representing the client himself.

Bitchy Phase

Here, the client walks the experts through his life, his likes and dislikes and so on. This is where it’s time for the experts to tell him how lame he is. The client takes notes about the reasons why he’s lame. These need to be concrete observations, not mere insults. Each one earns the group (client and experts)a point — two points if it elicits genuine laughter — to a maximum of a single 1-2 point bonus per expert.

Makeover Phase

Now, the experts provide advice in order. As they do so, they map out an alternative collage. They do *not* glue the collage together — they just place it. They may not add an item without providing a justification.

While this is going on the client may make a map of the collage on a separate sheet of paper to help jog his memory. He can also write down the experts’ justifications.

Once the collage elements have all been placed, one of the experts takes a picture of it. Then it’s time to put all of the cutouts in a the manila envelope and shake it around, to randomize them.

Presentation Phase

Bring the judge in. Now it’s time for the client to try and carry off his makeover. The group decides on a scenario (a housewarming or a big date, for instance). The experts get the picture of the collage printed — and they do *not* show the client. It’s the client’s job to glue his collage together so that it resembles what the experts put together as much as possible. The experts watch but make no sign of the client’s accuracy until he fixes a cutout with glue. If the client’s right, the experts celebrate. Otherwise, they sling catty barbs at the client. We assume this is either a post-facto meeting being edited in or the experts are watching a video of the client’s misadventures. Each correctly placed piece (don’t be too much of a stickler) earns the group a point as long as the client narrates and accompanying story (he talks about cooking the recipe or doing his hair). If not, no points. If the client screws up but makes the experts laugh doing so, he gets a point anyway.

At each placement, the judge marks down (without saying) whether she likes, dislikes or is neutral about a style element. If she likes something, add +1 point. If she dislikes it, remove a point *unless* she or the experts laugh — this makes her attitude effective neutral. She may play the character’s reactions, but doesn’t reveal her mark sheet.

As usual, all laughter must be genuine.

Evaluation Phase

Once all the cutouts have been glued on, the experts reveal the photo of the pre-collage and compare it to the actual collage. Each one dresses down the client for inaccuracies according to specialty. The client can defend his mistake by coherently referring to one of the experts’ justifications. The judge decides whether or not this is total bullshit.

Finally, the judge reveals the mark sheet and modifies the total points by the sum of positive, neutral and negative marks. She then gets to modify the score up or down by the number of other players (experts + client). Compare this total to the number of cutouts in the collage and express the former as a percentage of the latter. This determines the degree of success and the client’s fate.

Final Marks

0% or less: A total disaster. The judge narrates some terrible consequence. The client’s date bombs, his business collapses, whatever.
1%-50%: It didn’t take. The client narrates his stylistic fall from grace in a followup. The experts are aghast. The judge decides how to react to the schmoe.
51%-100%: Looking good! The client picks up some new tricks. He narrates his life as a changed man (or woman, but really, usually a man. I mean, watch What Not to Wear some time. They give *terrible* advice most of the time. Exceptions made for interior decorating and design). The judge reacts positively as appropriate for her specific role, but adds one catch.
101%+ Lifestyle transformation! The client is a suave, stylish man. He narrates a better life. If the player cries tears of joy, that would be great, but simulation is permissible. The judge is totally enthralled.

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RPG Sketch: Dungeon War! [Jun. 30th, 2009|11:17 pm]
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Originally published at Mobunited.com. Please leave any comments there.

Here’s a quick idea for a heroic dungeon crawling game. It’s not intended to be innovative — just to play with this:

The Main Idea: We all know that in a balanced level-based RPG, advancement is kind of illusory. So why not ditch it?

Step 0: Get Dice and Writing Stuff

We use d10s in this game.

Step 1: Make a Character

Okay, we’ll use Might, Agility, Magic, Perception and Toughness as traits. Split 13 points between them – minimum 1, maximum 5. Multiply your Toughness by 10 after setting that 1-5 number to get your Hit Points.

If you have the highest Trait in the party you get a special ability — if you have multiple choices, you may only pick one. They are:

  • Might: You’re badass. You inflict double damage!
  • Agility: You’re quick. You get two actions per round!
  • Magic: You’re a sorcerer. You get three more spell points (see below)!
  • Perception: You’re an expert. You can perform one type of task as if it always requires just one success!
  • Toughness: You’re tough as nails. You get 150% of the hit points of a typical character.

Step 2: Equip Your Character

Split 6 points between equipment – minimum 1, maximum 3. Equipment mostly adds dice to character traits for certain rolls. Give each type of gear a specific name – it doesn’t boost all trait rolls, just the ones it applies to.

  • Might: These are weapons.
  • Agility: This is dungeoneering gear – poles, rope and so on.
  • Magic: These are magical tools — wands, orbs and the like.
  • Perception: These are professional trappings. Pick a name for the profession.
  • Toughness: This is armor. You actually roll its  dice and subtract the result from damage.

Step 3: Get Spells

If you have at least Magic 3 you can pick spells — one point of spells per point of Magic. You can divide points between spells however you like. A spell acts like a piece of equipment, though it might be a strange demon, a bolt of flame, etc.

Step 4: Pick Attitudes

Split 3 dice between attitudes – as many or few as you like. Give each one a name. It’s a habit or other personality trait. Attitudes can help you by adding dice or screw you by taking them away.

Step 5: Kick Ass

Okay, you’re ready to go.

Rolling Dice

7 or higher is a success. 10 is two successes. More successes wins. Breaking it out:

  • To attack, roll Might + weapon. Multiply the highest number you rolled by your successes to determine damage.
  • To defend, roll Agility, no equipment bonuses (usually). You defend if you beat the attack roll.
  • To perform athletic feats, roll Agility + dungeoneering equipment
  • To cast a spell, roll Magic + spell – but every 1 or 10 on the die drains a Hit Point.
  • To notice or know things, roll Perception + professional trappings
  • To resist a disease, poison or other insidious physical threat, roll Toughness (no equipment bonus)
  • To soak a blow, roll armor, but just add the dice together and subtract it from damage.

Use opposed rolls or a difficulty of 1 success (easy) 2 (typical) 4 (risky) or 6 (really hard).

Threats and Challenges

Your character never advances (though she can change) except to get a level 1 to 10. Whenever you gain a level you can rebuild your character from the ground up. Same person, new emphasis.

Challenges get more difficult looking on a 1-10 scale. Let’s use monsters to demonstrate:

  1. Goblin
  2. Orc
  3. Ogre
  4. Minor Demon
  5. Young Dragon
  6. Major Demon
  7. Elder Dragon
  8. Lich
  9. Demigod
  10. God

None of these creatures has many more traits than any other. Instead, your relative level determines how tough they are:

  • If you’re the same level as the challenge it’s standard.Each creature represents an individual.
  • If you’re one level higher the challenge represents a pack. Each creature (a single stat block) represents 3-5 individuals.
  • If you’re two levels higher the challenge represents a gang. Each creature block represents 6-10 individuals.
  • If you’re three levels higher the challenge is a horde of 20-50
  • If you’re four levels higher the challenge is an army of at 100-200
  • If you’re a lower level than the challenge, just add to monster traits; + 2 per rank higher is reasonable. Even lesser heroes can kick divine ass every once and a while.

Stat monsters out as characters, but you can give strange ones one or more special abilities. Basically, the same stat block that represents one goblin for a level 1 character is a unit 100 goblins for a 5th level character. Kickass.

Noncombat challenges similarly range from the standard to epic based on relative level, but you can ignore this if you like – ice is always just as slippery, for instance.

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Twitter Weekly Updates for 2009-06-28 [Jun. 28th, 2009|11:33 pm]
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Originally published at Mobunited.com. Please leave any comments there.

  • re D&D4 there really need to be some more robust immnunities by spell or power; necro dmg et al just get dull after while – not dramatic. #
  • Back from D&D. Finished off trash encounter that was taking too long. And the third iteration of the Warforged power is still screwy. #
  • The OAs seemed like they had decent stuff for RPGs. They also seemed practically moribund. Almost no spontaneous online reportage. #
  • Re: Last tweet, it reminds me of the values Rushkoff discusses here: http://tinyurl.com/m6ao3l #
  • You know, when people say they might enjoy something but expect to be "sold" – put in place as marketing targets – that's pretty fucked up. #
  • Re: Last tweet. Just paid for it. http://bit.ly/jMwHq #
  • I want Nick Mamatas to see Transformers 2, just so he can react to it on his LJ. Does that make me a bad internet friend? #
  • Also, anybody know a good pullup substitute (no room to mount a bar, no weight stack) other than bent over rows? They're boring me. #
  • Trying to push myself for workout Day 6. So far weights/heavybag/heavybag/weights and bodyweight/heavybag – mebbe some xfit wierdness 2day. #
  • @jasonlblair because Avatar draws primarily from Asian cultural sources and art, and Aang and co, look just like other Asian folks in anime. #
  • Ugh, hot out – urge to hit heavy bag decreasing! #
  • RT @jachilli using Kanban-style project management to organize RPG play http://tinyurl.com/mwwg3t #
  • Prince and the Status Quo #coolbandsmadeuncool #
  • Tofurkeyloaf #coolbandsmadeuncool #
  • Radio Programming on the Radio #coolbandsmadeuncool #
  • Kiss Mom #coolbandsmadeuncool #
  • Game night: The crew flew a diamond prop driven sea plane to an island full of shipwrecks where amnesiacs speak faux Proto-Indo-European. #
  • @wordwill . . . and art as the general visual design of the world that can actually be brought into play. #
  • @wordwill Art is important to me. I like a look at what characters might do, stuff a step past that + continuity – recurring people/stuff. #
  • @fredhicks No need to be in the scene to enjoy the games. Except for Sorcerer, given the essays. #
  • @digitalraven The background's been built into the Indigo campaign, but I may do more with it after Spheres and KotHS. #
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Twitter Weekly Updates for 2009-06-21 [Jun. 21st, 2009|11:33 pm]
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Originally published at Mobunited.com. Please leave any comments there.

  • Halo feels like an RPG to me due to the twitch factor and consistent graphics sucking me in, and the fact that I am a 7' tall cyborg. #
  • Hm. The new Hackmaster still doesn't hit the tone I want, though the non-unified systems grab bag interests me. #
  • I poke at a discussion about making RPGs mainstream: http://bit.ly/bZQMe #
  • I think @RealCliveBarker is talking about his erection. #
  • @guzmanamado I pointed out that Nuada's hand/arm and a Geas can be things other than what they think they are. Or something. Drinking gin. #
  • @eddyfate Ancestor was an Irish guy who was paid off in land for primarily anti-Irish paramilitary service. Still have the land. It sucks. #
  • White Men of the Internet is an *awesome* band name. Mental note! #
  • Is it wrong to take cultural appropriation less seriously when it supposedly hurts the White Men of the Internet? #
  • I did inherit land my ancestors got in return for skill at Mick-on-Mick violence. #
  • And that branch was Irish. #
  • On the WW boards they're accusing me of oppressing the Irish. My family hasn't oppressed any Irish since we were anti-Fenian mercenaries. #
  • In other words, Kearsley, I did kill your character, but he can come back whenever you come by. #
  • They set off in search of FSV Communard, the Antipodean's sister ship, lost in the unexplored 12th isocazone of the Dyson Sphere. #
  • As it occured in Freiplatz the killing was of course legal. The crew continued on its mission, awaiting transmission of Stensky's new mind. #
  • Davinci struck through into the brain with a ceramic knife, making algorithmic reproduction of the Captain's personality difficult. #
  • Capt. Mikhail Stensky was killed in Gibraltar's Freiplatz by Mario Davinci, member of a syndiic where everyone looks like the Vitruvian Man. #
  • Tonight's Indigo was brought to you by Varley's The Barbie Murders and Fredric Brown's Arena. #
  • More Dog Brothers in TO info: http://bit.ly/fgJrX #
  • Dare I spend a weekend at a Dog Brothers training event? They frighten me. #
  • RPGs "about expressing emotions through a new facade" – from my friend Tara. #
  • Went to dentist. Ouch. Apparently I have a body chemistry that makes it almost impossible for me to get cavities, but creates much plaque. #
  • Very tired for some reason. #
  • RT @chuckwendig, @jesshartley, others: JET PACK? http://bit.ly/4Eq5B #
  • @pete_darby In social media understanding of story and community is very primitive tho – my skillset works well. #
  • @pete_darby Yes, that many computer/console game folks believe they're being revolutionary for talking about 20+ yo RPG ideas is annoying. #
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Don’t Play RPGs With One Foot in the Grave [Jun. 21st, 2009|09:36 pm]
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Originally published at Mobunited.com. Please leave any comments there.

One of the big signs that the tabletop demographic is aging is in the way it reflexively refers to things that may have been true when those of us now drifting between 30 and 40 were starting out, but aren’t true for younger people. I can think of three offhand:

Nerds and Jocks and Never the Twain Shall Meet: Except that everyone uses a computer now. Gadgets are in; interfaces matter. The most popular cultural franchises are based in some form of fantasy or speculative fiction. A-List stars attend comic conventions.

Roleplaying is  Mysterious Minority Activity: Except that World of Warcraft is a household name. Thousands of people play fanfic RPGs using the aforementioned most popular cultural franchises. Our core relationship with fiction has changed to something nonlinear, described by continuity and facts of the setting instead of following a linear narrative.

My Scene is Hateful: Except that it’s like every other scene. The Internet promotes incredible fragmentation and specialization. This is a world where people into the fetishistic sex described by one obscure fantasy author can become a community. It’s where minority forms of political discourse flourish, and people use semi-anonymity to reveal more vigorous, problematic things about themselves.

If you think any of these things your mind is old; in terms of relevance to contemporary culture, it’s practically dead. But these ideas still taint most recent thinking about roleplaying. People ask how they can make roleplaying “more relevant to a mass audience” when that audience has already embraced it. They talk about getting out of the Geek ghetto when there isn’t one. They design games based on outdated ideas about story and narrative: elements where traditional roleplaying actually stands on the cutting edge.

In short, our “progressive” thinking about RPGs is actually retrograde when you compare it to the 21st Century. We are wasting our time trying to appeal to the mainstream as it existed in the 80s and 90s, because we’re old. And our old friends online applaud us for it. They buy books we wrote to make RPGs more like literature as we thought about it in high school, and clones of games we actually played in high school. Even our moral-political problems carry the stink of outmoded values: sex before the rise of easily accessible kink, gender before the demographic switch in everything from readership to education, ethnicity as hard boundary instead of a point of intersection.

Part of the problem is that in the Americas and Anglosphere we’re recovering from a step backwards at the top. It really was that bad, and even defensive gestures reproduced the problematic root mechanisms of dogmatism and forced dichotomies. Part of the problem is that our lifestyles have changed, especially for the online scene. We’re getting old, but we have enough privilege to become early adopters of the technologies and movements that are (ironically) making our perspectives irrelevant. There’s something kind of perverse about using these developments to re-entrench dying ideas, something that’s maybe even infantile.

The issue isn’t really about making roleplaying relevant, because it is — especially in scenes that have little to do with our little corner of the activity. It’s about reinvigorating our creative lives as roleplayers by learning the root ideas behind what the real neophiles are doing and applying them to our own experience. The alternative — playing that same old tune, or engaging in a oneupmanship contest to see how much of our outdated values we can reproduce — will win us short term social and financial rewards, but also inevitably lead to a greying, inescapable niche.

Let’s end this dismal sounding post with three constructive things I think you can do to become a more relevant game designer and player — and a better, happier one, too.

Play What You Hate: People talk about what “works for them” and how they know their tastes, and are looking for that one game to satisfy them. You know what? Fuck that. You should be trying new games and exploring new ideas all the time. This whole “I’m grownup and don’t have to eat my broccoli” attitude is stupid and needs to die. I had serious doubts about D&D4e but I made myself play it and it’s been incredibly rewarding. These days I only draw the line at things I’d find morally objectionable, and few games are that bad.

Stop Looking for Principles First: Pattern recognition is a powerful drive, and combined with social rewards it can damn you to thinking inside the box. Have the experience first. Take note of what’s happening, not the box you think it’s happening in. To take an example out of my own experience, developers who’ve worked with me know I’m skeptical of the “toolkit” trend as an Internet fad driven by cliched, you-can’t-tell-me-what-to-do gamer values — but I abandon that as soon as I’m called to work on one. Instead I playtest, bring the results back and then try to consciously reconcile it with my toolkit hate after the fact. When something works and I’ve seen it work I can’t exactly bullshit my way out of it.

(I still think toolkits are overrated, by the way. Sorry.)

Play to the Now: It’s fun to reminisce about the good old days and you’d be remiss not to take your own experience into play, but you have to cut reproductions of the past — even an idealized version of it — out of your diet in favour of experiencing roleplaying the way it’s happening now. This is probably the toughest one for me. I’ve done some fanfic-style games but I’m still alergic to full-on MMORPGs (though I did try EVE Online after White Wolf hooked up with CCP). Part of me — a strong part – would like another kick at the can with Mage: The Ascension, and I do like talking about it. But I ended my Ascension game as definitively as possible for a reason: It was the past and I had truly pulled the last bucket of good water from that well. The aftermath is still pretty fun, but I want to look for inspirations that are less reassuring and familiar. That means exploring new media for play, new emphases and idea that I did not make, but will help me dig a new well.

These suggestions are not really about being creative. Creativity comes after. They’re devoted looking, listening, and putting yourself in some unfamiliar situations. This is hard and it’s not a full time thing. I’m running a semi-experimental game right now but I year to get back into a Big Campaign again. Maybe I will. In the meantime, I’ve got room for one more novel thing do do. I wonder what it should be?

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The Elements of RPG Splat Design [Jun. 12th, 2009|08:27 am]
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Originally published at Mobunited.com. Please leave any comments there.

Splats (your clan, tribe, toastmaster society, etc.) are excellent tools to get players involved it the setting. Like them or not, they’ve proven that fact in play. I’ve worked with splats for a long time — they’re kind of my thing, I guess, particularly over both versions of Mage. This time around I’d like to share my ideas about them. These have naturally evolved on my end for a while and don’t necessarily represent what people think over at White Wolf|CCP, but I do think they’re reflected in successful examples.

So here’s what I think makes for good splats:

Good Splats Are Easy to Remember

I think people underestimate this one. I hesitate to say it, but it’s one element where in many cases, the new World of Darkness doesn’t do as good a job as the old. Your splat needs a name that people feel comfortable writing and pronouncing, but that’s not so basic that it’s easy to forget. “Ventrue” is a decent one, but I think “Bone Shadows” is a bit difficult. The image it evokes is abstract but the words are simple — it’s an easy to forget combination. “Shadow Lords” doesn’t make as much sense (werewolves have feudal lords?) but everyone gets an immediate, cheesy fantasy image out of it. You’re Furry Sauron McElric, yo. Sometimes the concept conflicts with accessible naming and you have to make a tough choice. If the concept is engaging enough it can overcome a silly-sounding name (see “Toreador”).

The logo’s a big deal too. Basically, I think you need a symbol somebody can sketch in his high school notebook when nobody’s looking. That promotes fan art, opens the window to future variation (see Vampire: The Masquerade vs. Dark Ages: Vampire) and makes it easy to remember.

Good Splats Have Identifiable Roles — and Ways to Undermine Them

You need one splat that can be the fighter guy, one for the lordly jerk, the mystic and so on, right out of the book. We often talk about character concepts before splat choice in the books, but in my experience the reality is that “Daeva Badass” is a typical starting point. Mage: The Awakening is often criticised for cleaving too closely to the idea of functional roles but when I’ve seen people play the game they tend to get into the thick of things right away. That’s not just because of some mechanical benefit, but the power of feeling that this is your place — that the setting encourages you to be That Guy.

But if the splat is hyperfocused on its pickup role it’ll lack depth. All the fighter guys have their fighter meetings and talk about how great fighting is. A splat needs more to flesh out its internal culture. Mage’s Adamantine Arrow members talk about all being Spartan Samurai dudes but they have game theorists, merchants and diplomats too (and guys who can’t fight). Some of these variations come from playing with the core idea (what does “Existence is War” mean, anyway?). Others are practical social roles that allow various members of the same splat can find support for their differences.

You have to strike a balance between supporting heterodoxy and avoiding vague, weak roles. If too many players come in with “He’s not your typical Elfpants” that’s a problem, because those same players will discourage strong adoption of the splat’s pickup concept. Mage: The Ascension had some excessive “He’s not your typical . . .” elements in there, and I always worked hard to try to legitimize the stereotypical character enough to keep it in play. There were lost of different Euthanatoi, but not at the expense of the Spooky Tantric Death Ninja.

Good Splats Feature Ideologues and Rebels

One of the flaws in the old World of Darkness books was that you’d be introduced to a splat from a true believer’s perspective. Real social groups have reformists and rebels. This was the very first big idea I had about splats and comes into my work as early as Akashic Brotherhood. You need people in there who believe that their group is full of shit, at least to some extent. “My Elfpants, right or wrong!”

Nevertheless, the splat needs a strong core ideology, if one filled with internal contradictions and plenty of room for interpretation. It’s a prime motivator for players. When you combine the orthodox and heterodox you give players lots of room to create personal perspectives without making the whole thing so vague there’s nothing to commit to.

Good Splats Have Parallel and Non-Parallel Benefits

From a game design perspective, splats hard-code character specialties. One splat gets the stealthy guys and another gets the strong guys. This plugs into easily identifiable roles. Once again, you don’t want this to be so narrow that it feels like a class system (in the stereotypical sense — I’m not going to define “character class” in this article and yes, many implementations are mighty flexible) but you do want to softly protect character niches and provide in-game motives for members of different splats to work together. Sometimes this can hinge on a single key power. I remember that in the old Mind’s Eye Theatre, the Tremere got a lot of mileage out of a ritual that lowered effective generation because they could use it to bring elder Kindred out of torpor.

Still, it feels forced to just split things based on the Fighting power or the Sneaky power. That’s why I think it’s also important to provide another set of benefits that don’t have direct parallels across all similar splats. Vampire: The Requiem does this really well through the Covenant system. Theban Sorcery and Cruac have a similar mechanical feel, but the Invictus don’t have anything like it by default — they’ve got Merit bonuses. The challenge here is to make these benefits feel equally important even when they’re hard to compare. Is your blood magic better than my ability to rezone your haven as a garbage dump? Depends.

Good Splats Are Visually Engaging

You need cool looking guys. I can’t underestimate this. Hell, I’d say that based on visual impressions alone Mage’s Sons of Ether were a powerful memetic influence on modern Steampunk fashion. Art is important, but I’m talking about vision. How does this guy look in your mind’s eye? Give every splat a sense of fashion. Fashion is so important for real subcultures that you can’t ignore it in functional ones.

Vampire (all versions) has always been great at this thanks to having some terrific artists and graphic design, as well as a decent commitment to signature characters. I can see Solomon Birch in my head without much effort. Werewolf: The Apocalypse (especially in synergy with Rage) also did a fantastic job to help me visualize what the epitome of a splat looked like. Your character might not look like that guy, but it’s a strong jumping of point.

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Aeternal Legends Expansions and Official LiveJournal [Jun. 8th, 2009|05:02 am]
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Originally published at Mobunited.com. Please leave any comments there.

This is just a quick reminder that Æternal Legends creator Stew Wilson has an official livejournal for the community at http://community.livejournal.com/aeternal_legend/ (remember – no “s”).

Over at this post Stew is talking about future expansion for the line. We already have one out — Fight Like a Legend — and more is coming. Drop by, join and give him some feedback – and if you don’t know the game, pick it up!

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Knights of the Hidden Sun: Development Begins [Jun. 8th, 2009|04:36 am]
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Originally published at Mobunited.com. Please leave any comments there.

Now that I’ve got the new site in decent shape and have some time between RPG freelancing and other work I’ve got time to work on Chris Challice’s space fantasy game, Knights of the Hidden Sun. Chris and I actually got the ball rolling back in 2007 when I published Mob United Media’s urban fantasy game, Æternal Legends.

I originally planned on a mid-2008 release (and for those of you who own the game, you can see the ad, mocking me, in Æternal Legends) but a couple of things got in the way. First of all, Knights (or KotHS) is much bigger than we originally imagined. It’s still simple to run and quick, but it grew as Chris worked with his playtest group and we went through the first editing and development round.That makes sense, because it’s epic. There are guys who can fly at interplanetary speeds and spaceships powered by ghosts.

After that, it mostly boiled down to work and personal stuff.

On my side, I took 2008 to think deeply about what I felt roleplaying as a form was really good at, especially in the intimate, friends-at-a-table sense, but unlike previous navel-gazing moments I’m now thinking of online and convention RPG play as parallel activities, not something secondary to the home table. I used to be absolutely venomous about guys who made big pronouncements about gaming but only played through chat and meetups and “camps” and such, but now I think they’re talking about different items in the family of gaming.

This thought and others all inform my development style. I see my role as the guy who says this:

“See that cool thing? Bring it out! Show it off!”

I think that’s the main chunk of what I do with these kinds of projects. The rest is technical – style, organization and such – but this is the root objective. Now, I’m thinking of it in broader terms – the whole “family” of play across multiple media. For instance, that means certain ideas need clarification right in the text to give distant or convention players an immediate idea of who and where they are. Normally I’d leave more room for the GM to mediate this, so instead that mediation will be an explicitly stated option – not something I’d normally do in a game aimed at people who already know what RPGs are, but it’ll happen here.

The great thing is that Chris already has a feel for this stuff. He’s a fantastic convention GM and when he runs KotHS there he gets the table pretty damn excited. I want to bring that feel out in his game and as I go through it line by line, I feel pretty confident that we’ll get that across.

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Convention Schedule [Jun. 6th, 2009|09:04 am]
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Originally published at Mobunited.com. Please leave any comments there.

I won’t be manning a table but I will be attending and gaming at the following conventions later this summer:

August 28-30: Fan Expo, Toronto Convention Centre

I’ll be on several panels. We’re also planning something a bit different from the usual panel format . . . more on that as it gets settled.

September 26-27: Phantasm, Peterborough Public Library

This is my hometown convention. I’ll be running a World of Darkness game and might organize an unscheduled get together.

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Welcome to Mobunited.com – RPGs and Malcolm Sheppard and Things [Jun. 6th, 2009|01:24 am]
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Originally published at Mobunited.com. Please leave any comments there.

How’s it going?

My name’s Malcolm. I produce games and ideas. I’d like to share them with you.

Take a look around. If you see anything you like, read and/or purchase it. You’re probably here about roleplaying games, either in the form of freelancing I’ve done for clients like White Wolf or things published through Mob United Media/Mobworx. This site is constantly in flux, so check back often. I’ll also be blogging here, but content still appears at:


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Aeternal Legends: Better Deal at IPR! [Dec. 11th, 2008|05:58 pm]
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Fight Like a Legend is now on sale at IPR, but that's not all. This supplement now comes packaged as part of the Aeternal Legends Print + PDF Bundle. That means you now get the printed book, the PDF and Fight Like a Legend for the same price as you'd pay for buying the book retail.
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Fight Like a Legend! [May. 19th, 2008|11:32 pm]
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Fight Like a Legend!

The first supplement for Æternal Legends rips open the combat system to include new and variant rules. Send your legend into the thick of battle with:

* Alternate Combat Rules: This section includes new combat systems that favour simple, fast action over tactical detail.
* Stylized Fighting: Hack the system to add rules for special actions that go above and beyond standard bullets and strikes.
* Fast Injuries: Replace the core game’s “stepped pyramid of doom” with hits and conditions that give you a new way to track injuries.
* Social Conflict: Sometimes, words are a Legend’s strongest weapons. This section adds detailed rules for giving speeches, intimidating enemies and winning debates.
* Legendary Action: We conclude with Legend-only tactics. Send your enemies running with a single strike or a well-chosen word, or win the day with an unforgettable sacrifice.

Each section in this 15 page PDF is designed to be a separate plug-in for the Æternal Legends core book. Use them piecemeal or together – either way, they’ll help you customize game play at your table.

Note: Requires the Æternal Legends core rulebook, available in PDF at RPGNow here, or in print at Lulu, here or in print with a FREE PDF at Indie Press Revolution, here.

MUM40001
$3.25

Now is the time to become a Legend. Æternal Legends is a fast-playing, 158 page modern fantasy game devoted to Legends: elves, dwarves, gnomes and humans driven by their beliefs to fight against the dark lord Da'ath and his minions. This game isn't ashamed of traditional fantasy -- instead, it tries to give classic motifs the intensity they deserve.

Thanks to RPGNow's bundle specials, you can buy Fight Like a Legend and Æternal Legends together for just 12.25 -- just 30 cents more than buying the core PDF! Check it out by clicking here!

Æternal Legends is Stewart Wilson's trademark for his game of fantasy adventure, used with permission.
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Æternal Legends Reviewed at Flamesrising [Dec. 17th, 2007|02:07 pm]
Check it out here.
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Aeternal Legends + IPR + Design/Dev Notes [Nov. 2nd, 2007|06:23 am]
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Mob United Media has joined Indie Press Revolution to start distributing and selling its games.

Mob United Media is ENnie Award winning author Malcolm Sheppard's game design house, but it's not just about him; it features refined designs, owned by their creators. We're beginning our relationship with IPR selling Stew Wilson's game, Æternal Legends. IPR is the only place where you can get the game's PDF (available separately here) FREE when you purchase the print edition.

Here's the blurb:

Magic seethes beneath everyday affairs. Turn a ways, and wander into a Pocket Kingdom where witches and alchemists sell their wares right under the noses of a mundane population. But one person in 20 is Aware, part of the secret lands of magic. Of those, a special few are Legends: epic heroes who fight evil with strength, cunning and raw idealism.

Elf, dwarf, gnome and human Legends use the mystic Spheres to defend their beliefs. Their quests turn them into avatars of magic or send their swords against Da'ath, Lord of the Abyss. Idealism is more than just a buzzword—it's the source of magic. The old traditions of classic fantasy, from the Dark Lord to a hero's quests, burn with new life, bound to the Legend's spiritual journey. Every Legend has a path to enlightenment—and glory. His beliefs (in the form of actual game traits) give him power, whether he honors or betrays them. He moves through secret, strange lands in a modern supernatural setting whose protagonists don't skulk in alleys, but rule entire cities and Ministries of mystic power.

Æternal Legends is a 158 page, complete modern-era RPG. Two or more players need nothing more than a handful of six-sided dice, pencils and paper to play. Combat's quick, but doesn't sacrifice tactical choices for ease of use. Freeform magic and simple spells combine into one flexible, quickly resolved sorcery system. Your character's supernatural Clade combines with her archetypal Spheres to grant distinct superhuman abilities. The game's Ready 2 Run system emphasizes fast character creation, detailed action and enough discretionary "wiggle room" to suit a wide range of campaigns.

Created, written and designed (and importantly, owned) by Stewart Wilson. Core system design and development by Malcolm Sheppard.


There are *lots* of previews, here.

Design and Development )
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Æternal Legends Released: The Age of Legends is Now! [Aug. 24th, 2007|10:47 am]
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Magic seethes beneath everyday affairs. Turn a ways, and wander into a Pocket Kingdom, where witches and alchemists sell their wares right under the noses of a mundane population. But one person in 20 is Aware, part of the secret lands of magic. Of those, a special few are Legends: epic heroes who fight evil with strength, cunning and raw idealism.

Elf, dwarf, gnome and human Legends use the mystic Spheres to defend their beliefs. Their quests turn them into avatars of magic or send their swords against Da’ath, Lord of the Abyss. Idealism is more than just a buzzword – it’s the source of magic.

Æternal Legends is a 158 page, complete modern-era RPG. Two or more players need nothing more than a handful of six-sided dice, pencils and paper to play. The game's Ready 2 Run system emphasizes fast character creation, detailed action and enough "wiggle room" to suit a wide range of campaigns. Every Legend has a path to enlightenment -- and glory. His beliefs (in the form of actual game traits) give him power, whether he honors or betrays them.

Created, written, designed (and importantly, owned) by Stewart Wilson (writer for White Wolf's Werewolf: The Forsaken). Development and core system design by Malcolm Sheppard (writer for White Wolf's Exalted, Dark Ages and ENnie Award winning Mage lines).


Explore the game by reading Mob United Media's extensive previews.

Enjoy the game two ways:

Get in in print at Lulu.com
Lulu Product ID 1137037
$26.95


Get it at RPGNow
MUM40000
$11.95
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Æternal Legends: Designer's Statement [Aug. 23rd, 2007|01:30 pm]
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I created Æternal Legends three years ago. I'd been challenged to
write a modern fantasy story, and almost immediately I saw that it had
the foundations for a fantastic roleplaying game. Malcolm was working
on the system that would become R2R, and I melded the two into the
bare bones of a game.

I was always very sure that I didn't want a generic modern fantasy
game. Sure, elves and orcs and a hidden world, Harry Potter meets
Middle-Earth — these are all good things.  But some things about
Western fantasy just don't sit right with me. I initially tried to
flavour the clades using traits of the alchemical elements. The groups
— Spheres — are derived from the cabala. I came up with a magic system
reminiscent of Ars Magica, Mage: The Ascension, and Nobilis. I wanted
to make a game which had all the surface trappings of "fluff fantasy"
but had deeper aspects just below the surface.

When I look at Æternal Legends today, I see the core of that game.
Lots of things have changed since then — a lot changed between that
original game and my pitch to Mob United Media. The core's still the
same. I still see heroes giving their all for what they believe in. I
see the division between Light and Dark, between heroes who do
anything for their beliefs and those who ignore what they care about.

It's been a long, weird road. A year after writing that initial story,
I wrote a pitch document  — a one page breakdown of the game. From
there, I progressed to outline, from outline to manuscript, and from
there to the final draft. As Malcolm mentioned previously, while
Æternal Legends is definitely my game, he was my editor. Thanks to
him, I could create the game in a more structured way with feedback at
every stage. That structure really helped me work out what was good
and what wasn't.

I wrote about a quarter of the first draft on an HTC Universal
smartphone with a bluetooth keyboard. I snatched moments at work when
I should have been eating to create the game that burned in my brain.
Some of what came out of that was brilliant, some wasn't so good.
Fortunately, I had a chance to change the bits that didn't work. It's
a strange feeling, pouring so much of your life into one book that
might never see print.

Things don't really change. Even in these last couple of weeks we've
had printer errors. I don't really know what's going to happen when
I'm actually holding Æternal Legends in my hands. That's a lie,
actually. I know precisely what I'm going to do. I'm going to leaf
through the book that I wrote with a large whisky in hand, and I'm
going to think about what stories I want to tell. Then I'm going to
meet some friends and talk to them and find out what stories they want
to tell. Once we've done that, we're going to tell those stories.
Æternal Legends isn't a book to read. It's a game to play. I hope
everyone who reads the book plays the game.

Stewart Wilson, Designer.

Æternal Legends goes on sale tomorrow through Lulu, RPGNow and DrivethruRPG.
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