Home

Advertisement

Mob United Media News and Info [entries|archive|friends|userinfo]
Mob United Media

[ website | Mob United Media's Website ]
[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

Aeternal Legends: Price Drop! [Sep. 21st, 2009|04:18 pm]
[Tags|, ]

Originally published at Mobunited.com. Please leave any comments there.

Folks who buy Aeternal Legends at IPR have been able to get the PDF for free. We got a great response when we had the special and we’ve noticed a lot of folks landing on the Aeternal Legends Pitch article, so now’s the time to officially announce that we’ve dropped the price on both the PDF on RPGNow and the print version on Lulu to be competitive with the IPR deal — and to make either version more attractive.

So: Aeternal Legends in print was $26.95 — and it’s now $21.00! Grab it at Lulu.

Aeternal Legends in PDF was $11.95 — and it’s now $5.95! Grab it at Lulu or RPGNow.

Plus, you can always grab both for $26.95 at IPR. But let’s say you have the print version and want that PDF. We’d be happy to send it to you. Just email a picture of you holding the book (you don’t have to show your face if you’re shy) to m AT mobunited DOT com along with an email address RPGNow likes and we’ll send you a free download from RPGNow.

The game’s getting a bit more buzz, but naturally we’d like to get more. So we encourage you to talk about it online. Let us know about your impressions, games, hacks — we want to know about it. It was never our intention to build an urban fantasy RPG that was excessively “gimmicky,” but one where we fit playability and depth into a small, accessible package — something we hope is greater than the sum of its parts.  Continued support is coming. Fight Like a Legend is going to be joined by the Spheres expansion as soon as the art’s done and we find time to get it ready.

Link

Kingdom: Involvement [Sep. 16th, 2009|03:18 pm]
[Tags|, ]

Originally published at Mobunited.com. Please leave any comments there.

Or, “You’re Magic, You Are”

I have to admit something. I really love games that blur the lines a bit. If you’re of an age, you’ll remember Over the Edge. That game had a suggested scenario that involved the characters finding out that they were the protagonists in an imagined fictional world. It then had them meeting first the GM, then the other players. Lots of people pointed out how this required the right players to be a lot of fun. I’m pretty much the textbook example of a “right player”. It jumps straight to what I want: a way to become invested in the game as a player on the meta-level of being a player, in addition to the actions of my character. I want my expectations, and the expectations of everyone at the table, to help shape the world.

This is not a revolutionary idea per se. FATE-based games like Spirit of the Century, Starblazer Adventures, and Diaspora use Aspects, player-defined traits that describe both characters and setting elements. Swashbucklers of the Seven Skies has the players working together to build the setting. Any game with freeform traits—such as Unknown Armies—allows a player to say to the GM “This is what I want to see” simply by naming those traits. Just about every section of GM advice worth it’s salt includes a section pointing out that it’s not just the GM’s game; it belongs to everyone.

That’s not to say that the GM must constantly bow to the whims of the other players, or that the characters can never fail. This is a fallacy that Malcolm’s been happily tearing to shreds in his GM as God entries here. The GM is God, but God must listen to his clergy occasionally.

Few games—in fact, I’m hard-pressed to name any, though I’m sure I’m wrong—have an in-setting explanation for why two groups’ stories can be entirely different in tone and theme and yet take place in the same game. If you’re running a World of Darkness game inspired by the works of Kelly Armstrong it’s going to look a lot different to one that’s Raymond Chandler with wizards. Both games are World of Darkness games, but neither has a reason for the other also being possible.

I like the idea of a group’s shared expectations having some impact on the game-world. It’s a powerful thing, and a resource that more groups should tap. So in Æternal Legends, we have the all-pervading magic. It suffuses the world. In theory, magic shapes the world—and magic is in turn shaped by those Legends who have ascended to the Source.

In practice, the tides of magic are shaped by the players. Magic is the in-setting way of saying: “It’s something that the group finds cool, so stop worrying and enjoy the ride.” Every game, without exception, has bits that make no sense. They exist purely to further the type of game that the writers want to write, and that players want to play. In Æternal Legends, that’s an explicit facet of the setting.

And because I’ve been thinking about Spheres again on and off, this leads me to a slight realisation. A Legend who reaches the Crown can sublime into magic rather than turning back; effectively becoming part of the magical field. Now, for groups who find this sort of meta-hacking interesting, that effectively gives the old character as much direct authorial control over the story as the players. And now that he’s on the meta-level, the character’s desires may not mesh with those of his player any more…

In this way, a long-running (or high-powered) Æternal Legends game may well take the route first outlined in Over the Edge, perhaps following a similar path to the hero in Grant Morrison’s Animal Man. It’s an interesting thought-experiment, if nothing else.

-Stew

Link

Aeternal Legends Free Offer Extended . . . Until When? [Aug. 16th, 2009|09:30 pm]
[Tags|, ]

Originally published at Mobunited.com. Please leave any comments there.

Mob United is a one and two person band. That means that some decisions happen not because of any particular strategy but because I don’t have the time to do them differently. So I’ll say it straight up: I’m extending the free Æternal Legends PDF (which includes a discount of 11 bucks on the print version of the core, available when you download it) deal via RPGNow because even though I have a very specific way I want to close the special (that’s the sneaky mercantile part) I don’t have time to jump through all the hoops.

Don’t make any mistake: I will be ending the deal this week – I’m just not sure which day. I’m currently working on a large (and NDA-protected – sorry! It’s not WOD Online, though) electronic gaming project that requires my full attention. I will try to give people a day’s notice, but we’ll see. Anyway, you better grab it in the uncertain window of time ahead!


Link

Kingdom: Supplements [Aug. 13th, 2009|04:05 pm]
[Tags|]

Originally published at Mobunited.com. Please leave any comments there.

It’d be bad form for me not to mention that Æternal Legends is free in PDF and cheap in print right now, wouldn’t it? I will point out that both offers only run to the end of GenCon. That gives you until Monday to take advantage of a dirt cheap print copy. For those not purchasing in dollars, the price drop still applies; customers in the UK can get the print edition for £11.36 rather than £19.19.

Malcolm’s already covered three great games to buy with Æternal Legends from Lulu. He’s also written a great elevator pitch in Five Reasons to Play the Game. I’m not going to go over that ground again.

Instead, let’s have a bit of game design. One thing that I really don’t want to let go of is the idea that the core rulebook is king. I inherited that idea from working on the World of Darkness games, where each supplement has to work just fine with only the corebook. To that end, I don’t want supplements that contradict the corebook. We’ve all seen them; the writer comes up with something new and better, and what’s said in the main book no longer matters. Sod that.

Supplements are supplemental. They work best (especially for indie games) as collections of options. Hence Fight Like a Legend has a bunch of options focused on combat: a simple combat system, new injury systems, and a way to use the combat systems for social conflict. You don’t need any of these systems, but they let you tailor the game to your own preferences.

Spheres is much the same. It’s got a bunch of options to make Spheres work the way you want them to. Maybe you want Legends to increase in power as they gain ranks in the Sphere? Or maybe you want to make the Spheres more explicitly magical? Both options are right there for you. Sphere Guilds and Shells both get extrapolated from the their sidebars in the corebook, and the Higher Spheres get full write-ups. Whatever role you want Spheres to play in your game, this supplement has you covered.

This is the one defining trait running through everything I write for Æternal Legends. I’m not defining more and more of the world with each release. Far from it; I’m doing my best to tailor the game to your group. Because this isn’t a game for reading; it’s a game for playing. Get some people around a table and throw some dice!

-Stew

Link

Three Great Lulu POD RPGs (that you can buy with Aeternal Legends) [Aug. 11th, 2009|07:56 pm]
[Tags|, , ]

Originally published at Mobunited.com. Please leave any comments there.

I’m ruthlessly hawking Æternal Legends but there’s one problem. I want you to buy the Lulu print edition at 11 bucks off after getting the PDF for free, but Lulu’s shipping rates can be kind of steep for one book. Your natural solution? Buy several books. There are tons of great games that print through Lulu that aren’t Æternal Legends but are still awesome. Let’s look at three of them.

Dread: The First Book of Pandemonium

This is a violent, sleazy splatterpunk epic. Everybody’s a bit tougher than human but that just let’s ‘em bleed a little longer. The system uses a straightforward dice pool mechanic that just takes a few minutes to pick up, but the real charm of the game lies in its inventive demons and the way it’s easy to build basic stories and boot characters right into the action. The game’s only drawback is the fact that it’s background’s a bit sparse for long term play, but the supplements correct that.

MSG(tm) Executive Edition

MSG is Wood Ingham’s corporate dystopia, remarkably relevant in the way it models relationships that exist now, but merely stretches them to the point where you can satirize them “safely.” Otherwise, you might be left with rather savage self-criticism, but that can come later, after you’ve screwed over each other in search of security, raw power and the extraordinarily fuzzy line between the two.

Reign

Consider making Reign your alternate go-to fantasy RPG. The One Roll Engine System runs smoothly enough to support any core fantasy gaming you feel like doing with remarkable efficiency. Much has been said about the Company (big-ish organization) rules, but I think these are merely serviceable, while the core RPG concepts as presented here are remarkably refined. This game also has one of the better discussions of magic systems in RPGs (even though I don’t agree with it 100%, I think people fiddling with magic in a game should read it) and a world presented in digestible chunks, making it much simpler to take away basic ideas and cool bits.

Honorable Mention: RedBrick’s Catalog(s)

For God’s sakes people, you can buy Blue Planet, Earthdawn and Fading Suns from them! What the hell are you waiting for? All great games. Look ‘em up online to see why. EDIT: CORRECTION.  Sadly, you have to buy everything but Fading Suns through Mongoose now, and that company doesn’t deserve a cent of your money.

Link

The Aeternal Legends Pitch: Five Reasons to Play the Game [Aug. 9th, 2009|02:50 am]
[Tags|, ]

Originally published at Mobunited.com. Please leave any comments there.

I wanted to publish Æternal Legends as my first major release because I wanted to produce a game people would play, not read. It’s got accessible themes and motifs – elves, the heroic journey, the hidden world.

Funny thing: Sometimes “accessible” is hard to sell. Why get another game with elves? Good question. I’m not big on sale spiels, so this is something of a necessary evil – but hell, I’m going to tell you what I think Stew’s game brings to the table:

Being Human Means Something

In Æternal Legends being a regular human and not an Elf, Dwarf or Gnome means something aside from you being the “generic guy.” Humanity has a twofold mystical purpose. Humans are Lords of Beasts, charged with being the ultimate custodians of the natural world. They also have sole access to the Foundation Sphere: the power that preserves communities and raises armies. A human Legend can grow the claws of a tiger or sing up a revolution. They may be adaptable, but they aren’t the “none of the above” people.

Heroism is Enlightenment

This is a biggie. Being a Legend (a typical PC) in the game makes you a hero, but not just in the “You get special effects and nifty fight choreography” sense (though you do get those). Heroic ability is governed by a Sphere, inspired by the way the Sephiroth are used in the Western Magical Tradition (see Alan Moore’s Promethea for a comic book treatment and an inspiration for the game). Legends walk the Spheres to enlightenment – but that enlightenment has trials drawn from classic, heroic fantasy. When the Dark Lord arrives, he represents an internal, spiritual threshold and a material challenge, waiting in a tower or maze.

Intuitive Essentials, Not Fiddly Details

The game is easy to play for a couple of reasons. Character creation is lightning fast – five minutes a PC once you have it down. The real beauty of it is the way Stew decided early on that he wasn’t going to write down big, fine-grained lists of powers. The freeform magic system asks if your spell is Minor, Significant or Major, gives you the tools to build a spell and lets you run with it. Spheres are plugins for core game traits that anyone can understand shortly after reading the relevant passages. Now there is a tactical, resource-based combat system in there too, but that’s because the game is all about only doing what’s necessary to play around the game’s loose focus. It’s action-oriented, so that gets a more detailed tool. Similarly, magic isn’t about oodles of spell levels, but it does provide systems for the sort of stylish, off the cuff spellwork Stew felt was at the heart of the setting. Read, make characters and go.

Screw Plausibility: The Secret World is Big and Cool

Stew and I have both worked on tones of World of Darkness stuff. We both wanted a game that took the hidden world concept in another, more freewheeling direction. So in Æternal Legends one person in 20 is supernatural – and no, nobody else knows. Yes, we do have a magical veil of ignorance to keep the real world around but here’s the truth: It’s like that because enormous secret nations of troll Mafiosi, gnomes selling clockwork netbooks and wizard superspies kicks ass, and we basically tell you to roll with it the way you would the stuff in Hellboy II or the Harry Potter novels. Stew’s secret world is big an exuberant, not something cringing in the shadows.

Clichés Kick Ass

Elves are tricky. People either expect the Generic Elf, or some tortured reason why “our elves are different.” (They have spikes in their heads! They only live for five years!) Stew decided to go with “Hey, remember why you think elves are awesome?” So elves carry a divine mark chosen by the player, but there’s nothing wrong with your basic High Elf (like our signature character Lydia, who graces the book’s cover). Your vision of the elf counts.

Stew (and later myself, as developer) went through lots of fantasy tropes and decided that instead of rebelling against them or thoughtlessly tossing them in, he’d make them as meaningful as possible, but leave room for player and GM customization. Instead of guffawing at the idea of meeting a wizard in a tavern, we made the most powerful wizards (humans) the kinds of guys who can plan a caper in a tavern (because humans have sole access to the social Sphere of Foundation). Instead of making the ultimate Dark Lord the generic fallout of a creation myth, Stew made Da’ath the foe that arises when a hero stands at the threshold of uncertain places in her own soul.

These aren’t all the reasons why I love this game, and why I’m proud to have published it. Æternal Legends wasn’t designed to fit an elevator pitch, and I didn’t pick it for a single gimmick. Need more info from third parties? Try Stew’s reviews page (at his site). It’s about thinking big, not being afraid to find new value in the familiar, but still being brave enough to go beyond – to challenge the Dark. Seriously.

Link

Preview: The World of Aeternal Legends [Aug. 6th, 2009|03:47 pm]
[Tags|, ]

Originally published at Mobunited.com. Please leave any comments there.

Hey! Here’s an excerpt that summarizes the world of the Æternal Legends Modern Fantasy RPG. I originally posted this back on Mob United Media’ old livejournal (which is now a feed of this blog), but now that we’re relaunching the game it’s worth looking at again.

What about that relaunch? We’re offering the Æternal Legends PDF for FREE via RPGNow from now until around the end of Gen Con. Plus, if you download the free PDF you’ll be able to order the print version from Lulu for only $15.95 — 11 buck off the normal $26.95 price!

A World of Magic

Æternal Legends games take place in our world. The Unaware are the people you pass on the street or stand next to on the subway. The Aware see the world differently. The car mechanic at the end of the block is really a musclebound dwarf. His assistant is a craft-wise gnome. One of the college dropouts at the bar is a powerful wizard, trawling for guardians and apprentices between drinks. He’s just recruited the woman at the stool next to him. She decided it was better to be a Legendary hero than a database administrator.

The Unaware can’t see real magic. To them, the Clades are just eccentric strangers. Sorcery is coincidence and superstition instead of the boiling blood of Creation. Legends usually fall right off their radar. It’s not that the Unaware can’t see or interact with Legends, but something stops them from caring too much if an elf breaks into a corporate headquarters or a goblin steals somebody else’s car.

Magic

Magic is self-belief; being true to yourself in the face of adversity is the key to raw power. Knowing who you really are is the first step toward shaping magical world. Without that knowledge, you can’t even perceive the magic – you’re Unaware. With it, you can work miracles. While Legends are the most powerful Aware, they’re not the only ones who can summon flames or call lightning from a clear sky. Mine-knockers and alley witches populate the secret world, satisfying the same needs as mundane doctors and labourers.

Legends hone their magical natures by taking on a Sphere: an archetypal role that fits their beliefs. A Legend who wants to keep his family or neighbourhood safe joins the Sphere of Strength; a thinker who wants to know more about his Legendary state assumes the Sphere of Splendour. Legends join one of six Spheres at first, but some move on to even higher callings.

Different Eyes

A gang of goblins shows off to new members on the streets of Brooklyn. The gang’s boss is a sorcerer who wants to make her mark as a big player. She turns vandalism into murder and with a snarl, throws a bolt of fire at a passing dwarf.

An Unaware shop clerk strides by a gang hanging out on a street corner, keeping his eyes forward as he counts the seconds until he’ll be late back from his lunch break. One thug shouts and gestures in indecipherable slang. Suddenly, a stocky man across the road screams and falls. The clerk glances back. Was some kind of fit? A heart attack? Only timing links the gang to the collapse – even if the fireball passed right through the clerk.

One of the Aware – a gnome barman on his way to work – sees the new wizard on the block and instinctively ducks back. Summoning fire in broad daylight isn’t the smartest thing for the gang to do, but getting mixed up would make him a target.

A Legend sees the attack. She pulls the dwarf to safety, checks him over and turns her attention to his attackers. The goblins pull their weapons but they’ve already lost. This is the Legend’s turf, and she vowed to keep it safe.

Adventure

Legends eat, drink and breathe adventure. Whether they plot to save a local hero from falling to the Dark or face the goblin hordes of a Dark Lord intent on taking their city, no Legend leads a quiet life. Fortunately, there’s no lack of magical equipment to help them, from flaming swords to shotguns of dragon slaying. They walk to hidden, magical places to find strange creatures, solve ancient riddles, and progress on their personal journeys.

The magic that compels a Legend to a life on the edge also shields her from some of the consequences. The Unaware tend to ignore Legends. This even applies to adventurers kitted out in weapons and armour. When there are too many witnesses or extremely dogged, suspicious Unaware investigators, the Ministry of Administrative Affairs takes interest. The Ministry hides inside government departments, working in areas that Unaware governments scarcely imagine. Different departments cover everything from taxes and licensing for dangerous magic items to covering up the weirder things that even the Unaware might see. The Ministry is often ill-disposed toward Legends who can’t exercise the most basic discretion, and have Legends on hand to enforce their policies, if need be.

Link

Aeternal Legends: FREE (and Cheap in Print!) over Gen Con! [Aug. 5th, 2009|07:07 pm]
[Tags|, , ]

Originally published at Mobunited.com. Please leave any comments there.

Sometimes the chaos of real life mutes a small press RPG release. This was the case in August 2007 when we completed Æternal Legends, Stew Wilson’s modern fantasy RPG. We were both pretty damn busy with life and other projects, so we  didn’t have a chance to boost it as much as we wanted. Now, two years later, the situation’s changed – it’s time for a relaunch.

To kick things off, we’re offering a PDF of the core book for free via RPGNow. Furthermore, anyone who downloads the PDF will get an $11 print edition discount from Lulu.com by following a special link in the free PDF. This drops the core book’s print price from $26.95 to $15.95.

Æternal Legends is an RPG devoted to classic heroic fantasy, remixed for the modern age: a melange of hidden-world fantasy, postmodern occult metaphysics and an unabashed celebration — and reexamination — of high fantasy cliches. 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 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.

This is a limited time offer, designed to coincide with Gen Con 2009 – though real life has reared its head, andwe won’t be attending – but it’s the next best thing to handing it out on the convention floor. And once Gen Con is done, this offer is done – for both the PDF and print offers. Get it while you can and spread the word.

That’s not all, by the way. Aside from the support materials available at Stew’s Site I have his draft of the Spheres book: a new expansion for the game. Watch for it soon.

Link

Kingdom: Shells [Jul. 28th, 2009|02:16 pm]
[Tags|]

Originally published at Mobunited.com. Please leave any comments there.

I had a big ramble about the importance of the Shells in defining the role of the Dark, and how the antinomian urge suffuses the Qliphoth in the Western magical tradition, particularly Hermetic Qabbalah. Then I deleted it. I don’t really think that a blog on game design is the right place for me to engage in huge tangents on whatever bit of occult lore I’m obsessing over this week—at least, until I get several more posts in.

Instead, I’m going to tie what I was going to write into game design.

We have some pretty core assumptions:

  • All Legends follow a Sphere
  • That Sphere bleeds of magic through an archetype.
  • Lightsiders use their Spheres to find a form of apotheosis

That apotheosis can be as simple as embodying the archetype—becoming a Scion—or as complex as travelling through the Spheres and subliming into the magical field.

The trick here is in the first bullet point. All Legends. Darksiders, too. As the Light has its Spheres, the Dark has its Shells. The Spheres embody the Light, with deep meaning and ways for Legends to really develop. In contrast, the Shells reflect the Dark: they’re hollow, all the same form without the substance.

Take Strength. The Sphere of martial combat. A Lightsider not only becomes a kick-ass warrior, she learns a whole host about what it means to have power—responsibility, dedication, and humility being the main ones.

The Shell of Strength is Golab. That’s what you get if you want to be a kick-ass warrior and not give a shit about what it means. If you approach every situation with force, if you want to be a bully, or if you don’t care about collateral damage, you’re following Golab. Power without meaning. Form without substance.

I’m thinking about this a lot as I write the last of the Shells for the Book of Spheres. Naturally, I’m not creating each Shell from whole cloth. In addition to the notes in the Æternal Legends corebook, I’ve got a whole bunch of research and inspirations that I’m mainlining. What does it mean to live your live without substance? To give in to every emotional whim, to see the imperfections in everything? Darksiders live every day like that.

Each Shell is a fundamentally unhealthy viewpoint, but that doesn’t mean it’s entirely invalid. The Shells are still archetypes, and they still have power—and a dangerous Darksider can use them to work towards his own apotheosis. Sure, he becomes a slave to the archetype’s worse aspects, but he can learn from that experience and grow far more dangerous. Think about what life is like for the Darksiders in your games, what part of life holds them in thrall, and what it must be like to hand your life over to an archetype.

-Stew

Link

Kingdom: Introduction [Jul. 21st, 2009|11:54 am]
[Tags|]

Originally published at Mobunited.com. Please leave any comments there.

Hi. I’m Stew Wilson, the guy behind Æternal Legends. I’m going to be blogging here at Malcolm’s request, talking about game design, emergent features, and whatever else I can relate to the topic of modern fantasy roleplaying.

The First Pillar: Open Design

What is open design? It’s me talking about game design as it happens, making decisions and presenting a rationale at the time. That way I have a better record of why I made any given decision, and you get to see some cool stuff that’s coming down the pipe.

Since I’m working on Spheres already, let’s dig down into the past: Why Spheres?

First of all, because I like games that have inbuilt factions that characters can be a part of, but that don’t proscribe too much; organizations, rather than classes. This comes out of playing and writing White Wolf games. I also love organizations that are archetypal in some way. When the game that would be Æternal Legends first showed up, I wanted to work some of my knowledge of various occult traditions into the game. Oddly enough, Alan Moore’s Promethea covers much of the same ground; telling a meaningful story using the Sephiroth. It wasn’t until I saw John Coulthard’s representation of the Qabbalah as the London Underground map that the idea of blending “sephira as splats” and “modern fantasy” really clicked.

From that, I threw myself into research. And now, we’ve got Spheres. Which are reflections of the Sephiroth, but they’re also philosophies and paths for Legends to follow and archetypes for channeling magic into the world.

Naturally, that leads us to the Qlippoth, which informed the Shells. But more on them later.

The Second Pillar: Emergent Features

An emergent feature is something that isn’t ever stated in the book, and is perhaps something that I never intended to happen, but that ends up being a selling point. The opposite, of course, is “Errata fodder”.

Another example: each Clade is flavoured with one of the classic Western alchemical elements. This, again, is because it’s a bit of occultism that I’m fairly familiar with; I’m nowhere near as au fait with other systems like the Chinese. Classical elements include a fifth alongside {earth, air, fire, water}, commonly Void, Æther, or something similar. I knew I didn’t want five Clades, because traditional fantasy has four core “races”, so I didn’t have to worry about what my fifth element would be. Score.

An unintentional benefit of this choice is that humans got their own one of the classic four (which is unimportant), and thus became just as empowered and naturally funky as elves. Given that most roleplaying games featuring dwarves, elves, and the like treat humans as an uninspired baseline, being able to say “But our humans are just as unique and funky!” is a nice benefit. Humans play a role in the Clades, and through that people playing human Legends have a real kick that other games don’t always offer.

Other bits include the nature of (and interplay between) the Light and the Dark, but again that’s something for a future post.

The Third Pillar: Miscellany

I’m reserving the right to talk about anything else I can relate to Æternal Legends in even the most tenuous way. This includes answering questions that people pose in the comments, reviews of books, movies, and the like, commentary on other games, and whatever else I can come up with.

If you’ve got a question, fire away!

-Stew

Link

Aeternal Legends Expansions and Official LiveJournal [Jun. 8th, 2009|05:02 am]
[Tags|, ]

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!

Link

Aeternal Legends: Better Deal at IPR! [Dec. 11th, 2008|05:58 pm]
[Tags|]

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.
LinkLeave a comment

Fight Like a Legend! [May. 19th, 2008|11:32 pm]
[Tags|]



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.
LinkLeave a comment

Aeternal Legends + IPR + Design/Dev Notes [Nov. 2nd, 2007|06:23 am]
[Tags|]

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 )
LinkLeave a comment

Æternal Legends Released: The Age of Legends is Now! [Aug. 24th, 2007|10:47 am]
[Tags|]



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
Link19 comments|Leave a comment

Æternal Legends: Designer's Statement [Aug. 23rd, 2007|01:30 pm]
[Tags|]

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.
LinkLeave a comment

Æternal Legends: The Mobworx Philosophy [Aug. 16th, 2007|10:01 am]
[Tags|]

Mobworx is the imprint/brand that we're releasing Æternal Legends under. This is really important to Mob United Media because, well, it's important to me -- Malcolm Sheppard, the owner/operator.

I've been working in tabletop gaming since 1999 -- not long compared to others, but long enough to witness changes in the way people think about RPGs and how they should be produced and marketed. Back when I started there was a thriving "freeware" RPG scene. I really respected their producers and some of them deserved a commercial offering. Nowadays, though, the Open Gaming License and the rise of hobby businesses that accept (or at times, refuse to admit) effective losses have overshadowed the free scene. Some of these developments have been good -- others have not. My main concern is the way they foster exploitative labour practices without actually providing value for gamers. At its worst, the current state of affairs:
  • Supports vanity projects that are released without quality considerations.
  • Operates at a scale that passes along increased costs to consumers.
  • Attempts to keep costs down for the producer and consumer by devaluing component labour.
This isn't true all the time, but it's true a lot more often than many will admit.

Now over the past year and a bit I've had to work hard -- very, very hard at times -- to raise enough capital to make the Mobworx stage work.  Æternal Legends isn't my RPG, but it represents the ethos behind Mobworx. My opinions are not necessarily Stew's, but they do explain why Æternal Legends is what it is. The guiding philosophy includes:

Worthwhile Wages or Shared Rewards

I have friends who are excellent artists, good at layout and who are skilled, creative writers. In many cases I'm sure they'd be happy to do work for nothing, or next to nothing. I've had the offers. But I don't treat my friends like that. Even when they offer. Especially when they offer.

Everyone who worked on Æternal Legends was paid the standard fees for their services. In some cases, when the work ended up being more involved than I thought, I paid more than we  negotiated. But two people didn't get paid: Me and Stew. We're sharing the success of the project, whatever it may be, because that's the right thing to do.

Too often, small creators either exploit labour from others in the community or contribute to a scene where you are expected to devalue your efforts. If the game is free or created at cost, there's no problem with this, but how many creator owned games have talked about the business value of their actions? How many of them succeeded on the proceeds of undervalued labour? Too many.

Let me spell it out:

You cannot claim the privilege of friendship to reduce labour costs while operating for profit. It's unethical.

That goes double for larger companies that offer low wages and use the promise of exposure or appeal to love of the hobby as excuses.

Mobworx
doesn't do that. We either pay well or we invite the contributor to share profits. The second option is risky, but if a game succeeds financially, it succeeds for everyone -- not just the guy who published it.

Creator Ownership with Critical Discipline

The process behind Æternal Legends' creation might not be familiar to people who've done micropress games, but it's found in other sectors writing and game design, albeit in a slightly different form. In short the creator's opinion isn't the only opinion that matters, and other opinions have more of an impact than uncertain "peer criticism" or simply waiting for gamers to vote with their money.

Æternal Legends is Stew Wilson's creation. He ultimately decides what goes in and what doesn't. Everything it the book exists to flesh out his vision -- but I keep him honest. As developer, it was my job to get him to expand on interesting bits, turn an intriguing subtext into obvious text and provide the odd harsh comment. It's an arrangement where we both have power. Stew could have taken is work away with him and I could have declined to publish.

According to some people, this "isn't indie." So be it, but the alternatives aren't enviable. Peer criticism is a nebulous process that is too easily bound up in other social relationships, not to mention advertising and promotion. (If I see a problem with my friend's game, do I want to say something bad about it online, where it might hurt his sales? Or ever, because it might hurt him?)Right now, you have arguments in multiple communities about whether you can even trust that process.

We use focused development instead because it gives someone permission to get ruthless and detailed, and to develop a one on one rapport. The Mobworx process depends on exploring a game in a deep, focused fashion. Still, it's not quite the same as development for a mainstream game based on somebody else's intellectual property. The developer doesn't decide what the game means and how to keep it consistent. Instead, it's his job -- my job -- to get the creator thinking and exploring his own ideas.

When you buy the game (we hope you do!), keep the above in mind. You're paying for a game whose creators got paid a fair wage, or who share in the risks and rewards. You're getting a game where we wanted the creator to really express himself -- but where we didn't let pretense rule over the craft of design.

Check it out, soon.

Remember: Æternal Legends debuts in 8 days!
LinkLeave a comment

Æternal Legends: Sample Characters [Aug. 10th, 2007|02:38 pm]
[Tags|]

We've been quiet for a few days because work -- in gaming, around the house and otherwise -- put itself in the way of regular updates. Let's get back to them now. Today, let's look at characters from Æternal Legends creator Stew Wilson's game. You can read about sessions here at RPGNet.

Jorgen, Son of Jotun



A dwarf raised in a traditional dwarven Pocket Kingdom (we're thinking less
Moria, more isolationalist Earth First types with an affinity for rock and
metal), showed an aptitude for the forge at an early age. He ran away from
the kingdom to learn more about the modern world. He was enamoured with the
destructive potential of modern weapons, and set out to learn about them.
He's currently studying weapons engineering at MIT, as a "transfer
student", giving plenty of time to his studies as early experiments have
left him looking less than pretty.

Clade: Dwarf Sphere: Beauty
Body 3 (Short) Health 9
Mind 3 (Destrictive Imagination, Methodical) Wits 7
Presence 1 (Scarred) Will 5
Ethos 4 Conviction 8
Degeneration 0 Magic 8

Enchantment 2
Engineer 2 (Gunsmith)
Beauty 1

Expertise:
Weapons Testing (Body + Engineer)

Beliefs:

Rocket Science Ain't
Offence is the Best Defence
I Can Make It!
Home and Hearth must be Defended

Commonly carries normal student stuff (pens, paper, dictaphone, no laptop as
he's not too good with computers), some mundane (and magical) crafting
components, from a penknife to a small quantity of thermite, and an
experimental weapon (currently a revolver with the Seventh Bullet power of
the Retribution revolver, changes each story).

Notes:

Jorgen's being played by our "hit first and damn the questions" player, who
happens to be an engineering student. While he's so far been a tank with
mostly hidden depth, that's just because he's not had a real chance to
shine. The climax to the first story will give him that chance. After that,
his path involves a growing disconnect between his ancestral home and his
new life as a hero.

Morgan Benyata



A spirit told Morgan to come to Americai from Kenya. Spirits had spoken to
him since he Manifested, but this one was different -- a large cape
hunting dog with a dishevelled tail told him to go to America, to hunt the
sandwiches. He travelled across the oceans and ended up in Boston, though
doing so wreaked havoc on his body. Learning the native tongue from a
spirit, Morgan landed on his feet amongst the city's Aware, plying his trade
as healer and "spirit talker" to Unaware and Aware alike, for whatever price
his patrons can afford

Clade: Human Sphere: Mercy
Body 1 (Sickly) Health 5
Mind 2 (Faith) Wits 6
Presence 3 Will 7
Ethos 5 Conviction 9
Degeneration 0 Magic 11

Natural Healing 2
Magecraft: Curses 2 (Night's Curse)
Mercy 1

Expertise:
Field Medicine (Mind + Healing)

Beliefs:

The Law of Just Return Holds True
An Eye for an Eye when You are Wronged
I Must Help Those Weaker Than Me
The Spirits Must Be Appeased
Mental Strength Will Overcome Physical Infirmity

Commonly carries a range of medical supplies, including a basic first aid
kit and a large number of herbal preparations. Surprisingly well-dressed,
still wit dreadlocks and tribal tattoos. Carries a rusty knife, just in
case. Curse magic involves a lot of conditional effects and spells attached
to items that aren't themselves enchanted. Night's Curse is a
straightforward "if you cross me you shall be struck blind for a day and a
night".

Notes:

Morgan's player is very nonviolent, coming from a background heavy on
political Vampire games and investigative CoC. For this reason, he's hid
behind Jorgen in physical confrontation and isn't much for fighting -- he'd
much rather fix things up. I'm not sure what's going on with the spirits
yet, it's a dangling story hook that I'll work out what to do with after
the current story is over. He and Jorgen will both get a chance to shine in
the climactic part, saving the world from magical nukes.

Cameron Forbes



A Harvard man through and through, Cameron's a researcher and mystery
archaeologist always on the look out for items of Aware history to
catalogue and understand. He's more comfortable among the abstract than the
physical, and to that end has studied the arts of thought-magic to back up
his relatively pacifist worldview. Cameron's an untenured professor at
Harvard.

Clade: Gnome Sphere: Splendour
Body 2 (Nimble/Weak) Health 6
Mind 4 (Bookworm/Oblivious) Wits 8
Presence 2 Will 6
Ethos 3 Conviction 7
Degeneration 0 Magic 7

Academic 2 (* Research)
Magecraft: Thought 2
Splendour 1 (Heart's Shield)

Expertise:
Mystery Archaeologist (Body + Academic)

Beliefs:

Violence is the Last Resort of the Incompetent
All Minds are Sacred and Must Be Preserved
Knowledge is the Ultimate Treasure

Commonly carries a laptop, research notes, digital camera, etc. He's
splashed out on an endless notebook, a simple enchanted item to allow him to
take lots of notes even in places where tech doesn't work. No weapons as
he's nonviolent in general.

Notes:

Cameron's been getting a fair whack of screen-time so far, he's the
researcher and does the setup work to get the others where they need to be.
His unlocking the Plane of Weapons was the players' first introduction to
the power of an Expertise. He's a strict pacifist (I didn't award any
Degeneration for the fight with Luis, but the player rationalised that as
Cameron having been incompetent to get into that situation). He's still more
than a little detached from the greater Aware community, and further plots
involve his integration into the world in which he lives (a nice contrast
with Jorgen and Morgan both).
LinkLeave a comment

Æternal Legends: Character Sheet [Jul. 30th, 2007|11:22 am]
[Tags|]

Take a look at the next-to-final character sheet here. Things will change a little bit while we complete galley edits. The main thing to check out? Ethos and Beliefs. These are the central elements of the game. See how they work in a bit more detail in the huge excerpt we posted last time.
LinkLeave a comment

Æternal Legends: 21 page excerpt! [Jul. 27th, 2007|10:46 am]
[Tags|]

In celebration of one of the last phases in our production schedule, we'd like to give you a free 21 page excerpt from Æternal Legends through Lulu.com.

Get it here!


Link2 comments|Leave a comment

navigation
[ viewing | most recent entries ]
[ go | earlier ]

Advertisement