Filed under: Games, Life, thoughts | Tags: colonial gothic, game design, projects, Rogue Games, SS&S, thoughts, thousand suns, writing
My title says it all; this is going to be a nice snapshot of my current projects. Playing games is my hobby, but so too is the designing and writing of them. I enjoy sitting with one of my Moleskins and writing and designing games. I love the process – even the editing and revision – no matter how bad my day goes game design makes me happy.
The first part of this year saw me overseeing not only the art direction but the project lead of the last two Thousand Suns books. In addition, I was putting the final touches on the Colonial Gothic manuscript, doing the Art Direction for it, and then getting it to the printer and out the door. When all of that was done, GenCon prep hit. Now with GenCon done, I am rested. It is time to get back to the writing. Some of the below I was working on here and there, but now I am up to full speed. So what is on the list? Here you go:
- Colonial Gothic Halloween PDF: First draft written; now I just need to type it up and get it ready for the editor. This is on schedule.
- eBook Preview of the first non-fiction book: Editing done, just need to lay it out.
- Shadow, Sword & Spell: I love this game. Period. Action chapter done, Magic chapter done. Monster chapter almost done. Equipment chapter almost done. I have a few more odds and ends to finish, and then I will go over James’ stuff. James will do the same with my stuff.
- New Colonial Gothic Demo: Will be running this next month again, as well as a few other times. Once I am happy with the results, and have enough notes, this bad boy will be revised, edited and then put up on the site.
- Colonial Gothic Projects: A bunch of PDFs, and possibly a new book that I did not mention last week. This book will be a published adventure. In addition, a lot of research.
- Thousand Suns Revised: Bits and pieces. This is James’ baby, and I am helping him when he needs it. This is what he did for me with Colonial Gothic.
- Dolphin: This is a new RPG that I tweeted about last Friday. I will have a post about this in a week or so. For now, this is a RPG that has you play dolphins. It is a different game for me, and currently exists in a Moleskin. My players really enjoy the game, and it is they, who convinced me it is worth working on. In addition, this is one of the few games I have done, that Ariana has expressed interest in not only seeing, but playing. This along is motivation enough for me. The game is powered by 12°, but a much simpler version of the mechanic. When the game is done, I will have a more public playtest for it, and then from there, James and I will decide what is next. Print or PDF I am not sure. I do know this is not going to be a big book; the game should not be any more than 96-pages.
- Megadungeon.net: Hold on to you socks, I am writing an entire level. This is being done for two reasons: One, I want too. Two, I really want to make sure this project restarts. James needs help, and this is what we do, help each other.
- Rogue Games Book Publishing: Doing a lot of research and work in getting the original fiction and non-fiction we want to do, finished and published. I mentioned this last week as well, but this is a major goal for us, and I want to do this. There are two non-fiction books lined up, which will see release sometime next year.
So there you go the list. It looks like a lot, but it isn’t. As I said, I love writing and designing, and all of this is fun for me.
Filed under: Games, Life, thoughts | Tags: colonial gothic, Games, Gaming, thoughts
I am a gamer. Games have been a major part of my life for as long as I can remember.
I grew up playing such classics as Candy Land, Mousetrap, Monopoly, and too many others to mention. I remember when I was in the third grade I devised a game using my Star Wars figures. Gluing Lincoln Logs on a large piece of cardboard, the goal was to rescue Princess Leia and escape the Death Star. I played this game for hours with my friends, laughing at the truly nasty death cards we made up.
It was not until I entered the 6th grade that I discovered Dungeons & Dragons. I had no idea what this game was. There was no board. Instead there were six funny shaped die. It was the summer of 1983 when my best friend Clayton took the role of Dungeon Master and escorted our little band into the terror known as Keep on the Borderlands.
The summer was spent either playing soccer of braving the horrors that Clayton came up with. This was not art; this was a group of kids having a grand time using their imagination. It was also a group of kids who used this new game to propel them to study.
I was always a good student, but it was not until I started playing that I was charged with the task to learn everything and anything related to the middle ages. I wanted to know as much as I could, and my friends and I competed to see who could learn more.
As I grew up my taste in games changed. I still played D&D, but branched into Top Secret, Star Frontiers, and Boot Hill. It was not until a friend bought a copy of the Middle Earth Role Play that I broke out of the TSR ghetto I was stuck in. This one game opened more doors to me then I would ever know.
MERP, lead to Villains & Vigilantes, which lead to Bushido, which lead to more games then you can possibly guess. My taste varied with age, and I even remember the one summer when I played Rolemaster almost religiously. I can safely say that the mind numbing charts would forever sour me on overly complicated games. (Well that summer and the Rolemaster game I played at Gen Con in 1989).
There were some games that I became hooked on and stuck with for longer then I care to admit. Marvel Superheroes, is one example of this, while Ars Magica is another. You can not get much further apart in style and content than these two games. Yet at the time they were what I was looking for.
With MSH, I got fast paced super hero action, and was able to tell the stories that I wanted to. I changed rules to fit my vision, and ignored a lot of what was going on in the comic book world. With Ars Magica, my love for story telling was filled, and I bought into the concept of a shared gaming experience. I loved the setting, and for me this is how magic should be. Sadly I grew tired of the game and found myself researching more about the Middle Ages and less time writing stories to entertain my friends.
Then there was Warhammer Fantasy Role Play. To this day I still do not know what it is about WFRP that first attracted me to it. The magic system was not finished, Games Workshop released product of various quality, and then simply killed the game to make room for the lead figure juggernaut. The game languished for five-years until Hogshead took the licenses and slowly began to release new product.
The one thing that stands out for me is the world Warhammer FRP is set in. The world was deliciously dark and filled with hopelessness. Chaos hides behind most things, and often times the only differences between the “heroes” and villains is that the heroes are PCs. This is a world of nightmares, a world without heroes. It is a world with a sick sense of dark humor.
Regardless of what games were consuming my attention, two stayed with me, and were played regularly.
One is D&D. Not AD&D, but D&D. Here is a game that was self contained and allowed the DM to do what he wanted. From the old Basic and Expert sets, to D&D Rules Cyclopedia, I ran a campaign that lasted from 1985 to 1998. This game gave me the tools to make my own world, and ignored the ever increasing volumes from AD&D.
The other game? Pacesetter’s Chill. Oh man, how I love this game. The rules might not be the greatest, but the sheer wealth of cool bits and ideas is something I still return to. Even today, even though I have my own horror game of Colonial Gothic, I still run occasional one or two session games of Chill. Hell, one of the earlier versions of the game that became Colonial Gothic, used Chill. I love this game.
Game systems come and go and my taste in games seem to change every day, but it is these two games that I keep finding myself returning to time and time again.
Filed under: Life, thoughts | Tags: colonial gothic, game design, Rogue Games, SS&S, thoughts, thousand suns, writing
Last night it hit me — I have not only done a lot of writing, but art direction, editing and general getting books (print and eBooks) out the door. Since the first of the year here is the run down:
Books Done
- Piper (everything but the writing and layout)
- Defeated Dead (everything but the writing)
- Elizabethtown (everything but the writing)
- CG Revised (everything but the layout and editing)
- TS: Foundation (everything but the layout and editing
Books in the Works
- New CG Adventure (final edit and then layout — eBook)
- New CG Demo (final writing for GenCon, then up on website September)
- New CG eBook Sourcebook (writing stage for Halloween)
- New CG eBook Sourcebook (will do art direction, layout, editing this will be released November)
- Shadow, Sword & Spell (writing, on track for next year release. Playtesting starts this fall)
- TS Big Ships (will do art direction and editing when manuscript is in)
- CG Sourcebook (next year release, waiting for writer to finish manuscript)
- CG Soucebook (next year, this is one of two Graeme Davis is writing, editing and art direction)
- CG Soucebook (next year, this is the second of two Graeme Davis is writing, editing and art direction)
- TS Project (early stages)
- Fantasy Project (later this year, editing and art direction)
- CG Enemies (my next book, writing stage and last research being done, release depends, I do not want to crowd next year)
- CG War (research stage)
- CG [title withheld] (research and writing stage, this one I am keeping close to the vest it is a good one)
- SS&S Books (writing with James three of them in early stages of development, game needs to be done first)
Damn, that is a long list.
The thing is, the list does not worry me. It makes me glad that the passion to create, design and write is still with me. It is a lot of work, a lot of long nights, red eyes, headaches, broken promises, but in the end it is worth it. Why? I create. I get to see the ideas James and I kick around, grow and become games that not only we love to play, but others are loving to play. It is rare to hear now in this age, but I love what I do.
Though things have been quite as of late, that does not mean we have not been busy. More on that later, but this post is about what the subject line says.
Rogue Games is pleased to announce that Graeme Davis has signed on with Rogue Games, and will be writing two supplements for Colonial Gothic! Graeme who has worked for such companies as Games Workshop, White Wolf, TSR UK, Hogshead Publishing, and Steve Jackson Games, brings a wealth of excitement and ideas to Colonial Gothic.
“I’m looking forward very much to writing for Colonial Gothic. Anyone who is familiar with my work will know of my interest in historical roleplaying, and I can honestly say that no tabletop RPG has piqued my interest so much since I discovered Call of Cthulhu in the 1980s,” stated Graeme when asked about agreeing to work with Rogue Games.
Graeme, will be penning two books for Colonial Gothic, one dealing with the colonies and the other dealing with monsters, both of which are due out later next year. In addition we are also talking with Graeme about future projects with us as well.
Personally I am humbled as hell to be working with Graeme. He has some great ideas, a ton of talent, and I cannot wait to see the manuscripts. This is going to be fun.
Filed under: Games, Rogue Games, thoughts | Tags: © 2009 Rogue Games, colonial gothic, design notes, Rogue Games, thoughts
Over at the Rogue Games blog, I have talked about the new rules found in Colonial Gothic Revised that cover the creation of creatures. Monsters, as I write in that blog post, is one of the areas lacking in the original version on of the Colonial Gothic Rulebook. With the revised version, this was one of my goals — expand the rules for creatures.
Anyway, here is an example of a monster that appears in the book. It also shows off the new rules as well.
Leeds Devil
Might 9, Nimble 10, Vigor 8, Reason 5, Resolution 5, Resolve 25, Vitality 42, Fear -2
Skills: Tracking [7]
Abilities: Bite, Flight [90-feet/Round], Fear, Horrific Visage, Moan, Second Wind [5 Sanity (10 with a Dramatic Success) lost for successfully hitting Target].
Sometimes known as the Jersey Devil, the Leeds Devil, as rumors go, is found in the Pine Barrens located in the southern regions of the New Jersey Colony. This creature has always existed in one form or another, and those seeing it, describe it the same way: a creature standing 8-feet in height, with a long neck, crane-like legs ending in hooves, and large bat-like wings, and a head resemble a dog. The creature, when encountered is viscous, and has a taste for human flesh.
As for the origins of the creature like most things there are more theories than facts. Some of the more plausible one are as follows:
- The Legend of the Jersey Devil traces the creature to Deborah Leeds. The Leeds family lived in the area of the Pine Barrens, and Leeds – who had given birth to 12 children – was pregnant with her 13th. The delivery was very difficult for her, and she invoked the Devil’s name. When the baby was born, it immediately, grew into a full-grown devil and escaped the house. Before doing so, the creature killed the family, and after devouring them, gained the taste for human flesh.
- Another version states that Mrs. Leeds, upon discovering she was pregnant with her 13th child, exclaimed that if she was to give birth to another child: “May it be a devil.” When she gave birth, her child was the creature.
- Another theory holds that the Mr. Leeds was a prominent merchant who treated his workers and indentured servants very poorly. So bad was this treatment that one of them placed a curse on the family, and the result of this curse was the birth of the creature.
- Some whisper that Mrs. Leeds, who was a Quaker, refused to convert from her faith. The Puritan Preacher was so angry with her; he proclaimed that her next child born would be Satan’s offspring.
- One final tale tells that the child was born a monster and that Mrs. Leeds raised and cared for it until she died. Upon her death, the child flew off into the swamps of the Pine Barrens and now lives there to this day.
What should be noted is that despite all attempts to track down the Leeds, and confirm any of the details had failed. No one can find them, let along anyone who knows of them. For every answer discovered, there always seems to be more questions. Besides the links to Mrs. Leeds, the Lenape whisper about a creature of great evil which they call Ehangelikgik. The creature, according to the shamans, is the enemy of Mani and is but one of many who serve the great evil known as Machtalappajo. These creatures stalk the land and hunt the righteous so that the world is prepared for the coming of Machtalappajo. This creature is ancient, and a danger to all.
Historical Background
The region called Popuessing by the Lenape roughly translates to the “Place of the Dragon.” When Swedish explorers arrived to the area named the area Drake Kill. With the arrival of the English, the area, they dubbed the region the Pine Barrens. Coupled with the rumors of the creature, the region gained a reputation for being a “mysterious place.” The fact that the region is isolated and a favorite for those trying to escape notice helps make the stories of the area darker. Loyalists, fugitives, religious dissenters, military deserters and others seeking a place to hide. Some formed small groups of bandits, as well as communities known as “piney.”
Filed under: Games, Rogue Games, entertainment | Tags: colonial gothic, Fourth Millennium, Games, news, Ninja, Rogue Games, Shadow, Sword & Spell, thousand suns
Over the next few weeks, I plan to do something slightly mad – post the current version of Ninja for the world to play.
But first, some background, so that everyone is up to speed and on the same page.
Last year, we posted information on an upcoming title known as the 12° Cookbook. Said title was going to be an experiment, two full games for the price one. One of the games was going to be a new edition of James’ Fourth Millennium, while the other was going to be a new design from me known as Ninja.
The idea behind the 12° Cookbook was a simple one – cool games, without the added weight of anything but what is needed to run them. We went to work, and even had a cover designed.
Then something happened.
The long and short of it we took some hits, business-wise at the end of last year, and that was due to Key20, and our leaving it. I do not want to go into details, but the relationship with Key20 turned bad the middle of last year. Sales started to drop off, communication went spotty, and then checks stopped coming on time. Added to this, sales into distribution on the third Colonial Gothic release strangely dropped like a rock. We decided to terminate the agreement with Key20, and signed on with Studio 2 Publishing. Due to the terms of the contract with Key20, we had to give 90-day notice, thus, from October 1 to December 31, 2008; we saw all sales of our products into distribution dry up. If it was not for our sales channel with Indie Press Revolution, I do not know what we would have done. The last quarter, besides the Key20 issues (and there are a few more, but I really do not want to air the other stuff publicly) and the economic environment, we’ve been forced to refocus a little.
The 12° Cookbook is something we want to do, but we are unsure how a product like this will go over. Both games are different in tone and scope, and both games are designed to be one book games. So we have put it on hold. We hate doing this, but we did not solicit the book yet, and only have the cover to show for it. However, we did mention the product a lot, and what the plans were for it.
So why did we do this? Funds are tight, and we’ve decided to focus on the projects that we had more faith in: Thousand Suns, Colonial Gothic Revised, and Shadow, Sword & Spell. We believe in the Cookbook (And before I go farther, I will answer the always asked question. If we believe in the Cookbook why not release it. We are a small company, and we cannot afford to take a large risk. We would rather support the games we have now.) and the two games, but the concept is too risky right now. Hell add in the current state of the economy, and it is insane. In the end, James and I just want to be careful, and the 12° Cookbook was starting to look like something that was too risky given the current situation.
Now with that out of the way, the question remains:
What do I do with Ninja?
What I do plan to do, is post Ninja in its’ current form all rules and all warts. I am going to do this so people can play the game now. The game is done, save for setting and a good editing, and I want people’s reactions. Hell, I want people to see what I’ve done, and play with it. The 12° Cookbook will be released eventually, and when it is, Ninja will appear as will 4M. When the final version of Ninja appears, it will be a better game. Why? Because I’ve opened it up for people to play now.
Games are supposed to be played, and there is no reason to hold back Ninja. Also, I am stuck with a few areas, namely, the setting. If I post the rules, I open up the design process, which I like. I want comments, opinions, and the like. Good or bad. Designing in a vacuum is not a good thing, and I figure, why not? Why not, post it as is, and let people see how the sausage is being made, so to speak.
That is the state of things.
So when does Ninja get posted? I am shooting for month’s end. I need to tweak a few things first, and build a few things first, but I am shooting for the end of the month.
Filed under: Life, Rogue Games, thoughts | Tags: colonial gothic, Rogue Games, thoughts
As of Tuesday I finished Colonial Gothic: Revised. The word count of the manuscript, for those interested, is 105,000 give or take a few. To say that the book is larger is an understatement. I added a lot of background to the book. Early word from those who have seen the draft is that they like it. Currently the manuscript is with the editor who is doing her thing. I am very happy with the rules.
So I am not dead, just tired.
I have done a lot of writing this year, and it is only February. The sad thing is, I am not done. I got a lot on the plate right now, which is great. It has been two years since James and I decided to form Rogue Games, and set out on our own. In that time, I have learned a lot about myself, but also discovered a passion I thought was gone, and that is game design. The things I am working on now, are things I thought I would never work on. To have this outlet is something I truly appreciate.
So what is next? A lot.
I have four Colonial Gothic projects I have to read and comment on (not mine, from three other freelancers). Thousand Suns project to get to the editor. Two Colonial Gothic projects of my own to write, and one to research. Plus, and this is the big one, a project James and I have been working on for close to a year that needs to be finished.
Stressed?
No.
I am happy.
Filed under: Games, Rogue Games, thoughts | Tags: © 2009 Rogue Games, colonial gothic, design notes, Rogue Games, thoughts
In the past I’ve written about the small changes I am making to how magic work in Colonial Gothic. Here is an example of a new spell that will be found in the game. Note this is still rough and will see some tweaking.
Bolt
Time: 1 Action
Range: 40/50/60
Duration: Instant
Performed On: Others
Sanity Cost: 0A recent development by European powers, Bolt marks the first active work in creating magical spells that have a more useful purpose – combat. Bolt was first used actively during the Seven Year’s War, as well as limited engagement in the colonies during the French and Indian War. With the end of hostiles, the knowledge of the spell became widely known, and since then, mages looking for a means to protect themselves from harm, has started learning this spell. The first recorded documentation of this spell is found in the little known work Een verhandeling over de toepassing van het mysterieuze Kennis, written by Gysbert Vansteenwijk, which was published in 1710. The work had a small printing, and the printer died upon publishing the work.
Successfully casting Bolt, the caster creates a bolt of elemental force that can hit target and cause damage with a damage value of 3(20). The caster can choose the bolt to be any elemental type they choose: Earth, Air, Fire, Water, and Magic. A Dramatic Success in casting Bolt has it cause double damage, while a Dramatic Failure has the bolt explode in the caster’s hand with them taking damage.
Filed under: Rogue Games, thoughts | Tags: © 2009 Rogue Games, colonial gothic, design notes, Rogue Games, thoughts
I am coming into the home stretch with getting the book done. It should be off to editing this week. I am way ahead of schedule, which is a good thing. The reason for being so far ahead is due to really enjoying this game. I like what I am working on, and I like the changes being made to this game.
Here is a snippet of the chapter I am polishing now:
Chapter 5: Action
Your Hero is your means of interacting with world of Colonial Gothic, but what your Hero does, and how he does it, is governed by the 12° system, described in previous chapters. This chapter builds upon the foundations laid down earlier, providing expanded sub-systems for important actions your character takes during the course of an adventure. To put it more simply, this chapter shows you how to fight, perform and act against the agents of the occult and supernatural. (Ok, not in real life, but in the context of the game!)
Personal Combat
When you’re a Hero, you need to respond to situations when others can’t (or won’t). Some Colonists might choose to settle conflicts peacefully rather than fight a monster. This might work in polite society, but when a vampire comes knocking at your door, talking is not going to help. Eventually your Hero is going to need to fight.
Before getting into the mechanics of action, keep in mind that when declaring your Hero’s actions in Colonial Gothic, you’re describing a scene in a movie. At times, your actions will be unbelievable; at other times you might take risks where any sane person would wait until its safe.
Telling Time
Personal combat is divided into units of measurement called Rounds. A Round does not necessarily correspond to any specific real world length of time. Instead, a Round is how long it takes for all characters involved in a situation to complete all their available Actions. Thus, it is an arbitrary unit intended to help both the Game Master and players keep track of who does what, and when, in the course of a combat. Rounds are not realistic representations of anything; they are a game convenience. If you need to know how long a round is, it is roughly 1 minute in length.
Initiative
Which character gets to act first in a Round is determined by his Initiative rating. Initiative is determined by the following formula:
D12 + ((Nimble + Reason) ÷ 2) +/- modifiers = Initiative Rating
[BEGIN BOX: Initiative Modifiers]
Initiative Rating can be modified by any number of factors, as determined by the GM. Characters wandering into an ambush might rightly receive a penalty to their Initiative Ratings, while those laying a trap for their opponents might receive a bonus. Likewise, previous combat experience might modify Initiative Ratings as well.
[END BOX]
Actions proceeds throughout a Round based on Initiative Rating, from highest to lowest. In the case of ties, the character with the highest ((Nimble + Reason) ÷ 2) acting first. Once the initiative order is determined, it remains fixed until combat is completed. The only exception is if a character chooses to delay acting in a Round until later than his Initiative Rating would normally warrant. If he does so, his Initiative Rating drops to the new, lower rating and stays there until combat ends.
Initiative can be determined either on an individual or “per side” basis. What this means is the GM can has every character, including NPCs, roll individually for their Initiative Rating or designates a single character per side in the conflict whose Initiative Rating he will use to determine who acts when. Typically, the character with the highest Tactics skill is the best person to designate for this task, but players should feel free to offer alternative suggestions. In general, individual initiative works best with smaller numbers of combatants, while per side initiative works best for large fights between many opponents.
Actions
An Action is whatever your character chooses to do during a Round. Normally, a character has only one Action per Round. If he wishes to attempt more than one Action in a Round, he suffers a multiple action penalty.
Multiple Actions
A character attempting more than one Action in a Round, suffers a penalty, the severity of which is determined by how many additional Actions he attempts. For each additional Action beyond the first, a character suffers a –1 TN penalty to every Action he takes that Round. For example, a character attempting three Actions in a single Round, suffers a –3 TN to all three of their Actions, including the first one they would normally get without penalty.
So there you go. The revisions are not going to change the game — they are going to make it better. Bringing the game in line with the flavor of the rules James and I have been working on, helps refine the ideas and streamline play. It also, and this for me is what is the most important thing, allows fans of one game, to know how to play our others. There might be a few tweaks, but in the end, if you know one, you know them all.
Filed under: Games, Rogue Games | Tags: © 2009 Rogue Games, colonial gothic, Rogue Games
…of the rough cover for Colonial Gothic Revised.

