…still waiting for a clever title…


[Dolphin] No I did not forget
October 12, 2009, 6:37 pm
Filed under: Games, Rogue Games, thoughts | Tags: , , , ,

It has been a month since my last post. Been busy. Life has been really kicking me lately.

Anyway, I have been working on Dolphin, as well as a ton of other things. A lot of writing and a lot of business for Rogue Games.

You do not believe me about Dolphin? Take a gander at this:

What is this you ask?

The draft in progress.

Every thing I write is always done in longhand. James can attest to this fact in our work on a number of projects together. Every draft begins in a Moleskin, which is where my notes are contained. From this collection of notes, I then write the first draft (contained in the larger brown notebook). The draft continues until I am done, and once done, I then begin the rewriting. Rewriting involves my typing in the longhand draft into the Mac.

So there, you can see for yourself, I am writing Dolphin. I hope to have a manuscript done by the end of next month. This will be then be typed up, and the real work will begin.



[Dolphin] Q&A
September 10, 2009, 3:58 pm
Filed under: Games, Rogue Games, entertainment, thoughts | Tags: , , , , , , ,

Before I dive into the next post, there are a few questions I want to answer. These are answers to some emails, tweets, and messages I have gotten since I first started talking about this.

Q. Is Rogue Games going to publish this?

A. Yes.

Q. When will this be released?

A. When it is done.

Q. Really, there is no plan to this?

A. No.

Q. You’re crazy.

A. Yes, I know. That is not a question by the way.

Q. Is this going to be a roleplaying game?

A. Yes.

Q. So, let me get this straight. As a player, I play a dolphin?

A. Yes. All characters are dolphins. The entire game takes place under the sea.

Q. Will Dolphin run on 12°?

A. Yes. The mechanic is perfect for a game of this type. Dolphin is more narrative in the type of adventures you run and play in. 12° is a good mechanic, that when you take it to the core, allows for easy task resolution. It does not get in the way, and does not make things too complicated. The type of actions that take place in the game, needs a mechanic like 12° to drive it.

Q. If you are using 12° will this be similar to how the mechanic is used in either Colonial Gothic or Thousand Suns?

A. No. Both of those games are different in tone and the type of rules you need are different as well. Both games need — let alone require — rules allowing for Skills, structured combat, and add on features that a game such as Dolphin does not require. The best example of this is Skills. Both Colonial Gothic and Thousand Suns need them. Dolphin does not. Why? For a couple of reasons.

First, the player characters are all dolphins, and because of this, they pretty much are all able to do the same things. What Dolphin will do is merge  Skill Tests in with ability Tests. By that, if you want your PC to fight, it is a Strength Test. Abilities — in Dolphin — set your skills. This is similar to what is done in Toon, but unlike Toon, you will not have a list of skills listed under each ability. Instead, all Tests, are driven by the appropriate ability.

Secondly, these are dolphins after all. I am going for a different tone with this game, and because of this, I do not need the complexity that is found in Colonial Gothic and Thousand Suns.

Q. So what is the tone? You mentioned Finding Nemo before, are you trying to do a game like that?

A. Yes, and no. What I want with Dolphin is a game that allows me to run — and play — adventures that are more drama. I want to run a game that can be more cienamtic, as well as one, that does not bog down the play. What I am doing with this game, and what the players have been doing, is more narrative.

Anyway, this should bring you up to speed on the what and how. Next post will be about the setting.



[Lost Works] Bounty Hunters of the Old World
September 5, 2009, 2:08 pm
Filed under: Games, thoughts | Tags: , , , , ,

This was going to be a larger article, but I never had time to finished. I did run it in A&E when I contributed my own ‘zine, but that was the only time it appeared in public. This also marks the first, and only time, I ever wrote fiction. Anyway, I like the ideas here, I wish I finished it.


Bounty Hunters of the Old World

Night had fallen along the Altdorf-Middenheim Road. It was Ulriczeit, and it was called. The patrons of the Ox Yoke Inn huddled in the common room nursing mugs of mulled wine trying to stay warm. Though the inn was warm, the icy fingers of the winter night had found their way in.

It was late, and most of the room was empty. In an hour Otto Tasker would close his bar and those who bought a night’s rest in the common room could finally get some sleep. Already a few patrons had found a quiet corner of the common room and were sleeping off a night of drinking, or long day of travel.

Suddenly, the front door of the inn opened, and a gust of wind filled the room. Following the wind’s wake a figure dressed in a long black hooded cloak entered. Shutting the door behind him, the man pulled the hood off, and threw it over his shoulders.

The man was trouble. His legs were covered with black leather pants, and a chain mail shirt rested easily over a thick black wool shirt.

Not very big, he was lean, toned and had the look of danger. A sword hung loosely on his left hip, and a loaded crossbow rested comfortably in his right hand. The man’s weather beaten face had a scar racing up from his chin to an eye patch covering his right eye. His black hair, streaked gray, hung like a mane to the middle of his back.

With his one good eye, he scanned the room searching for someone. No one spoke or moved, in fear that the man’s stare would stop on them.

There in the corner, near the fireplace, the man saw who he was looking for. Purposely, he walked the length of the room, never taking his eye off the man. The tread of his boots, and rattle of manacles, was the only sound heard in the room.

“Wendel Castel, you are wanted for the murder of Valentine Eschenheim, Liliane Ladengast, Isabella Pabst, and Adelheid Raab. You are wanted for the murder of two Altdorf City Watchmen, wanted for the crimes of escaping arrest, and wanted for the theft of a Road Warden’s horse. I have a signed warrant for your apprehension,” the man spoke calmly, never taking his eye off the man.

Wendel cursed himself for being complacent. After fleeing Altdorf, he thought he was safe on the outskirts of Middenheim. He would soon get past this one-eyed hunter and go into hiding again. Looking desperately for a way to make a run for it; Wendel sized up the bounty hunter and thought that he could rush past him and escape into the night.

Suddenly a sharp pain spread from Wendel’s chest to his arms. A blanket of cold covered him, he began to gulp for air, and blackness loomed on the edge of his vision. Looking down, Wendel saw a black-shafted crossbow bolt protruding from his chest, and he saw his own blood quickly darkening his chest.

“The warrant did not state you had to be alive. Dead or breathing, it makes no difference to me,” stated the bounty hunter matter-of-factly.

The last thing Wendel saw before departing for Morr’s Realms was a smile of satisfaction break across the bounty hunter’s face. With a thump, Wendel slumped to the table, his blood methodically dripping to the floor.

The hunter went to the body and produced a roll of cloth. Quickly he wrapped it around the body and tied it securely in place. With a grunt, he hoisted the body over his shoulder and walked out the door. No one in the common room spoke, or moved to stop the man from leaving.

Into the cold night the hunter left, and with him his next pay day.


Bounty hunters are not a common site among law-abiding citizens of the Empire. Among criminals, however, bounty hunters are one of the dangers that come with the territory. Bounty hunters are a necessary evil, and if it was not for the conflicting politics of the Empire they might not be needed.

Many choose to become a bounty hunter because they see a profit tracking down bounties. Though a hunter may be well paid, the life of the bounty hunter is a hard one. It is filled with many nights sleeping on the ground and many fights in smoke-filled bars. Tracking down a bounty can cost a hunter a small fortune, and often the cost does not justify the return from the posted bounty. The life leaves its mark on a hunter, and many have scars of poorly bound wounds, or poorly set bones, to prove it. No one gets rich from bounty hunting, and those who do, are usually ones who have gone from being bounty hunters to paid assassins.

Typically people enter the profession tend to be ex-watchman or wardens who grow tired of the low pay and risks of their jobs. After a few years of risking their lives trying to enforce the law, they come to the conclusion that by tracking down bounties, which is equally dangerous, but with higher rewards . Hunters and woodsman find this profession is easy to break into, as hunting people is not much of a change from hunting animals. After all, though humans tend to be smarter then deer, it is not that different from hunting game. In short anyone with a modicum of fighting ability, and the ability to follow a trial or intimidate an informant, can make a living from hunting down bounties.

Saying you are a bounty hunter, and actually being a bounty hunter are two different things. In order to collect a bounty one must be licensed. Licenses are easy to obtain and cost 20 Crowns a year to maintain. All licenses are issued by the local government and bear the signature of a issuing judge and a representative of the local government. With the license a person is able to apprehend, and in the case of Imperial warrants, kill a bounty. If a bounty hunter is not licensed, or if they are working with an expired one, the hunter cannot collect a fee.

There are two types of bounties in the Empire: civil and Imperial. A civil bounty is one that is posted by a private individual or group. Generally if a person wants to keep something private and has the financial means to pay a bounty they will contact a bounty hunter. Civil bounties generally involve such crimes as outstanding debt, theft, and in a few cases having carnal relationships with a wealthy merchant’s daughter. These types of warrants pay very well, but the hunter has to bring the person in alive to collect the bounty. Also, because of their nature, no civil bounty can call for the bounty to be killed. Unfortunately, there is nothing to stop a person from making a civil bounty dead or alive, but the judicial system has shown a tendency to frown on this.

Imperial bounties are a different matter, however, and they are usually the last resort of the judicial system. Not only the Emperor but also by Electors, and lesser rulers issues imperial warrants. These warrants cover any criminal posing a threat to the Empire’s stability. If the authorities are unable to bring a criminal to justice, or find a wanted suspect, a bounty is issued. All that is needed is the signature of a judge, or of a representative of a local government official. Once the bounty is posted, any bounty hunter can take it and attempt to collect on it. Imperial bounties are issued for outlaws, highwaymen, and others who pose a serious threat to the safety of the Empire and her citizens. These bounties are typically paid if the suspect is brought in alive, but in the case of wanted thieves, murderers and rebels, it will be paid if the body is brought in dead.

Both Imperial and civil bounty’s will have a monetary award attached to them, and the maximum amount is usually no more than 200 Crowns. In the case of civil warrants the award has no limits and there are cases where a hunter has collected 500 Crowns. In this case the bounty is paid by a jilted lover who discovering she was being played a fool by an ex-lover having a relationship with her daughter. As mentioned only Imperial warrants can have the “Dead or Alive” stipulation attached to them, and only licensed hunters can collect on them. It has come as surprise to many unlicensed bounty hunters to find themselves arrested for murder after bring in a dead bounty.

Bounty hunters are loners, and it is rare for them to work together. The reason is that most bounty hunters are greedy, and if two hunters bring in their bounty they then have to split the award. Many do not want to do this, being reluctant to share the wealth. There are a few cases of bounty hunters working together, but this is a rare occurrence. Recently, however, is a group of bounty hunters have formed the Pallenberg Agency in Middenheim.

Six years ago, four bounty hunters who saw a market for their service founded the Pallenberg Agency. Realizing that they would never get rich from collecting Imperial bounties, the four decided to create a service for wealthy citizens in the area of security and investigating. The group specializes in hiring out agents as bodyguards for individuals who can afford to pay. Clients are guaranteed the utmost satisfaction and are given the promise that, as long as their guard is one duty, no harm will befall them. In addition agents are hired as security for private functions, and many wealthy merchants in both Middenheim and Altdorf employ Pallenberg as their security firm. The big area of business for the firm is investigations. Those with the means hire the Agency to track down conmen, and those who have wronged them. Pallenberg is expensive, but the results speak for themselves. By relying on contacts and intimidation, Pallenberg Agents have a 90% success rate.



The new game I am working on
September 4, 2009, 5:33 pm
Filed under: Games, Life, Rogue Games, thoughts | Tags: , , , , ,
This is the moleskin that Dolphin currently lives in.

This is the moleskin that Dolphin currently lives in.

I am torn as to where I should post this. On one hand, this can easily be posted over at Rogue Dispatches, because eventually, this game will be published by Rogue Games. However, the game is not even ready yet, and only exists in a very rough stage.

Game?

Oh, I guess I should start at the beginning.

For the past year or so I have been kicking around a game design idea. Said idea, deals with a roleplaying game, different than what I usually do. The game is one that has the players assume the roles of dolphins.

Yes, dolphins.

The game is more narrative than anything I have done, and deals withe players surviving in the ocean, and dealing with a growing threat. Think of it as Finding Nemo meets Planet Earth.

The idea has been kicking around and every few weeks, I get a bunch of ideas and write them down in one of the moleskins. Eventually these ideas reached their limit, and I began writing the game. Now, by writing, I am talking about the bare essentials, and if anything, the writing is more notes than anything.

Finally about four months ago, I ran the game, as is, and much to my surprise, my players loved it. Oh yes, there were many rough patches, but the over all feeling was simple: they loved the idea, they liked the game, and they wanted me to design more. I was far too busy to do anything with this — after all I was in the final stages of Colonial Gothic Revised and tying up the last of Thousand Suns: Foundation Transmissions — but said I would do more with it eventually.

GenCon comes, and as usually happens when I get together with my friends, we start talking about games and game design. I mention Dolphin in passing, and then I see it, more people who dig the idea. It would not be until we’re back in the hotel room that Ariana states rather simply to me:

You know, Dolphin is a game I would want to play.

My wife is not a roleplayer. She loves board games and all types of games, but rpgs are the one type of game she has never showed any desire, let along interest in. Yet, her simple statement, was a shock to my system. Hence, now I am working on a new game, Dolphin.

Ok, with that introduction out of the way, we are now all up to date.

Dolphin is the new game I am working on. I have no idea when it will be released, how it will be released, or when it will be done. However, I know it will be done, and I am working on it. I know this is a game James and I want to release, but there is no timetable with it yet. This is why I am torn about where to post about this game. For now, I will keep Dolphin posts here on my blog. The rough plan I have is to document the development here, and when it is ready to playtest, move that stage, and the rest of the development over to Rogue Dispatches.

I do not know how this is going to work, let alone where it is going, but I am excited about this game. It is something different for me, and I am having fun working on it. All the reservations I had about it are gone, now the fun begins. I can design.



What I am working on
August 25, 2009, 7:09 pm
Filed under: Games, Life, thoughts | Tags: , , , , , , ,

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.



In which the work is done
June 22, 2009, 3:44 pm
Filed under: Rogue Games | Tags: , ,

After a long time in writing, layout and in work, the pre-order for Colonial Gothic Revised is now ready. I am happy to have this game done, and I am also very happy that people can now order the book and get the PDF right now. Here’s the press release that went out early this morning:

(Chicago & Toronto) June 22, 2009: Colonial Gothic Revised is available for pre-order!

Newly revised and expanded, this edition of Colonial Gothic builds upon what has come before and presents new options and guidelines for running a supernatural historical horror roleplaying game set during the dawn of the American Revolution. Also included in the book are three new original short stories penned by Jennifer Brozek.

Beginning today, June 22, 2009, you can now pre-order Colonial Gothic Revised direct from IPR, and in doing so, you get a free copy of the Rulebook PDF now. Be the first to discover the horror lurking in the colonies, and be the first to see all the exciting additions to the game.

The question remains: whose side are you on?

Details

Price: $24.99 (print)/$9.99 (eBook/PDF)
Page Count: 298 page
Size: 6″x9″ b&w softcover

Click here to order now!



Random Thougts
June 20, 2009, 8:01 am
Filed under: Life, thoughts | Tags: , , , , , ,

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.



Graeme Davis is writing for Colonial Gothic
May 6, 2009, 5:19 am
Filed under: Rogue Games | Tags: ,

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.



Rogue Games bids you to enter the dungeon.
April 9, 2009, 5:25 am
Filed under: Games, Rogue Games | Tags: , ,

(Chicago & Toronto) April 8, 2009. The Rogues of Rogue Games is please to announce the launching of Megadungeon.net.

First conceived on James Maliszewski’s Grognardia, Megadungeon.net is an exercise in collaborative dungeon building.

Over the course of the coming weeks and months, the site will present a growing old school megadungeon. Although its native rules set is Swords & Wizardry, available as a free download from Mythmere Games, rules content will be light, making it usable with almost any fantasy roleplaying game. More importantly, the entirety of the content on Megadungeon.net (except artwork and cartography) is designated Open Game Content under the Open Game License. This means that anyone can freely use content from Megadungeon.net as they wish, including their own published products, provided they abide by the terms of the OGL.

More importantly, Megadungeon.net is free of charge — no subscriptions, no fees, no cost. Once content is done and posted, it is there for anyone to use in any manner they choose. In addition, everyone is invited to contribute to Megadungeon.net, providing room descriptions, monsters, spells, magic items, maps, artwork — you name it. The goal of this project is to produce a dungeon resource unlike any other.
So the question remains.

Do you dare to enter the dungeon?



[Rogue Games] Our Pledge to the Gamer
April 7, 2009, 7:44 am
Filed under: Games, Rogue Games | Tags: , ,

So the news about Wizard of the Coast pulling their PDFs and running has hit the web, and gamers are angry. Fear not gamer, because Rogue Games is here, we are still selling our PDFs, and guess what? They are still as affordable as ever, and we still treat you, the Gamer, with respect.

When the Rogues started Rogue Games, our goal was was simple: make our games affordable. We strive to keep our prices low. In addition, we want you to play our games, and we feel that we should not get in your way when doing that. How are we doing this? Simple:

Why all of this?

Simple. We. Want. You. To. Play. Our. Games.

Strange concept, we know, but that is the truth.