Archive for April, 2009
Get “Interface-Zero” and “Shadows of Cthulhu” for just $2 each
0One of my favorite games I never played is True20 by Green Ronin. Recently I learned about two awesome new settings for that game: ”Interface-Zero” and ”Shadows of Cthulhu“. The first is a modern cyberpunk setting, the latter is another take at H.P. Lovecraft’s Cthulhu mythos.
Both settings are currently available at a discount price at RPGNow. For just $4 you can get two complete campaign settings for use with the True20 system.
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I have no idea how long those PDFs will be available at the reduced price, so if you are interested in either game, you should have a look. As far as I know you need the True20 Revised Edition book or the original True20 book and the Companion to play the game. If you are interested in learning more about those games you should also listen to the Atomic Array episodes 05 and 10, because they feature interviews with the creators of Interface-Zero and SoC respectively.
UPDATE: It seems the special sale has ended and Interface-Zero and SoC are now available at $4.95 each.
Guest post: Use Your Weaknesses
3Stargazer and I chat regularly on Google Talk. He’s a pretty cool guy to talk to and our conversations almost always spur me to think about something new.
Earlier this week, we were chatting about he probably wasn’t going to be able to join my online game because of timezone differences. I live in the state of Georgia in the USA and as I’m sure most of you know, Stargazer is five hours ahead of me in Germany. This means my game starts at 1am for him… not too practical.
Then he commented, “my spoken english is definitely not good enough to roleplay.”
This brings to mind that we all, just as general every-day people, have faults, quirks and weaknesses. One of mine that’s always caused me trouble is that I cannot act. Imagine a roleplayer and game master who can’t be anything other than herself to save her life. It’s been a real challenge, especially when attempting to portray NPCs.
Most personality quirks aren’t anything we think about. They rarely distract from the game and most of the time your friends are so used to them that the quirks blend into the background. But what if you’re quirks involve a heavy accent, or the inability to act or do math?
Use it. But to make it interesting, take it to the extreme.
I suggested to Stargazer, that if we could’ve solved the timing issue, he could make a character with a heavy accent. Another idea is one who can write English but not speak more than perhaps ten words of it. It would certainly be something different for most of us at the virtual table.
If you can’t do math, consider a character in a modern game who has so much trouble he can’t even make correct change without a dice roll. Other examples could be a grammar nazi who won’t take a contract with an employer who uses the word “stuff”. A character who habitually interrupts only one other character at the game. A know-it-all on just one subject.
My case is a bit different. Since I can’t act, I always give my characters some really weird item. One loved amethyst and bought it wherever she found it, regardless of cost and another had an armor-plated diary. This seems to be enough to make them stand out a bit so I’m not just playing myself all the time.
By taking your worst weakness and twist it into something fun and new, you’re going to come up with an idea that adds to the gaming experience instead of distracting from it and makes something unique and interesting for the next game.
Creating an old-school map in GIMP
4As you probably remember, the One-Page Dungeon Contest hosted by fellow RPG bloggers ChattyDM and Chgowiz in on. Some people have already started sending in their dungeons, others (like me) are still working on their entries. A major hurdle is creating a proper map especially when you don’t have any drawing skills.

The above map is from a tutorial I found at the Cartographer’s Guild forum. The step-by-step tutorial allowed me to create a nifty map for my one-page dungeon project and I am sure it will help you, too. Please note that you have to register at the forums to view the attached images.
Please note that the One-page Dungeon Contest closes on May 14th 2009 at midnight.
WoW Intervention
4Yeah, yeah, in one of my first posts I wrote that this blog is about pen & paper RPGs only and that I won’t post about WoW and other MMOs. But this video is just too hilarious not to post and I know a lot of my fellow RPG bloggers and readers are addicted to that fine game, so without further ado I present to you “WoW Intervention”:
Via: @NEONCON
The Magical Gnome
3Today fellow blogger VulcanStev has setup “The Magical Gnome“, a Play-by-Post forum, where you can host and join PbP games. The site was created using the the NING social network service, so the site does not only allow you to play PbP games, you have also all the features of a fully-fledged social network. If you are interested sign up here!
I have to admit I haven’t played in any PbP game before, but I am looking forward to trying it out. So, if you are interested, you really should check this site out!
Interview with Chad Underkoffler
4With the release of “Swashbucklers of the 7 Skies” (get it at RPGNow or IPR) a few days ago, I thought this would be the perfect opportunity to ask Chad Underkoffler, if he would answer some questions for my blog. He agreed and so I present to you my interview with Chad:
Stargazer: At first I want to thank you for taking your time to answer some of my questions. Can you tell us a bit about yourself? What was the first RPG you played and what made you enter the “industry” so to speak?
Chad: The first RPG I ever played was BASIC D&D, back in 1981. I continued to roleplay throughout junior high, high school, college, and afterward.
I entered the industry in 1998. I had been participating on a GURPS-based mailing list, and was writing/statting various things for posting there. Someone mentioned to me that my writing was pretty good, and I should submit some of my stuff to PYRAMID ONLINE, the Steve Jackson Games magazine.
I did. They accepted it. I got paid. I wrote something else. They accepted it. I got paid.
I kept repeating that, and eventually gained a regular column on PYRAMID. After that, I started branching out and writing stuff for other games and companies.
Stargazer: The Atomic Sock Monkey Press site only lists you as staff. Is the Monkey King doing all the work alone with his two cats or do you have some uncredited Monkey Minions hidden in your basement?
Chad: Well, for the most part (except for artwork and editing), up until the release of THE ZORCERER OF ZO, I pretty much *did* do all the work myself. Writing, layout, the business end… It was a lot of work.
Stargazer: Recently your latest work “Swashbucklers of the 7 Skies” has been released as hardcopy and PDF. Can you tell us what S7S is about? What makes the world unique?
Chad: S7S is all about style — swashbuckling style! While Justice may be blind, Luck definitely keeps a lookout for flashy and fun folks!
It’s a world shaped like a snowglobe, with floating islands hovering within, and skyships travelling between them.
Stargazer: Now that S7S is done, have you already started working on your next project?
Chad: No, actually. I am taking a long break from “writing or game design with an eye towards publication” — instead I want to play more, design for fun, and write for fun. In essence, a short sabbatical.
Stargazer: For S7S you worked with Evil Hat Productions who are publishing the game for you. When I am not mistaken you self-published all your other games, so what lead to the decision to cooperate with Evil Hat this time?
Chad: I discovered a few years ago that the business and production details weren’t as fun for me as they used to me. I’d gleaned all of the fun and interest I could out of them over that time, which was a useful education.
Also, I realized I just wasn’t as *good at it* as other people… So I went looking for people who are good at it. Thus, my new association with Evil Hat.
Stargazer: When I first read the PDQ rules some time ago, PDQ’s qualities reminded me of a lot of FATE’s aspects. Another system with similar mechanics is S. John Ross’ RISUS. Is this coincidence or was PDQ inspired by FATE and/or RISUS?
Chad: RISUS was definitely an influence on PDQ, if not exactly an inspiration — I’d already banged together a few ideas (inspired by OVER THE EDGE and possibly on misremembered elements of FUDGE, FATE’s precursor) for PDQ on my own before I came across it. But yes: RISUS helped.
FATE — along with ADVENTURE! — has had a couple effects on PDQ, mostly after I read SPIRIT OF THE CENTURY. You can see the influence on the basic game engine of PDQ when you look at PDQ#, the freebie version of S&S’s rules.
Stargazer: PDQ has a quite interesting damage mechanic. Can you tell us a bit about that and how did you come up with the idea?
Chad: Hit Points are boring. I wanted something that was not boring. I also wanted some player choice in assigning damage. I wanted a player to be able to sacrifice elements to keep going. I didn’t want an immediate death spiral.
When you take damage, you reduce one or more of your choice of Qualities. This permits a player to attempt to keep his or her character’s effectiveness optimized for whatever conflict the character is in as long as possible. (As Rob Donoghue has thumbnailed it: “You can punch Spider-Man in the girlfriend!”)
Stargazer: S7S is not the only game that uses the PDQ rules. Could you give us a small overview over the other PDQ-driven games?
Chad: From ASMP:
Dead Inside – You’ve lost your soul. What will you do to regain it?
Truth & Justice – Simple. Speedy. Super.
Monkey, Ninja, Pirate, Robot – A simple, silly fighty game.
The Zorcerer of Zo – Fairy tale adventures in the zantabulous land of Zo.
From other companies:
Ninja Burger – The world’s only fast-food chain run by ninja is looking for new recruits!
Questers of the Middle Realms – The lighter side of fantasy gaming. In less than 80 pages.
Jaws of the Six Serpents – Sword and sorcery, and the darker side of fantasy.
Stargazer: With S7S you took an Open Design approach and blogged about the development process. How did this approach change the way you work on a new game? Are you going to post about your next project, too?
Chad: The biggest change, I think, was a certain reduction of the pressure I put on myself. You know, keeping my next secret project secret, and stressed because I couldn’t really talk to anyone about it. All that, and I sometimes got really useful comments!
When I get back to it, yeah, I probably will.
Stargazer: During the last years a couple of companies have jumped the OGL bandwagon and released their rules system under Wizard of the Coast’s Open Game License. PDQ is still pretty much closed although you give away the core rules for free on your site. Do you have plans to release the PDQ core rules under an open license in the future?
Chad: Actually, it’s better to say that PDQ is a FREE BUT CLOSED license at this point. That means that basically I need to see what the heck people want to put out commercially under it, before I give permission to do so. Add in system credit and a free ad page for ASMP, and that’s all I ask for.
However, for my part, I give licensees several things: access to a private email list of other licensees or potential licensees, my personal insights into gaming and game design, an established game brand, and whatever attention I can bring to their work.
Stargazer: And what is your stance on fan-created works based on PDQ?
Chad: Love them. Buy if you want to sell something, drop by and ask for a license.
Stargazer: Recently WotC stopped all PDF sales because of piracy. Have you had any problems with piracy of your products so far and are you thinking about going print-only, too?
Chad: I have no idea if ASMP’s PDFs have been pirated. Most of them are pretty cheap as it is. But it’s possible.
Listen: you’re not going to be able to stop pirates from pirating. So why blow a gasket about it. Stop it when it comes to your attention; defend your IP; but no measures will stop someone from scanning a hardcover book if they really want to.
Going print-only would be economic suicide for a micro-publisher — make that a NANO-PUBLISHER — like me. PDFs are the most cost effective products I make.
Stargazer: Thanks for answering those questions and enjoy your sabbatical!











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