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What about Don’t Rest Your Head? A review…

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Two weeks ago I got to play a new game. It’s not something I do as often as I would like, so when a friend wanted to try a new RPG I jumped at the opportunity. He gave me the book to read and that was my first contact with Don’t Rest Your Head.

If you don’t know about it, in Don’t Rest Your Head you play an insomniac who has discovered the existence of another world, one that coexists with our own, known as the Mad City, full of terrible and dangerous things. You also possess extraordinary talents and can do some things to the peak of human capacity, and there are other things you can do that are just beyond the realm of mortal men. But you can interact with this world and use your powers as long as you don’t fall asleep so, Don’t Rest Your Head!

As I read it I thought this is a very modern sort of horror rooted on our existential fears. It has a very interesting task resolution mechanic, combining different color dice for different aspects of the character’s nature or conditions. Character creation is through a character questionnaire that serves both to define the character for the player and as a tool for the GM to create stories. All presented in a well written concise little book. (more…)

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Review: Open Versatile Anime RPG

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OVA cover Some time ago I purchased the OVA RPG on Lulu. Much like the better known “Big Eyes, Small Mouth” it’s a multi-genre roleplaying game meant to bring the tropes of Japanese anime to the gaming table. I would not call myself an avid anime fan, but I’ve seen a few movies and TV series that I really enjoyed. And so it’s no surprise I eventually picked up a anime RPG.

Some years back I picked up a copy of the aforementioned BESM but I found it a bit too crunchy for my tastes. As I’ve mentioned several times before, I prefer rules-lite games. And although BESM is extremely versatile and can be used to run games in any conceivable genre, it was not was I looking for.

More recently I heard about OVA and decided to give it a chance. And I haven’t regret this decision. The digest-sized softcover book contains a very versatile but still easy rules system. Even if you are not into anime per se, OVA could be an interesting alternative to other multi-genre games. When you buy the book directly from Lulu it sets you back $29.95. This is a bit expensive for my tastes, but on the pro side, OVA has a lot of anime charm, great artwork and it’s full-color.

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WEG: This is the end

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OpenD6 I never thought this would happen, but it seems Eric Gibson, owner of West End Games, will be selling TORG (and probably other properties of West End Games as well). According to an interview he gave to the Wild Die blog, TORG is already in the process of being sold, but he doesn’t know if the new owner plans to rerelease it under the original system or a new one.

The rights to Septimus will be returned to Bill Coffin, while the Open D6 game will be given to the community. As he stated in on forum post at the WEG Fansite, he wants to make changes to the OGL that allows the community to make use of the D6 system text copyrights, as well as the Open D6 trademark.

According to what he said in the interview, WEG will be closed when all the properties have been sold off. This is definitely the end of an era! I have criticized Eric Gibson several time before, but this time, I have to congratulate him for this decision. It takes a lot of strength and courage for a step like that and I wish him all the best for his future.

Cataclysm

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This is a rerun, it was originally posted on August 28th, 2009.

From Wikipedia:

The cataclysm is the Greek expression for the Deluge, from the Greek kataklysmos, to ‘wash down’ (kluzein “wash” + kata “down”). Its analogue is an ekpyrosis (conflagration). It has also been used to describe events such as the Flood, the destruction of Sodom and Gomorrah, and the tenth plague of Egypt. The modern usage of cataclysm is mostly confined to geological phenomena of high significance, such as the destruction of Pompeii, the Tunguska event, or the 2004 Indian Ocean earthquake. Today the word is used to describe catastrophes of extreme devastation and magnitude.

Image courtesy of NASA Cataclysmic events have always been popular in fantasy roleplaying. There’s more than one campaign setting that actually started when one world ended in a cataclysm (like the shattered worlds in Swashbucklers of the Seven Skies or Sundered Skies for example) and was transformed to something new. If you think about it, cataclysms of all forms are a classic staple of fantasy.

Cataclysms are also used to help explain changes that were necessary when you want to bring a popular setting from one edition of a game to another. In order to make the world of the Forgotten Realms compatible with D&D 4th Edition the designers came up with the Spell Plague that not only helped explain the changes to how magic works but also allowed them to change geography, introduce new races and destroy whole nations.

So, why not make the use of this technique in your campaign? But beware, any cataclysmic event can easily make your game jump the shark. But if done right it can reinvigorate a campaign that had gone a bit stale over time.

Especially in fantasy worlds a cataclysm can have many forms. Natural disasters like a flood, eruption of a volcano, a tsunami, an earthquake, the impact of a meteor or comet always work. But there can also be magical cataclysm where the whole world is torn asunder but somehow survives or new continents arise in mere minutes. Another popular method is to let two planes of existence overlap which could lead to all kind of changes to an existing world. Just think of the background of WEG’s TORG.
Your cataclysm can also be a man-made desaster like a terrible war or an experiment gone awry.

Preventing the impending Cataclysm could be the goal of a whole campaign. The world is about to end and the player characters are the only one’s who can prevent it. Or the cataclysm just happened and the player characters are trying to rebuild their world.

Alas cataclysms are a bit tougher to pull off in SF settings. Something that threatens a single world for example is just a minor inconvenience in a star empire that stretches millions of worlds for example. In order to shake a far futre SF campaign you need bigger threats like a change in hyperspace disrupting hyperspace travel, an advanced computer virus that destroys the infrastructure of whole star empires, a terrible extra-galactic foe that devours whole worlds or leaves whole planets barren and lifeless. But even in a SF setting the impending end of the world as you know it can be an interesting premise for any campaign.

So, have you ever used a cataclysm to start, change or end a campaign? Or have you played in a campaign where a cataclysm was a major theme? What are your thoughts on this? Please let all of us know in the comments below!

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Maps, maps, maps! A trio of reviews… Part 3 – Map Packs

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On the last leg of this review of mapping aides and tools I use for my D20 games lets talk about Maps Packs. This little shrink wrapped treasure throve may look unassuming in the gaming store shelve, but once you open them you have a set of tiles you can arrange to create a large combat scene.

According to the Paizo website, the company that publishes the Map Packs under their GameMastery line of products, each pack has 18 5” x 8” tiles. I’ve never counted them! I’m always too excited looking at the possible combinations to tarry on the number of tiles. Depending on the pack the possible arrangements vary. Some can be used to create truly large maps, others can be combined to form different smaller scenes, and they are varied enough that you can get a decent set of combinations from each pack. I’ve used some different packs together to create some nice variations of terrain and interesting combinations.

The cartography on the tiles is excellent, as good as the one in Flip Mats or Dungeon Tiles. They have some great details and the type of sets available offer a great variety of settings. Just look at the list of 29 Map Packs in the Paizo Store (some are available for pre-order) to get an idea. I’ve used the Waterfront set in conjunction with the Waterfront Tavern and Ship Flip Mats to create a large docks map for my campaign.

Be aware that they are printed thick paper, but paper nonetheless, so they are susceptible to spilled soda or moist surfaces. They can also be blown over by a strong breeze or moved accidentally causing the entire map to shift. One solution for this is double sided magnetic tape! Since the back of each tile is blank, I place small pieces of magnetic double stick tape in the tiles and then place them my magnetic erasable board and it worked like a charm. Another option is to laminate them but the ones I did laminate warped a little bit after I stored them.

Like all the other maps I’ve reviewed over the last three posts be prepared for the players to move beyond the edges of the map. I usually lay them down on the battle mat and map details around the tiles, like I did in the picture in this post. That encounter was put together for my old D&D 4th edition campaign using the Caravan set and my magnetic erasable board battlemat.

I think all three mapping aides I’ve reviewed,  Flip Mats, Dungeon Tiles and now Map Packs would work well together, in fact writing these posts has given me the idea of designing one big mega adventure using all three. Now let’s see if I manage to pull it together. I’ll keep you posted if I do.

Be sure to send me other tools and ides you use for mapping, I’m always on the look out for new things to try. Thanks for reading!

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Maps, maps, maps! A trio of reviews… Part 2 – Dungeon Tiles

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Continuing my reviews of the map aides I use for my games. On my previous post I talked about Flip Mats. Another great tool is Wizards of the Coast’s Dungeon Tiles. What can be said about them, that others have not said before?

Wizards had the great idea of printing map tiles for different settings, ruins, dungeons, caverns, woods, and even giant sized locations! They come in a nice thick precut cardstock that feels almost like game board material, and you can arrange them in different configurations, giving you myriad possibilities for combining them. Each set brings some suggestions on how to arrange the pieces, but play with these babies and I assure you will be making all sorts of cool interesting dungeons.

There was even a set for the Star Wars RPG that was so useful I got two copies. Ok I’ll admit it; I’ve gotten more than one of many of them…

They are cheap for what they offer, the suggested retail price for the latest sets is $11.95 and for all you can do with them I think they are a steal. I’ve even written on them with dry erase markers and the writing has come off easily. I’ve avoided certain colors that have been difficult to remove form other surfaces, like green and have NOT left the marker on the surface overnight, I always clean them right after using them, so be forewarned, don’t blame me for damaging your precious Dungeon Tiles!

My biggest problem using them is the sheer number of options all these many tiles and pieces offer me. It can be overwhelming! I plan my encounters ahead of time, but the flow of the game sometimes dictates a change of pace or location, and when that happens, putting tiles together in a new configuration can be complicated.

They are great for dungeon crawls and for sessions where you can plan the locations well in advanced and can put the tiles together before hand. When I’ve used them I normally build the set pieces with the different tiles and then put them in zip lock bags labeled according to the encounter name or number. I think using an appropriately colored mat to place the different pieces gives a nice sense of place and combined with the blank side of Flip Mats (see the previous post for details on Flip Mats) you can build even more varied and diverse encounters.

For more spontaneous games where encounter can happen unexpectedly they are a little less useful. I know that as a GM you can create the illusion of spontaneity with careful planning but as a storyteller I like to give myself some leeway and room to improvise and integrate the feedback of the players and how they interact with the story.

Storing the tiles and sorting them out for game prep has been a chore and I think that may be the main reason I don’t use them more often. There are some great suggestions out there on the Internet on how to store them; I currently do it like Mike Shea suggests on Sly Flourish and Newbie DM shows in his video (watch it, its funny!).This post in the EN World Forums also has a GREAT idea for storing the tiles.

Newbie DM also has great posts, including video, on how to use your Dungeon Tiles in 3D (no special glasses needed), as well as putting together the 3D pieces from Harrowing Halls, HIGLY recommended!

Well that’s about it for Dungeon Tiles, they are a great resource that allow you to mix and match pieces to create your own battle scenes. Next post, Map Packs!

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Jess Hartley interview

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I recently had the chance to ask a couple of questions to prolific novelist and game designer Jess Hartley. If you are interested to learn more about her works check out her website and blog.

Jess Hartley Stargazer
Greetings! At first I want to thank you for taking the time to answer a couple of questions about your work with us. Could you please start by introducing yourself to our readers?

Jess
Hi, Michael! Thanks for taking the time to interview me! Let’s see, introductions, eh? Well, we can start with the easy stuff. My name is Jess Hartley, and for the past 10 years or so, I’ve been a professional novelist, writer, editor and game developer. While I’ve been published in a wide variety of mediums, from greeting cards to magazines, most of my most well-known work has been in the roleplaying game industry. I’ve done extensive writing for White Wolf Games in the past 7 or 8 years, working on everything from novels to setting material to game mechanics. I’ve had the pleasure of working on at least one game product for each of the New World of Darkness game lines, as well as Exalted and Scion. I’m probably most well known for my work on Changeling: The Lost , both the core game and many of the supplementary materials. Recently, I’ve begun to branch out a bit more. Last year I worked on Supernatural Adventures (based on the television show, Supernatural) for Margaret Weis Productions, and was part of a game-related horror collection, “Buried Tales of Pinebox, Texas” which recently won Preditors & Editors Fan Awards for best anthology. I also contributed to upcoming products such as Green Ronin’s Family Games: The Best 100, and to Will Hindmarch’s book about gamers and their dice, “The Bones”.

One Geek To Another But I’m not just a game writer. I write a regular column entitled “One Geek to Another” which focuses on etiquette, ethics and advice for the modern geek (gamer or no) and I’m currently working on a non-game related fiction experiment called “The Shattered Glass Project.” It’s only been going on since the first of Spring (March 21, 2010) but I’ve been very pleased with the results so far.

Stargazer
What was the first roleplaying game you’ve played and how were you introduced to the pen & paper hobby?

Jess
The first roleplaying game I ever played was the Red Box D&D set (which we bought off the shelf at Toys R Us). A good friend of mine, who unfortunately lived too far away to actually teach us how to play, had mentioned gaming and it sounded intriguing. I decided to grab the basic game and give it a try. I’m afraid I wasn’t a very good DM at the time; I literally had no idea what I was supposed to be doing. Luckily several years later my friend and I ended up in closer proximity, and he taught me the groundwork of being a good player and a good DM.

Stargazer
What is currently your favorite roleplaying game and do you play in a regular group?

Jess
My current favorite RPG is whichever one my friends and I are playing at any given moment and having fun with. While, as a writer and game creator, I can definitely appreciate the value of well-created setting, elegant rules and fun core materials, I think that a good group of people can play even a poorly created game and have a good time, and that’s really what playing RPGs is all about for me – having fun with my friends.

That being said, while I live in a very remote area of Southeastern Arizona (I can see the Mexican border from my back porch) I’m fortunate enough to have a nice group of LARPers in the next town over, and a great community of tabletop gamers two hours away in Tucson. So I LARP on a semi-regular basis with the Nomads of Twilight in Sierra Vista, Arizona, and get the chance to play tabletop games on a little less regular basis with the Southern Arizona Gamers Association (SAGA) in Tucson.

Stargazer
In August of 2009 you helped create Geist: The Sineaters. Can you give us a short description of what that game is about and how it’s different than Wraith: The Oblivion? What was your part in the design process?

Jess
GenCon 2009 Geist: The Sin-Eaters was released at GenCon in August of 2009, but the actual creation process of it began almost a year earlier (at least my part of it – the early groundwork probably was done even before that!) Until I started working in the industry, I didn’t realize how long the process of creating a game can take, so I always like to mention it, so that gamers will recognize the months (and in some cases years) of hard work that goes into creating something that reads and plays like it’s simple. But, enough about that, you wanted to know about Geist!

In Geist, you’re playing a character who was entirely human, although chances are they may have had a little “connection” with the supernatural. Maybe they were one of those folks who was haunted by a poltergeist when they were younger, or they were visited by their Grandmother, only to find out that she’d died the day before. Nothing big and powerful, but their lives were somehow touched by the “other side”. Then, they die… or almost…. On the verge of their becoming “really most sincerely dead”, they’re contacted by a Geist – kind of an archetypal ghost – who offers them a choice. Merge with the Geist and get a second shot at life. Or, refuse, and go on to whatever fate awaits them. Those who agree to the Geist’s proposition become Sin-Eaters. They look human. They feel human (mostly). But they’re not just themselves any more. They have this ghostly symbiote, with its own drives, goals and opinions. And with that symbiote comes an intimate connection with other ghosts, the Underworld, and Death itself.

Geist and Wraith differ in many ways. Like all of the NWoD games, Geist leaves the building of a metaplot up to the Storytellers and players. We tell you what exists, you decide what came before, what’s happening now, and what will come in the future. But more specifically, in Geist, you’re playing (predominantly) characters in the mortal world. You’re still tangible parts of human society, rather than ethereal onlookers who spend most of their existence in a ghost-populated realm. While Sin-Eaters can travel to the Underworld, their day to day life takes place mostly in the “real” world, and the challenges of being a mortal who is surrounded by (and can constantly perceive) the restless dead around them.

Like most White Wolf core games, Geist was created by a core team of writers led by a developer; in this case, there were nearly a dozen (I believe) folks on the team, all held to task by the “iron fist” of prolific and talented White Wolf developer, Ethan Skemp. In terms of what I specifically did for Geist, I got to work on some of my favorite aspects: antagonists and setting. I did the majority of the New York Setting, including the sample krewes as well as a good portion of the antagonists earlier in the book. It was a really interesting project to be a part of, and a great team of creative minds to brainstorm with.

Stargazer
Among the games you’ve worked on is Hunter: The Vigil. What’s the difference between this game and its predecessor Hunter: The Reckoning, aside from updated rules?

Jess
Hunter: The Vigil One of the awesome things about working on Hunter: The Vigil is that the team included those who had played the earlier incarnation of Hunter and loved it, those who had played it and weren’t crazy about it (okay, I’m being diplomatic – we had a few Reckoning haters on the team) and those –like me—who had never played the earlier version. So I’m probably not the best person to give an in depth comparison and contrast on the two games. What I’ve heard from those who are more familiar with Reckoning than I am, is that by removing the inherent singular background/motivation from the Hunter paradigm (IE: not all Hunters in Vigil are servants of some higher power embued with strengths because of their holy destiny to destroy the supernatural) we created a game that was much more versatile and allowed for far more diverse play styles than the original Hunter did. Specifically, the three Tiers allow for characters that range from “gang of guys defending their neighborhood from werewolves with shotguns and baseball bats” to “high powered military units that harvest and implant supernatural bits into themselves to get the “edge” on their enemies”. While I don’t know whether this was a part of Hunter: The Reckoning or not, I’m also very fond of the “to defeat the monsters, I must become a monster myself” aspect of Vigil. The blurred lines between “good” and “evil” are a very tasty moral playground to me.

Stargazer
Aside from being a game designer you are also a novelist. Can you tell us about your past, current projects? What’s the Shattered Glass Project all about?

Jess
In Northern Twilight My first novel, In Northern Twilight, was also my first foray into the roleplaying game industry, professionally. Set in White Wolf’s Exalted game setting, INT was a great opportunity for me to really dive in to the industry. I was totally inexperienced, and sometimes I’m amazed at how much I didn’t know about writing professionally, or the gaming industry, when I got started. It’s one of the reasons I’m very dedicated to being a resources to aspiring writers now; if I can help someone avoid some of the pitfalls I stumbled blindly into, I totally want to do so.

After In Northern Twilight, I was invited to write a second novel for White Wolf, this one set in their upcoming (at the time) Werewolf: The Forsaken game setting. And, while that fiction novel series was cancelled before any of the books were published, because I was familiar with the yet-unreleased setting material, when Ethan Skemp needed someone to fill in on short-notice on Predators (a W:TF Supplement), he asked if I’d be interested. From there, I spent the next 6 years or so pretty much writing full time game material for White Wolf.

Recently, I’ve decided to branch out some. Along with doing freelance writing and editing work for other game companies, I’m also shopping around my own original fiction novel, La Serenissma, which is set in an alternate history version of Southeastern Europe in the 16th century, and weaves together a plethora of obscure myths and bits of folklore into an elegant and epic tapestry of love, betrayal and revenge.

shatteredglassproject_sm2 The Shattered Glass Project is another original fiction effort of mine, although something a bit more edgy and experimental. I’m writing a modern fae short story, and rather than putting it in an anthology or shopping it around to mainstream publishers, I’ve opened it up to Patronages for a limited time period (Spring of 2010, March 21-June 20th) Basically, during that limited time, folks can support the work at one of three levels of financial Patronage, and each level comes with its own benefits. All Patrons will (unless they object) be personally thanked in the Acknowledgments of the story. And only Patrons will have access to the story, in its entirety, for one year from the inception of the project (so, until at least March 20, 2011.) While I will retain copyright, for legal reasons, the Patrons will truly own the only full copies of the story – they will be the only ones who know the tale.

Virtual Patrons will receive an electronic (.pdf) copy of Shattered Glass. I wanted to be certain that there was a level of Patronage that was affordable to virtually everyone who was interested. As a friend of mine put it, we can’t all afford to support an artist or writer on our own as noble families did in the Middle Ages, but by pooling our nickels and dimes, we can help support those whose creations we value.

The next level of Patronages are Artisan Patrons , who will receive a limited edition physical copy of Shattered Glass, hand-numbered and autographed, with an inscription if they’d like. As part of the experiment, I’m doing research into how to make sure that the physical copy is really something special, rather than just a run-of-the-mill paperback like you’d get off the shelf at your local book store. There’s a lot of options I’m exploring, so the final product will depend on how many Patrons become a part of the Project, and how large Shattered Glass as a written work, ends up being. Regardless, I’m really committed to making it something special.

The final level of Patrons–Personae Patrons– not only receive a physical copy of the story, but actually get their name and likeness (or the name and likeness of someone they bestow the Patronage on) as a character in Shattered Glass. The response to the Personae Patronages was so overwhelming that I had to close them after only 24 hours in order to do justice to those who had so enthusiastically committed their support at that level. So, while I’m taking names of those who are interested in future Personae Patronages, the Personae for Shattered Glass are complete. Virtual and Artisan Patronages, however, are still open, and will remain available until June 20th, 2010.

Stargazer
What would you recommend to someone interested in working in the RPG business?

Jess
I think the most important advice I can give to someone who is interested in entering the RPG industry is to treat it like the business that it is. So often, we want to work at doing what we love, which is wonderful – so long as we remember that it is still a career. Professionalism, punctuality, politeness – those things will go a long ways towards springboarding your talent, be it writing, art or game design.

As well, never underestimate the power of networking. Getting face-to-face connections built, through conventions, trade shows, gaming events and the like, can be invaluable to your career as an aspiring game professional. I talk about this extensively in a series of blog posts I originally wrote before GenCon last year. They can be found for free on my website (under the non-fiction menu) or a more complete version with a plethora of additional resources can be purchased as a .pdf product through DriveThruRPG, Indie Press Revolution or the Paizo website. It’s called – Conventions for the Aspiring Game Professional (Cons for Pros) and retails for the whopping sum of 1.99.

Stargazer
Some people think that the pen & paper RPG hobby is in decline and being replaced by computer and video games especially MMOs. What is your stance on that issue?

Jess
Jess as an undead prom queen at the Zombie Homecoming at Rincon 2008 I think that it’s indisputable that the RPG industry isn’t selling the same massive print runs that it was turning over in the height of the ‘90s. However, whether it’s “in decline” really depends on how you define that term. I think that the breadth and depth of pen-and-paper RPGs that are being produced today vastly outweighs any time in the gaming industry’s history, in part due to the advent of indie games and small press publishers. The widespread availability of cheap and powerful technology is truly putting the ability to be a game publisher in virtually anyone’s hands (with all of the positives and negatives that that may entail) which means I believe there are more small or indie publishers than ever before. It also gives more traditional publishers the ability to produce products that once might not have been feasible for release because of printing and distribution costs (such as White Wolf’s SAS line or Flames Rising’s Instant Antagonists). Because of the reduced production costs of .pdf and Print On Demand products, there’s a whole sea of new materials out there that might have never seen print at any time in the past. And, with online retailers and resources like IndiePressRevolution or DriveThruRPG, the average gamer has access to more materials than ever before, at the click of a mouse.

Video games and MMOs may have had a part in the changing face of RPGs, but I think it’s an exciting time to be a pen-and-paper gamer and a part of the non-pixelated gaming industry, and I’m proud to be both.

Stargazer
Thanks again for taking the time to answer my questions.

I wish Jess all the best of luck with her current and future projects. It was an honor to do this interview and I am sure we’ll hear more from her in the future.

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