Wednesday, June 5, 2013

Fill Blog Wednesday!

I've been extremely busy with work which has been spilling into over time, and from the second I get home right up until his bed time my son has been absorbing my time. He turned 18 months as of May 25th, but his development is moving along at an insane pace. The kid's running, sprinting and his latest trick is the ability to open doors, which has of course led to an escalation in out-of-reach locks for the front door. His ability to understand is amazing, considering he's still focused on speaking single words, but his selective hearing when it comes to "doing what I want to do" vs. "what mom and dad are telling me not to do" is amazing. He's a stubborn and determined little fellow.

Marcus has decided he will drive

Marcus balancing on his rocking horse (yes, I dragged him off immediately after snapping the photo)

Marcus meets the candy bear in Old Town (and tries to free him from his shackles)

So I haven't built up a ton of blog content lately (I usually have a variety of pre-loaded blogs to cover for weeks I'm too busy to stay abreast of things). Hopefully this weekend I'll have some time for updates, but for now another rare "family blog."

On gaming news....the only real news is that Ultimate Campaigns for Pathfinder should arrive at my FLGS this week, and it sounds really neat. I'll talk about it more if it looks like the book has a broad universal appeal to more than just Pathfinder fans (I have a feeling it does, we'll see).

Also, for reasons not entirely clear Guild Wars 2 sucked me in finally and I think I'll be focusing heavily on that for a while. Other than that....some more graphic novel reviews on some of the other New 52 DC universe books I've picked up, and maybe another movie review or two. I may even get back to writing about games, still have some partially completed content I was working on for B/X D&D as well as Magic World.

Till then....back to work for me!

Tuesday, June 4, 2013

More Wisdom from Sterling: Just substitute "Focus Groups" for "Playtest Groups"

Fair warning! Jim Sterling can either be hysterically amusing or banally irritating with his videocast personality, depending on your tastes. Don't let his persona get in the way of sound wisdom. This video talks about the problems in the video game industry with focus groups changing the style and direction of a game, and subsequently wrecking the title as a result because what a focus group says it likes and what those people actually like are far too often very different things.

I think there's more than a nugget of truth here and I also think if you substitute "playtest groups" or "survey groups" for "focus groups" you get some eerily predictive results on the way development for D&D Next is going. And keep in mind I'm enjoying the D&D Next playtest at this moment, but not without the caveat that the game is nowhere near being competitive enough to usurp my continued dedication to Pathfinder.

EDIT: Hey, Escapist, turn off aut-play in your embedded script!

Here's a link to the site instead, since I HATE videos that start playing automatically.

Anyway....something to think about with regards to both the video game industry and the implications of what's happening with DDN. The similarities are a bit too close for comfort, I think. My hope is that the analogy is ultimately faulty....that a playtest group, and the people responding to WotC's surveys are actually more involved and more representative of the overall gaming crowd for D&D. I am pretty sure a very small percentage of people are actually playtesting DDN, while the rest act out and cast judgement after a quick read-through of each packet--if that--or sit around armchair designing with spherical cows all day long.

Monday, June 3, 2013

Review: Zombie Pulp



Right off the bat: this was a fantastic read. It might not be for everyone, but if you happen to really enjoy visceral, gore-soaked pulp fiction full of zombies, murder, revenge and madmen then Zombie Pulp is barking up your hangman's tree.

Tim Curran is a prolific author, who has perfected the art of horror fiction, with an especially keen sense of both pacing and a talent for descriptive gore. His zombies are very...meaty....and his descriptions of monstrosities make them hard to forget and easy to visualize. He's got exactly the sort of talent for writing this sort of fiction, and it really pays off.

Zombie Pulp is a rare collection of short stories in that every single tale in this volume was at least enjoyable and worth reading. I rarely encounter a collection like this, where I skipped nothing, it was all captivating. That's pretty unusual. Even if you obsessively read every story in a given collection, it's often with the sense that maybe...just maybe...some of those stories were weaker than the others. Not so here. The weakest tale in Pulp Zombies is still heads and shoulders above the zombified competition.

Here's a run down of what the book offers to pique your interest:

Shelter: A holdout in the zombie apocalyptic wasteland barters with life by offering up victims through a lottery system. Is Doc, the head of the compound, just cruelly earning his own life and using survivors, or is there something else at work here? Creepy zombies with a habit of speaking their mind like undead Torrets victims.

Corps Cadavre: An inmate at a prison gets light duty on the graveyard shift at the mortuary, which is freshly stocked from the latest round of riot victims, heart attacks and more. The problem is, there's a guy who takes that shift and has done so for decades, and he's got a unique way of disposing of the corpses.

Emily: A mother is obsessed about her recently deceased daughter, and seeks a means of bringing her back from the dead. She succeeds, of course, and because this is a zombie anthology there are no miracles involved in this process. Mother spirals into madness as daughter learns what it means to be one of the living dead.

Dis-Jointed: Revenge from the grave as some hit men deal with their victims through a process of dismemberment and burial in the deep woods, only to find that they're next on the hit list.

Piraya: Zombie piranahs, need I say more? Second goriest tale in the book behind Mortuary.

They Walk By Night: A private eye and a detective run into a problem when recently deceased criminals start popping up again, and they think it might be tied to a recent serial killer that they caught, and who died in prison unexpectedly. Good noir feel mixed with zombies.

Mortuary: This was an interesting and weird tale, written I feel for its obsession with utter and total gore, and a complete lack of interest in keeping any protagonist alive. A Waco-like scenario is unfolding as the ATF prepares to bust into a suicide cult complex that may or may not be well armed. What they get is....zombies, of course. Probably the goriest tale in the book.

Euology of the Straw Witch: A tale of the old west....or maybe just a very economically depressed backwoods town (just occurred to me that the exact timeframe of this tale is a bit ambiguous, although it's definitely sometime before 1940, I'd say), about a man who misses his mother so much he seeks out the help of the mysterious straw witch to bring her back, with the expected results one might imagine in a tome of this title.

Monkey House: A story which answers two questions: first, why not primate zombies? And second, why you should never leave your hardened post-apocalyptic bunker just because it's been weeks since you've seen a zombie. Although the gore level on this one was through the roof, a lot of it involved depraved simian zombies and therefore wasn't quite as disturbing as a few other tales...but that said, this one managed to hold an abundance of excessive grotesquerie.

The Mattawan Meat Wagon: the story here is similar to Shelter (and could take place in the same universe for all I know), this time about survivor towns which periodically load up the sick and elderly and drop them off in the big cities where the zombies have overrun everything. A driver and his rider, a young man, are about to meet some unfortunate turn of events in the course of this action. A pure gore fest, I felt there were some missed opportunities in this story. Without trying to spoil it, the boy who takes off in town just sort of...dies....and I really felt that was leading somewhere, since he was originally from that town. When it didn't, I was disappointed.

Morbid Anatomy: A lengthy novella tops off the collection, focusing on an interesting spin-off from Herbert West's time in the Great War. The story is told in two parts, which eventually converge (while still remaining essentially separate), bouncing between West's aide and assistant Hamilton, who manages to maintain an affect of mild contempt for West's activites with restoring the dead to life, even as he helps support the vile doctor; on the other side if a war reporter named Creel, who has an unhealthy obsession with death and is finding even the Great War or WWI is perhaps too much for him. This was a great tale because not only was it the slowest of the lot in terms of pacing, it was also a bit stingy n the gore. When the zombie element enters the picture, it's in contrast with the horrors of what has already been happening as a recourse of World War I's notoriously dehumanizing and destructive course, which makes for a fascinating juxtapose. When Tim Curran dabbles in Lovecraft his own spin really makes it special (see the Hive series for another example) and this is no exception.

Love gore-drenched zombie horror? Get this book! At times it reminded me of the golden age of EC Comics, brought into the literary medium. If one tried to classify this in terms of current genre form, I'd label it one part splatterpunk, one big part zombie fiction and a dash of Lovecraft for good measure.

A+++

Available here at Amazon.

Friday, May 31, 2013

BRP Mecha - First Look

In responding to a question about it at rpg.net I realized I ought to put my answer on the blog for anyone interested in this PDF:



I bought the PDF of BRP Mecha yesterday, plowed through a good chunk of it last night. So far it's a good read, and has a decent set of build mechanics for making mecha of the "super" and mundane variety (Voltron vs. Gundam, essentially). It's got a short campaign setting and scenario in the back. The core conceit of the mecha rules is a matter of taking the BRP rules and scaling them up to "Mecha scale" which is a 10:1 vs. normal BRP scale in terms of translation (so a lot like I recall Mekton Zeta handling this).

The game has a lot of cool build options for mecha, but does not work on a point-buy system, favoring a "setting driven" design approach instead: build to need, essentially. This is about on par with the BRP philosophy. It would have been nice if a point buy option had been included for those GMs who wanted to run a campaign where players have direction and control on building their mecha, but the design goal of a pointless design mechanic was to discourage an obsession with balancing everything (which runs counter to the thematics of most mecha anime, I suppose).



The character updates are a bit leaner, but it adds new skills, a discussion of the different poweer categories as they relate to the mecha genre (psionics, mutations, super powers, magic), rules on motivations, and fate points (which function more like hero points in other games as get-out-of-jail" points you spend to avoid distaster and do cool stuff). The fate points add a cinematic flair and help avoid the "brutal, senseless death" element BRP can be known for.

Artwise it's alright, with a decent cover and lots of anime-flavored black and white interior art. About the same level as old Mekton books, I suppose. Overall editing appears to be good so far...I'm no pedant, but I also haven't encountered any measure of unusual typos or evident errata. The book's design is nice looking, although black-bordered side bars might be printer ink intensive for those who print out copies of their PDFs.

Throughout the design of this book I felt there was more than a little Mekton influence showing. It reminds me of what I might imagine Mekton would look like had it been designed for BRP. That's not a negative.



The book did lack content for character-specific features (new human equipment, for example) although it has detailed vehicle rules. It lacks specific material on introducing cyberpunk or transhumanist material into games, which often go hand-in-hand with mecha anime these days, so you'll have to lean on powers in BRP (with advice from this tome) to construct such content.

One omission: while it has a mecha sheet in the book it's missing a custom BRP character sheet. With the additional skills and fate point rules a customized PC sheet would have been handy.

For me, this is the sort of BRP sourcebook I've been really hoping would come along, with a good SF focus, and a shift away from fantasy and horror, which has dominated BRP resources so far. I hope it does well and motivates Alephtar to publish more cool SF-related BRP material in the future. I am enjoying it enough that I am already planning a campaign.

PDF Version Here (priced at $12.90, and worth it imo)

Print Version coming soon




Thursday, May 30, 2013

BRP Mecha!



Even as I was pondering the recent Mekton Kickstarter and whether or not I should risk putting money into a project that's already technically a decade or more late by some standards, out of the blue pops up Alephtar Games' BRP Mecha. Wow....this is exactly the sort of supplement for BRP I've been waiting for. The BRP monographs, 3PP and Chaosium books have all been very heavy on the fantasy and horror genres, and we haven't gotten enough hard hitting sci fi, so I really hope this sells well and motivates Alephtar and others to start putting out more SF-themed BRP books.

Anyway, check it out in PDF here or pre-order a physical copy here. I'll be doing both!

Wednesday, May 29, 2013

Warlords of Lingusia XI: Covarte, the Young Kingdom


Covarte
Capitol City: Eskarda

King: Bothin Drekarad, King of the Water Serpent

Allies: Andanir, at times, and the Amechians

Enemies: no real enemies, save the orcs of Angharak

Racial Mix: Covarte is dominated by humans, but has a large number of elves, dwarves, Halflings and gnomes in the region as well as some oddities like ogres. The southern Angharak ranges are rife with trolls, and a regional phenomenon called trollborn is not uncommon. Such trollborn are commonly mistaken for half-ogres. Due to an old alliance with the orcs of the Angharak Mountains during the plague years, a much larger than normal number of orcs can be found trading and interacting freely with the region than is normal for other lands.

   Covarte was never an important kingdom, sandwiched in between Hyrkania and the North, Amech and the east. It was a small region of riverine kingdoms that relied on modest trade and went about their business for centuries prior to the time of the Deluge, which changed everything for the lowlander riverfolk. The entire region in which Covarte was centered was located along the main stretch of water-level marshlands and riverlands that stretched for hundreds of miles, all the way to the great Amech Basin, which itself was a vast expanse actually located below sea level.

   Within a matter of two to three centuries the entire region turned at first from a wetland in to a region of constant flooding. The entire region was eventually underwater, and the Covartans, ever the pragmatic lot, moved to what used to be the highlands along the north mountains and settled in new homes along the flooded region. In the interim, the entire Amech basin had once more flooded, as some believe it had long ago, before much fo the world’s water had become trapped in glacial ice at the edges of the world.

   Covarte’s people survived during the Plague of Unarak by taking to the highlands as a place of refuge. Curiously, they made brief but meaningful alliances with the orcs and other monstrous humanoids of the Angharak Mountains to aid one another, insuring that everyone survived the plague of undead that swept through the land. Other Covartans survived in boat villages and on islands as the then still-flooding waters had not yet flooded the whole region. Enough Covartans lived to tell many an interesting tale of those dark times. They are also mindful of the fact that virtually all of the eastern kingdoms in the Great Plains that they once were allied to were wiped out during this dark time.

   Covarte remains a relatively uneventful place. They worship remnants of the old spirit gods of Amech, as do many, mixed with a healthy dose of new gods from abroad, including the Eastern Kingdoms and the Middle Kingdoms. Their new position along a major waterway for eas-west travel has accidentally taken the reclusive culture of the locals and forced them to become more worldly.

   Covarte benefits from being situated along a major trade route these days, though it has little to offer in the way of exports outside of grains and other foodstuffs. The Covartan merchants seek many ways to exploit possible exports, and on occasion a Covartan king will try to force merchants to use his kingdom’s ports for trade rather than sailing on past to Yllmar. This usually leads to brief military exchanges with the much more robust Enarrion, followed by a new truce and agreement in which Enarrion merchants agree to funnel more trade past Covarte.

   Covarte is dominated by dozens of small towns and villages along the Vurilek Coast. It has a handful of major cities, including Trebios, Isontir, Chamadas and the capitol, Eskarda where Bothin Drekarad rules from. He is the self styled “King of the Water Serpent” after an ancient spirit-god of the land that is a part of almost all the old lore and decorations of the capitol, but whom no one today worships.

Recent History

Recently, Covarte found itself embroiled in a brutal naval war with fleets from the south, forces of Kadantania which claim to sail in the name of the dark god Orcus, a malevolent demon god who's name has not been spoken of in fear or worship since before the rise of Unarak. The bulk of the Covarte fleet was destroyed in a series of brutal attacks and most of Covarte's coastal ports have been under siege, raided, or even burnt and pillaged in the course of several months. King Drekarad has proven too noble for his own good, as he has only begun to accept that he may need to petition neighbors such as Andanir and Enarrion for aid in this fight, chiefly due to the imminent threat that the next major assault from the Kadantanian fleet will be on the capitol Eskarda itself!



Tuesday, May 28, 2013

Call of Cthulhu 7th Edition Kickstarter...!



Oh boy, another Kickstarter I probably will feel obligated to back. Hell, it's even from Chaosium, which I am terminally used to forgiving for late deadlines so this one could run behind schedule (technically I think it already has, pre KS) and I'd still be okay with that.

Call of Cthulhu 7th edition is an interesting experiment, because the designers have a goal of actually upgrading the system a bit, which technically hasn't happened in a long time; CoC, like most BRP games, has very modest changes from edition to edition, almost invisible to the casual eye. From what I've read and heard the changes sound interesting, and not terribly invasive.....but they will definitely give this edition a different "upgraded" feel from CoC 6th and earlier.

One thing I am not keen on is the split to two rulebooks. Sure, I appreciate the intent (keep the stuff out of the player's hands that only the GM should see) but I'd personally prefer an all-in-one rulebook supplemented by a "player's guide" book with just the choice player bits inside.

The deal I want would be the $100 one (hard covers of both) but baby may need a new pair of shoes (his danged feet are already toddler 7 1/2!!!!) so that may not be feasible. We shall see.....

Thanks to Tim at The Other Side for bringing this one to my attention!


Warlords of Lingusia IX: Andanir and Enarrion



Andanir  and Enarrion
Capitol City: Yllmar (Enarrion) and Yvisk (Andanir)
King: Malin Tarmas III rules Enarrion, and he has appointed Arimas Gonn Darspad as the regent of Andanir.
Allies: Hyrkania, Sendral, Octzel, Naminthia, Belladas
Enemies: Hettanar, Golmadras, Naminthia, Crytea, Covarte
Racial Mix: Enarrion and Andanir are predominantly human, but there are almost as many orcs dwelling in the mountains and underworld. The second largest populations can be found among the sylvan elves of the central mountains and the silver dwarves of Angharak. Other notable nonhuman populations include the Terkithyi lizardmen, the Winterbite goblins, several halfling communities, a small but steady population of gnomes and several minor races including satyrs, centaurs and an underworld city of ashtarth dark elves dedicated to the demon god Lamashtu.

   Enarrion and Andanir are linked sister nations, ruled by a feudal monarchy with a council of land owners and merchants as a presiding advisory council. The kingdom is divided in to eight duchies and forty counties. Power is divided between the king and his chosen regent in Andanir (once old Drai’in), as per ancient accords after the time of the Plague of Unarak.

    Throughout Enarrion the chief deity of veneration is Naril, and many lesser gods of the Middle Kingdoms are revered, as well. Worship of Unarak is forbidden and punishable by execution. There is also a strong and ancient druid cult in both lands, dedicated to Zingar, Wolfon and Poltrietie. Throughout the land, ancient stone henges can be found where mysterious druidic rites are practiced. This cult is especially popular with the commoners, the lower class peasants who tend to believe in old Drai’inic and Hettanari ways.

    Enarrion and Andanir are at the epicenter of a cultural clash-zone. The Middle North is where the cultures of the Middle Kingdoms and the cultures of the Northlands have long intersected, as well as those of the plainslanders (such as Covarte) and beyond. In the present era, Enarrion is strongly influenced by the cultural moors and beliefs of the Middle Kingdoms, most notably northern Hyrkania, and it even shares the language. There is still a strong, old influence from the days when the Nordamans and Hettanar conquered the region, however, and this shows most strongly amongst the commoners. There are entire villages and communities in the remote lands of Enarrion and Andanir that only speak the Northron Tongue, for example. Moreover, the older central culture of old Drai’in, the small kingdom of the old era that was annihilated in the Dark Ages when Unarak rose to power and created his vast army of undead, still persists amongst these rural countrymen, including the Drai’inic superstitions and fears. The druid cults of the region are all derived from this adherence to old Drai’in’s beliefs, for example.

   The law in Enarrion is fairly strict when it comes to crime and punishment; theft of valuables from a nobleman can be punished by imprisonment or maiming, and murder is punishable by death. Weapons are not generally restricted in the land, as the persistent threat of orcs and other dangers, along with the legacy of Unarak’s Plague give every man cause to carry some weapon in defense.

   Because of the unique problems posed by the rise of Unarak as a demiurge and the Plague of Undeath that was wrought upon the land eight hundred years ago, burial rites are rigidly enforced, and all bodies must be interred with “rituals of passage” to insure the dead pass peacefully in to the afterlife. Because of the cultural influence of the northerners, it is not generally accepted to use the Hyrkanian custom of cremation to remove the dead, and the northern burial customs are instead adhered to. That said, most tombs are carefully sealed and locked, and when possible (such as with Yllmar’s island necropolis) the dead are placed in areas where, even if they should rise again, it would be difficult for them to get out. 

A Short History
   Yllmar was once an independent city state, founded long ago as a center of trade between the Middle Kingdoms and the North. Over many centuries it grew and expanded and at last became a province of the old Hyrkanian Empire. Amidst its expansion there could be found several emergent cultures, including the Covartans, the Silver Dwarves of Angharak, the Drai’inics and the Hettanar of the north, who were the southern tribelanders of Zarn. The Silver Dwarves warred with the orcs, who after a long war were united by the chaos lord Angharak. The silver dwarves were driven from their mountain homes and scattered in a diaspora across the world.

   Prior to the era of the Long Night and the Dark Ages, Yllmar’s history was one of periodic invasion and succession. Drai’in became its own kingdom, the Hettanar were part of the Nordaman Empire for a time after being conquered during a period when the Nordaman even sacked and pillaged the Emerald City of Hyrkania’s capitol itself. Throughout all this Yllmar prospered.

  During the Long Night a powerful necromancer arose named Unarak. His forces rose up in the east from the cruel kingdom of Starthias and swept across the continent. The conflict brutalized the Middle North, and Drai’in as a kingdom fell in to disarray. Hyrkania was no longer a united empire by this time, and no help was forthcoming. It was thanks to the brothers Enarrius and Andan that a reisstance was mounted, and the various tribes and cities were united under their banner. Yllmar, though sacked and pillaged by the undead horde, was eventually freed. When all was over with, Unarak was imprisoned, though his closest allies later sacrificed themselves to grant him a spiritual ascencion to godhood. His armies, however, fell after his physical form did, and the undead plague was driven from the land. The brothers united the western and eastern peoples and began to rebuild.

   Over several centuries it became evident that the world was warming, and the polar ice caps of the world broke asunder and flooded the coastlands and low-lying regions of Lingusia. This was especially noticeable in Yllmar, where much of the land stretching from west to east to the great Amechain Basin was dikeland, below sea level.  In a matter of years this land was engulfed in rising flood waters that eventually turned in to a never ending torrent, an expanding river delta that turned in to a greta lake and then a small sea. Amech, beneath the sea level, was flooded, creating the new Great Sea of Amech. In turn, land-locked cities such as Yllmar became beachfront property, and the old dike and swamp lands of the region were no more.

   After this long period of renewal, the city itself and its lands were revitalized by the new trade opportunities opened up. Yllmar became a sea port, and it’s old lower city, now engulfed in water, became the bay over which the new city grew up around. Trade became brisk with the scattered islands and the surviving cultures in the Amechian region, and the eastern kingdoms, of which Naminthia had become most prominent. The two founding heroes of the new land had since passed away, and the realm was now known in their honor, as Enarrion and Andanir. It became a tradition that the king would reside in Yllmar and rule western Enarrion, and his most trusted ally would be granted regency of the east, in the darker lands of Andanir.

Recent Events
   Over the last five centuries, a few major events have happened of note:
·         Several major orcish invasions have been mounted from the Angharak Mountains, which had been seized and retained under Andan’s reign in the east, along with the founding of the city of Tamilias. The orcs, unable to unite under a strong leader as of yet, have failed in these attempts to expel men and the returning dwarves to their lands.

·         Covarte has developed as a sea kingdom as well, and now competes fiercely and sometimes with the use of military force against Enarrion.

·         The Hettanar tribes have reunited on two occasions, and posed a threat as an invading force as recently as a decade ago. So far Enarrion and Andanir have repelled any concerted invasion attempts, although Hettanar raiders are a constant threat.

·         Very recently, roaming groups of undead have appeared out of nowhere, and rumors of the rise of the cult of Unarak, now revered as a true god, have begun to emerge. This has led to a paranoid crackdown on any strange cults, and a fierce determination to destroy any undead in the land. The Silver Blades and the Walkers of Final Night have been looking for old barrows and ancient burial lands from the past, to unearth and excavate them that any undead within may be put down.


Orders and Groups of Enarrion and Andanir:               

The Esoteric Order of Warenos
   The venerable order of knowledge and magical teachings has stretched as far north as Enarrion, with a small estate and institute of learning on the outskirts of Yllmar. The Esoteric Order serves as both an institute of teaching for wizardry and a temple to the demiurge or magical lore. The elder magian of the order is Lord Quarios, a man of Naminthian descent, who has resided here for two decades. He is a member of the Order of Twelve, as well.

Knights of the Northern King
   The venerable knights of the Northern King are a long-standing militant order that swears direct fealty to the standing king of Enarrion, a servitude that goes back to the founding of the kingdom after the Plague of Unarak eight centuries ago. The knights were one of several orders that grew out of that time, a band of men who stood fast against the tide of undead that overwhelmed the land.  The knights are about one hundred strong, and spread through the forty counties of Enarrion. Their main headquarters in the Hall of the Northern King in Yllmar, and they have a private fortress located in Skymantle, where Darton Gonn Severus, highest member of the order presides over his men and protects the city in his duchy.

Templars of the Sun
   The principle temple of the sun is located on the island of Sol’Dranir in the city of Atarios, which rests beneath the spire of the Star Mount. At the high peak of the Star Mount is the fabled ancient Tomb of the Sun Lord Naril, the ancient solar god that was once the patron of the old Empire. The Templars revere Naril, and seek to defend the lands of Enarrion and Andanir from evil. They are a sworn military order of paladins and clerics who carry on a variation of the Hyrkanian Solarian Knights from the era of the Empire, and both protect and maintain the Temple of the Sun on Star Mount as well as battling the forces of evil and chaos wherever they may find it. Their leader of the high lord Dalan Gonn Stromerik, ruler of the duchy of Sol’Dranir.

The Hand of Set
   Working a three-way secret war between the rival Servants of the Shroud and the extremely secret and profane Servants of Unarak, the Hand of Set conspires to gain power through the dedication of the land’s highest agents. Unbeknownst to most, the Regent Armias Gonn Darspad of Andanir has been swayed to the belief that his aiding the Hand of Set will grant him the rulership and power he desires. His interest in the cult has let the port city of Yvisk where he rules turn in to a breeding ground of cult activity, and serpent men are rife in the region. The high priestess of the order in Yvisk is the half-serpent woman Ytharra Thane, a witch of the highest order. Her chief enforcer is the dreadful Tarnak Bloodfang, a setite vampire.

Servants of the Shroud
   The mysterious cult of the umbral goddess Phaedra, the Servants of the Shroud work secretively to secure a strong following in Yllmar, and to undermine the throne. They are backed by the traitorous nobleman Kaligos Gonn Trestor, who seeks the throne for himself. The high priestess of the cult is the gorgon Silaernas.

Nightfire Thieve’s Guild
   The oldest and largest thieve’s guild in Yllmar, named after the “nightfire” affect of the Northern Lights. Managed by the notorious thief Tarn Danaros and his gnome enforcer Trignaspar. The best thief in the city is the half elven woman lady Shar Trineste, the chief enforcer for the guild.

Silver Blades
   This is a society of rangers who specialize in hunting down the Orcs of Angharak. The leader of the Silver Blades is the silver elf Sydiratta Thyndalien, and her right-hand man is the reformist ashtarth Enarythen Mandyrkaz. The principle center of operation for the Silver Blades lies in the heart of the Shadowsfar Mountains, in Castle Remargas. The Silver Blades answer directly to the Regent of Andanir.

Walkers of Final Night
   This is the cult of Death, a handful of members who are dedicated to hunting down the last undead from the Plague of Unarak. The High priest of the cult in Enarrion is the old templar Galtos Zern, who manages the Temple of the Nameless One at the southern end of the Greyfire Mountains.


Friday, May 24, 2013

Xbox One: Microsoft's Big Mistake



So by now everyone's had a field day with Microsoft's Xbox One announcement. The general consensus on the internet is that they are preparing to shoot themselves in the foot with this latest console, that Sony will get a boost by virtue of looking Less Bad, and that we're all going to flee to the PC for our gaming resources.

Unfortunately most of the people online complaining are not in Microsoft's demographic anymore, or at least that's my take on it. The real question, however, is just what sort of impact the market is going to experience when Xbox One is actually out and it's primary sales depend on the following customer:

The Casual & Non Gamer Factor

X1 needs a household where games are not a top priority (the sort of house where the only titles bought each year are the latest CoD game for dad, an exercise game for mom and some kid friendly games for the kids). It's going to depend on the more serious gamer crowd to come along for the ride like desperate junkies. It's expecting me, for example, to stick with it because of Halo 5 and whatever Gears of War becomes in the next generation. As much as gamers protest, I expect a lot will cave and follow along for this reason.

The TV Factor

X1 needs a family or individual who somehow thinks that the television features of X1 are great and...more importantly....are worth upgrading to from what is already offered on a a multitude of other devices already (including the 360!) This is a real problem area for them since it seems like (so far) they've pushed this functionality heavily. They're offering me nothing that I am not already getting on my 360 and PS3 right now, or couldn't get through innumerable other devices. I could be underestimating the number of people who will shell out the bucks for a device that integrates everything more smoothly, sure....but that price better be low, because most people who are using their console for TV viewing right now already have a console that does it fine. My suspicion is that if the X1 doesn't do well then Microsoft will try to figure out a way to quickly phase out the features of the 360, to try and force adoption.

The App Factor

X1 needs a household which thinks that accessing apps on your TV (instead of your phone or tablet like real humans) is a cool thing. I don't actually know who these people are. Do they even exist? I will go for my PC, laptop or Nexus for apps long before I'd even contemplate the Xbox.

The Used Market Lockdown Issue

X1 depends on a purchaser who is unconcerned with the need to buy used games, and who is comfortable with content being locked down to their account. This is the least of their hurdles, as we're practically there in every way, shape and form already in terms of electronic media; consoles are relics from an era when digital content came on ownable physical media. However, there is a very large hidden market out there for used games and consoles, and it's really prevalent in my local area. These people also tend to be less likely to have internet connections. This market is being treated as persona non grata in Microsoft's eyes, it looks like. The part of the used market that will have an impact on game sales are those people who sell back games, then use the credit to buy new games. Exactly how large that market is remains a mystery, although I think Gamestop wants us to believe it's huge. My guess? It will have a measurable impact, and the response will be for Microsoft to follow Steam with a reliance on more sale prices to move games to the "secondary buyers" who can't or won't shell out full price new.

Always Online...At Least Once a Day

Most importantly, the X1 needs a household that has a persistent internet connection and is never concerned about the need for periodic offline gaming. This is where I think problems are going to arise. First and foremost, I live in an area that's always in perpetual ecomic decline relative to the rest of the nation (New Mexico), and there's a significant population here that do play games, but don't have internet outside of their phones. This entire market will evaporate for a console that requires a check verification once a day. Even assuming these people are predominantly purchasers of used and discounted games right now, thus making them part of the demographic Microsoft no longer cares to entertain, they're still missing out on a great potential new market for the cheap Steam-style secondary (long tail) buyer market that could come out of making these consoles accessible to people who have limited or no internet access.

A second problem with the internet issue is (on the surface) relatively minor but in reality it's going to be huge, but apparently Microsoft doesn't think so: the US has a lousy infrastructure for decent internet, and it often has troubles. I may lose internet for a couple weeks out of the year, usually a day or two here and there....but on those days I can generally play console games or see what Steam games actually work offline (if I am lucky enough to catch Steam in the mood to play the offline dance). If the consoles lose their ability to work without that connection, even if its only for a few days....then the consoles start looking very, very irritating. People have a lot of choices for entertainment, and the ones which cause the least hassle the least often will look better by comparison. So even assuming you don't live in some rural area where connectivity is impossible or infrequent, you're still looking at a service that's limited by your internet provider's reliability....and we all know how reliable these providers tend to be (Comcast cough cough).

The point though is not that this is a huge dealbreaker...it's that it's a huge potential annoyance that will surface just often enough to piss people off. Then they will look around for the option that is slightly less annoying, and notice that their PC is still working fine, and their offline Steam connection during that crisis is still okeedokee...or that they have these older consoles that still work great, with a metric ton of fine games still saturating the market.

And finally...

In Competition With Itself

Microsoft probably doesn't need to worry about Sony's PS4, beyond the fact that while nothing in the PS4's announcement to date sounded that exciting, it also sent up no horrible red flags. No, Microsoft needs to worry about its own worst enemy, the Xbox 360. This machine is in households everywhere, still lets you play the same game disc on different consoles, plays offline, can still provide plenty of decent TV and movie watching online, and is supported by an incredibly robust catalog of games, most of which are dirt cheap these days...and you have to go back more than six years to start finding titles that look (comparatively) bad. The top problem here is that their core demographic: a household with a mom and dad who are maybe possibly into the popular games but mostly want a babysitter for the kid and a convenient way to watch TV and movies without a hassle...these people already have that. It's called the 360, or the Wii, or the PS3.

Speaking of the Wii, notice how the WiiU hasn't sold all that well relative to its predecessor. Sure, hardcore gamers didn't adopt it in droves because it looks odd, and a lot of us were lost with the Wii, right? Well...what about the people who bought a Wii? They're in that demographic that Microsoft is targeting right now, the same demographic that already has the Wii, and didn't need to move on...or the 360, or the PS3.

Microsoft is about to make the same mistake as Nintendo by switching focus on its target demographic, and I'll boldly state my prediction right now: by Christmas 2014 the numbers for Xbox One will look a lot like the WiiU in terms of rate of adoption over time...and worst case may even look as bad as, say, the PSVita. PS4, provided Sony doesn't screw up something, will be healthier and have a reputation for being a true gamer's console. Short of the 1% expiring and leaving their fortunes to the 99%, I doubt there's going to be any serious saturation by the Xbox One in this already over saturated market.

Warlords of Lingusia X: The City Port of Yllmar


City Site: Yllmar
Population: approximately 152, 000 urban residents; another 100,000 rural population
Demographics:     Humans                    133,760
                                Elves                        8,208
                                Dwarves                  5,803
                                Halflings                 1,820
                                Half elves               910
                                Gnomes                  728
                                Half orcs                 268
                                Orcs                         139
                                Naga                       182
                                Other                      200
Rulership: King Malin Tarmas III, queen Sirtes Arinir-Tarmas
Coinage: standard coinage of the Middle Kingdoms
Religion: Chief god of the city is Naril, followed by temples to Phonatas, Khovaris, Warenos, Hodon, and Zingar. There are local secret cults to Set, Belphegor and Unarak. Shandrigar has a shrine along the waterfront. The mysterious temple of Etah can be found near the city gates. There are two dozen minor cults in the city, neither recognized nor approved by the state religion of Naril or the king. There is also a Temple of Death in the Old City Necropolis.
Standing Militia: 32,000 troops can be mustered from local and county forces as needed; standing garrison of 2,400 men in the city, with 1,000 men assigned to city watch.

Areas of Yllmar:

The Gorgon’s Respite
   This is a famous adventurer’s tavern and inn, run by Stados the Dwarf. The tavern is reviled by the Servants of the Shroud, who have tried to burn it down on two occasions, but Strados keeps four guards on staff at all times. He runs the tavern because he can, as he made a killing a decade ago while pillaging the Caverns of Chaos, and has no need of further wealth. Beneath the Respite is a small dungeon he has been working on as a side project for several years, including a secret passage in to the sewer region. Strados has a gorgon’s head in his private collection in this dungeon, that of the lady Graethys, who was sister to the high priestess of Phaedra (and the reason the Servants of the Shroud despise him so). Strados himself is curiously immune to petrification, although he has a stone hand to show how it almost got him after he slew Graethys. Strados also often employs local adventurers for curiosity quests, sending them out to retrieve ancient trophies for his dungeon of curiosities.

The Royal Crown Inn
   This venerable establishment is managed by the merchant lord Arados, who took the name from an ancient franchise that functioned long ago in the era of the Hyrkanian Empire. Arados charges steep prices and his customers expect it. He offers consorts and has a clean private bath house. He also runs a service of hired blades on the side for those needing protection on the fly. The Royal Crown Inn is popular among foreign merchants and locals looking for a treat. There is a dress code, and anyone underdressed is evicted or required to pay for proper garb.

 The Northern Star
   This is a famous rowdy tavern and inn, run by lady Terimishka Thay (a sylvan elf) and serves as a front for the Nightfire Thieve’s Guild. Beneath the Northern Star is one of the chief hideouts for the guild, providing a safe house for thieves on the lam. Terimishka Thay collects monthly dues as well, and serves as the chief book keeper for the guild.

 Port District
   Yllmar has the largest port in the Middle North, with foreign quarters for Belladas, Autrengard and the Middle Kingdoms alongside a large shipyard, an extensive warehouse district and an impressive indoor bazaar. Although the region is fairly temperate, the fierce winter storms make the indoor nature of the bazaar appealing to foreign merchants from the warmer southern climes. The Port Master is Yom Scaddor, an older man of pure Yllmarian descent who is professed to be immune to bribes, although he is on the take from the nightfire Thieve’s Guild and several smuggling rings.

 The Sea Palace
   The Sea Palace is an immense and ancient fortress on top of King’s Hill, overlooking the entire bay and city. This is a two-thousand year old castle, and is said to contain dungeons seven levels deep in to the earth. The king lives here, surrounded by his garrisons and attendants. A private road leaves the northern section of the fortress and goes straight to the Royal Hunting Grounds.

Thrane’s Bath and Smokes
   Tjis opium den and and bath house is run by the half-troll Thrane. The complex is a place of meeting for many unscrupulous souls, but is higher end and often used by nobles and merchant lords as well.

The Ember District
   This is the shanty town of the east quarter, stretching from the docks to the perimeter of the city. Ember is called such for the many times it has burned to the ground, leaving only charred embers. This is a maze of buildings used for thievery and shady deals, and also contains the bulk of the poor populace’s housing as well as being the center of the kobold plague.

The Temple District
   Centered around and radiating out from the Temple of Naril, over two dozen lesser temples and shrines can be found here, dedicated to a myriad variety of gods.

The Sewers
   Emptying out in to the bay, the sewers are an ancient construct of Yllmar from its oldest days. A special group commissioned by the king called the “City Drainage and Waterworks Engineering Guild” is in charge of the sewers. They are partially handymen and custodians, mixed with dedicated professional soldiers, since the sewers are so notoriously deadly. That said, they take pride in their job, since Yllmar’s sewer system dramatically reduces disease and contaminated water issues in the city proper.The sewers are partially flooded, but some key details can be found, as follows:
  • The Temple of Unarak can be found in the sewers
  • Several entrances to the sewers connect to both the Underworld and to the dungeons beneath the Sea Palace
  • A massive warren of kobolds led by the kobold known as the “Fisher King” is located here
  • A key passage to the dark elf city of Goz’hadra leads from the sewers

Old City Necropolis
   Most of the Necropolis is located on the Island of Old Yllmar, nestled about a quarter mile out in the bay, where the ruins of the old lower city can be found, where they were long ago engulfed in the deluge. The island has turned in to a popular burial ground, and the many abandoned buildings and structures have been refurbished in to catacombs and tombs. There is still a small village on the island, although most who dwell there make a living on the necropolis, or stand watch against any undead incursions.

Chateau Dumarin
   This coastal keep, located a mile west of Yllmar is managed by the mysterious Lady Silaernas, the gorgon who is the high priestess of Phaedra and second in command of the Servants of the Shroud. Few know much of her; she is believed by most to be a reclusive, aging widow with a fondness for statuary.