Wednesday, January 13, 2016

Dark Stars II: The Void Lords

To get the threat level very high, the Void Lords will be utterly terrifying....these things raise stellar dragons like cattle as a food source...


Void Lord
Armor Class -2 [21]
Hit Dice 20 (120 hit points; special, see below)
Total Hit Bonus +20
Attacks Tentacles (2D6) 1D6+2 each melee; anti-matter array (8D6; save vs. radiation within 100 meters of the blast target or take half damage)
Saving Throw 2
Special survive in space, FTL ability, cybernetically enhanced, star knight abilities as level 20, Domination, ship level abilities
Movement 12 (24 flying) or ship level movement 12
HDE 20/8,800

Appearing throughout the edge of the galaxy in the Outer Rim some 20 years ago in 3677, the Void Lords are a terrifying scourge that has permanently altered the power structure of the old Galactic Territories, and entirely destroyed whole sectors of space in their wake.

The Void Empire is ruled by these mysterious aliens, who some suspect may come from the Andromeda Galaxy, and others contend could possibly be visitors from a neighboring parallel universe like the Dark Stars Entities claim to be. While neither origin is certain, what is known is that the Void Lords are slavers and conquerors, and what they cannot conquer they destroy, utterly.

The Void Lords are physically immense, creatures of whale-like proportions typically measuring 20-50 meters in length, with the eldest Void Lords being as long as 100 meters. They sprout dozens of tentacle like appendages which end in fine manipulators called "feelers" that are more dextrous than most people can imagine. The Void Lords have dozens of sensory appendages that seem to compensate for a lack of the normal physical sense of smell, taste and sight; they do not seem to see in normal wavelengths of light, instead relying on their supreme mastery of dark energy to "feel" things and events at what some believe to be a quantum level. This gives them predictive powers that are beyond measure....their tactical acumen is staggering, and only the appearance of the star knights from the Dark Stars late in the war with the Makamian Empre gave humanity a fighting chance. 

While each Void Lord is a formidable opponent and capable of downing entire ships on their own, they prefer to rely on others to do their work for them, as it seems that their species is not prolific and some suspect only a few hundred thousand may exist currently. To this end the Void Lords have demonstrated amazing biotechnological skills, and are capable of enslaving entire populations to their will through a combination of biowarfare and nanotechnology. Moreover, they appear to be able to instill the power of the star knights to manipulate dark energy into certain subjects, and the result are their generals on the field of battle, the terrifying void knights which serve them relentlessly in their efforts to conquer or destroy.

Abilities:

Void Lords have proficiency in all star knight meditations as if they were level 20. They are equipped with cybernetic enhancements for their species, which include enhanced senses, stronger “feelers” and the ability to survive in harsh environments, including the depths of space and in regions of intense radiation (Void Lords are never damaged by radiation). They are also equipped with an anti-mater array; this weapon is designed for their size, but lets them generate a pellet containing just enough anti-matter to annihilate nearby  targets with shocking efficiency. Star knights know that you can target this array and if you strike it with a critical hit then there is a 50% chance the array will rupture and explode, dealing damage from its next generated charge directly to the Void Lord.

A Void Lord’s most powerful ability for many, however, is its domination. The Void Lord must first gain contact through its feelers with a target to use this special ability. If it has grabbed a foe (helpless or otherwise) it may spend 1D4 rounds concentrating on the target, reading its mind. The target can make a save against this effect (resistance to mind control will apply) but the target is at a penalty on the die equal to -1 for every three levels or hit dice below the hit dice of the Void Lord it is (star knights do to suffer any penalty). If the target fails its check, the Void Lord strips and reprograms it’s mind to be an obedient servant, expelling any personality elements that would lead to sedition. Furthermore, if the Void Lord senses the potential for the subject to manipulate dark energy then it will save the new subject for further modification to begin training as a void knight.

Void Lords are capable of ship combat, being so large. They may treat their hit points and other stats as a vehicle, as well as movement. Most Void Lords are also equipped with a FTL array allowing them to drop into warpspace, the non-baryonic matter realm which facilitates FTL travel in the Dark Stars universe.


If adventurers are unfortunate enough to meet a Void Lord in person and not behind the rack of their ship’s cannons, then they deal 1 real point of damage to the Void Lord for every 10 that they inflict (round up) due to its level of armor and shielding, which is equivalent to an attack cruiser. Weapons designed to inflict damage against vehicles and ships do normal damage, and any attack which crits deals normal damage as well (a lucky shot). Damage from meditations and star swords (which harness dark energy) or any attack powered by dark energy deal normal damage to Void Lords.


Tuesday, January 12, 2016

Houston, we have an OGL

Morrus talks about it more here, better than I could, but it's an interesting beast: a more conventional OGL/SRD for the usual stuff, and a special online publishing arrangement through WotC that lets you use IP-infused content for Forgotten Realms on their website. Funky and blows my prediction last week to tiny bits!

Here's where the new OGL and SRD is. 

Wow.

Suddenly this year got a lot more interesting!!!

UPDATE: having had a chance to look at http://www.dmsguild.com/ I think it is official: D&D has been crowdsourced, big time. I don't know if it's a good thing or not, but it's definitely a new turn of direction, that's for sure. We're going to see a lot of weird stuff from here on out.

UPDATE 2: I've had a chance to browse through the OGL and SRD a bit. Of note is that while it's more complete than the free D&D Basic stuff, each race and class is still limited to one key option....so fighters still only have a champion option, for example...warlocks are only offered a fiend pact. I'm unclear on where this places use of the SRD to create content that wants to use the additional options in the printed books; iirc this was something that D20 licensees dealt with a lot in the 3.0 era, but the work-around was to go full OGL.

Monday, January 11, 2016

Dark Stars I: A White Star Campaign Setting in Mosaic - Devaron Murich, pilot

As my gamer ADD keeps me further and further afield I find myself drawn inextricably toward White Star, the ridiculously easy science fiction RPG of old-school mechanics in space opera adventure.* It's a very clean, easy system to pick up, is compatible with most of the OD&D OSR content on the market already, and has a really good groundswell of fan support. It is not a system for everyone....if you aren't used to the premise of OD&D design, it could be disconcerting to have to "relearn" how to play with a minimalist set of mechanics like this. But next to Savage Worlds White Star might be my second choice for sci-fi gaming.

To kick this interest off I'm going to lean on precisely the same technique I did with my Savage Space setting two years ago (damn time flies): I will take a bunch of entries, each one inspired by an interesting picture or concept, and post them here until I've got enough stuff to call it a setting.** Today kicks off with....my first White Star character:


Devaron Murich
A  human pilot (level 8)
STR 13, DEX 15 (+1), CON 15 (+1), INT 13, WIS 9, CHA 12
Hit Dice: 6D6+10; Hit Points: 41, BHB:    +4 (Melee +4; Ranged +5, +6 with eyes); ST: 8
Armor Class: 13 (+1 Dex, +2 light armor); XP Bonus: +15%

Pilot Abilities: Stick Jockey (+2 initiative in ship combat), Space Ace (add +1 to three ship stats each round), Jury-Rig (8D6), Captain (ship mods)

Save Bonuses: +2 vs. explosions and environmental hazards

Equipment: Mono-dagger (1D6), basic communicator, toolkit, laser pistol (1D6+2, ROF 2), light armor (flight suit, +2 AB), breathing mask

Ship: Artorius Class Stunt Fighter (Makamian design) called "Sundiver"; modified with a  cloaking device, FTL drive, high-yield thrusters, proton missiles and a reinforced hull.

Cybernetics: translator chip, cybernetic eyes

The Altonian Cluster is the home sector of Devaron Murich, a former pilot for the Makamian Imperial Navy. Devaron was one of the survivors of the Great Purge, when the Void Lords materialized at the edge of the galaxy in 3677 and began their relentless assault against the outer star systems along the spiral rim; his family was able to evacuate mere hours before the old capitol of Septimus Prime was annihilated in the antimatter wave generated by the Void Lord Dreadnought called Typhon. Devaron’s father stayed behind however, to facilitate the evacuation and buy time. Devaron never forgot this, and as soon as he was of age he joined the navy, determined to follow in his father’s footsteps.

Devaron was a soldier and pilot in the navy for nearly a decade before the sudden collapse of hostilities with the manifestation of the first of the enigmatic Dark Stars. The star knights of these “black suns” as some also called them were quick to join forces with the Makamian Imperial Navy, and in only a month the Void Lords were being pushed back to the outer rim, even losing several dreadnoughts, though Typhon was not among them. Devaron was so impressed with the agency of the Dark stars that he mustered out of the navy when the opportunity presented and sought entrance into the order of the Star Knights. To his surprise, it was not to be; he lacked the gift, the ability to manipulate the dark energy that powered the unique abilities of the order’s agents.


Disgruntled but not defeated, Devaron took his unique status as a pilot and veteran of the war out into the frontier, and even the outer rim, in an effort to search for his father, and learn of his final fate. He has spent several years now exploring the battered and devastated worlds of the Altonian Cluster, and most importantly learned that the Septimus Prime defense force had survivors, who continued to fight the Void Lords for years after their sector of space had been overrun. Devaron now seeks out the survivors of this splintered military remnant, which still battles the Void Lords in the outer rim, hoping his father might still be alive.

Devaron is kind of a loner, but he will work with others on occasion, and may even employ a crew or additional (larger) ship for especially involved salvage and recovery operations to fund his exploration of the Altonian Cluster. He has also worked both with, for and against the so-called Witch Queen Teramaxis in the past, leader of the Segurandi Dominion, which has kept a carefully neutral relationship with both the Void Lords and the Makamian Empire.

Devaron's Artorius Class "Sundiver"

*Plus Erik Tenkar's doing some cool stuff for White Star on his blog as well, which got me inspired.

**I'll probably use a few White Star sourcebooks I have as well, and don't be surprised if some Hulks & Horrors creeps in to the mix...the graveyards of the Altonian Cluster are a shoe-in for the ruined worlds and wrecks of that system.

The Game Forecast for Death Bat in 2016 So Far....

In a nutshell:

Savage Worlds has clearly won out as my de facto generic adventure system. More will come of this for certain. It's best competition? Whatever Design Mechanism concocts this year, probably.

Beyond the Wall and Other Tales calls to me but I must be properly ready and have buy-in from my gang before I dare tackle it.

Fantasy AGE actually got a session in this week. It was fun, but a reminder to me that I actually really need to run something "not fantasy." I'm really burned out on fantasy, and running Fantasy AGE was a reminder of the fact that a cool system is not enough to motivate me. This applies to any and all fantasy systems I've held interest in recently....for me to look at systems X, Y and Z and ask what makes them more special than D&D 5E is a trick question....they're all going to suffer because of my quiet and ongoing fantasy genre saturation point crisis. I need a break, and it needs to be in horror, sci fi, post-apocalypse or modern.

That brings Chill 3rd edition, White Star, Savage Worlds and others back in to the fore.

White Star is going to get a sudden burst of love real soon. If you don't know why you should take this game seriously, then you haven't considered the unholy love child of OD&D and space opera in the proper context...and in a post Force Awakens world White star shines very brightly.

Chill 3rd edition is looking like the go-to system for my next horror game session. Still, I am trying hard to absorb Trail of Cthulhu. I doubt I'll fully embrace the Gumshoe system before Call of cthulhu 7th edition arrives in print this year (please arrive this year) and eats the competition.

Beyond that? I really want to prep for a Mutant Year Zero campaign, and finish reading Feng Shui 2nd edition. I don't know if I'll ever properly absorb Cypher System even though I want to. On the superhero gaming front Savage Worlds' Supers Companion continues to look better than the competition but there's still a part of me that likes to pretend like I have the time to absorb Mutants & Masterminds 3rd edition.

Five more games on my radar that I want to read/play/run? Try these: White Lies, Barebones Fantasy, Void (yes, still!), Mutant Chronicles 3rd Edition, and the eventual Conan RPG that I don't yet own but definitely will when it is released.

See, this is why I don't need any new game books in 2016!!!!



Sunday, January 10, 2016

2016: The Cleaning of the Shelves - a resolution many biblioholics may have gone through at least once or twice

Well I'm almost two weeks in to 2016 and working vigorously to clean out my overly large collection of gaming books. I did not help this situation last year....but after a move in December my wife and I agreed that we absolutely were not going to go through that experience again; dozens and dozens of book boxes are just no fun to move anymore, let me tell ya! So some of these books will seek out a home at the local used book shops, some will migrate on to Ebay, and some may be gifted out. I'll work on this over the next several weeks.

Cutting down my RPG selection will be easy and hard....an enormous number of my RPG tomes were bought for reading, not playing; that said, the ones that I do use, or plan to use, are pretty voluminous. Still, there's nothing like downsizing the collection to hammer home how prolific this hobby is, almost to a fault....we produce far more content, and som of us purchase far more content...than we can ever use.

Its not ALL me though. My wife has more knick-knacks, clothes and books than I will EVER have combined, and she's going to investigate shearing that all down a bit, too....

One of the booksellers who owned a shop off Broadway in Seattle
when I lived there gifted this book to me one day. I was a
frequent flyer customer....my reputation grew with every tome purchased, every
tome traded. I have kept this book as a reminder ever since not to fall
off the wagon, but it's damned hard....!!!!

Friday, January 8, 2016

2015 Gaming Year in Review Part V: Wizards of the Coast

I saved WotC for last because of course it is best, biggest, and also the most scrutinized. Here are a few of the Big Dog's highs and lows for 2015...

High: The first Campaign Guide Arrived

Sword Coast Adventurer's Guide was a much-needed baby step in the right direction. As campaign books go it was more than sufficient for any average Joe to pick up and play with, although hardcore Forgotten Realms fans wanted much, much more. More importantly it expanded character play options, something the game is going to have do more of, and soon, to keep the jaded player base interested.

LOW: Sword Coast Legends Continues to Disappoint

If the Sword Coast got some decent attention in print it's digital analog got the short end of the stick. Wizards of the Coast seems to have lost its ability to leverage the D&D brand into good computer games. What could have been a great return to the world of isometric RPGs instead turned into a buggy, awkward RPG that was clearly aimed at the computer D&D fan market, and not at tabletop gamers. I'll keep checking back and seeing if it improves, but as it stands right now Sword Coast Legends has continued what is now a long line of "so-so's" and "godawfuls" in the world of D&D computer gaming.

HIGH: WotC finally offers some more "gaming oriented" support and a desktop edition of Dragon+

It's a step in the right direction and I can't complain much because free is a hard price point to argue with. But....

LOW: Dragon+ continues to still be the worst sort of marketing shill a zine can be

'Nuff said. Dragon+ is nowhere close to providing the sort of experience older gamers want or wish it would, and I doubt that will ever happen in the internet age, unfortunately.

HIGH: Lots of planned stuff suggested or implied

WotC continues to offer up tantalizing subjects in Unearthed Arcana, and implies cool stuff in the future such as Ravenloft is on the way. They are great at conducting weird surveys and seem to have a fetish for revising the ranger. This all sounds really cool, but there's a low to it all as well:

LOW: WotC's implied promises and results in 2015 were mostly miss.

By this I mean: Dragon+ shows up, but it's like a pale shadow of what we wanted. They strongly implied an OGL was in the works, but here we are in 2016 and nary an OGL in site, with plenty of implications that not only is it not happening, but WotC is happy 3PP are using the old OGL instead to fill gaps in their own publishing schedule. The last part is especially sad...while we are all excited to get Tome of Beasts from Kobold Press, everyone really wants a new Monster Manual or an official rules expansion with some of the implied content. Each year this drags out will only make it worse.

HIGH: Fantasy Grounds Licensed D&D

A good thing! Fantasy Grounds is useful, and efficient. The only downside is the price of the D&D packs are pricey, so you'd better have a lot of vested interest in online gaming to make the purchase. It fills the gap in a reliable digital gaming environment that has plagued WotC.

LOW: No new "good" CRPGs or MMORPGs in D&D's name on the horizon

This isn't so much a "low" as a "no news in this case might be good news." Neverwinter is a nightmare of vaguely 4E-skinned content with a strong in-game cash shop laden with multiple weird currencies and a whole lot of "Perfect World Entertainment wants your money" feel to it, and a lot less "this is anything approaching something you'd identify as D&D." Turbine seems to be winding down or out of the picture as I haven't heard of any expansions on their end, and alas D&D Online is, despite being the best D&D MMO, very, very long in the tooth these days. Sword Coast Legends as mentioned earlier was at best a charismatic failure and for most an utter disappointment. But at least Daggerfall was still worse!!!!

Unfortunately, what we're not seeing is any effort to license the game out to a real Neverwinter Nights 3 expansion that actually replicates the D&D 5E ruleset, or even an effort to produce a robust isometic RPG engine that can compete with Pillars of Eternity.

HIGH: a D&D movie is on the way and it might not suck

Warner Brothers officially wrestled away the rights to the D&D movie and are now in production on one (in theory), with the goal to leverage it in to a blockbuster like Transformers and other toy properties (for better or worse). Is this a good thing? We'll have a better sense of that after the WB-produced Batman v. Superman movie arrives, but frankly the only thing it means for sure is that the next D&D film might be a big budget stinker instead of a low budget syfy special. We'll see.

PREDICTIONS: We'll get 2 more campaign books out of WotC this year and one of them might not be Forgotten Realms. We might see another sourcebook for a setting or characters (possibly with psionics and some ranger stuff), and if we're damned lucky we'll hear talk of a monster manual in the future. But most of what we'll hear will involve board games, miniatures, doomed-to-fail computer games and probably some late-in-year announcement on the film and a possible media tie-in. Dragon+ will continue to suck and offer tasty scraplets on occasion. We will all continue to play D&D 5E because it is fun, but if no sourcebooks are forthcoming this year then I will find renewed interest in playing Pathfinder and 13th Age coming back to my local groups. I will thwart them by running Beyond the Wall and Other Adventures instead.

UPDATE!!! ....AAAAND they just released a shockingly comprehensive OGL and SRD (400 pages!!!) and a complete Dungeon Masters Guild option to publish actual Forgotten Realms based content. Holy cats I think I'll throw all my other predictions for D&D out the door this year right now. All bets are off.

Oh, and we will be in heading in to 2017 and still no OGL.
Well that prediction died quick!!!


Thursday, January 7, 2016

2015 Gaming Year In Review IV: OSR

HIGH/LOW: The Year of the OSR Saturation Point?

I think 2015 is a turning point for OSR fans. We now have a lot of OSR options to choose from....so many, in fact, that the only saving grace of the retroclone medium is that they are all mostly compatible with one another. You can pick your preferred flavor--or lack of such--as you see fit. Want generic and flexy in a modern way? Basic Fantasy. Want classic OD&D but with some fixes? Swords & Wizardry Complete. Want something that marginalizes the influence of most of fantasy gaming and fictions' contributions prior to 1974? S&W Whitebox is your best bet. Want Conan? Astonishing Swordsmen & Sorcerers. Want Conan on LSD? Dungeon Crawl Classics. Want ridiculously easy to pick up and play? Beyond the Wall and Other Tales. Want AD&D 1.5 in all but name? Adventures Dark and Deep. Want B/X D&D but with loads of body horror? Lamentations of the Flame Princess. Want some sci fi action in an OD&D environment? Try Stars Without Number or White Star. Want a version that emphasizes the kingdom-building endgame? ACKS. Or just go for an efficient replica toolkit and grab Labyrinth Lord or OSRIC. I'm not even touching on dozens of others that are all equally interesting and worthy of consideration.

With so many OSR titles to choose from, it's hard to imagine that we need more rules. What we need more of, now, are interesting adventures and expansions....and we're getting that. From Red and Pleasant Land to Beyond the Wall and Other Tales we're starting to see good adventures and concepts that can cross-pollinate with your preferred flavor of OSR ice cream.

Ultimately I label this a High and a Low because we have so much good stuff now....but I hope we, as a community, don't keep churning out too many more dedicated retroclones, homages to the Keep on the Borderlands and the Caves of Chaos, and other creative low points. We need more of A Red and Pleasant Land, Beyond the Wall, Yoon-Suin, D30 Toolkits, Teratic Tome and other amazing works, stuff which is bar none some of the best gaming content on the market....and all from the OSR corner of the universe.

...So what will 2016 bring to the table? Good question....

PREDICTIONS: We'll see at least one or two really impressive, exotic sourcebooks for OSR gaming that feature strange and interesting worlds, all delectable treats for aging fandom but something I won't be able to let my kid look at until he's 18. I think we won't see any more retroclones anytime soon, but the top dogs will continue to prosper. I bet at least one or two authors take aim at some non sword & sorcery genres for adaptation to OD&D, and maybe we'll see something modeling farcial fantasy (Piers Anthony, Robert Asprin) soon, or efforts at modeling more epic operatic fantasy (Brian Sanderson/Terry Brooks type stuff). Whatever comes next I expect it will introduce more innovation, not less.


Next: WotC!

Wednesday, January 6, 2016

2015 Gaming Year in Review Part III: The More Things Change...

This was an interesting year for some of the most venerable role playing game publishers out there as they were handed over to the winds of fate, changing hands in ownership rather unexpectedly.

HIGH: Chaosium returns to classic form

Chaosium was returned to Petersen and Stafford early this year, which seemed like a fascinating turn of events, especially after it was revealed how close the company was to folding as a result of the debt it accrued due to the Call of Cthulhu 7th Edition Kickstarter (or rather, the lack of money to afford fulfillment). Most of the year was spent paring down Chaosium's focus, making it leaner and tighter, all while focusing on fulfillment. Late in the game Runequest became a major focus as well, as BRP fell to the wayside and the company at least on the surface seems to be repurposing itself to old fans of Runequest 2 and those tolerant fans hanging on patiently for CoC 7.

LOW: Chaosium's return to classic form fragments the BRP crowd

The downside of all this is that all of the established licensed products and support are now a thing of the past. The Design Mechanism's Runequest won't be the "official Runequest" which seems odd to all the people who've come to identify Pete and Loz as the life-bringers of the setting. A generic edition will no longer be a thing as Glorantha returns to the fore, much to the delight of the Gloranthaphiles but also to the detriment of the fans of the system but not the setting.

2016 will definitely be the year we see how this all affects the niche corner of gamer fans who love their BRP gaming.

HIGH: Paradox Entertainment Buys White Wolf

Paradox, a computer game company known for non-AAA budget games that usually are pretty good, bought White Wolf, saving it from a slow death at the hands of CCP, the copany behind EVE Online. Suddenly it looks like we'll have a new 4th edition Vampire: The Masquerade, continued support for the Old World of Darkness (now just plain old World of Darkness), Onyx Studios support for Chronicles of Darkness (what used to be the "New" WoD), and promises of a computer game, possibly an RPG.

Onyx had done a great job reviving and keeping World of Darkness alive, but only if you knew where to look. This new direction from Paradox is a good sign.

HIGH: Design Mechanism does get to continue supporting its own system

On the plus side, Chaosium is fine with Pete and Loz continuing to provide support for the system formerly known as Runequest 6. Fans of the system got a taste of how versatile it can be in the Luther Arkwright expansion, and now maybe in 2016 for many of us we won't need to stress too much about Chaosium's future because Design Mechanism has a perfectly viable Glorantha-free alternative out there.

Predictions: if Chaosium stays solvent, meets its Kickstarter obligations, and produces a great edition of Runequest that everyone can get behind then they will see some smooth sailing by close of year. If too many of these goals are not met then the future will look grim. Meanwhile I predict White Wolf will have a lot going on and will at last get exposure on a retail level again, possibly growing its fanbase, and it will hopefully do well under Paradox. Meanwhile I expect Pete and Loz to produce at least 2-3 high quality books powered by the Design Mechanism House Engine before Chaosium gets Runequest 4 out.

Next: OSR!



Tuesday, January 5, 2016

2015 Gaming Year in Review Part II: Kickstarters and OGL!!!

This was the year a lot of Kickstarters came to fruition, and also the year Deluxe Tunnels & Trolls finally materialized. It was also a major year for consumers to finally wise up and start scrutinizing wayward Kickstarters, especially serial offenders like Ken Whitman (alias Ken Whitless) thanks especially to Erik Tenkar's research efforts. Some highs and lows...

HIGH: Deluxe Tunnels & Trolls arrives

It almost missed 2015, but it did finally see release, and the Deluxe T&T core rulebook was a real pleasure to read and look at, a definite labor of love for both the authors, artists and fans.

LOW: The Ken Witman debacles

Not something I wrote about, but Tenkar's Tavern did a great deal to expose this serial con artist and his rampant abuse of crowdfunding, part of a long history of swindling and chicanery, it turns out.

HIGH: D&D 5E Gets Some Kickstarters

First Frog God Games did it in late 2014, with the fruit of their efforts coming out early in the year. Later 5E Kickstarters included Primeval Thule (which should be in my hands now if the Post Office can figure out how to forward mail....Sasquatch, remember to ask backers if there's an address change before shipping!!!), Tome of Beasts from Kobold Press, and more Frog God projects that seem to be experimenting with how much 5E interest there is (hint: a lot, but you need to make the Kickstarters easier to figure out and less risky).

Unfortunately all of the 5E books mentioned so far are produced on a more conventional fair-use basis because....

LOW: Still no OGL

I thought we'd see one by now, but maybe heavily modified with a lot of legal protection in place. Instead, we have no OGL going in to 2016, no word from WotC, and some suggestions from Kobold Press that maybe WotC is happy people are publishing without it, taking a bit of pressure off of the company to figure out how to support the game.

It's not bad in some ways; most 3PP have figured out now that you can produce your own content and publish it anyway, or are using the original OGL and just being careful.

LOW: Call of Cthulhu 7th

Call of Cthulhu 7th is not here. Backers might see it soon, in early 2016, but only because Chaosium is back on life support and breathing steadily, it seems. Will this Kickstarter come to pass? Was the Runequest 2 reprint another way to rob Peter to pay Paul (or whatever that expression is)?

LOWEST: Goblinworks Almost Goes Belly Up

Yeah I beat this dead horse last post, but it's worth mentioning because no one seems to be overly worked up about the fact that the Pathfinder Online game had two big, costly Kickstarters and ultimately ended up crashing Hindenberg style when Goblinworks admitted it missed its funding goal for completion by 75% and laid everyone off.....did Kickstarter backers ever actually get fulfillment on what they paid for? It seems to me this was not happening, not even close. For many (like myself) this was not a surprise....anyone who follows video game development could tell Goblinworks was designed to fail in their expectations and promises, but both Kickstarters had promised lofty goals, and I suppose did so cleverly....with one promising to fund a demo, essentially, and not the actual game. The other one fulfilled lots of print book promises, which apparently was what the backers really wanted. The Kickstarters ultimately felt very shady, in a "we met our obligations --technically--" sort of way....but if Goblinworks had been, say, Paradox Interactive or CDProject Red I think they would have been slammed, badly, for how they handled all of this. (Of course neither of those publishers would have done such a stunt in the first place).

PREDICTIONS: well, more Kickstarters loom (duh), as despite the bad ones there are many more success stories....and Kickstarters now are doing a better job of qualifying themselves by demonstrating prior successes. We will probably see CoC 7th in print but if there's still not CoC7 by the end of 2016 then I'll suggest it might be because Chaosium folded.....but the success of the RQ2 reprint Kickstarter suggests that shouldn't happen if they are careful. Meanwhile I predict that it will be shocking if Pathfinder Online is still, well, Online by this time next year.

Next: the more things change...




Monday, January 4, 2016

2015 Gaming Year in Review Part I: Green Ronin & Paizo

As 2015 goes away I thought I'd look at the highs and lows of the year, followed by some predictions.....and in 2015 for tabletop gaming there were more than a few!

HIGH: Green Ronin finally released Fantasy AGE and completed Dragon AGE.

...long in coming, this was a book everyone was waiting for, literally, for years. The first Dragon AGE boxed set released in 2010, and fans had been waiting very patiently for five years to see a playable "generic" edition as well as the completed Dragon AGE set, letting you at last run campaigns all the way to level 20. Fantasy AGE was so well received it blew through it's first print run and had to get an entire second print run to meet demand.

The high point was only offset by the low point....

LOW: Green Ronin's Mystery Setting Announcement Was...???

In January Green Ronin released a news piece about the first Fantasy AGE setting, suggesting it would be talked about for a long time to come. I provided my own biased suggestions for what sort of setting would be worthy of such monumental impact. As it turns out, Green Ronin actually only announced two settings this year: a Blue Rose Kickstarter and the Titansgrave "Ashes of Valkhana" book that was the initial companion campaign to the Fantasy AGE rulebook. Neither of these were worthy of the implied shock and awe that Chris Pramas implied, although I suppose one could imagine (based on the announcements written about it) that they had the strongly inclusive Blue Rose RPG in mind. The problem, of course, is that not that many people were all that excited about Blue Rose; it's a setting which has it's fans, and they are happy....but for the rest of us, it was more of a "okay, cool, so what's the shock and awe setting?" moment. And Titansgrave is, while fun, not even remotely newsworthy unless you have some weird fascination for Wesley Crusher.

....So, no setting announced worthy of the hype, unfortunately.

HIGH: Pathfinder keeps chugging along

We received the really cool Bestiary 5 this year, the complex and dense Occult Adventures (which was something I was very intrigued about but my group has found to be relatively difficult to actually get in to), even more interesting but impenetrable Pathfinder Unchained, and lots of other stuff. Pathfinder is holding its base, which is good since there are enough people to keep it going. This demonstrates that the market has room for a range of complexity in fantasy gaming: from ultra simple OSR games to the mid-tier D&D 5E to the top-of-the-heap Pathfinder.

LOW: Goblinworks and Pathfinder Online

I saw an end-of-year announcement from Lisa Stevens that Goblinworks had found a mystery backer willing to foot the bill for the completion of the game (or something to that effect). This could be good news, because the big deal in 2015 was that they had to lay off almost all staff and go into maintenance mode for the title, as they admitted they had fallen short of about 75% of their necessary funding to complete the game. Pathfinder Online remains a perplexing title for many....it's a game, and there may be a niche market for the kind of game it is, but it's not a Pathfinder game in the sense that most people would think of it, and not something Pathfinder fans like myself would be interested in. That, coupled with horrible animations, a current playable version that feels like a crude alpha build, and the general suck level of the Unity engine means that any backer stepping up will hopefully have the oomph to completely revise this project....but I suspect that's not its ultimate destiny.

PREDICTIONS: I expect Green Ronin to announce more content for Fantasy AGE in 2016, hopefully an "advanced set" with more player content and a GM's book and/or more robust bestiary. My worry is that we'll see more Blue Rose and Titansgrave and not much else. My dark fear is that this is Green Ronin and we won't see any of the desired content for another year or two....but I think that's a bit unfounded; the only real delay they experience is with licensed properties.

For Pathfinder I will be surprised if we don't see an announcement by close of 2017 that involves a possible rules expansion, but I doubt we'll see a "Pathfinder 2.0" under discussion. The 3.X engine it is built on is a contentious beast to redesign, as WotC itself has learned, twice. If Pathfinder Unchained was an effort at illustrating future directions for Pathfinder, then I suspect the road to 2.0 will be steep and treacherous.

Goblinworks meanwhile will probably be gone before close of year, unless this new mysterious backer is actually some real publisher with some teeth....but in the state the Pathfinder Online game is in I see no way it can survive 12 more months without serious cash and a new direction. Still.....a game like Alganon Online continues to exist (and on Steam, too!), so I could be wrong. My wife and I were playing it years ago before our son was born and marveling at the hidden promise buried beneath mounds of suck....although in Alganon's defense it's still more polished and playable than Pathfiner Online.

NEXT! Kickstarters And Stuff