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Osprey's New Wings

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This isn't a blog with new news. It's an appreciation.

A few years ago Osprey Publishing started publishing miniatures wargames in book form. This probably shouldn't have been a huge surprise, since Osprey's military history line has long been a huge resource for miniatures painters and historical wargame designers. So far my two favorites in the Osprey wargame line are Lion Rampant--Medieval Wargame Rules, by Daniel Mersey, and Andrea Sfiligoi's A Fistful of Kung Fu--Hong Kong Movie Wargame Rules.

The wargame line has notably moved away from the straight historical treatments that Osprey made its name with. Andrea's book, for example, is a skirmish wargame treatment of the territory Feng Shui arranges for roleplaying games. And with the launch of the Osprey Adventures line in 2010, Osprey has a full-fledged documentary fantasy project going, with books on everything from Hercules to Zombies to Werewolves and Ken Hite's The Nazi Occult.

The catalog of about-to-be-published Osprey books is a bit like walking into the history section at the bookstore and finding yourself at a gaming convention. Chris Pramas is about to publish Orc Warfare! Phil Masters is coming out with The Wars of Atlantis. Ken is putting together The Cthulhu Wars.

In a week, two friends have Osprey books coming out that I've already pre-ordered. Ryan Miller has a naval wargame, Fighting Sail: Fleet Actions 1775-1815. And Steve Long is publishing Odin: The Viking Allfather. The artist for Odin, a Spanish woman named a-RuMor, does great stuff, and I'm keen to see Steve's treatment of Odin-through-history and Odin-in-myth.

 



Roman Aqueducts, Hell's Bells

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Last month Lisa and I and the rest of her family took an amazing vacation through Barcelona and southern France. It was the first non-working vacation I've taken in a dozen years and there were so many splendid moments that attending an actual Barcelona game (vs. Almeria, league minnows) fell out of the top seven joys of the trip. I'll write some of those moments up eventually.

For now, a moment that came a few days after the Pont du Gard photo above was taken.

We were staying at a hotel inside the old walled city of Carcassonne. For ironic effect, Lisa had brought our copy of Carcassonne along in the luggage, but there were better things to do than play boardgames in the hotel, so the box ended up serving as a postcard'n'art storage unit!

Past midnight, Lisa and I decided to go for a walk all around the old city's inner walls, sometimes climbing up on the outer parapets where the floodlights showed the route. The walk alternated between long periods of silence and isolation dotted with bizarre moments of frenetic activity. Once a celebrating rugby team roared past on their own top-speed circuit of the walls. Later a small forest of birds chirped at full volume, fooled as intense spotlights aimed at the inner wall simulated morning.

Before the rugby team and the birds, in the quiet section when it seemed we were alone, we rounded a corner tower and stepped onto the longest straightaway. There was no one else in sight, only bats flitting overhead, weaving out of the towers under the moon. And then power chords started up in the distance. Da Da Da da-da-da Duh Duh DUH. Repeat. I knew the tune. Couldn't place it for another few steps. We were still hundreds of yards from the source but omg it was Hell's Bells, AC-DC.

Another few dozen steps and it was clear it was a live band. Deep bass thumping down from up high on the walls. Two-thirds of the way down the long straightaway we passed beneath the band's hole in the fortifications. Thirty-five yards up the thick inner wall of Carcassonne, blue and green light swirled out of an arrow-slit, accompanied by the best attempts of a French rock'n'roll band to scream Aussie lyrics.

A couple hundred more steps and we'd rounded the final tower of the straightaway and were back in the muted world of midnight between the walls.

Epic Spell Blahs

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A funny thing happened on the way to the publication of the second ESW set, Epic Spell Wars: Rumble at Castle Tentakill.

Actually, I wish it was funny, but it’s not, and I’m no longer the target audience.

I handled mechanical design on this set and its Mt. Skullzyfyre predecessor, aided by Matt Hyra’s devteam at Cryptozoic. Cory Jones of Cryptozoic renames the cards and writes the art descriptions and writes the story in the rulebook. What that means is that a large portion of the game’s initial success came from Cory, because I suspect that more people bought the game for its Nick Edwards art and its over-the-top theme than for the mechanics. I’d kinda hoped to shift that equation a little with set 2, because I was really happy with the choices added by the new mechanics, Blood, and creatures.

But I was wrong about thinking that the first set had been pushed to the edge. I didn’t realize that Cryptozoic was going to put an AWESOME MATURE CONTENT AND PROFANITY warning on the box, and I didn’t realize what that would mean.

I saw the cards for the first time last week and I wasn’t amused. There are sexist cards, racist cards, sniggering cards, and just plain ugly cards. It irritated me so much I only got through half the cards the first day.

I’ve discussed the set with Cory and he says he thinks of the ESW property as an Adult Swim cartoon. Huh. I think that’s a category error, and that even if you managed to make an Adult Swim cartoon out of a game, you wouldn’t handle the game as if it were the cartoon.

I’d been thinking of ESW as a game I was happy playing with my female and male friends and at conventions with strangers. But that’s not true anymore, unless I strip out the sexist and racist cards and squint at the rest.

I view this Adult Swim approach as a mistaken rebranding of an already successful game property that had wider appeal. Cory sees it as a minor alteration of an already edgy property.

And maybe he’s right about the minor alteration angle. It looks like I didn’t take the storyline in the first rulebook seriously enough, probably because it ticked me off. Certainly I believed that the game had found its tone the first time out. Turns out I was wrong. If this second set really is only a minor alteration, it turns out that the first set was as far as I was comfortable taking a game meant to be played by people I like. 

So I’m opting out of Epic Spell Wars publicity. I’m not pushing the game or running it at conventions.

Cory has apologized for surprising me with the switch to the NSFW model of the game and has agreed to take my name off the cover of the second printing.


The anthropologist in me is curious to see how this plays out. The rest of me is irritated.

Notes on Eidolons

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Eidolons_cover
A few days ago we put out Eidolons byASH LAW, an issue of the 13thAge Monthly that harnesses the full monster description style we used in the 13 True Ways Bestiary. If you helped playtest the Bestiary, you may even recognize these eidolons, because we put out an earlier version as part of the playtest package. Playtesters liked them, I liked them, it was only a matter of time before we were going to publish them.

What follows are developer notes on the article. If you want to see what I'm talking about, pick up a subscription to the 13th Age Monthly and you'll get this issue and the four previous issues as part your subscription. 

Our Focus on the Icons
I pulled eidolons and several other monsters out of the 13th Age Bestiary because the Bestiary was the first major product in the line and I wanted it to keep our focus on the icons. Eidolons are creatures from other realities. They warp the rules, so much that ASH included optional madness rules for PCs forced to deal with other realities. That’s fun stuff for GMs who want it, but in our very first 13th Age support book, I decided to stay closer to mainstream fantasy by not summoning too many non-Euclidean creatures from outside time and space.

As the line developer for 13th Age, the Bestiary taught me that designers needed more guidance about using the icons that are central to 13th Age. The creative streak that leads people to design games and write stories is sometimes a wild streak. When creators see a setting that’s all about something particular, like the icons, the temptation is to veer away from ‘what everybody is doing’ and bring in themes that haven’t been touched yet.  

Obviously that type of invention is a good thing, most of the time. But there’s are several big reasons that most published 13th Age material stays focused on the icons, and one of these reasons that may not be apparent is to allow players, GMs, and individual campaigns to happily riff on everything else! The baseline in rpgs is a line that gets criss-crossed and repurposed by most every game table. By keeping our focus on the icons and everyone who is involved with them, we leave more space for the character who wants their One Unique Thing to be truly unique and the GM who surprises everyone with a campaign idea no one saw coming.

Turns out that eidolons could also spring some of those surprises. They’re a multi-purpose tool for campaigns that want a new approach to NPCs and monsters that can only temporarily be removed by sword and spell.

The Optional Madness Mechanics
ASH is extremely fond of warped things from the outer colors of the reality palette. He’s wanted madness mechanics for awhile, I think. My sticking point is that madness mechanics have to be fun. This is a game that has to stay enjoyable to play rather than a simulation of what happens to a brain under assault from colors beyond space. Sometimes game mechanics for this type of thing are only enjoyable if you can appreciate the aesthetics of disintegration without caring that you’re now useless. There are good games that take that path, but 13th Age isn’t one of them. People who test these mechanics and send us playtest feedback at 13thAgePlaytest@gmail.com will have input on the book that’s underway that will use a version of this madness approach.

A Note on Art
Eidolon appearance can be nearly anything. And yet each of the eidolon illustrations, from Rich Longmore’s wonderful eye-catching cover to the roiling mess that is the eidolon in war form, has the same style of six glowing eyes.

First, this is mostly because I sent Rich a photo I’d taken in art museum of Catalonia in Barcelona as reference. My photo looked like this: 
So Rich gave me what I asked for, albeit with six glowing eyes instead of the seven I just realized are showing on the creature above. 

Second, you don’t have to interpret the art as saying that all eidolons have six glowing eyes. In my case, it's a post-facto explanation, but I think it works: these are all illustrations of the same eidolon!

As ASH said, Each eidolon is different and can assume different forms (as mentioned later in the stats section), but each eidolon also has its own distinct “look” and “voice” that it possesses no matter what shape mortals perceive it to be taking.

This eidolon’s look is that it has six glowing eyes no matter what form it’s in!

Summoning Spells!

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We've just cast a Summoning Spells installment of the 13th Age Monthly into subscribers' download accounts.

I had fun writing this one because I've been thinking a lot about how summoning works in 13th Age while working on 13th Age in Glorantha. Wizard and cleric summoning spells don't work the same as the druid and necromancer spells that appeared in 13 True Ways so the article starts with the new rules, part of the reason this is the biggest installment of the Monthly so far.

Highlights of the spells include lantern archons that are better at healing allies who have some trace of intelligence, wisdom, or charisma (healing equal to the highest ability score modifier!), the pentagram halos that float above the heads of demons you otherwise probably shouldn't be summoning, and the laughing demon, a new demon type that's surprisingly easy to control, but that may mean the joke is on you.

You can see the demon-halo and the laughing demon in the wonderful cover illustration by Rich Longmore, shown without logos above. There's more great art by Rich inside the issue, including a beautifully expressive shot of a wizard summoning an earth elemental that influenced the final mechanics.

This isn't the last word on cleric and wizard summoning. We'll follow-up on the subject in later products. Feedback on the spells in the article will also help the things that make it into print later. (And I should mention that the campaign variants mentioned in this issue's original capsule blurb will also show up in later products. I ended up sticking to spells and definite rules instead of outlining all the other options.)

If you've got a subscription, your Pelgrane account box should have the file already. If you'd like a subscription to the 13th Age Monthly, visit the Pelgrane store and you'll also get the previous five issues from this year. Or wait a couple weeks and this issue will be available as a single purchase on both the Pelgrane store and Drive-Thru RPG.

GenCon and other news

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As a big change of pace, I'm not attending GenCon this year. My family needed me home more than people needed me at GenCon. Given that I experienced the full GenCon prep period but won't have the full GenCon, I'm going to enjoy rounding into my non-GenCon jobs.

Here's a round-up of some of the people from Fire Opal who are attending GenCon, many of whom will frequently be found at the Pelgrane booth among the Pelgranistas.

Cal Moore will be at GenCon, should be on a 13th Age panel or two, and has just had Sharpe Initiatives: Earthgouger come out as this month's installment of 13th Age Monthly. Earthgouger is a tiny taste of the many types of fun that Cal put it into the upcoming Battle Scenes books. I'm developing and writing the art order for the first book in that series, tentatively titled High Magic & Low Cunning: Battle Scenes for Five Icons. Cal has been the editor extraordinaire for all my 13th Age books (including the 13th Age Bestiary that is up for an ENnie) and I'm enjoying turning the developer/editor tables and working on his big books.

ASH ALL FREAKING CAPS ALL THE TIME LAW will be at GenCon, fresh from having put together the final installment of the first season of 13th Age OP, The Battle of Axis, and the first installment of the second season, Race to Starport, that's going to be played often at the con. ASH has been working on other 13th Age things also, those are merely the two adventures I personally developed in the push towards GenCon. He'll be on 13th Age panels. Go, ASH, go!

Wade Rockett will be on every 13th Age panel except the Monster Design Workshop. He will be splitting time between the Pelgrane booth (#609), helping get the 13th Age Alliance started, and the Kobold booth. Which reminds me, I need to arrange a pelgrane vs. kobold deathmatch in the poking-the-Emperor-in-the-eye gladiatorial arena in Drakkenhall, but that probably doesn't have much to do with Wade, who is All About the Owlbears.

Rob Watkins and Jay Schneider will be mostly busy with Shadowrun: Crossfire, the co-op board game we designed for Catalyst that is up for an ENnie in the RPG Related category. Jay is also going to be busy with biz.

Jonathan Tweet is taking a break from 13th Age in Glorantha to attend the con! He will mostly be found at Peter Adkison's Chaldea booth (#2332) running a Chaldea minigame he designed. He'll also be on the 13th Age in Glorantha panel. The two of us recently talked a bit about that game, and many other 13th Age topics on the recently released "The Future of 13th Age" episode of the Iconic podcast.

And speaking of 13th Age in Glorantha, here are a couple photos from our game last Wednesday. The first photo has Neil Robinson of Moon Design (GenCon booth #2535) on the left, playing Vastorlanth, a Moon-touched Lothario of an Orlanthi rebel. I'm in the dragon shirt enjoying the action with the escalation die cranked to 3. And that's special guest star Jeff Richard of Moon Design on the right, lowing as Mel, the former herdman Storm Bull berserker. The second photo is Jonathan's end of the table, with the glowing ball in the center of the battlefield representing the magical Water feature created by Sean's storm sorcerer when he narrated his Water rune to purify the broo-infected corpse of the Bagnot former headman and rolled a complication. Walktapus tentacle just visible at the bottom of the shot . . . .



7 Icon Campaign

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[cover by Lee Moyer]

Last week I put the finishing design touches on the next issue of the 13th Age Monthly, due out at the end of August.

7 Icon Campaign is a change of pace for us, and it was great fun to create. It started as a thought experiment: Jonathan wondered how it would work to compress our game's 13 icons into 7. The experiment was a success, and it led to his new campaign. If you already know the 13th Age icons, you can probably figure out who has been combined with who by inspecting Lee's wonderful cover above. 

7 Icon Campaign is based on Jonathan's original campaign notes, and the questionnaires that he handed out to us players before we created our characters. I've elaborated on the original notes with a mix of feats, talents, and spells. They're inspired by the new composite icons but will work fine in any 13th Age game. In just under 6K words, there's a new racial feat for dwarves, a feat for either clerics or wizards, a new necromancer spell, and one new talent apiece for the bard, sorcerer, and paladin. My favorite is probably the necromancer spell, but you may be a nicer person than me and have other preferences. 

You can wait until some time in September to buy the single issue, or pick up a subscription to the full year of 13 issues in the Pelgrane store. Or you can take advantage of the sale that Drive-Thru RPG is running until August 19th, and subscribe at $3 off the usual price, so it's only $21.95. 

Gamehole Con: Sweet home Wisconsin

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Next weekend is Gamehole Con in Madison.

The convention is amazingly well-organized, has a slew of great guests, and a huge number of game sessions in the works.

My official schedule is down below. Saturday's morning 13th Age panel is a) the earliest you'll see me at a game convention, and b) a chance to see whether Jonathan and I are unusually loose-lipped as we're harvesting first-coffee and first-tea of the weekend.

For my wife Lisa and I, this particular convention comes with a huge bonus: we both have relatives all through Wisconsin, so it's not just a game convention trip, it's a chance to connect with aunts and uncles and cousins all across the state.

The last time Lisa was in Wisconsin she bought a pair of lightsaber toys in Baraboo, which soon led to an airport announcement that a TSA representative had waited their entire career to be able to deliver: "Will the woman who left a lightsaber at the Security Check please return to TSA to recover her lightsaber?"

Looking forward to seeing and gaming with many of you in less than a week, with or without lightsabers.

My schedule . . .

Friday, November 6th
10:00AM    13th Age Demo
8:00PM      Shadowrun: Crossfire's Gonna Get You

Saturday, November 7th
8:00AM      13th Age & Other Ages
2:00PM      13th Age: The New Batch

Sunday, November 8th
10:00AM    13th Age: The New Batch

Lisa, lightsaber recovered . . . 





Gamehole Con was fun!

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This is an open thank you letter to Gamehole Con, who flew me and many other game designers across the country a couple weeks ago for a sweet and extremely well-organized weekend of gaming.

Personal highlights included. . .
. . . .meeting Tom Wham and watching him demo Feudality, because I’ve played so many hours of his games over the years, and it was wonderful to watch him explain one of his creations.
. . . running a session of 13thAge in Glorantha that rivalled the 6 Feats Under session for sheer manic energy, particularly when the trickster managed to go airborne via a Life-infused Air spirit he’d caught in his bag of mischief.
. . . running another 13th Age in Glorantha session that nearly led to a permanent change in the curve of Humakt’s sword, which is a fancy way of saying that the Lunar Empire nearly Illuminated the PCs’ quest.
. . . a panel about 13th Ageand many editions of D&D that Jonathan Tweet and I ran Saturday morning.

The panel centered on a question and answer session. I don’t believe anyone recorded it. I don’t recall all the questions, but I wrote a few of them down. The answers below incorporate some of Jonathan’s answers and most of my own.

Q: Do the icons know they are icons?
A: Jonathan and I assume that the icons know they are icons and that this is a term that means something in the world. Greg Stolze’s The Forgotten Monk novel shows this well, the world and ages of the Dragon Empire make sense when the icons are aware of their own status. It would be possible to run a campaign where the icons weren’t at all certain of their status, but that feels like a different approach than what we’ve chosen as our baseline.

Q: Where do the conversational sidebars come from?
A: Our standard banter. The fact that we don’t always agree, and felt like showing that we sometimes disagree helps free up GMs and tables to play things their own way, since not even the designers entirely agree on all points. And most of all, a desire to use a conversational tone.

Q: Why was the druid missing from the core book?
A: Simply didn’t have a good version of it ready for when the rest of the book was done. Same for the monk, which was on the cover of the core book partly because I was trying to inspire myself to make sure I finished it, but no.

Q: What was the last icon added?
A: I asked the audience to guess. The second guess got it: the Crusader. I realized we needed an icon for evil characters who wanted to be part of the establishment, highly ambiguous heroes.

Q: Were there other icons we did not add?

A: Yes, and I’ll name three. We talked about a Merchant Prince, but went with the Prince of Shadows instead. Jonathan had argued for Tiamat, especially as an evil dragon inspiration of cultists, but I didn’t like that and we gave her stuff to the Diabolist and the Blue of the Three. And finally, I had proposed a Mother of Dungeons, something in the center of the world creating living dungeons and sending them up as eyestalks, and Jonathan shut that down by pointing out that it wasn’t really someone PCs would be able to have a meaningful relationship with, which helped establish our understanding of what it meant to be an icon in the first place. 

Sometimes home base is a tavern named Luckys

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Steven Warzeha and I just finished design work on this month's installment of the 13th Age Monthly. It's a surprise issue, added to the mix at the last moment because I was inspired by Steven's take on adding Home Bases to our player character options. Not all campaigns will want to use the mechanics, and many campaigns won't want to use them all the time, but I think they make a lot of sense for handling the 'this is our base' story that surfaces frequently in my own games.

The Home Bases art above is by Rich Longmore, illustrating the moment when the party's tavern base attracts some heat from thugs loyal to the Crusader! We'll have the issue out in a few days, after layout.

For those of you haven't signed on to the 13th Age Monthly, the current 13th Age Bundle of Holding just added a 20% off coupon to the bundle. The coupon is usable this year, in which case you'll get the past twelve months of issues, starting with Dragon Riding and continuing through Summoning Spells and Echo & Gauntlet. Or wait and use the coupon for next year's subscription, that will start with an article from Jonathan Tweet and me called Rakshasas & Reavers.

Subscribers to the 13th Age Monthly also get the upcoming seasons of our organized play program as a free bonus. So signing onto the Bundle of Holding not only gets you ASH LAW's Diamonds & Shadows,  a revised and expanded version of the earliest months of our organized player program, it can also give you a headstart on the adventures that will be bundled with upcoming issues of the Monthly.



For those of you already inside the subscription base, don't worry, Pelgrane will be taking care of you too!

a Moby Dick of a dungeon

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There are still a couple of days (well, a little less!) left to get the 13th Age Bundle of Holding that contains so much of what my friends and I have been working on the past few years.

After the bundle's opening trio of the core 13th Age book, the 13 True Ways supplement, and the wonderful 13th Age Soundtrack album by James Semple and friends, the next chunky object in the bundle is Gareth Ryder-Hanrahan's 364 page campaign-masquerading-as-a-mega-dungeon, Eyes of the Stone Thief . 

Here are a few fun things about Eyes of the Stone Thief that may not be common knowledge . . . .

1. whale book

Gareth's initial concept for the adventure was summed up by the project's original slangy name: Moby Dungeon. In a world where dungeons are alive, the dungeon at the center of this story would proactively hunt and kill things the PCs loved. Originally there was a Captain Ahab-style NPC, but that role got taken over by the PCs themselves! Given Gar's original inspiration, it probably shouldn't have been a surprise that the initial short adventure turned into a mega-dungeon with numerous aboveground locations and NPC factions that tie into the dungeon's plotlines.

You can see a trace of the original inspiration on Ben Wooten's cover. The halfling spellcaster has lost a leg and her comrade hefts a harpoon, waiting for the moment to throw at the surfacing dungeon!



2. women
Speaking of the cover art, Eyes of the Stone Thief features an art decision that turned out a bit harder to see than we'd intended. There's a consistent adventuring party used throughout the book, and all members of the adventuring party are women. Heavy armor and some small art means I'm not sure how many people noticed that.

3. colorizing the black and white
Eyes of the Stone Thief was originally a black and white book. Then Simon took stock of the wonderful full color maps Herwin Wielink had created for the book and of what we'd already accomplished with the other full color hardcovers, 13th Age and the Bestiary and 13 True Ways. Simon decided he wanted to take the time and make the effort to convert the book to color.



So Pelgrane ran a test, getting each of the artists to color one of their pieces. It went well and the colorization went forward. Towards the very end of the production process, when Lee Moyer was visiting me in Seattle, he saw the book on screen over my shoulder and asked to look at all the art. Lee is a master of light and shadow and color and he saw where he could strengthen the book. He made a bid to do touch-up work on pieces that weren't as dramatic. Pelgrane accepted and the results were magnificent.

The art process for the book captured how we've been approaching 13th Age work. We're not always as quick as we might be, but we're taking the time to get things right, and Simon and Cat at Pelgrane are wonderfully supportive, even to the extent that they'll make quality-control decisions I'd feel pretty bad about making with someone else's money.

4. but wait, the book isn't ALL in color
Gareth's art direction and vision for the book delivered four pages of truly old-school madness! Four pages of the Quillgate Library, down in the dungeon's epic-tier depths, appear in oldest-school black and white from the earliest days of D&D, the exact style and shade of paper used for the earliest rpg books widely published in the UK (as I understand it, my UK gaming history facts may be slightly off). And Russ Nicholson, famed illustrator of so many UK game books, provided the art, including a full page illustration of the dungeon cresting as a wave!

It's a joke from the old days, so it's not a surprise that the joke was too subtle for some people. Pelgrane sometimes gets complaints about misprinted pages in Eyes of the Stone Thief! "There's something wrong with 4 pages, they're in black and white and they look awful." I love the fact that Gareth, Simon, and Pelgrane buried this chunk of the forgotten module UA3 LOST TREASURY OF THE DWARVES in the middle of Eyes of the Stone Thief.

5. reviews and all that
You can find reviews and details of Eyes of the Stone Thief here and here and many other spots. I'll just close with an anecdote from one of my friends who plays in someone else's 13th Age campaign. The game has always been wonderfully GMed and huge fun, and then it got a little better. At some point my friend noticed that the battles had gone up a notch, full of interesting terrain and strange and memorable situations. A little while later, my friend realized that the GM had gotten hold of Eyes of the Stone Thief and was mining it for encounters, sprinkling its bizarre battles into the flow of the campaign.

Find it along with many other 13th Age goodies in the Bundle, or look for it in print at your local gaming store.


early 2016 13th Age update

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Here's the early 2016 update about a few of the upcoming 13th Age books and projects. Unlike updates that are all about the publication day, I'm writing from my creator-perspective; there are creative fountains I have to maintain, but the pipelines beyond the design/development/art phase are Pelgrane's (and Chaosium's), not mine to service. So I'll post later updates when I'm sure of street dates.

Except for Chaosium's 13th Age in Glorantha, these are all Pelgrane publications.


printing now
The 13th Age GM Screen and Resource Book has been in the printing process awhile already and will therefore be in stores super soon! Cal Moore and Wade Rockett did a great job with the screen info and book and as developer I chummed the waters. Pre-order people can already get the PDF from the Pelgrane store. It's an excellent resource for anyone running 13th Age and would be the new product to pick up for people who just bought into the 13th Age Bundle of Holding because of the help the 64-page resource book gives phrasing campaigns, running memorable sessions, and providing a big fold-out map of the Dragon Empire to lay in front of the wonderful screen art from Lee Moyer and Aaron McConnell. 


released and headed towards wider distribution
Greg Stolze's The Forgotten Monk novel is available in print and PDF from the Pelgrane store. It's going to have wider distribution through Stone Skin Press later this year. It's a charming book, by turns deadly serious and idiosyncratically funny. This would be the new product for people who just bought into the 13th Age Bundle of Holding because it's something completely different, a narrative entry point into 13th Age that shows how every GM/creator can make their campaign/world their own. 


about to start again
13th Age Monthly is back for its second year. The cover of the first installment of 2016 is pictured above and will be released toward the end of the month. Rakshasas & Reavers is a monster supplement, with a bunch of creatures Jonathan and I have been using in our games. As last year, each 13AM issue is slated for a minimum of 4000 words, but looking back at 2015 we were almost always over that. 2016's mix of GM stuff, player content, and stuff for everyone will include articles on summoning spells, phoenixes, rules for adventuring in the middle of mass battles, an adventure tie-in to 13 True Ways, and a piece on the forests I've been noodling with for awhile now and am finally happy with. People who like to cherry pick can eventually find individual issues on the Pelgrane Press store and on Drive-Thru RPG, but subscribers also get the new 13th Age OP adventures. That's a good deal. 



in layout
Cal Moore's High Magic & Low Cunning: Battle Scenes for Five Icons is now in layout. With 44+ battles and battlemaps, I believe the book is going to clock in at something like 190 b&w pages. The book was great fun to develop and art direct. Patricia Smith handled the cover and she and Rich Longmore shared the interior work. Above Patricia's wrap-around cover and below this text, I've inserted a couple of Rich's interior pieces I enjoy, lifted from battle scenes/mini-adventures involving the Archmage, High Druid, Orc Lord, Prince of Shadows, and the Three. I'm not going to say *which* icon these are from, don't wanna play the spoiler, we'll let players find out!




art in progress
Cal Moore's next book of mini-adventures and fight scenes to drop into campaigns is called The Crown Commands: Battle Scenes for Four Icons. Art is underway and I expect to finish development by the end of March. If the icon wears a crown more often than not, and is pretty sure they could rule the entire Empire, given the chance, their battle scenes are in this book. Dwarf King, Elf Queen, Emperor, Lich King.



design moving close to completion, art in progress
13th Age in Glorantha is the giant project Jonathan Tweet and I have been working on for Chaosium. It's late, but it's getting close to done. It's a Kickstarted labor of love like 13 True Ways and has a similar number of improvements that push the system into places it hadn't gone before. Moving 13th Age to Glorantha overhauled the storytelling mechanics, but all the new classes and transformation classes and monsters and rune gifts and subsystems will be entirely useful in core Dragon Empire games for people running campaigns not set in Glorantha. (Illustration above by Jan Pospisi is an early work-in-progress of Gagix Two-Barb, an  NPC/monster who Jonathan is busy turning into a long-running campaign nemesis; I love the energy of this early draft.)


second draft complete, awaiting a bit of dev work and art
Shards in the Broken Sky by ASH LAW will be the next adventure book on my dev-docket when The Crown Commands is finished. It's going to be quick and we've got an artist excited about tackling ASH's amazingly detailed art order, so the first adventure we announced will finally be out this year. 

first draft complete, devwork pending
Gareth Ryder-Hanrahan has outpaced my dev-calendar by finishing Book of Demons! It includes a pact-making demon summoner class we haven't decided the name of yet. Exciting work, and the same size as Book of Loot

three other things
There are three other books/projects underway under Pelgrane's wings and two of them are new styles of product for us. But I don't expect any of them to be published ahead of the books mentioned above, so let's save them for later. 

yours in the whirl, 
Rob Heinsoo

13th Age in Glorantha monster list sample

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Jonathan and I are so close to finished with design work on 13th Age in Glorantha we can taste it. A taste is not a meal, and we're still working this week.

Jonathan is deep in a heroquest in which Humakt reasserts control of Death. I'm handling Sartar Magical Union mechanics and writing geography bits.

A lot of fun things have entered the game in this last phase of design. I thought I'd share one here that shows Glorantha's visual style and our use of the runes. This is the almost complete 4th level monster list that shows how we're using other 13th Age resources in Glorantha.

P. XX references are to monsters in the book, the other creatures are from previous 13A books as indicated. If names have been changed, the original name appears in brackets.

Monsters are organized by rune since that's often how they're encountered; Chaos creatures attacking alongside other Chaos creatures, Darkness creatures banded together, and so on.

The runes in the list start with Air swirling on top, then Beast like a dragon's eye, Chaos looking like a horned devil, the great blot of Darkness, one Earth creature, one Fire creature, several Moon creatures of the Lunar Empire, and a couple weirder undead with the Unlife rune.

We're pretty excited about how the full Monster List has turned out as both a resource and inspiration. GMs will have plenty to work with if they only have the core book and 13G, while anyone who has 13 True Ways and the Bestiary ends up with way more additional material than we expected.


[Click on the table for a better view]


Three Powerful Months

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I'm excited about this year's 13th Age Monthly lineup. The first three months show off the mix of GM material and player goodies we're aiming for. The artists are doing splendid work, and in fact for much of the year, 13AM is likely to be the place to see color 13th Age art.

As you can see from the design credits so far this year, I'm staying fully involved with the Monthly. 13AM isn't quite a Ken Writes About Stuff situation, like Pelgrane's other monthly game subscription, because there will always be other designers writing for the Monthly. But I've gotten a lot more involved than we expected when we started this project, developing and art-directing all the issues. I've never handled a monthly publication process before. It started as a learning experience and has become fun.

We promise 4000 words a month and we nearly always publish more than that, because . . .fun!  If you're subscribing, you've already got the first two issues shown below, with covers and interiors by Lee Moyer and Patricia Smith. Sorcerer Summoning, with cover and interior art by Rich Longmore, is getting shown off for the first time below. It will be out at the end of this week. If you subscribe now you'll get all the issues from 2016 as well as the OP adventures when they release. . . . and that should also be happening at the end of the week, since ASH LAW's Into the Underworld Part IV is ready to be unleashed.

See you in the Monthly.





Hidden Object Game

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Dusk at Seward Park. 


[Photo by Lisa Eschenbach] 

Big Trouble in Little China!

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GenCon is going to be fun this year!

In addition to however many volumes of 13th Age we have out by and for the show, I'll be enjoying the release of a new game from Upper Deck based on my favorite deckbuilding card game.

I've been a Legendary fanboy since Devin Low invited me to early playtests. You'll find my wife Lisa and me in the playtesters list for most of the Marvel Legendary sets. So it was wonderful to design a Big Trouble in Little China set intended to be playable with the Marvel sets.

The Villains and Masterminds and Schemes can all add something new for people who want to draft big trouble into their Marvel games, and Iron Fist could pay a visit to Little China. But BTiLC is very much its own experience, with interlocking characters and mechanics that want to be played together, as well as new Schemes that pivot around Chinatown. I'm particularly happy with the story-oriented solution for handling the starting heroes, but it's a little too soon to spill those beans. I'll say more about the game's design goals and solutions in future posts.

This was so much fun to make! The result is sort of a love letter: Legendary is Lisa's favorite game, and Big Trouble in Little China is designed to be Legendary the way Lisa likes to play it. Except for the worst of the Masterminds . . . Lisa saw that Mastermind and said "Oh. You just designed this to screw me, didn't you?"

Me: Not you. Your play style.
Lisa: The world.

Three Dragon Ante mix, with coins

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We played Three Dragon Ante a few weeks ago, just a couple days before the coins from the last Campaign Coins Kickstarter showed up in the mail. So for next game, I'm ready with metal coins. It's a benevolent circle, given that 3DA helped inspire Campaign Coins to start making gaming coins!


Later this year we'll be able to play with dwarven towers from the 13th Age Coins and Icon Tiles kickstarter, which sure looks like it's going to fund in style and will probably be making the twelve-sided icon die from our 13 True Ways kickstarter available again. (You can find a few of the square dwarven tower prototypes anchoring the coin pile above.)

For those of you who have both the original Three Dragon Ante and the Emperor's Gambit sequel, here's the card list I'm playing Three Dragon Ante with these days, a mix of dragons and mortals and dragon gods from both the sets. This set-up has a good mix of card drawing, outright theft, and manipulation of the ante cards. If people have other mixes they play to get different effects, I'm curious to hear it.

Evil: 
Earthquake
Gray
Green
Purple
Red

Good: 
Adamantine
Bronze
Iron
Silver
Steel

Mortals & Li'l Dragons: 
Hatchling
The Dragonslayer
The Druid
The Emperor
The Queen
The Sorcerer
The Spy
The Thief
The Wyrmpriest

Dragon Gods: 
Bahamut
Io
Tiamat

Trump is running for impeachment

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I don't think Trump is going to become president. But if he does, he’ll be in the running for an uglier prize.

Two-thirds of the Senate can vote to impeach a President for "treason, bribery, or high crimes and misdemeanors."

Trump’s campaign promises high misdemeanors. Given his current and intended disregard for the law, he may get around to some crimes. I don’t expect his conduct to change if he’s elected. Even if you believe his behavior could shift, Trump seems likely to provide enough for a Senate composed of Democrats and worried Republicans to work with. 

The Pristine City

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The Pristine City is a fun 57 page 13th Age-compatible adventure for 4th or 5th level characters from Stacey Janssen and David Noonan of Dastow Games.

While reading the adventure and framing my response, I realized that my gaming experience is probably different from most GMs. So far as I remember, and I'm thinking all the way back to Top Secret and Chivalry & Sorcery and Monsters! Monsters! and AD&D  and then Champions and RuneQuest and the days when I bought a LOT of rpg adventures . . . going all the way back and working forward, I have never run a published adventure that was written by someone else. Unless you count:
a) the pieces of published adventures I played as solitaire system-tests when I was a kid; or
b) the co-op/solo micro-dungeons published for The Fantasy Trip, when I was playing as well as flipping the pages; or
c) the adventures in 13th Age in Glorantha that were written by Jonathan.

I think Item C counts. That's a recent development!

So while I've read big chunks of The Pristine City, and skimmed the rest, I haven't run it. The fact that the book got me thinking about how I would run it turns out to be extremely unusual.

Without giving too many spoilers, here are some things I like about this adventure.
  • A clever overarching structure that will shape the game alongside the player characters' actions (I must not say more, but this deserves an exclamation point)!
  • Amusing reinterpretations of the icons that both dodge the copyright issues, add their own twisty values, and are still clear enough to anyone running a core Dragon Empire game. 
  • Interesting reasons why this singular place blends oddities you might find in a living dungeon within themes created by the dwarves. 
  • Well-themed magic items that enhance the storyline. 
  • Amusing touches in the price lists and great material for dwarf-oriented player characters in the list of Real Books in the Pristine City
  • Vignettes that could be dropped into other dwarven areas if you're not going to run the whole thing. 
  • Far more playable material than you'd expect to find in a 57 page book, because they didn't reprint monster stats from the core 13th Age rulebook or the 13th Age Bestiary. Page references suffice and the focus of the text stays on exploring the city instead of reprinted monster stat blocks. 
  • A couple new monsters I'll be using the next time I need [REDACTED].

My Book of the Year: The Sorcerer of the Wildeeps

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I've gasped out loud while reading one book.
This book.
Twice.

I don't want to say too much about the story. Surprises exist. I'd rather not hint.

It's a blend of the brutal and the mythic and the humane, glowing in unforgettable language that's often worth reading aloud.

On e-readers the novella is cheap. $3 cheap. I'm buying a paper copy for my shelf of favorite books and to pass around to friends.

Thank you, Kai Ashante Wilson.
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