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Fire Giant and Snowy Owlbear: 13th Age Bestiary 2 is ready to roll

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illustration by Rich Longmore

This fire giant soldier is smashing his way into reality: Lions & Tigers & Owlbears: 13th Age Bestiary 2is (almost) finished with layout!

What’s the hold-up?

It’s the fact that anyone who buys the SnowCubEdition of Bestiary 2 as a pre-order before June 21st gets their name in the book’s credits. Layout artist Jen McCleary is waiting for that list on the 21st to put the final touches on the credits page.

Soon after that the layout PDF will go onto the Pelgrane store bookshelf of everyone who bought the SnowCub Edition and the book will head to the printer.

I’m thrilled with the final 304 page tome! Every designer and artist contributed something special, Jonathan showed up with insightful sidebars, I wrote a two-page appendix to support folks who want to use these monsters playing 13th Age in Glorantha, and towards the end, partly because of comments from people who purchased this pre-order, we added new building battles tables that include weakling and elite creatures as well as different sizes of mooks. Our thanks to everyone who is contributing by picking up the SnowCub

We Shadows have Offended

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The massive opening of The Yellow King Kickstarter project has caused me to reconsider an event that took place on June 21st, just prior to the launch of Robin D. Laws' new GUMSHOE game.

I was talking with the London half of the Pelgrane Press publishing team on Skype. Behind Simon, a woman in a summer skirt dithered in the doorway, obviously wanting to talk with him but not wanting to interrupt as he talked into his headset. She came back a couple minutes later and knocked to get his attention.

Simon got up and talked with her a bit at the door, too far from the microphone for me to hear. He closed the door and said, “They’re doing a performance of Midsummer Night’s Dream in the hallway and they’re worried that with the door open, people will think I’m part of the play.”

I said, “That’s the most perfectly English thing I can imagine."

A couple days later, with The Yellow King surfacing, I’m not sure what I saw. People putting on A Midsummer Night’s Dream in the hallway? This is normal now?

Thunder Alley & Apocalypse Road

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Thunder Alley is a pretty great NASCAR racing game by Jeff and Carla Horger, published by GMT. Read more comprehensive reviews of Thunder Alley’s clever racing and drafting mechanics here and here.

Neither I, nor anyone I’ve played Thunder Alley with, have been NASCAR fans. But as an evocative simulation of bump-and-grind team racing, Thunder Alley has succeeding in making nearly everyone who has played it in our games say something like “Wow, I never really cared about NASCAR, but if this is how the tactics work, I could pay more attention.”

I admit that we haven’t followed up on that by following NASCAR. But we’re all looking forward to playing the game again, it’s an elegant design that’s extremely fun.

And speaking of looking forward to playing …. What I’m really looking forward to is the Car Wars style version of Thunder Alley, cars with weapons racing on closed circuit tracks! The game-in-the-making is called Apocalypse Road. It’s presently at around 337 orders on GMT Games’ version of crowdfunding, the Project 500 system (aka P500) that requires 500 pre-orders to get published.

P500 preceded Kickstarter, it’s one of the early crowdfunding systems. P500 works extremely well for GMT but I’m not certain it’s working as well as it could be for Apocalypse Road. GMT mainly publishes historical games. It has some science fiction successes, but they’re considerably less wacky-looking than Apocalypse Road. I’ve got a hunch that few GMT P500 people were ever into Car Wars. I believe that Apocalypse Road will benefit from getting noticed by a wider fantasy/science fiction-oriented gaming audience.

Take a look at the ApocalypseRoad development page. It’s combat racing, something like automotive roller derby: you’ll score points for completing laps with the cars on your team and for eliminating opposing cars. You can build cars for speed or for combat or maybe you’ll want both.

I’m fond of the Horgers’ recent Grand Prix. It’s a lot more predictable than the madness of Thunder Alley. But I’m hoping for the chaos of weaponized racing, and hope the game gets noticed by people who like a good car war. 

Image result for apocalypse road game

Stuff at GenCon!

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It’s not only GenCon’s 50th birthday this year; it’s my wife Lisa’s 50th, and they coincide. So I won’t be at GenCon this year. I’m sorry to miss out on seeing friends I only see once or twice a year, but I have no complaints, it’s going to be a great birthday!

There will be several games and things I’ve designed or contributed to showing up at the convention.


First, at booth #1317, Pelgrane Press will have copies of Lions & Tigers & Owlbears: 13th Age Bestiary 2. I haven’t seen the physical book yet so if you get a copy you’ll be ahead of me. You should be able to find authors like Wade Rockett, Gareth Ryder-Hanrahan, and Jonathan Tweet at the show and often at the Pelgrane booth. Artist Naomi VanDoren (Purple Dragon, kowha, etc.) will be in the art show.


Speaking of art, Campaign Coins has repackaged the 13th Age icon tokens with a color backing card. They're up for an ENnie and they'll be on sale at booth #842. 

Pelgrane panels will also be discussing the next few 13thAge books in the pipeline. One of them, the Book of Demons, contains the new demonologist class, which is presently being playtested by former 13thAge Monthly subscribers and which I’m working on more this week.


And speaking of playtesting, Arc Dream Publishing will have playtest decks of the Wrestlenomiconcard game I designed the mechanics for at booth #431! I'm happy with mechanics I’ve never seen anywhere else that capture a wrestling match between gigantic elder gods! It helped to have card art finished by Kurt Komoda and hilarious/devastating card names provided by Dennis Detwiller and Shane Ivey. I got to focus on carving mechanics to live up to the art’n’concepts. The game is going to have a wider public playtest you can sign up for on the Wrestlenomicon site, and then a Kickstarter.


Meanwhile over at the Chaosium booth, #829, they’ll have the first three laid-out chapters of 13th Age in Glorantha. Chris Huth, the layout artist responsible for this design, is taking a break from layout to attend the show, where he’ll be running games and working at the Pelgrane booth a bit. You can see more samples of the layout in this update on the 13G Kickstarter page.


More coming in a later post . . . .

Top Level Security

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The Frame: I heard the story I’m about to relate as it was happening, from people inside the building speaking off-the-record to an outsider. I wasn’t in a position to find out more at the time, and I liked the Story-Of-It-All so much that I haven’t tried to follow up and find out what, if anything, people eventually learned about how this happened! Maybe by posting this I’ll discover the Truth, but I admit I’m pretty happy with the mystery . . . .

The Story: A couple years ago, the Redmond Microsoft campus had an unprecedented security problem. I say unprecedented, but technically that may not be true if you watched Seinfeld.
As part of the deal that brought Skype to these shores, Skype employees were provided with breakfast on the Microsoft campus. It was part of the contract. Many people took advantage of the perk.

And then the Skype-breakfast muffin tops started disappearing. Not every day, but often, the tops of the muffins were gone. Eaten? Disappeared, in any case. No one came forward to take the credit. The muffin-topping continued. Take that, Skype!

So people started taking steps, including setting up cameras. That didn’t work. Which started seeming weird. I’m not sure how seriously anyone was worried about it, but there were impromptu patrols by semi-concerned employees.

The last I heard, a patrol thought they had found a woman acting suspiciously in one of the kitchens, but when she realized they were fairly crap vigilantes, she just walked away and no one figured out who she was. 

Fire & Faith & a Fallen Lammasu

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I just finished developing and editing Cal Moore’s Fire & Faith: Battle Scenes for Four Icons, the third of his battle scenes books for 13th Age. The glorious bits that you won’t forget include a hellhole invasion (Crusader), bloody encounters with a demonic circus (Diabolist), a quest through a dragon’s dreams (Great Gold Wyrm), and overworld combat-mathematics in the Cathedral (Priestess). Along the way there’s an ogre mage knight riding a fallen lammasu (art by Rich Longmore above), a drow sorcerer riding a silver dragon, and demonic gladiators that are my game-mechanics gift to GMs who enjoy upsetting the players’ concept of how fight scenes should play out.

Like the other battle scenes books, Fire & Faith will be published in black and white with dozens of illustrations by Rich Longmore. It will also have a full color map folio, including labeled and unlabeled versions so that the maps can be easily repurposed.

If you combine these adventures with Cal’s earlier High Magic & Low Cunning and The Crown Commands, you could play a by-the-book ten level 13th Agecampaign using only battle scenes adventures!

Crazy Boss Monster

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A couple years ago there was a pivotal moment when a close friend of ours had started a job that immediately looked like it was going to be a disaster. My wife Lisa helped save us all, saying “I’m sorry, I just don’t have the energy to spend the rest of the year being surprised by how crazy your boss is. You need to quit. There’s no mystery here, it’s just going to happen again and again.”

That’s how I feel about mass shootings in America. We can’t be surprised. The pieces are all set up and the shooting will begin. As the Gun Violence Archiveindicates, nine days out of ten, it’s only a question of who and where.

Our friend quit her crazy job. Then she chose a path that was four times more sane. Judging by American political history and our current president and Congress, I don’t have hopes for a similarly rapid shift to a sane approach to gun ownership. But first steps are important. A gun lobby that fights against background checks for gun owners, restrictions against mass-murder-certified assault weapons, and against keeping silencers more-illegal-than-not is no one’s friend. It’s a crazy boss monster, and it’s time it was opposed by our elected officials, even the ones whose campaigns were bankrolled by gun money.

Red Base Yellow Base

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Walking our dog Roo early this morning in the fog, outside the Rainier Arts Center, I found myself standing on what felt like an art project, or perhaps a section of a game board, one base red, one base yellow.



Design notes from Operation Dauntless

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I love design notes in games. When I’m working full-time on my own games, I admit there are times that I end up reading the designer’s notes in new games in more detail than their rules, particularly with wargames that I’m not likely to play in the next few months.

The design notes I’ve enjoyed most recently appeared as a 48-page booklet in the GMT game Operation Dauntless, designed by Mark Mokszycki. It’s a grand-tactical simulation of battles in June 1944, during the British offensives in Normandy. Not the same cup of tea (or even the same meal!) as the roleplaying games and card games I’m usually involved with as a designer, but this is work I appreciate as both stellar design and as a thoughtfully-described process.


The game’s mechanics are deceptively simple. Let’s call them elegant! They’re adapted from an earlier game by Mokszycki about the Finnish/Soviet war, Red Winter. In fact, Mokszycki’s design notes mention that he originally expected Operation Dauntlessto be a simple conversion of mechanics from the earlier game. Eight years of design and development work later, that was patently not true, but it was too late to turn back the tanks, he was committed to this labor of love.

I’m sure that’s part of why I enjoy these notes so much. Hearing about multiple detailed and heavily playtested approaches to a close assault system, over a period of years, certainly reminds me of game mechanics conundrums we faced during 13th Age in Glorantha, when a system we thought would easily flow into a different world had to be revised to do the new world justice. 

But the appeal of these notes goes beyond my own process-identification and my fondness for WW2 grognardia. If you’re any type of wargamer, or a game designer, there’s a lot to learn from Mokszycki’s detailed discussions of iterative attempts to simulate specific elements of historical battles. What makes these process notes pay off in the end are elegant and approximately-correct abstractions that both solve his historical-simulation problems and help create a gameable experience.

I may end up playing Red Winter before I play Operation Dauntless, especially since a member of my gaming group has married into the Finnish way of life! If there’s more to say about how the game mechanics match the design goals, I’ll speak up after rolling the dice.

Dream-Quest, Dreamlands cards

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Here’s why I love Kij Johnson’s The Dream-Quest of Vellit Boe:
a)     Kij Johnson is one of my favorite writers, and the fact that I haven’t read all her books yet is a symptom of deliberately rationing her work over time—next up: Fudoki.
b)     The Dreamlands are my favorite part of Lovecraft’s mythos.
c)      Vellit Boe’s dreamquest works as mythos journey, perspective-shift social commentary, and a trip into the lives of real people in a surreal world.
d)    Brutal mid-paragraph shifts from normality to deadly violence. They remind me of the non-transitions in the movie version of No Country for Old Men. This is how violence slams into real life, not with musical cues.

Here’s why I love Heather Hudson’s Dreamlands Christmas Cards that are on Kickstarter for the next couple days, and can be found here:
a)     Hilarious use of the mythos' brightest corners.
b)    Cards that translate both in and out of fandom.
c)     Homage to Calvin & Hobbes. 
d)     At least one card that requires a scenario: (Santa Claus vs.) The Black Galley!



Wrestlenomicon!

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[Hyades Head Slam, by Kurt Komoda]

Dennis Detwiller & Shane Ivey of Arc Dream Publishing came up with the idea of pitting Cthulhu vs. Hastur in a cosmic cage fight. They came up with dozens of funny card names and Kurt Komoda supplied wonderful illustrations. But the rules they started with didn’t live up to the concept and the art. Dennis & Shane decided they didn’t really have a viable game. And that’s when I got involved, meeting Dennis at a convention, hearing that they had a fully-illustrated game with no mechanics, and jumping at the chance to join the team.

I designed a couple systems that had interesting pieces but weren’t fun. Then I hit on the idea of presenting the fight as a battle between great slow-moving cosmic entities who launch attacks that unfold over time and space, arriving after the enemy has had a chance to see them coming and figure out what they might do in response. If it’s not actually a unique game mechanic, I don’t know other games that used the idea first. I’m sure I’ll hear whether the mechanics have unknown ancestors during this next piece of the process, a wide open-playtest.

If you’d like to be part of the playtest, you can sign up at Wrestlenomicon.com. This first (and perhaps only) playtest is going to run for something like five weeks. Assuming it goes well, the game’s developer, Sean McCarthy, and I will process the playtest feedback and get the game ready to roll. At some point thereafter, when they’ve recovered from other Kickstarter heroics, Arc Dream will run a KS for Wrestlenomicon . . . . since there’s definitely more that can be accomplished in this cosmic ring!
[[Fistful of Cultists, also by Kurt Komoda]]

Winter update

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This weekend: I'll be at Dragonmeet in London on Saturday with the Pelgrane crew. I love visiting London, and Wednesday I got to attend Arsenal's 5-0 tonking of Huddersfield, so all is well.

Work in progress....
The first five books mentioned on this list are Pelgrane projects for 13th Age. After that the list moves to other companies and other games.

[[cover art by Jessica Chung Ti Lee]]
Fire & Faith:  The third of the battlescenes books by Cal Moore, with ready-to-run mini-adventures for the icons who rely at least partly on faith: Diabolist, Crusader, Priestess, Great Gold Wyrm. The book didn't quite make it into print in time for Dragonmeet. Printed copies are showing up later in December, for now you can pre-order at the Pelgrane store and get the PDF.

[[cover art by Melissa Gay]]
Book of Demons: This one is in layout. Among the reasons the book will be notable is that it contains a rarity: a new 13th Age character class, the demonologist, something I put together after initial work by Gareth Ryder-Hanrahan and another early draft from Paul Fanning. Elsewhere in the book, the six hellholes Gareth created are wild. He'd written art suggestions that I said were not-doable, "tone it down, a lot, this is just too convoluted, no artist is going to want to handle this," I said. And then Cat Tobin went and proved me very wrong, finding an artist named Agathe Pitié who pulled a full Hieronymus Bosch. 

Book of Ages: I'm midway through developing Gareth's wonderful combo of DIY chronicling and sample ages, full of monsters and magic and spells from the ancients. Not sure of publication date yet but it's next in the pipeline.

Shards of the Broken Sky: I've got a bit of final devwork to handle on ASH LAW's big adventure. Art is midway. Maps are still needing to be arranged.

Loot Harder: ASH's new book of treasure, with bits from a few couple other writers. To be published in 2018, either just before or just after Shards I believe.

13th Age Glorantha: It will be a 400+ page book from Moon Design. We recently shared Chapter 3: Playing in Glorantha with KickStarter backers. Six of the book's eight chapters have been laid out by Chris Huth. Layout finishes soon. I'll be handling indexing and other final bits when I'm back from Dragonmeet. I'm amazed by the final layout. Jonathan prefers not to see our books as they're in progress, he likes to wait until they are done--he's in for a treat!

Wrestlenomicon:A two-player card game from Arc Dream Publishing, presently in open playtesting, aiming to be on Kickstarter sometime in 2018 since its art by Kurt Komoda is complete and we're just getting the mechanics right. (See the previous post in this blog.)

Dragonfire: I didn't work on Catalyst's new Dragonfire game of D&D deckbuilding directly, but my business partner Jay Schneider did, and it's pretty much a second edition of the Shadowrun: Crossfire game our Fire Opal design group created, which is why Mike Elliot and Greg Marques and the rest of us are credited as designers. As a second edition, I think Dragonfire is an improvement over our Crossfire mechanics. I believe Crossfire may be getting an update soon to match some of the improvements, and I'm excited to see Dragonfire's progress in the months to come.

this week in gaming

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This week I absorbed the rules for four new games: Gloomhaven (cunning boardgame dungeon-crawler and Kickstarter darling) Magic Maze (unique co-op game getting in and out of a delightfully illustrated fantasy shopping mall), Wild Blue Yonder (the new version of Dan Verssen’s Down in Flames WWII air combat card game from GMT), and Centerville (Chad Jensen’s new Euro-style urban planning status and prestige game). So far the only one of the four we’ve played was Magic Maze, which was hilarious fun but demonstrated again that I’m a turn-based gamer and a real-time bumbler.

In the world of playtesting, we played a great session of one of my new card game designs that the publisher has not announced yet. The game has gone well enough for long enough that I’m going to finish up its rulebook and call it done as soon as I can carve out two focused days.

Also in the world of playtesting, Lisa and I played a friend’s new card game a number of times on a couple of nights, but that’s not announced either so I can’t write details.

And the Wednesday night RPG group enjoyed another session of the Over the Edge 25campaign that Jonathan has been running for a while now. The campaign doesn’t have a name yet. Our other OTE campaigns seem to acquire a name when things go horribly wrong, names like “Ann Thunder Escapes,” when Ann Thunder was our nemesis. So far, so nameless.

Meanwhile in the world of actual work I’ve been acting as editor/layout overseer for the Book of Demons for Pelgrane. And getting art orders ready for three other Pelgrane books. And cobbling together the credits and appendices for 13thAge Glorantha, which Chris Huth is busy laying out the final chapter of. I’ve also been dealing with art direction on two other game-projects we’re not talking about yet, which raises the point that I’m often working as the art director for games I design or develop. That was something I leaned towards at the end of my WotC shift, when I was writing art orders for books I hadn’t worked on. But WotC had excellent art directors, trained for the job. In the world beyond WotC my untrained aptitude has frequently put me in the director’s chair.

When I get through the art direction, I’ll be back to developing Gareth Ryder-Hanrahan’s Book of Ages, a fun 13th Age project with three different takes on portraying a world dominated by icons-over-time. Which means that this week, my only effort that qualifies as actual game design was a lunch time conversation with Logan Bonner about two in-progress card games. Extremely worthwhile, but I haven’t even have time to follow up on his thoughts. We’ll see if I can get back to design next week. 

New Wrestlenomicon Two-Player Cardgame Playtest Opens

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art by Kurt Komoda

I've been super-busy finishing game design projects before a vacation.

One of the projects, a twisted little two-player card game from Arc Dream Publishing called Wrestlenomicon, is about to open a month-long playtest. The version of the game in this playtest has taken a turn toward the lighter side, away from a couple rules and abilities we decided were too esoteric.

If you're a fan of some of my other card games, or you enjoy two-player combat games, or if you have been aching for the chance to impale a fellow elder god with Cassilda's Thong or crush them under a Barrel Full of Byakhees, you can sign up for the playtest by visiting the Wrestlenomicon.com website!

I'm going to be traveling without much email for the next few weeks, so if you sign up and have any trouble getting the playtest kit, or have questions, contact Shane Ivey at shane@arcdream.com.

Heinsoo: Rainbow over the Wine-Zoo

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How do you pronounce my last name? Yes, you, the reader, the comrade sharing this line.

If you pronounce the first syllable to rhyme with ‘wine’ and the second syllable to room with ‘zoo,’ you’re agreeing with nearly all English speakers. Well, American-speakers, at least.

If you pronounce the first syllable to rhyme with ‘rain’ and the second syllable to rhyme with ‘bow,’ you’re either Estonian (or maybe Finnish or Dutch), a member of my circle of family or friends with a good ear for language, or someone who has had me correct you two or three times already.

My wife Lisa (not a Heinsoo, by the way, she has a very cool name of her own that’s marginally easier to pronounce) advises me to give it up, and just let people pronounce my name the way they’re going to read it, because come on, who am I kidding? She’s probably right. When Shane Ivey of Arc Dream asked me last week about the pronunciation of my name for the upcoming Wrestlenomicon Kickstarter video, I could have let the original wine-zoo pronunciation roll. Because really, I don’t care if people say my name wrong. 

I just can’t bring myself to ignore our Estonian selves, not when I say my own name, or when someone asks. Who would I be if I’d grown up with a name that other people could pronounce properly? Maybe less of an unusual person, I say, being polite.. I suspect I wouldn’t be me, not in some odd ways that matter.

So it’s OK if you pronounce the name of my company to rhyme with Rob Wine-Zoo Games. I don’t mind, I expect it. But if you hear me talking, I’ll continue to rhyme my name with rainbow. And in honor of that pronunciation, here are four beautiful color treatments Lee Moyer (rhyme scheme starts with Wheee!) created of the logo for the new company, and two black and white versions like the one that appears on the cover of 13th Age Glorantha.



13th Age Glorantha: Delicious (to Trolls)

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Of the little things I like about our 13th Age Gloranthabook, one of the silliest is how pages 347 and 348 look like they've been eaten by moths. It’s the oDarkness section of our runic geography chapter. oDarkness is the rune of the trolls, and trolls a) eat anything; and b) herd giant insects. So it always makes me happy that pages devoted to troll territories look like they’ve been nibbled by bugs!


But did I say this was silly? It’s not really. It’s the kind of thing Greg Stafford planned when he envisioned Glorantha’s runes. It’s more cosmic than it is accident.

Interviews & Lists

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broo minis painted by Richard Bark, octorilla/walktapus mini from when Jonathan and I designed Dreamblade

I've done a few interviews in the last couple weeks, two about 13th Age Glorantha and one about monster design.

JM, Mark, and Nick's Iconic podcast on all things 13th Age-related has started up for a second season! Jonathan Tweet and I were guests for the first episode. We started by discussing the biggest design challenge we faced on 13G: fitting everything into a 190 page book. (Spoiler: we failed!) Our hosts were funny and fun and I'm looking forward to joining them again some time.

Also in the world of radio podcasting, The RevEnFuego interviewed me about 13th Age Glorantha for a BJ Shea's Geek Nation segment. Unlike the Iconic trio, the Rev wasn't familiar with Glorantha before he got hold of 13G, so we started with some of the runic, mythic, and Staffordian basics. As with the Iconic chat, we eventually landed among ducks. Along the way we talked a lot about 13G classes like the trickster that might also be used in 13th Age games that aren't set in Glorantha.

That was also the subject of a column I wrote for the Pelgrane Press website, New 13th Age Classes: A Swordmaster & an Earth Priestess Walk into the Dragon Empire. Originally I was going to write about all the new classes in 13G, but I opted to go in-depth into two (Humakti and earth priestess) as examples of what's possible.

Meanwhile in a text interview that had nothing to do with ducks, but one good question about Glorantha, Phil Pepin of High Level Games asked me questions about monster design, including a question that led back to designing miniatures games at WotC. That ties nicely into the miniature photographed above, a walktapus-by-another-name that Jonathan and I made as part of a Dreamblade set while at WotC.

Another thing we took along with us from WotC was a fondness for the OGL. We used it for 13th Age so that other people could create compatible products with the system and I enjoyed Wade Rockett's recent round-up of notable books compatible with 13th Age published by third-party publishers. There's a lot of great stuff here, and it didn't mention some of the cooler free stuff, like Tim Baker's Escalation fanzine.



Book of Demons: using symbols from @GameIcons

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In the last chapter of Book of Demons, Gareth Ryder-Hanrahan wrote some deceptively calm text describing things that can be found in the Citadel of the Diabolist. I loved his understated approach to iconic horrors, and realized that using a traditional illustration style wouldn't fit. Instead, I decided to try understated silhouette-style symbols to maintain the contrast.

I asked layout artist Badger McInnes to play symbol-artist, but before Badger started, ASH LAW pointed me towards the treasure trove of Creative Commons symbols made available by @game-icons/. They're up to over 3300 symbols tailored for gaming, wonderful stuff for both published games and prototypes.

The site is searchable with tags and it was no problem to find ten symbols that worked by Lorc and Delapouite. Badger slightly modified the symbols, we handled the Creative Commons licensing text in the credits, and you can find them on page 103 of Book of Demons. Here's a snippet of the page with Gareth's text and three of the symbols . . . .



My stupid mistake was that I miscounted and only credited them with nine symbols. I left the Cultist icon by Lorc out of my count, the symbol just above. We ended up using ten symbols from game-icons, not nine. I didn't discover the error until I was writing this blog post and realized I wasn't going to be able to simply recommend the game-icons site, I also need to apologize for screwing up the count.

Apology: I apologize. I got confused. Gosh darn demon cultists.

Recommendation: Game-icons is a wonderfully useful site. Follow them on twitter at @gameicons. Design a game about prehistory because they just uploaded wonderful prehistoric icons. Have fun!

Cursed Court: Four Coins Variant

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This is a guest post from Jonathan Tweet about a game we both love. You can find him on Twitter at @JonathanMTweet or on Google+ as Jonathan Tweet 
Atlas Games has a new board game that’s about placing bets based on shared, limited information, and it’s become one of my favorite multiplayer board games. Cursed Court was designed by Andrew Hanson, with great art by Lee Moyer. The board and cards consist mainly of art, so it’s an attractive game. The core mechanic is simple but deep, where each player starts with foreknowledge of two cards guaranteed to come up, one card secretly shared with the player to the left and the other with the player to the right. Players take turns betting on which cards and card combinations are going to turn up, watching each others’ bets closely to try to discern what the other players know.
Coins are used to guarantee the bets that players make. Each round, each player ends up with four bets placed on the board, each one backed up with a number of coins. Another player can take your place on a bet if they devote twice as many coins to the bet as you did. For example, if you bet on “The Scandal”, you score 3 points if, at the end of the round, the Courtesan, Queen, and Assassin are all in play. You can also put any number of coins on the bet, and they indicate how committed you are to it. Later in the round, another player can kick you off “The Scandal” by committing at least twice as many coins as you did. The coins add an important degree of strategy, both in how you assign coins and how you interpret the coins assigned by others. Bluffing can throw off other players, so it sometimes pays to assign coins to a bet that you’re not sure of.
The drawback of using the coins is that they lead to time spent counting and calculating. Players are stuck sometimes trying to figure out whether it makes more sense to commit 6 coins or 7. To figure that out, you need to know how many coins other players have left to play, which means counting their stacks.
When I play, I make a simple change to the rules. Instead of each player starting with 20 coins, you get 4. At this scale, the difference of 1 coin plus or minus is actually significant, and you see at a glance how many coins each player has left to use. Players get the same range of options, from committing no coins on a bet to committing all of them, but their intermediate options are limited to three: 1, 2, or 3 coins. The game moves faster, and you don’t really lose anything.
One game design rule of thumb that I’m sometimes credited with is that in a game two things should be the same or different. When we designed 3rd Edition Dungeons & Dragons, we made all the standard humanoid monsters, such as goblins and hobgoblins, noticeably different from each other. That was an example of the same-or-different rule in practice. The four coins variant is another result of that thinking. With 20 coins, when you back up a bet with 6 of them, it’s not the same as using 7 but it’s not all that different, either. Likewise, backing a bet with 1 coin is almost the same as not using any coins at all. Using only four coins, two different levels of commitment are always significantly different from each other because each individual coin is one-fourth of your total.
—Jonathan Tweet

The Subject Will be Revealed

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Back in the 90s, when Lisa and I moved to the Bay Area so I could work at Chaosium, I got some fun postcards from a non-gamer friend in the Pacific Northwest who had gotten involved in a roleplaying experience he knew I would want to hear about. Every week for about a year, the players were creating poetry and art from the perspective of their characters. They did more worldbuilding than playing, when they played it sounded like a mix of roleplaying and live-action roleplaying. The game was full of secrets and spies and conspiracies. I asked for more info.

They were on an island. There were some really screwed up people running the island. Martial arts. Aliens, probably. Definitely magic.

Wait, wait, I said: are you playing Over the Edge? My friend wasn’t sure.

Is the island called Al Amarja? Yes!

I loved that this Over the Edge GM had made the game’s publishing history invisible to the players. They were having an experience, on an island named Al Amarja, and it was so over-the-edge that the game book stayed hidden.

I told my friend that I knew the guy who’d written the game, and that I’d introduce them someday. Years later, I did.

Vault forward another few years and Jonathan has revised Over the Edge. We playtested for a few months in my gaming garage, playing multiple mini-campaigns as Jonathan streamlined the system and shaped new storytelling tricks for the off the edge/grid campaigns of the 2020s.

The Kickstarter runs for the next three weeks. Visit soon. 

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