Search Results for: short film

The Best Show You’re Not Watching – The Lazarus Project

A few years ago I came up with an idea for a book. I’d always been a fan of time travel… of What If stories… of Groundhog Day shenanigans… and this idea combined them all in a way that just made sense to me. I sat down to write this story about a man who lives his life only to die and have everything restart sometime in his adulthood. The world would be different, an alternate timeline would have been created somewhere along the way, but most of the fundamentals would still hold the same. So while the Allies might have still won World War II, you might be married to someone else in this new world.

How unnerving would that be? How would you go about trying to find a way to center yourself within this new life? What about your friends? Your family? The woman you were once married to… do you have to leave all of that behind this time?

And what about next time things reset? Or the next life?

And then what if you found out you weren’t the only one experiencing this?

All of those thoughts and feelings about our actions in the world and how each of us are sometimes tied together in ways we would scarcly believe… all of that went into my novel: The Echo Effect (available here for purchase). I’d not see a version of all of this in anything I’d consumed until I started watching The Lazarus Project.

What I discovered was a show that I might have written in another lifetime. The basic plot is that George is a regular guy – he develops apps for a living (or he hopes for a living). He has a girlfriend who he is massively in love with. And in the background of this nice, pleasant story, the news is beginning to talk about a virus spreading. A few months pass and some very familiar images begin to show up in his life: masks, excess deaths, fear, paranoia… until the day that his now pregnant girlfriend gets sick and dies.

And then the world resets about 9 months.

Only George doesn’t forget what happened before. Yet he’s the only one. So he starts preparing for the worst, scaring his lady and friends, and basically acting like a crazy person. It isn’t until a woman shows up (Archie) who informs him he’s not the only one who can remember the previous timelines. That she works for a Lazarus Project who has been tasked with ensuring the big, world ending threats, don’t end up destroying the world. She tells them that the catch is they can only go back to July 1 of the current year, and if the clock strikes midnight on June 30, then that new July 1 becomes a new Save Point.

And she offers him a seat at the table to help them avert the civilization endings.

The thing I love about this show is that within the first episode I was all in on George and his plight. Maybe it was due to writing a book that felt somewhat like a twin to this story, but I could really sympathize with his struggle to try and retain his sanity at the beginning. And then later when he is forced to do some really, really, terrible things… I still found myself rooting for him to find a way out of the mess he’d made. Even if that meant falling short of his true goal.

Each episode trys to focus on various other characters who are apart of the Project. In this I’m reminded of the flashback sequences from Lost. Here, they look at some of the aborted timelines, where we see the issues each of them have stuggled with in the past while also doing a nice job of still connecting to George’s journey throughout. These are flawed humans dealing with some level of shit which can only wear and tear on your pysche.

These shows do a masterful job of making small connections mean nothing when they are introduced, but soon enough you begin to see how every little thing connects. Sometims you expect it and other times you will be completely caught off-guard by how a reveal in act 1 of an episode suddenly changes everything about something you previously thought you knew and understood.

The only bad thing I have to say about the show is that it is only 8 episodes so far, and the cliffhanger they left us on after season 1 had me completely in shock wishing my DVR had one more episode. However, from what I’ve read, they are in the process of filming right now, so the wait may not be quite as long.

If you like any of the shows or movies I referenced above… if you like really good science fiction with solid character work… if you like paying attention and having it pay off later – then this is the show for you.

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John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Best Marvel Movie Moments – Phase 1

After watching Guardians 3 a couple of weeks ago (I’m only a little behind the times), it got me to thinking more about the Marvel Cinematic Universe again… and more specifically those moments within the movies where I will rewatch the scenes over and over because they are so good.

Phase 1

I Am Iron Man – Iron Man 1

We can start with the biggest moment within all the movies, which is Tony Stark admitting that he’s the one in the suit. Supposedily this line was ad-libbed as the writers had planned to go with the Body Guard story. What’s interesting about this is that for so much of Iron Man’s career, that was the cover story within the comics. Iron Man was simply a hired body guard… who also happened to be in the Avengers…

Which never made a ton of sense other than the “it’s a comic book, what do you want?”

So many heroes over the years have this secret ID to protect their loved ones, but with Stark it felt a little more odd since he could legitimately protect those people with the weaponry and technology he invented.

With that one moment though, the movies told us that this was going to be a little bit of a different take on the character… and what is even more amusing, I feel like the comic version has pretty much adopted a form of the Robert Downey Jr. version.

Art imitating Art?

Cap jumps on the grenade – Captain America – The First Avenger

What’s the best way to show the deep down parts of someone? What happens when you put someone in a life or death situation. With one moment, we can see who Steve Rogers is. We can see why he is deserving of the power he eventually possesses. And we can see that he is someone to inspire others around him because he’s willing to make the sacrifice if that’s what is needed.

Avengers Assemble

Black Widow Interrogation – Avengers

Black Widow has a ton of great moments in the film, but the key one is the very first one. We find Natasha being interrogated by Russian Mob. And the old thoughts from a thousand movies begin to work their way into our brain: how is she ever going to get out of this mess?

Instead, we see very quickly she was always in control. Much like with Captain America in the grenade scene, this one tells us so much about the character, why she is so trusted by Nick Fury and SHIELD, and that her connection with Hawkeye is extremely important (and personal).

Punny God – Avengers

The Hulk slamming Loki against the floor over and over again.

What more do you need?

The funny thing about the actual line “Puny god” was that I didn’t hear it on my viewing in the theater. Nothing could be heard over the laughter and cheering. It was only after I sat down to rewatch the movie at home and got to experience the full scene. Which made it go from good to great.

The Team is Assembled – Avengers

This is not only the culmination of Phase 1 with all the characters striking their hero poses and truly becoming Earth’s Mightest Heroes. However, for me it was something I wouldn’t have ever dreamed would have worked. It shouldn’t have. Putting those characters on the screen and having it make sense. To have the other lead in movies manage to do well enough that it could propel us to this movie. That should have been impossible.

My inner 12 year old was/is glad that wasn’t the case.

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Of course, there are a ton more, but these were the first ones to come to mind.

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John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Repost – Southern Culture on the Skids

Or What it means to me to be from the South (specifically Georgia)

1 – It means being made fun of both far and wide.

How many times does a comedian or a late night talk show or radio DJ or whomever use “The South” as a punchline to some joke? When the stereotype of where you were born is almost never positive… it makes for an interesting experience.

2 – It means making fun of Yankees, no matter if they are from New York or the Midwest or just “north” of wherever we currently are standing.

Because of #1’s abuse, we have to try and poke fun back. It is a moral imperative.

3 – It means that so many times your sports teams end up underachieving. And it doesn’t matter if we are talking about the Braves or the Falcons or the Bulldogs or Yellow Jackets or Hawks or…

Yes, it is depressing to see those other teams win on our fields. Please stop bringing it up.

4 – It also means that no matter how many people show up for any given game (regardless of the sport) someone will make an issue of it by saying that we don’t support our teams.

Hey, stop trying to spend my money for me!

5 – It means that you definitely shouldn’t get into hockey, because they will just take your toys away from you and move them to somewhere in Canada (The North-North).

Atlanta is kinda like Charlie Brown trying to kick the football with this one.

6 – It means that winter is normally only bad for a couple of weeks… even if we do freak out at the first snowflake.

snow

Though I contend that we get ICE more than snow and show me anyone who can really drive on ICE.

7 – Though our Fall weather is the envy of everyone (or it should be) by not only ushering in football season, but just being the nicest days ever (seriously, ever).

Really, the weather is amazing from September to late November.

8 – It means that most of the people you end up meeting seem to be from somewhere else. Which is odd to me that since it stinks to be from the South that so many people would leave their homes and relocate here.

Could it be that it is secretly awesome here after all?

9 – It currently means that we might be the most prepared for the potential Zombie Apocalypse with the Walking Dead being filmed here.

Or at least we know what Atlanta will look like when it happens.

10 – It means that traffic will be awful (in Atlanta), but because people are from various other places originally, they will gripe all the more about it (we know, we know). And it really means scratching your head when New Yorkers tell you that you drive crazy (after you’ve ridden in a NYC taxi cab!).

atl-traffic

Seriously, just use your turn signal, and we’d all be so much better off (this is for everyone that loves to cut me off regardless of where you originally come from).

11 – It means that other people question why we don’t take the train more places without realizing that our subway only goes from north to south and east to west and doesn’t always have a stop at the place you actually want to go (Turner Field anyone?).

We just like our cars… a lot.

12 – It means having really good food… that will probably end up killing you (fried chicken, mashed potatoes, country-fried steak, biscuits, sweet tea).

 

southern-food-1

Excuse me while I go have a heart attack from this gravy.

13 – It means that we call it having a Coke no matter what you are actually drinking.

Not soda or pop, you whacky Northerners!

14 – Finally, it means trying to convince your wife, who’s lived here for all but 3 years of her life, that she is actually Southern at this point.

And failing… 🙂

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Movie Review – Ant-Man and the Wasp: Quantumania

After spending the last two blog posts talking about Marvel’s Phase 4 movies, I finally managed to get out and see the first movie to kick off Phase 5: Ant-Man and the Wasp: Quantumania. While the Phase 4 movies and shows gave us glimpses of where (when?) we might be heading… it is here that the big storyline for the MCU really kicks into gear.

It’s an interesting choice to use an Ant-Man movie for this purpose as the first and second movies were really elaborate “caper” movies. They played things more for the laughs. And yes, while Marvel movies love their comedy bits, I feel like the Ant-Man movies lean into the full comedy with a touch of science fiction. So if you were to tell me which Marvel character would be best suited to provide us with Kang the Conqueror, I would have probably leaned more toward a Thor movie or Guardians of the Galaxy or even The Eternals (if you had to). In the comics, Kang is traditionally a full Avengers team opponent, so no matter who had first contact with him, it should potentially leave us with the idea of “We’re going to need the whole Avengers team to deal with this.”

Ant-Man 3 then has to really pivot from those first two movies. The sidekick friends are missing from the film to instead focus on the surrogate Pym/Lang family which has developed in the time since End Game. Really, there is no opportunity to spend much time with anyone else, as we quickly find our heroes all trapped in the Quantum Realm doing their best to navigate this alien world and find their way back to each other.

All the while, the threat of Kang the Conqueror hangs over them (and the world).

This is very much a superhero movie with BIG STAKES.

Michelle Pfiefer’s Janet Pym is effectively a co-lead within the movie. She is the only one of the five who has any real idea of what might be in store within this world, and therefore literally takes the lead trying to reunite the family and find a way home. Which works well for the most part… however, her character does the trope of not telling her family about Kang and the danger he represents for nearly half the movie. This isn’t a case of a story where maybe the character with “knowledge” doesn’t know whether she can trust the people she is with… no, she’s with her husband and daughter. But instead of taking ten minutes to let them in on the big problem they have, she instead dodges the question.

Paul Rudd’s Ant-Man also gets to play the big hero in this movie. It’s another place where you can really see where this character has started back in Ant-Man 1, and where he’s ended up. He’s someone who is content to not play hero. He’s someone who lost 5 years with his daughter. Someone who also was directly responsible for saving everyone who were Blipped. He’s an Avenger. And while they play that bit for laughs, with that designation, he’s someone who has to help others (or, at least he should).

I really liked the various alien creatures ont he world. Many of them had very cool and unique looks to them that I almost wondered what a Quantum Realm tv show should look like. There was an oddity to some (much) of it and while many of those characters offered some humor, for the most part I thought it worked.

However, what didn’t work for me was MODOK. Without getting to in the weeds (and spoilery), MODOK is a character that comes off as a complete joke. Everything is played for laughs, which makes little to no sense considering he is a Mechanized Organism Designed Only for Killing. Leading up to his appearance he is called the Hunter. Someone who is not only dangerous, but is basically death for those who encounter him.

Yet, that is never shown. Instead it is one character making fun of him after the next. There is a never a moment I really feel like he should be taken seriously. And while I’m not a big fan of the character in the comics, there might have been a way to do him justice… this wasn’t it.

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So does this work as the launch of Phase 5? Does this movie start the ball rolling for the Kang saga?

Yes. I think that Kang is shown as a very credible threat. Someone who is not only powerful, but he’s powerful on a scale completely different from Thanos. Where Thanos sought to change the fundamental nature of the universe, Kang is someone who snuffs out timelines. He arrives and he conquers. Because that is who he is. It isn’t for some misguided attempt at a noble reason. It is because he can.

And that is someone who the Avengers (and Fantastic Four and maybe the X-Men) will need to be brought back together to stop.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Marvel Phase 4 – Just What is Going On Part 2

Twitter/DragonKid21

Part 1 can be found here.

I wasn’t thinking about doing a part two to my post last week on the Marvel Cinematic Universe Phase 4. In fact, I pretty much had said my piece about it. But something hit me as odd the other day, so I figured I would dive into it a little bit more.

So up until Phase 4, all our storytelling was done on the big screen. Well, that’s not entirely correct. We had the Netflix shows which clearly were in the same world (they even mention the Incident or something like that when refering to the events of the Avengers movie). And then there was Agents of SHIELD which took a movie character, Agent Colston, and built a story around him and his team at SHIELD. That one didn’t really influence much (if anything) in the movies, but it did have to react to the big moments in some of the films (with one of the biggest reflecting HYDRA’s infiltration of SHIELD, which the tv show dealt with much of the fallout from Winter Soldier).

Oh, and Agent Carter, which tied into the Captain America movies as well as Black Widow.

Regardless, the movies played on one side and the tv shows were on another. The movies were the only thing to push the overall Infinity Stones story-arc forward.

***

It’s actually sad that there wasn’t a Marvel show set during the 5-years post SNAP. It seems like there might be a lot of stuff to mine from that era, and yet aside from a couple of flashbacks here or there, there isn’t much story being told about that time.

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However, when you talk about Phase 4, you can’t ignore the tv shows. Or, at least, you likely can’t ignore them. Hawkeye is somewhat of a sequel to the Black Widow movie. Loki introduces Kang, who is our villain in Ant Man 3 and is the BIG BAD for the Phase 4 through 6 movies. Falcon and Winter Soldier sets up Sam Wilson as your new Captain America, leading straight into Captain America 4: New World Order. Even Ms. Marvel is going to be in the Captain Marvel sequel: Marvels.

Oh, and I nearly forgot about Scarlet Witch in WandaVision and then following up on her in Doctor Strange 2.

Ok, we get it. You need to watch the tv shows to get the full picture. So what?

Well, here’s the thing. If you are only focused on the cinema side of things, then you are going to miss out on not only the introduction of some (many) of the characters and storylines in the upcoming Phase 5 (and potentially Phase 6) movies, you are potentially not seing the bigger picture. It the multiverse storyline feels a bit hodgepodge to you, perhaps it is because you didn’t watch Loki (or What If?) where that is an extremely important portion of the overall story. In fact, it pretty much sets things in motion for the next phases of stories.

Put another way:

Phase 1 – 6 movies (2008 – 2012)

Phase 2 – 6 movies (2013 – 2015)

Phase 3 – 11 movies (2016 – 2019)

Phase 4 – 7 movies (2021-2022), 8 tv shows (2021-2022)

Phase 5 – 6 movies (2023-2024), 7 tv shows (2023-2024)

Phase 6 – 7 movies (2024-2026)

We’re used to getting about 6 movies ever two years. However, for Phase 4, we not only had 7 movies, but another 8 tv shows. Now there’s an arguement to be made that might be too much, but the other aspect is that if you are bitching you can’t see the BIG STORY from the Phase 4 movies, I’d argue you need to watch the tv shows as well. They have clearly been intended as a part of the BIG STORY.

To put it another way, it would be like reading the BIG EVENT Comic Book, without reading some of the key issues leading up to it. Sure, you can understand what is going on alright enough, but you might be missing out on some of the bigger context of how things connect.

It’s something Marvel hasn’t asked us do prior to this last two years either. Where before the tv shows were something that could be watched or not watched, these fall more in line with potentially KEY STORIES. Which the end result is to allow Marvel to tell their story over the course of 6 years rather than 12 years.

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This isn’t to say you have to watch all the tv shows. I haven’t gotten to all of them, and I would argue that Moon Knight doesn’t really tie to anything else (as of yet). What If? is also one that is more for those paths not taken and could be skipped. But, for better or worse, Marvel has decided to make these shows a part of the narrative. To ignore them is to only get a portion of the story.

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John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Marvel Phase 4 – Just What is Going On

The third Ant-Man came out in theaters this past week, and due to family commitments I haven’t been able to venture over to the movie theater to see it. I have, for the most part, managed to stay Spoiler Free thus far (though it has only been out 6 days at this point, so I’m not going to pat myself on the back just yet). What I do know is this movie will launch the next Phase of the MCU (Phase 5), which is supposed to better bring into focus the direction for the future films and give movie-goers insight to exactly what the big story is going to be.

What’s odd is that for the last 2ish years, I’ve heard one of two refrains about Phase 4. The first is that is has no direction, no cohesiveness, and whatever the “Multiverse” aspect of things may or may not be, doesn’t feel like anything to excite people over.

The second is that other people love the idea that we got some stories that don’t push the BIG STORY so hard, and instead let the movies and characters feel a bit more self-contained (or one-shot, if you will). Which is something those people loved about the early phases of the MCU experiment.

From my perspective, though, this is no different than any other build up to a comic book crossover event. Just because some Events are more telegraphed than others, shouldn’t diminish them.

Way back when, there was a comic crossover called Infinity Gaunlet (might sound familiar). But the thing is, for a person collecting comics monthly, I didn’t necessarily know that some of my comic book reads were leading to that story. All I knew was Silver Surfer was dealing with this guy named Thanos who seemed to be up to no good. Thinking back on it, I don’t remember there being any Avengers issues or Spider-Man issues where the Infinity Gauntlet was a thing. Instead, Thanos popped up in a couple of comics, had a little 2-part mini series (Thanos Quest), and then we got the big crossover.

The thing about comics and the story-telling within is that they have to tell an ongoing story, month in and month out. Sometimes that means you might get long, multi-part storylines which last for years and other times you get a 20-22 page comic that tells a single story.

We also seem to have short term memories when it comes to how Marvel rolled out some of these early Phases.

Phase 1 was always leading up to the Avengers being formed… right?

In retrospect, it is very obvious that’s where the direction was heading. No, what Phase 1 had to do is introduce us to “new” characters.  Iron Man was a big risk. Thor was a big risk. Captain America was a big risk. The Hulk was a big risk (though he certainly had the most name recognition back in 2008, which is a weird thing to say 15 years later). Any big flub and we might not have gotten any of these movies.

They had to set the stage with characters we knew and liked. They even reused Loki from Thor so that we’d have a villain we understood in Avengers.

Phase 2 was leading up to Civil War, right? Again, the answer is a bit more complex. We had continuations of the Big 3 Avengers, we had a sequel to the Avengers movie in Age of Ultron, but we also had two of the quirkier MCU debuts during this time: Ant-Man and Guardians of the Galaxy. Phase 2 is the one that I see Phase 4 mirroring as much as anything else.

Phase 2 had 4 sequels and 2 brand new characters (or team in the Guardians case). Phase 4 has 4 sequels and 2 brand new characters (or team in the Eternals case). It also has the weird outlier/bridge prequel movie of Black Widow.

Guardians was definitely the big break-out of Phase 2, and I feel like Shang-Chi is likely that for Phase 4.

So I look at Phase 4 as trying to do a few things. Whether they succeeded in some or none of those things, I’m not always sure. I think they needed to wipe the slate clean in the aftermath of End Game. If they’d immediately jumped into the next big story, people wouldn’t have known how to handle it. We all needed to have a bit of space to reflect on the 20+ movies we’d seen. Phase 4 is trying to put some new characters out there while still being able to tell the continuing stories from our favorites. And, it needed to hint at the bigger picture, which the Multiverse is obviously tied into that.

My hope is that all of this will be very clear in a couple of years when Phase 6 is complete. At that point, we’ll look back at these movies and go – Oh, now I see what they were doing.

Just in time to start complaining about Phase 7 (and the X-Men?).

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

31 More Days of Horror

In my annual quest to try and use October to watch a bunch of horror movies, I present the first three of the month…

No Escape Room

This was a Sci-Fi Channel movie, though I didn’t know that when I started watching. I was lured to the movie by Netflix’s promise of “horror” and “time loops”. It was interesting to try and convey an escape room as the place to stage a horror movie. I think that is extremely clever as I have done an escape room and there was certainly a moment when the door locked behind where my mind went to the place of “are we legitimately trapped in here now”. Of course, this is half a second flight of fancy.

In the movie, our characters move through this house, solving various riddles while still holding on to the hope that this isn’t some death house, but just a super realistic game. And from a sort of SAW-lite style movie, it has its moments. However, towards the end, one of the characters effectively dies off-screen, which is a huge blunder. It would be one thing if this was done to convince the remaining characters that everything is still ok, but that ship had long since sailed.

 

 

The Belko Experiment

The setup is straightforward, a group of employees for the Belko company have to kill a certain number of their own or twice that number will be killed at random.

That’s it. Put out the terms. Kill one person to prove you can do it, and then let human nature take its course.

I dug this one. Even though there are certain characters you immediately know are going to start hunting and others you know are going to try and figure out a way through it, I thought there was still some middle ground in the questions being asked. I mean, if it is a matter of me or a loved one or a bunch of strangers… well, I hope I would keep my moral compass, but you can never be too sure.

The only thing I wasn’t a fan of in this movie was the new employee character. I really thought she was going to slip through the cracks, but instead her death is treated as an afterthought late in the movie making me wonder why we spent any time with them at all if they weren’t going to factor into much of anything.

 

The Rental

Really this was two movies combined into one. The front half is the tale of two couples going on a weekend getaway only to have two of the members hook up with each other. The slow burn of the lies are complicated by the idea that they might be under surveillance from someone. The second movie is a straight-up slasher flick where you are wondering who, if anyone, might survive the madman’s blade.

The only problem is that the first half of the movie works extremely well. While there are certain beats you will recognize from any number of other stories, the actors are all crushing it. And much of the tension comes from the worry/expectation that they will be found out, sending everyone into a downward spiral none of them could pull out of. Had that been the only thing the movie was about, I think it would have been a better place to take things. Once the killer is properly revealed, it loses a bit as we are now in a race to the end of the film.

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While not every story in anthology has to work, I think it is important to figure out why or why not they might have worked within the framework we’ve been given. It’s something that I’m thinking about for my own work.

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

How To Make a Me – Halloween Edition

Image by Enrique from Pixabay

There is a thread on Twitter where the whole point is to try and list 10 horror movies that sort of describe your Halloween tastes. I’m not taking it as strictly a Best Of or a Favorites list, but more of the movies which helped fashion some of my own horror tastes. These are things/themes which carry some level of importance because of the movie itself or because of some story around it.

Jaws

The joke in my Bio says it as plain and accurate as it could possibly be “John McGuire claims he would have been a marine biologist if it weren’t for Jaws.” When a movie scars you from walking down a career path, I’d say it somehow helped to shape your being.

Scream

Until I’d seen Scream all the slasher movies (save for Nightmare on Elm Street and we’ll get to that in a second) kind of ran together for me. Yes, Halloween is amazing, but the follow-ups to it and Friday the 13th plus an untold number of other 80s Horror had kind of killed the genre for me.

Then came Scream. It turned things completely upside down and showed us that there was still something unique to say about the genre. It was a breath of fresh air that I wasn’t expecting but found myself returning to repeatedly.

In the Mouth of Madness

Sometimes a movie rocks you to the core, makes you think about the world in a different way, and exposes you to thoughts you might have never reached yourself. That’s what In the Mouth of Madness is for me. My first real exposure to Cosmic Horror. A reminder that the universe is a big and scary place. It is something that we try to define and really, we have no fucking idea.

The Thing (1982)

A movie that only gets better with age. I am constantly amazed on rewatches how much the story not only holds up but that I find little bits and pieces every time. I just simply love everything about the movie.

Nightmare on Elm Street

This might have been the first horror movie I ever watched. I remember going over to a friend’s house for a sleepover around 10 years old and somehow we watched this (with his parent’s knowledge). It was my gateway horror movie.

The Howling

I have always been more of a werewolf guy than a vampire guy. Something about the internal struggle of someone not feeding into their base natures. That struggle had always been at the forefront of the creature. It was a curse… until this movie. These werewolves were enjoying what they were. In addition to having some of the greatest transformations ever, it really showed me that you can always look at the classics in a slightly different way.

The Lost Boys

However, I do love a well-done vampire story. This movie hit around the time I was getting into comic books, so to see the main characters in a comic store, understanding the lore around the creatures, hell, hunting the creatures. If you ever wanted to be in a horror movie when you were a kid, this was the one I’d choose.

Cabin in the Woods

Many years after Scream we got another movie that decided to look at the horror genre and turn it on its head. And maybe that’s what I really enjoy when you can subvert the tropes or use them in a way we’ve not seen before. Due to all the Easter eggs, this one has a ton of rewatch value.

Dawn of the Dead (2004)

I love Night of the Living Dead, and I like the original Dawn of the Dead a lot, but something about this version really struck me as a great way to do a remake without losing the spirit of the original. In many ways, it and 28 Days Later (see below) ushered in this new age of the Zombie, a genre that was due for some spotlight (an odd thing to say all these years later given you can’t turn on a streaming service without seeing a dozen such movies.

28 Days Later

The loneliness of this movie. The whole purpose of showing us that it is the family we choose who we have to remain true to. The imagery… him walking the deserted London streets… him hunting in the rain, turning more and more like the infected around him… the tunnel. This one is just so well done, I could watch it any and every time it comes on.

***

While not every story in anthology has to work, I think it is important to figure out why or why not they might have worked within the framework we’ve been given. It’s something that I’m thinking about for my own work.

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Behind the Artist – Interview with Alex Lugo

 

As we go through this month with the In Our Dreams Awake Kickstarter going on (don’t forget to check it out), I wanted to spotlight some of the people who helped bring these crazy ideas to life. This brings us to the letterer and the person who is going to make sure the comic actually is formatted correctly to get printed: Alex Lugo.

 

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How long have you been creating/working in comics?

I have been creating and working on comics since about the late nineties and early 2000’s part-time, mostly in the independent comics scene. So, for about the last 25 years as time allows.

 

What made you want to work on comics?

I’ve loved comics since I was about 4 years old and it’s been a dream that I have been fortunate enough to be able to accomplish.  The magic of the stories, the great characters, and being around creative people are what keep me coming back to comics.

 

Who inspires you? Or do you have a favorite artist or creator?

My favorite creators of all time are Jack Kirby and Frank Frazetta.  Those two guys are juggernauts in the comics/fantasy fields.  For me, it wasn’t even about their incredible output, but their amazing creativity that brought forth so many amazing characters and art pieces.

How do you manage your daily/family life with your creative work? Is this your 9 to 5 or is this your 10 to 2?

It’s definitely my 10pm to 2am work.  In the daytime, I have a full-time job, and I am also a full-time dad and husband as well.  But when everyone goes to sleep, I become my alter ego and jump into the comics fray.

 

How would you describe your creative process when it comes to making comics?

I think my process of making comics comes from learning about some of the great 60’s creators: Kirby, Ditko, Lee, etc…I try to do whatever it takes to get the job done. I don’t sit around waiting for inspiration, I go get it and dive into the project. Comics is a commercial art medium, so it needs to keep moving forward, so my process has come from that position.  I do research, interview my collaborators, come up with mock-ups, etc…anything I have to do to keep the process going.

 

Making comics often requires collaboration with others. How do you foster relationships and approach the collaboration process?

Well, I try to touch base with my collaborators/clients and really get into what they are thinking or what they need me to do.  I try to capture their vision if I can or offer them something they haven’t thought about to help and improve their story. I think of us as partners who rely on each other to make the best comic that we can. In order to break the ice, I like to get them on the phone, hear their voices, and let them hear mine.  This way we know we are real people, not just words in an email so that the project becomes as real as possible and we all have a stake in it.

 

What are your biggest obstacles when it comes to making art? How do you overcome them?

Really my biggest obstacles are time and daily life.  I don’t have a lot of time to create, and the daily routine of life threatens to derail the creative endeavors.  It’s tough just to have one job, but I have several jobs at one time.  So once everyone goes to sleep, it’s really morning for me again.  I grab a cup of coffee, play something in the background, and hit the computer or drawing board or whatever to get things moving.

How has your experience been with the indie comics community?

I love the indie comics community! It’s filled with some of the most talented people I have ever met.  They are some of the bravest people I have met as well.  They have chosen to deviate from mainstream comics to put out their own books and show the world their artistic soul.  That takes a lot of courage to put yourself out there like that.  There is no hiding behind known characters or big companies.

 

What advice can you give for people who want to start making comics?

I would say (1) make sure it’s your passion and you love it, and (2) make sure that you have a plan for financial return, or if you don’t, you’re ok with that.  Comics can be a lot of fun, but they can also be tough.

 

Are there themes and/or subjects/genres you find yourself drawn to again and again in your work?

Not really, I think my go to will always be superheroes, but I have done fantasy, sci-fi, new age, etc..

 

If you could go back in time ten years, what advice might you have for your younger self? Something you wish you knew?

Listen with open ears and an open heart to critics, but don’t let their words discourage you from working in comics.  Don’t let the person reviewing your work destroy your soul.  If they are good at what they do, they will enlighten and encourage you to keep going. Also, learn when to walk away from things and start fresh instead of beating dead horses.

Do you have any upcoming projects? Anything you’d like to promote? Anything else that you’d like people to know about you (Hobbies? Passions? Favorite TV Show)?

I am working on a couple of projects through my comic company 10 Worlds Studio, one superhero, and one paranormal, but nothing to announce just yet.  I did letter a comic series that was picked up by Heavy Metal called Mark of Kings, so I am excited about that for sure.  I also love Lord of the Rings, and I am a huge fan of Golden Age comics characters.

 

Where’s the best place to find out more about you and your works?

You can visit my Instagram page at alexanderlugo_10ws or my website, www.alexlugoart.com.

***

Alex Lugo is a first-generation Cuban-American artist hailing from Portland, Or, growing up in Inglewood, CA, and now residing in the outer reaches of Los Angeles County. He has worked in the fields of comics, storyboards, and design.  After reading All Star Comics 58 in a Portland barbershop, he was pretty much hooked on comic books and continues to work on them, and dream about them to this day.  Besides working on comics, Alex loves spending time with his family, traveling, studying the paranormal, and watching films with his son.  His work has been featured on TV, films, comics, and other mediums.

***

I want to thank Alex Lugo for taking the time to answer my questions. And I really appreciate his contributions in bringing In Our Dreams Awake to life. And don’t forget to check out the Kickstarter!

 

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Behind the Artist – Interview with Rolands Kalnins

Check out John McGuire’s In Our Dreams Awake Issue #1 on Kickstarter!

As we go through this month with the In Our Dreams Awake Kickstarter going on (don’t forget to check it out), I wanted to spotlight some of the people who helped bring these crazy ideas to life. This brings us to the artist and colorist on the Cyberpunk portion of the comic book: Rolands Kalniņš.

 

***

How long have you been creating/working in comics?

I’ve been working in the comics industry since I was 16 years old. And full-time since I was 20.

I’m 26 now.

 

What made you want to work on comics?

As a kid growing up in a post-Soviet country we got our entertainment(films, books, comics) much later than the rest of Europe. So I was lucky to grow up watching original TMNT, Star Wars, Spider-man and the X-men animated series, Power Rangers, Adam West Batman, Tim Burton’s Batman, Pokemon, Digimon…

These shows and films made me love these characters, and later on, I found out that many of them were based on comic books. Unfortunately, the only comics we could buy in Latvia were based on Disney and Hanna-Barbera characters aimed towards very young kids.

So I spent a lot of time drawing and creating my own comics. And when I was living in the UK at the age of 15, I had the chance to buy a lot of Marvel comics. And that moment when I first held a comic book in my hands was simply magical.

And that truly made me take the path to become an artist in the comic industry.

Variant Cyberpunk Cover by Rolands Kalniņš

Who inspires you? Or do you have a favorite artist or creator?

Personally, I have so many favourites/inspirations. Tho the most influential artists on me were/are: Dave Rapoza, Sean Gordon Murphy, Nick Dragotta, Junji Ito, and many others…

 

How do you manage your daily/family life with your creative work? Is this your 9 to 5 or is this your 10 to 2?

My daily routine used to be different. But for the last few years, I’m also a full-time Tattoo Artist at 2 private studios that I own. So my day-to-day is divided.

Most days I work from 8:30-11:00 on comics and tattoo designs. From 12:00-16:00, I work at my tattoo studio. 17:00-19:00 session at the gym (usually 4-5 times a week), and 19:00-24:00 more work on comics/family time.

 

How would you describe your creative process when it comes to making comics?

My process is quite simple. I read the script, gather references and inspirational images, and then I draw the pages, usually coloring them right after.

 

Making comics often requires collaboration with others. How do you foster relationships and approach the collaboration process?

Creative relationships for me are really different with each writer and or company. On some projects, I get complete creative freedom and just create the artwork.

On others, the process is more involved and created on a step-by-step basis. With a lot more back and forth. Visuals changing as the story evolves.

And these things are different on each project depending on my involvement as well. Am I just the artist, or am I the colorist?

In some cases, I design the whole book, spine and all.

For me, the most important thing is to do the best work I can for the client.

Jason Byron makes his way through the flooded streets. By Rolands Kalniņš

What are your biggest obstacles when it comes to making art? How do you overcome them?

Hmm, for hurdles in creating work…

The hardest thing for me is creating art in bulk for my personal projects. Client work comes much more easily for me because it has certain direction-script, or just a description of a piece.

 

How has your experience been with the indie comics community?

I love working on indie comics.

Of course, a dream of mine is to do a Batman book, but for the most part I’m most comfortable doing creative horror books in the indie scene.

The thing I like the most is the “out there” ideas and that there’s no limit to the craziness of the stories I could visualize…

 

What advice can you give for people who want to start making comics?

Best advice is to learn the basics first.

And that doesn’t mean human figure, faces, etc… It means drawing straight lines, perfect circles, cubes… and only then applying those skills to draw objects, and characters.

And of course, drawing non-stop, but doing illustrations, pages, and panels, not just studies for study’s sake.

Applying knowledge and learning on the go is key. Many things I learned over the years I learned on the job doing the actual work.

And of course, finishing things. Many up-and-comers tend to sketch a lot and never do finished work, which grows into a boatload of bad habits.

 

Are there themes and/or subjects/genres you find yourself drawn to again and again in your work?

My favourite genres to create for are usually pulp-fiction, neo-noir, cyberpunk, and horror type of work.

But I love doing most genres.

But dark fiction and psychological mind-bending work suits my style best in my opinion.

Jason Byron and Fem’A Lin kiss. By Rolands Kalniņš

If you could go back in time ten years, what advice might you have for your younger self? Something you wish you knew?

Hmm, I would probably say to myself to never stop drawing and don’t give up. Things will go your way eventually…

And don’t let anyone talk you out of anything career-related.

 

Do you have any upcoming projects? Anything you’d like to promote? Anything else that you’d like people to know about you (Hobbies? Passions? Favorite TV Show)?

I have many upcoming books and personal projects, but I can’t really talk about any of them due to NDA’s. Only thing I can say is that “The Pandora Window” a book I’m co-creating with Ray Chambers is finally announced and being drawn as we speak. And many other projects with Adam Barnhardt of Sh*tshow fame. Hopefully, soon they’ll be announced.

For hobbies, I tend to have many, but the most important ones are Powerlifting and reading. For me, it’s a way to clear my head. And of course, a healthy mind and body are key with this type of profession.

I personally believe you’ll go crazy quite fast if the only thing you do 24/7 is draw. It can become more of a detriment than a strategy to become successful.

 

Where’s the best place to find out more about you and your works?

I’m most active on my website(portfolio), Instagram, Twitter and Reddit.

https://rolandskalnins.carbonmade.com/

https://www.instagram.com/marvelzukas/

https://twitter.com/marvelzukas

https://www.reddit.com/user/Marvelzukas/

Jason Byron’s intense stare. By Rolands Kalniņš

Do you have a Bio that I can post at the bottom of the article?

My name is Rolands Kalniņš

I’m an illustrator, concept artist/designer, colorist from Latvia.

I’ve worked on many projects for different publishers and kickstarters.

Scout comics: Red Winter.

Fracture Press: Tales of Fractured Mind, Tales of Fractured Worlds, Soul of The Sea, The Burning Memory

Tpub: Transdimensional.

Source Point Press: Sirius

Frank Martin’s Pipe Creepers

Scapegoat Press Inc: Pcycho Path, Aeonian.

Roy Burdine’s Reapers.

VMComics: Hotel Hell

Musicians: Varien, Hellhills, Manic, Toracha, Cream of Cthulhu, and many more.

***

I want to thank Rolands Kalniņš for taking the time to answer my questions. And I really appreciate his contributions in bringing In Our Dreams Awake to life. And don’t forget to check out the Kickstarter!

 

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

 

Movie Review – Scream 5

 

The Scream franchise holds a dear place in my heart as one of those movie series I felt I could call my own. You know, the ones where you were there from the very beginning and understood that you were seeing something both familiar and unfamiliar all at once. It did things in a way that made it more than just something going for cheap scares, but instead took us down a different path by fusing the slasher film with a true mystery on trying to figure out the killer. And the clues build upon themselves as the story progresses, even down to certain music cues potentially giving something away a little earlier than you’d think.

It rewrote how we were supposed to view those films of our youth, pointing out the tropes as being silly, and then earnestly sticking to them so the viewer could understand why they were important tropes to the genre. There’s that old saying of until you know the rules, you can’t break them.

As the series progressed, we saw different variations on the theme, sometimes redefining who our heroes and villains might be.

Which leads me to the most recent installment, over a decade since Scream 4 came out…

Scream 5 is really an attempt to go back to what made the first film so great. Where the first 4 are really Sidney Prescott’s story, this one begins with a new protagonist, setting up a new group of friends, and even a twist on the opening sequence. In fact, it may be the best decision for a movie 26 years after the very first one to not lean on Sidney to be the main person, and allow for new blood (pardon the pun).

Even so, the fifth installment really takes the idea that it’s been 26 years since the original film to heart. Our main group of friends all have connections to earlier characters in the series, via being directly related or just where they might be living (a familiar house from the original makes an appearance in the new movie). It is truly a new generation while still allowing for the connections to the previous legacy characters that we have grown up with.

Going further, it recognizes what it is and in very Scream fashion, deconstructs the very idea of “requels” something of an amalgam of sequels and reboots that Hollywood has been embracing over the last decade or so. The question of how do you serve the fanbase by giving them something familiar while also pushing things into a potentially new place, with new characters, and new reasons for why the killings are happening in the first place.

This legacy vs. new is at the heart of the struggle for the fifth movie. The title itself is a nod to this very conceit: How much do you allow the legacy characters to exert their will on the film? Too much and you might as well have called it Scream 5. Too little and it doesn’t feel much like a part of the series. It’s a fine line they walk throughout the film, and while I really enjoyed both aspects, I’m not entirely convinced they found the correct sweet spot for some of those legacy characters. You almost feel that the movie could have more or less done what it needed to do without them (save for one character that really does serve as both the bridge between the two worlds, but also lays out the very tropes we’ve learned all the way back in 1996).

Where the 4th installment leaned too heavily on our legacy heroes (and as such I think missed a prime opportunity with the end of the movie to do something very unexpected), this one definitely wants us to associate with the new teens in a way that their deaths might mean a little more or at the very least, become extremely invested in the plight of the main female, Sam. And for the most part, I think they are able to make it work. Even those characters who may not have an overwhelming amount of screen time (you know, because they die a little too quickly), still have a little bit of time to rise above their own character archetypes.

All in all, this latest installment feels like a nice segway from the first 4 movies into something for the next couple of decades.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Twelve Angry Men or Maybe It’s Jury Time Again

One of my co-workers mentioned that he was going to have to report for Jury Duty this week, and that realization prompted another of my co-workers to tell him that all he needed to do to ensure that he wouldn’t have to serve was to say he was an engineer. Apparently, by saying such a simple thing, the lawyers don’t want you to be on their juries and you can hopefully only have to deal with a half-a-day of jury duty and not have to return to work (not that anyone has ever done that before… never).

However, I know that doesn’t work as I’ve served on two juries during my life. One was while I was still in college. Technically, you can ask for a waiver to get out of doing it if you are in school, but for some reason that probably would make less sense now than it would have back in the 90s, I was told I couldn’t get out of it. So I sat in a civil trial where one vehicle had impacted another one. The person at fault was probably in his mid-30s, a businessman of some sort while the victim was a late teenage kid. We listened to the arguments, deliberated, tried to ask a question about something, and were told by the judge that “we had all the information we required already” (which felt like an odd thing to say). In the end, we awarded some money to the kid which I know was less than a grand. I’m positive his side was not happy with such a small amount.

I learned that when you were on the jury, everyone took it very seriously. I mean, you see it on television and in the movies where there are people who just want to be anywhere other than that room. They have someplace to be and this process has gone on for far too long. But that wasn’t the case during this one. We also avoided any real arguments. I guess you might say that the process was rather… boring.

And boring isn’t really very exciting to put up on the big screen.

Which actually increased my faith in the system.

The second time was when I was an engineer (so much for that story), maybe a decade ago. It was a criminal case where the cops tracked the suspect back to his house where he and two others were arrested. The trio had been caught breaking into cars in a Wal-Mart parking lot by their security cameras. The other two had already been found guilty in other trials, so our Defendant was finally getting his day in court. Again, we deliberated. We watched the footage multiple times. There we no arguments here, but the words “Innocent until proven guilty” truly weighed on each of our minds.

You see, the thing that our guy had going for him that his two friends didn’t was he was wearing jeans and a white t-shirt. His friends wore a Raiders jersey and the other wore some kind of graphic tee. Even though the somewhat grainy security footage, those two were easy to pick out, but our Defendant… you couldn’t tell if it was him. In fact, it was very possible that they could have arrested someone who happened to be at the wrong party at the wrong time.

So we said “Not Guilty” even while acknowledging that it was very likely he did, in fact, commit the crime. As we were dismissed, the Prosecution’s lawyers (county’s lawyers?) were waiting at the bottom of the escalators to see if any of us would share our thoughts with them. It was at this point they told us that the Defendant had been arrested on similar charges twice in the past.

“Would that knowledge have made any difference in your verdict?”

All of us answered yes.

When I got home, my wife wanted to know what happened, what the case was about, and any of the details I could provide her.

The only thing I could think of was, “Well, we let the bad guy go free. Yea, Justice!”

But really, I learned that if you are going to be caught doing something very illegal, make sure to wear very plain clothes and not the jersey of your favorite sports team… that’s probably going to make it way too easy for a jury to convict you.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Repost – Just Finish It

I’ve gone to plenty of writing panels over the years hoping to discover, like Ponce de Leon looking for the Fountain of Youth, the secret formula to their success. How the heck did they manage to get up there with their book, comic, etc? Most of the time I do learn something, some nugget of truth that makes the trip worthwhile (maybe a technique or some obstacle they managed to overcome). But there really is one thing that separates them from those of us in the room:

You want to be a writer?  Then write, sure, but FINISH the task.

Too much I get caught up in the idea of writing. Make sure that I get my WORDS in for the day, or make sure that the latest chapter gets revised.

w-b-park-finish-it-why-would-i-want-to-finish-it-new-yorker-cartoon

 But at some point you have got to get to “Pencil’s Down”. This is something I have only just now begun to understand, and I am not even close to where I want to be.  I have only scratched the surface of this for myself and constantly have to fight to get there.

There is a difference between “Wanting” to be a writer (nevermind the great) and “Being” a writer.

It is the “Doing”.

In everyday life there are people who WANT to do, be, have something.  How many of them take the time to sit down (or stand up as the case may be) and actually do it?  How many distractions can one person have before their WANT simply becomes their DREAM and then later their REGRET.

Dreams Road Sign

 

This is the mantra I have to keep telling myself over and over. When I get tired or don’t want to sit down at the computer, I repeat it.

It seems so simple. It seems like one of those things that you read and say “Of course. What else would you think you needed to do?”

Even knowing it isn’t enough. It’s never that easy. How many ideas do I currently have sitting on my computer or flash drive that are waiting for me to finish them?  Dozens.  How many are finished?  Not nearly enough (not by a long shot). So why can’t I get there every time? What’s the hold up?

Sometimes it is the FEAR. The FEAR that what I’m writing is not going to be liked. I’m just as worried that by finishing said story or script or novel or whatever that people will read the FINISHED product and not like it and then where did my work get me?  What a waste, right?

ed-dans-ed-wood-de-tim-burton-10967401cmebh_1713

Really? Worst film you ever saw. Well, my next one will be better.

I have to convince myself that it isn’t a waste. That with each word that I write (and rewrite and edit and then even the ones I cut) means I am one inch closer to where I need to be. I get to that million words and beyond.

So that unfinished thing is doing you so much good then?  Sure, you can’t get hurt if you don’t finish it, but I have to say, putting that final word down on the page and knowing that you have actually completed something.  That’s got to be worth something.

Right?

When somebody posts their finished piece of art or script or whatever, they are 1 million times ahead of me with my dozens of unfinished products.  It doesn’t matter how much better of a writer I THINK I am because they have already lapped me 4 or 5 times.

I know plenty of people (I am one of those people sometimes) that start a project and get bored and then jump to another project, get bored, wash, rinse, repeat.  At the end of a year, they have enough stuff that you’d think they’d have a Finished Product, but instead, it is spread out over ten different things. Ten different UNFINISHED things. Ugh.

It’s an odd thing that really in the last year I feel like I’ve started to have real successes on the writing side of things, but even those are still not quite finished. Sure, issue #1 of The Gilded Age is complete, but I think I allowed myself about 5 minutes to enjoy that it existed in a tangible format before my brain started spinning on when the next issue would be finished. Same with Tiger Style #1.

The greatest thing about comic books is that it is a collaborative process. You need a writer and an artist and maybe an inker and a colorist and a letterer and an editor before the whole thing is ready and done.

The worst thing about comic books is that it is a collaborative process. And that you need to have those other people because when anyone point slips, the whole process comes to a complete halt. I don’t get the artist the next issue’s script, well I guess that is going to delay the book. The inker doesn’t get the pencils by the deadline… now we have another delay. And so on.

It can be maddening. It’s one of the reasons I started writing a novel in the first place. Finally, something that is totally on me and only me to get done.

Only. On. Me.

Gulp.

Yeah, so now who do I get to blame when my next chapter isn’t written yet? Who do I get to blame when that second draft is still waiting to get done?

Oh, that would be me.

Even now as I seemingly crawl through the last bit of editing on my first novel, The Dark That Follows, it doesn’t really exist until it is done. Before that it is just another unfinished project hoping for me to put the time in and get it out the door. The serial I’m working on with J Edward Neill, Hollow Empire, has many chapters completed in various forms (some in needed of editing, some ready for a read through, etc.), but until Episode 6 is complete and edited and out the door it just is another thing “I’m working on”. The next issue of The Gilded Age or Tiger Style or whatever else is coming down the pipeline.

So I repeat my mantra and put my butt in the seat and start typing.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Movie Review – Midsommar

 

With a movie like Midsommar, I come at it from two different directions based on what little I knew about it. It’s a movie about a group of travelers (friends) who are given front row seats to experience a 9-day festival in a backwoods part of Sweden. Now, with stories like this, we all know that things are never going to be what they appear to be (otherwise it wouldn’t be a horror movie). So the questions we must ask ourselves are twofold:

Is the lead-up to the big reveal of what might really be going on enjoyable?

Is the reveal worth it?

It’s all about execution in these situations, because if you don’t spend enough time in the build-up where we start to get acquainted with our characters, then when bad things happen to them, we just won’t care. However, if the movie takes too long to start showing the weird, then it is very likely to lose our interest before we actually get there.

Spoilers to potentially follow:

We begin the movie seeing Dani and Christian going through the motions of being in a relationship. Well, it’s Christian who is going through the motions as he has become clearly disengaged with Dani using him as an emotional support person more than a boyfriend. All this comes to a head when Dani finds out her sister has killed herself and taken their parents with her. This tragedy has forced Christian to remain with her whether he really wants to or not.

Weeks? Months? later, Dani discovers Christian and his three friends are going to Sweden for the midsommar festival Pelle’s home commune throws every year. After being invited to go on the trip with the guys, they arrive and we can begin to see that Dani is not only still struggling with PTSD from her family’s deaths, she can’t even rely on Christian as much (as he’s mentally checked out). The festival begins and while there are some odd eccentricities, overall things aren’t too out of the ordinary.

And then things begin to go sideways when they see two of the elders commit suicide.

I’m not going to go any further with spoiling the movie, but I wanted to mention this key moment because none of our characters, save for Dani, have any kind of realistic reaction to what’s happening in front of them. And maybe it falls into the old troupe of not leaving the haunted house immediately, but both Christian and Josh nearly act like what they’ve seen is as normal as anything else (and what they saw was NOT normal). In fact, it is only Dani, who already has visions of horror in her head, who nearly breaks completely upon seeing the display. And for some reason, it’s only a pair of other travelers who decide they’ve had enough, not our group.

From there, things only get weirder and weirder.

The Good

Florence Pugh delivers a great performance and definitely has the most realistic reactions to nearly everything.

The set-up, while potentially dragging things out a little bit too much, does a great job in making sure you understand that while the festival might be odd, it’s still not crazy (until suddenly it is).

The Bad

The reactions of the other characters to strange things occurring. The elder’s deaths aside, at a certain point people, start disappearing and no one seems to care… at all. Like not even a raised eyebrow.

I get that you need the characters to stay, but I wish they’d found a more plausible thing other than “I’m writing my thesis on this.” Bleh.

The Ugly

It’s not really scary. I had a little bit of dread here and there, but only because I was hoping for something big and bad to happen. We have one kill completely off-screen, which felt like a missed opportunity because as the audience, we knew that character was dead the moment he went “missing”. It’s like the film wants to play coy when everyone knows the punchline anyway, so why hide things?

***

Another one that could have been trimmed a little bit (probably 15 minutes easily) (I’ve heard there is a 3-hour version and can’t imagine what that would do that the 2+ hour version didn’t already convey). The ending was just… I get what happened, but I’m not sure I “get” it

I’ll take another shot this weekend. Maybe I can find the one then?

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Movie Review: Parallel

The idea of other versions of ourselves… those who might have made very similar choices to the ones we have made so that their reality and ours aren’t that much different. If that were the case, and you found a way to reach across the veil of our reality into theirs, what could you do with that ability?

That’s the fundamental question at the heart of Parallel.

A group of four post-college adults who are struggling to make their business (app development) a success, find that there is a secret attic space in the house they are renting. More curious than the secret room is that it houses a mirror which when passed through, can lead the traveler to a world nearly their own, with subtle differences to be sure. However, the more important aspect of this parallel world is that time moves much much slower there. Hours can go by in the alternate world while mere minutes pass on our own. Armed with this knowledge, the group of friends begins to use this “extra time” to their benefit allowing them to finish projects in days when it should have been weeks. When they later discover that even though the world at large is pretty similar to their own (down to their own doppelgangers), they find that artistic choices aren’t always the same.

And with those minor differences, they recognize an opportunity to effectively plagiarise these alternate worlds for their developments in technology to increase their own stature in our world.

Opportunity becomes a chance at excess, and the movie begins to change. As these types of stories often do, the darker side of having this power begins to fracture the group to the point that they are no longer sure they can trust the others.

To say more would be to give away some of the middle and last acts twists and turns, but the thing about most movies about the parallel worlds (or tv shows for that matter) is that they normally go for the bigger changes to the timeline. It’s not enough to have a world that is virtually the same, minus some historical footnotes, those films would have us in a world were Rome never feel, or Germany won WWII, etc. This movie focuses more on the characters’ reactions to this newfound power. Really leaning into the whole “power corrupts and absolute power corrupts absolutely” theme.

What makes this interesting is the idea of these nearly identical doppelgangers from the other realities. While our group uses their mirror to ensure their own successes, very little is given to those versions of themselves they are potentially screwing over by: committing crimes, spending their money, and even living out their own fantasies with others. It’s a movie where the mirror is merely a way to tell a story about how easy it is to lose your own identity. As the movie progresses towards its ending, the characters no longer resemble themselves from the start of the movie, making us ask the question of whether or not they’ve effectively become their own doppelganger.

It’s those character moments which will drive the movie once you strip some of the sci-fi aspects of things from the story. What happens when a group of friends discover something to make them rich? How long does it take for that money and power to drive a wedge between them? And at the end of the day, are they even the same people they were at the start. Parallel takes all of that and then adds that bit of science fiction to tell that story while showing us that the grass isn’t always greener.

***

One other thing, the poster at the top of this blog makes me think more along the lines of a spy vs. spy movie than something to do with parallel worlds. Just an odd thought.

***

I enjoyed the movie, but then again alternate worlds and living different lives is right in my wheelhouse. In fact, I wrote a book that is definitely in that same vein where a man has to figure out what his own personal reality actually is as he experiences worlds very close to our own, but not his original one.

It’s called The Echo Effect and you can get it here.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Books That Changed Me – Part 3

I love horror movies. Since I was around 9 or 10, I’ve loved them. Somehow, I managed to watch the first Nightmare on Elm Street and that was it. I was taken down the path. Over the years I’ve watched slasher films, metaphysical films, bad zombie films, good zombie films, and everything in between.

But I haven’t read much horror over the years. Which seems like it shouldn’t be an issue at all. I mean, if I love the genre, then I should read some of the novels that are out there. But I stayed more in the Fantasy or Science Fiction worlds growing up (once I started reading for fun). It wasn’t until I decided that this Stephen King fellow might be onto something with his movies here and there that I’d catch. So I went to the library (back when you did that sort of thing) and picked up Misery.

 

Misery – Stephen King

In some ways this book managed to teach me about the idea of a story inside of a story. I probably knew of the technique (1001 Arabian Nights being one of, if not the biggest, example), but I’d never read anything that tried to do it. Effectively having to write one book about what the author was going through (just trying to survive his crazy, obsessed fan) and then being able to read the story he was writing. But not only that, once he’d finished the pages, he’d hand them over to Annie and he and the reader had to hope that she enjoyed the pages as he went along, otherwise, she would end up punishing him for it.

I’ve wondered if there could be a version of the overall novel that merely hints at what the “other” story was about. And the more I do, the more I realize that it is important for the reader to really get involved with this fictional character’s creation. Somehow it helps to make his plight all the more real when trying to please someone who is mentally damaged. We’re rooting for him to find a way out of the situation, but all the while reading along with the pages he “writes”. Those interludes offer a slight respite from what’s going on the rest of the time… a way for the reader to catch their breath a little bit.

I’ve since gone on and read some of King’s shorts, a couple of other books, and The Dark Tower series, but there is something about the pure horror of being under another’s thumb, with little to no hope of changing your fate.

World War Z – Max Brooks

Where Misery takes the story within a story motif and runs with it, World War Z approaches the horror in a different way, focusing on smaller stories as part of an overall theme: a reporter who is doing a retrospective book on the War with the zombies.

The key part of that is where the stories themselves are not directly related, they still are interconnected by the bigger theme: a world at war with a supernatural threat that may not being able to be stopped. But because it is a reporter “covering” the story, the reader is pulled along into the different lives of regular folk just fighting to survive. And then, just when you are settling in, you are pulled into the war effort itself with a focus on the war the armed forces were coordinating.

And while we know that humans won the war, by focusing on smaller tales, we can never be sure who within the story may or may not survive- furthering any tension they might be dealing with.

***

John McGuire is the writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Parallels…

I was thinking about what I’m really doing when I’m writing a story. Obviously I’m putting pieces of a larger narrative together in what will hopefully be not only coherent, but also readable. But really I’m trying to do something else with the stories… I’m trying to answer a question for myself.

Why am I here?

What is my purpose?

What if I could change a decision I made long ago?

If I knew something terrible was going to happen, would I try to stop it… even if that meant putting myself through pain and heartache?

How much free will do we really have?

The big questions, the ones that philosophers have been asking in a much better fashion than I could ever try to do. They are trying to form an answer and so am I. My hope is that as I proceed I manage to gain those moments of discovery about the story but also about myself.

***

What if?

We all play this game in some way or another. We are caught in an endless thought experiment of what would happen if I had handled a situation differently. What if I had asked that person out? What if I’d gone to college in a different state? What if my parents never divorced? What if I never moved? Switched jobs? Fought for a relationship?

What type of person would I be if some of those things changed? Are we determined by our environment or are we predestined to act a certain way? What about the persons whose lives were are impacting? How do their lives change without us in them?

Image by John Hain from Pixabay

***

I think from the very first time I watched Groundhog Day, I was fascinated by a movie where so many of my questions were trying to be answered by the film. Where by the end of the film, Bill Murray has changed how he perceives the world and his place within it. He’s made himself a better version of what he was.

When I watched something like Mr. Destiny (look it up), we get to see a parallel world where Jim Belousi hit the big home run and his life changed completely.

He changed completely.  And not for the better. He learns that his old life is just fine for him.

When I watch It’s a Wonderful Life, we live Jimmy Stewart’s pain and joy only to see his life spiral out of control because of his good heart. As much as anything, the world around him is less for his absence.

***

Do you ever wake up to go about your day and feel something is off? It’s never anything you can put your finger on – something is just different. Your house, your car, the world?

Yourself?

Have your friends ever commented about an event as if you were there (when you clearly were not)? And then get mad at you when you say as much? Even going so far as to recruit others to inform you that you had indeed been there, whether you remember it or not.

<And since I don’t drink, that can’t be my excuse.>

Placed your keys in one place only to find them in another place later that day?

What if everyone else was wrong? What if you had fallen, passed through the fabric between parallel worlds? Could that happen?

What is the difference between some level of madness and a truth that is more insane than fiction?

***

What happens if you could relive your life?

What happens when the people you love no longer know who you are?

Who are you when you have memories of so many other versions of yourself?

I’ll be releasing The Echo Effect on September 30, 2020. It’s my attempt to answer that question of What If. It’s my attempt to see if things are really better in a different life. It’s my attempt to try and understand my own effect on the people around me.

I’m hoping you’ll join me on the ride.

***

John McGuire is the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

PRESS RELEASE: WYVERN GAMING TO LAUNCH KICKSTARTER FOR STARGATE ROLEPLAYING GAME INSPIRED BY HIT TELEVISION SERIES, SG-1 TM

WYVERN GAMING TO LAUNCH KICKSTARTER FOR STARGATE ROLEPLAYING GAME

INSPIRED BY HIT TELEVISION SERIES, SG-1TM

Kickstarter to Launch, with Product Release to Follow at Wonder Con 2021

“Things will not calm down, Daniel Jackson. They will in fact calm up.” – Teal’c

September 15, 2020 —

With a Kickstarter campaign launching soon, things will certainly “calm up” for the new Stargate Roleplaying Game in development from Wyvern Gaming and Metro Goldwyn Mayer (MGM).

MGM, a leading entertainment company focused on the production and global distribution of film and television content including major franchises such as Rocky, James Bond, Fargo, Vikings, The Handmaid’s Tale and Pink Panther, and game design company Wyvern Gaming are collaborating on a new tabletop roleplaying game based on the popular Stargate SG-1™ TV series.

Fans will have the opportunity to become early backers of the project and provide direct feedback to its development with the launch of the Kickstarter campaign on October 6, 2020 at 2:00 PM UTC. The game has been in public playtest since February and will remain so through the Kickstarter campaign, allowing fans to help polish the game mechanics and story along the way. The finished product will launch and be available to the public in April at Wonder Con 2021.

Brad Ellis, CEO at Wyvern Gaming, said, “As fans of the Stargate franchise, we want to make the best Stargate Roleplaying game possible. That is why it is important for us to include the fans in the development process with Kickstarter as the feedback engine. It is a game for the fans, so it is critical that we get their input in its development.”

In the new Stargate Roleplaying Game, players will explore the galaxy and aid in the fight against the Goa’uld System Lords. The core rulebook will contain all the information needed to create a character and join the Stargate Command (SGC). Players will choose from a set of playable races and classes as they learn the skills, feats, equipment, and technologies needed to make their character thrive as an SG team member as they complete Stargate Missions. The book also covers being a Gatemaster (GM). With the players, GMs steer the story and the non-player characters that interact with the player characters. Players may be asked to capture a point of interest, explore new worlds, retrieve important artifacts, rescue important VIPs, or capture high-value targets.

In addition to the Stargate RPG Core Rulebook, Wyvern Gaming has launched the “Stargate: Phoenix – A Living RPG Series,” a living campaign with additional “Episodes” to expand play with the Stargate RPG Core Rulebook. In these Episodes, your character will live inside a Stargate canon universe series called “Stargate: Phoenix.” Your success and failures will shape the story that plays out over a course of a “Season” of Episodes released over a year, culminating at Gen Con 2021!

For updates on the Stargate Roleplaying Game, sign up at https://stargatetherpg.com/

MGM’s licensing agency, Brandgenuity, is managing the development and roll out of the Stargate licensing program and brokered the agreement between Wyvern Gaming and MGM.

Beyond the Stargate Roleplaying Game, MGM and Brandgenuity continue to grow the Stargate SG-1 licensing program, including an upcoming fan convention from Creation Entertainment and collectible figures from Chronicle Collectibles.

Stargate SG-1 the television series, produced by MGM Television, picks up where the blockbuster film left off. Colonel Jack O’Neill (RICHARD DEAN ANDERSON) and his SG-1 team; Daniel Jackson (MICHAEL SHANKS), Teal’c (CHRISTOPHER JUDGE), and Capt. Samantha Carter (AMANDA TAPPING), set out to explore the mysteries of the Stargate. Each mission through the gate takes the SG-1 team to new worlds in a seemingly boundless universe.


About Wyvern Gaming

Wyvern Gaming is a game design company whose mission is to create “Approachable Games For Everyone.” The company has been producing games since 2015 and have a track record of producing easy to learn card and board games for the hobby game industry. We have the drive to build games that people can enjoy. We love gaming of all types, everything from tabletop role-playing games to 3D virtual reality shooters. Our hopes are to turn our passion into a few gaming classics. For more information, visit wyverngaming.com

RPG Geek: https://rpggeek.com/rpgitem/279302/stargate-roleplaying-game
Wyvern Gaming website: http://wyverngaming.com/
Stargate Roleplaying Game website: https://stargatetherpg.com/
Facebook: https://www.facebook.com/WyvernGaming.TableTop/
Twitter: https://twitter.com/WyvrenGaming

About Metro Goldwyn Mayer

Metro Goldwyn Mayer (MGM) is a leading entertainment company focused on the production and global distribution of film and television content across all platforms. The company owns one of the world’s deepest libraries of premium film and television content as well as the premium pay television network EPIX, which is available throughout the U.S. via cable, satellite, telco and digital distributors.  In addition, MGM has investments in numerous other television channels, digital platforms and interactive ventures and is producing premium short-form content for distribution. For more information, visit www.mgm.com.

About Brandgenuity

Brandgenuity is a leading global independent brand licensing agency headquartered in New York, with offices in London, Munich and Hong Kong and ranked amongst the top 15 licensing agencies worldwide. The agency’s clients include BMW, Church & Dwight (ARM & HAMMER), White Castle, Edgewell (Edge, Banana Boat, Hawaiian Tropic, Playtex), Carmen Sandiego, MGM Studios (The Addams Family, Rocky, Pink Panther, Stargate), ABI (Budweiser, Corona), NFLPA, and others. For more information, contact info@brandgenuity.com.

Where To Begin and Where To End

Over this past week, I was with family on our annual beach trip. It’s a great time for everyone to get together, see the nephews, and just enjoy each other’s company around the pool or beach or both. During the course of the trip, my dad and I talked about various things, everything from life to politics to religion to movies to comics and anything in-between. It was in those conversations that we came to talk about movies over the last few years that really resonated with us. He’s a big sci-fi guy and much of my love for the genre comes directly from him. One of the movies we talked about I thought was interesting from a writer’s point of view:

Passengers (2016)

If you missed it (spoilers to follow), it tells the story of Jim Preston (Chris Pratt) after he finds himself awakened from a hibernation sleep on board a colony ship about 90 years too soon. Much of the first part of the movie is about how he deals with being completely isolated (there’s no way to get back to sleep). After more than a year alone, he decides to wake someone else up, Aurora Lane (Jennifer Lawrence). The movie proceeds as a love story (and according to wiki it is an “American science fiction romance”) where they fall in love… and yet we know eventually this big lie will drive them apart once Aurora finds out Jim woke her up (as opposed to the “malfunction” he leads her to believe).

When I watched it a couple of years ago, I enjoyed it, but it was also one of those movies that felt like it could use something else to help push it from a decent movie to a good or maybe even great movie. I remembered reading something in a blog or a post or something where the person reviewing the film posited one change:

What if we started with Aurora’s awakening instead?

You suddenly get a very different movie. One that might be a bit more on the thriller… or possibly even the horror side of things. You see, when you are with Jim from the beginning, he’s our POV. We understand his growing loneliness, so when he makes that decision to wake Aurora up, while we know it is wrong, we get it.

But if she’s our POV, now he’s this weird guy who may or may not be on the up and up. It lends a bit of creepiness to the movie.

Check out this Youtube video for more detail on this idea/theory.

Because as much as I would like to see that version of the movie, the idea alone really got me thinking about beginnings and stories. It’s potentially a very strange thing to rearrange a story and completely change it’s meaning… or is it? Techniques like Flashbacks or Flashforwards or limiting our POV to one character for a story are just some of the ways that an author can try and get the reader to feel a certain way. Maybe they want you to be sympathetic to a character, so they show you bits and pieces of their history so you are drawn to them. But just as easily they could eliminate those very things and suddenly we have 180 degrees of difference in our opinions.

Think about another Chris Pratt movie, Guardians of the Galaxy. The very beginning of that movie shows Peter Quill as a young boy with a mother who is dying of cancer. It shows us how important she is to him, true, but it also helps to ground us with the character. Because most of the early part of the movie, he is a fairly arrogant d-bag. Without that first scene, we might not like him as much because we wouldn’t know why he was the way he was (can’t let people in because they’ll die on you).

Context is key.

This makes me think about how I structure my own work too. In something like Hollow Empire, I began Vadim’s story with comedy. I wanted to convey that this is someone who didn’t want to take things seriously. He is very fly by the seat of his pants type of character. But I also knew that overall his story in Season One was not going to be a pleasant one and that the humor early on would hopefully help the reader sympathize with him as things get worse and worse.

And even in my upcoming book, The Echo Effect, I have an opening section of the story that accomplishes a couple of things for me. One, it sets up my main character, but it also sets up the world that he’s living in (and it also introduces a secondary character that is extremely important to the overall story). When those things change for him, it needs to be jarring for the reader because it is jarring for the character. And while I could have not included this first section and instead jumped to the “something’s gone wrong”, I think it is stronger for the reader to be able to see that indeed, “something is wrong”.

Hopefully, when people read it, they will feel the same way!

***

To read the first chapter of The Echo Effect, sign up for John’s Mailing list.

***

John McGuire is the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Press Release: Rivers of London RPG: the creative team is assembled!

Chaosium is producing the Rivers of London Roleplaying Game, based on Ben Aaronovitch’s best-selling urban fantasy fiction. Reflecting the series’ inventive take on the fantastic—from Newtonian magic to the strange powers wielded by the rivers and other supernatural beings that inhabit the popular novels and comics—the game will use Chaosium’s Basic Roleplaying system, as well as original, customized rules.

And now the Rivers of London RPG creative team has been assembled! They’ll be working closely with Ben Aaronovitch on the game’s development and presentation.

Here, in alphabetical order, the team introduces themselves:

PAUL FRICKER: Paul Fricker is a freelance writer and games designer, and is designing and writing the core rules system for the Rivers of London Roleplaying Game. In partnership with Mike Mason, Paul is best known for writing and revising the latest edition of Chaosium’s award-winning RPG, Call of Cthulhu. Over the years he has participated in the creation and development of numerous scenarios and campaigns, beginning with Gatsby and the Great Race, back in 2005.Paul is also one of the hosts of the horror and gaming podcast, The Good Friends of Jackson Elias. He often can be found on Twitter (@paulfricker), where he endeavors to focus on the important topics in life: gaming, music and food.
ADAM GAUNTLETT: Hi! I’m Adam, and I’m a nut for crime novels and magic. I’ve written for The Escapist, Atlas Games, Pelgrane, and of course, Chaosium. My tendrils spread out from the island of Bermuda, where I lie in wait for the end of days. I can be bribed with cheesecake. Or a decent bitter, but cheesecake is more reliable.Rivers of London was the first I’d heard of Ben Aaronovitch and I quickly converted to Aaronovitchism, establishing a small shrine of books and graphic collections. My cats regularly sacrifice lizards in front of this sacred fane, though I do my best to stop them as lizards are bad for cats and the sacred fane.

My favorite moment in the Rivers series is when our heroes raid the Garden of Unearthly Delights back in Moon over Soho. I’ve a soft spot for Hammer Horror, and I can just picture Christopher Lee hamming it up in the VIP lounge back in the day. Ideally with Vincent Price, Peter Cushing and John Carradine a la House of the Long Shadows—but I’ve said too much…

LLOYD GYAN: From working with Modiphius Entertainment, to being the cultural liaison on RPGs such as Bastion and Liminal, Lloyd Gyan has come to see all that the RPG community has to offer. His unique take and perspective on the world at large brings a fine nuance to setting books, his specialty coming from his many years as a second-generation Ghanaian living in London.“Peter Grant’s magical life has always vibrated with me, being a West African boy living his best life in London. To be given a chance to work on a project as personal as this is a dream come true. Also, I actually know what Star Beer tastes like!”
LYNNE HARDY: Lynne has been working on and off in the roleplaying industry for almost 30 years, most recently in her capacity as writer and Associate Editor for Chaosium’s Call of Cthulhu RPG. Her past credits include work for Modiphius Entertainment, Cubicle 7, Green Ronin, and Pelgrane Press, among others, as writer, editor, or both. She also created her own steampunk pulp adventure game: Cogs, Cakes & Swordsticks. Her latest project, besides her continuing work on Call of Cthulhu, is as Line Editor for the Rivers of London RPG.“It took me far longer to get round to reading Rivers of London than I care to admit, but once I did, I was hooked. It was immediately obvious that the world was ideal for a roleplaying game and it’s a property I’ve been hoping to develop for years. With Mike Mason’s encouragement, I approached Ben at a book signing for Lies Sleeping and, fortunately, Ben agreed! I’m really looking forward to working with my team and sharing their work with all of our fans, new and old.”
GAVIN INGLIS: Gavin Inglis is a writer and teacher based in Edinburgh, with a background in tech and music. He writes adventures for Call of Cthulhu, including the introductory solo Alone Against the Flames. Other work includes interactive novels published through Choice of Games, and credits on ZombiesRun! and Fallen London. His fiction has appeared in a magazine for actual conjurers, and his story collection Crap Ghosts is the definitive reference to ineffective apparitions.Gavin was Language and Cognition Fellow at the Department for Clinical Neuroscience in Edinburgh, during which he produced a graphic novel about Functional Neurological Disorder, and an AI version of H.P. Lovecraft. His interactive web story about mental health, Hana Feels, was nominated for an XYZZY award. www.gavininglis.com.

“I love exploring London to find its history and hidden ways, so it’s a joy to be introducing players to the Rivers of London game and Ben’s eerie world.”

KERIS MCDONALD: Keris McDonald lives in the north of England, discovered Dungeons & Dragons before it was even considered a threat to one’s immortal soul, and has been playing and GMing scenarios for Chaosium’s Call of Cthulhu for 35 happy years. Her RPG scenarios have been published by Worlds of Cthulhu and The Cthulhu Hack. With many years involvement in writing live-action roleplaying events, she is currently helping run a Victorian Gothic LARP system.A writer of supernatural fiction across the horror, fantasy, and erotica genres, Keris has nine novels in print and has seen her short stories published in many magazines and anthologies. Her short story “The Coat Off his Back” was chosen for inclusion in Best Horror of the Year Vol. 7 (ed. E Datlow).

“It’s an honor and a privilege to be working on a fictional world as beloved as Rivers of London, and helping to bring it to life for gamers.”

HELENA NASH: Helena has been tabletop roleplaying since 1981 and has died on paper many times at the hands of formless horrors, faerie knights, and at least once by explosive decompression. She has written adventures for Call of CthulhuRuneQuest: Roleplaying in GloranthaDune: Adventures in the Imperium and Conan: Adventures in an Age Undreamed Of. Helena is one of the original developers of the cult film & television game 7TV, created the official roleplaying game of Robert Rankin’s Brentford books, and wrote a Choose Your Own Dinner Party gamebook combining elements of a Mike Leigh play and an Alfred Hitchcock film.She lives in Hertfordshire by the River Lea, about 30 miles north of Mama Thames as the duck paddles, with her wife and far too many comic books.

“Ben Aaronovitch’s Rivers of London books have had me hooked since Peter Grant’s first interview with a ghost in Covent Garden. It is a London I have known all my life, but interwoven with uncanny, dangerous threads of magic and magical beings. I’m super excited to be given the chance to shine a werelight on some of the darker corners of the Rivers of London world in this new RPG.”

LUCYA SZACHNOWSKI: Lucya Szachnowski has lived in London all her life and loves her city, roleplaying, and all things magical. For Chaosium’s Call of Cthulhu RPG, she co-wrote The London Guidebook, “The Garden of Earthly Delights” for Strange Aeons, “Suffer Little Children” and “London Calling” for Day of the Beast, “The Occulted Light” for Before the Fall, and contributed to The Investigator’s Companion and Keeper’s Compendium. She wrote the introductory scenario for the Sigil & Sign RPG, by Cubicle 7 and Make Believe Games. After years working on local London newspapers, she did an MA in English literature, specializing in literary London. Under the pen name Lucya Starza, she has written books on practical magic in Moon Books’ Pagan Portals series, and writes a London-based blog: A Bad Witch’s Blog. She is very excited to be involved in the Rivers of London RPG.

The Rivers of London

The Rivers of London series follows Peter Grant, an ordinary constable turned magician’s apprentice, as he solves crimes across London in a sensational blend of inventive urban fantasy, gripping mystery thriller, and hilarious fantasy caper. The series debuted in 2011 with Rivers of London (Midnight Riot in the US) and now includes more than a half-dozen novels, several novellas, and a number of comic book series. The series has sold well over two million copies and has been translated into fourteen languages. In May 2019, Simon Pegg and Nick Frost announced that their production company, Stolen Picture, had acquired rights to create a television series based on the world of the Folly. Author Ben Aaronovitch is also known for his work on both television and audio scripts for Doctor Who.

Our award-winning roleplaying games, boardgames, and fiction have been acclaimed as some of the most engaging and innovative of all time. For more than forty years, Chaosium Inc. has captivated gamers, readers, and mythic adventurers worldwide.The Chaosium was founded by visionary game designer Greg Stafford in 1975.

Facebook: https://www.facebook.com/ChaosiumInc
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Repost: The Biggest Fish: Smallville

Work is extra hectic this week. But I also have been thinking about old stories again and how nothing is ever wasted when you are a writer. Every little piece that you sit down and put on the screen (or in a notebook or on a scrap piece of paper) can potentially help you with the next story. It can help you develop your voice. Or in the case of the script below, be one of the first things that you actually finished that wasn’t a short story.

That’s a major milestone for a writer because there are so many reasons not to complete something. There’s life stuff which will interfere, but just as readily there is the Fear of putting your stuff out there in the world. Once you do that, others can now actually see what you’re doing. And while you may think that what you’re writing is alright, you just never know for sure.

I feel lucky that so many years ago I fell into a group that wanted to help each other. They created a space that allowed me to take the lead on something and see if I had it in me to finish it.

***

At some point, the following tale has become my own Big Fish story. Or perhaps it just has that sort of potential. I can only relay the events as they are currently in my mind… somewhat dulled by the time and distance from the original events. What you do with this information is completely up to you.

Garrison_Big_Fish

I cast my mind back to sometime in 2002 where I had joined up with a group of like-minded aspiring writers in the back of the Dragon’s Horde comic shop in Stone Mountain, Georgia. I like to think of this time as the beginning of Phase 1 of my writing career (Phase 2 came in 2010). The beginning of working with others on various projects, and the beginning of having someone read something I had put to paper (up to this point writing was this distant thing in the back of my mind, but I either lacked the willpower or the knowledge to even know where to begin).

Anyway, one of the group members (we called ourselves WriteClub… possibly not the most clever of names, but it got the point across) told us he had a connection through his sister that could walk a potential script into the Smallville offices. We just needed a script.

Smallville-Logo

Of course, the first question after “How exactly is this going to work?” and “Really? No BS?” was how were we going to do this? There were 6 of us in our little group and this could be something we all focused on. A true collaboration. So we sat around one Sunday and talked about the show, and if we were going to do a script what plot points should we hit? I want to say after that one afternoon we had a rough outline and plot points, but it may have been a couple of meetings before that happened. And I don’t remember all the specifics of those meetings, but I do recall the FUN of it all. This was our chance, no matter how small, and we were all ready to give it a shot. No idea was off-limits at first, and then we slowly began to circle around the true idea… the one that would serve as our story for this script.

That story was roughly as follows:

Green Arrow would make his first appearance on the show. (What nerve we had to even think this way. I mean not only were we going to immediately get this script sold, but we’d also be the first to really bring in a non-Superman hero. Like no one in their writer’s room had thought of that.)

Green_Arrow_Vol_5_logo

He would meet/come into contact with Chloe (she was the sorta Lois character before Lois showed up on the TV Show) and there would be some definite sparks that would fly between the two of them. (While I think this is a fairly obvious thing to do, I actually still like the idea of trying to introduce another person into the Lana/Clark/Chloe triangle. And there would be someone else for Chloe to add to the Wall of Weird.)

He would need something from Lex. And to get that something would require breaking into Lex’s home. (I believe this was one of those things that would initially bring our heroes into conflict as suddenly Clark is really stuck between possibly covering up a misdeed of Lex or letting a thief get away with something that could hurt his friend… a pseudo gray area for the Man of Steel).

And in the end, Green Arrow would get the heck out of town with some aspect of the information he was after (courtesy of Chloe), but with the feel as if he could be back.

Again there was more to it than that, but this was the basics as we settled on them. Now the only question was: Who wanted to bang out this script?

And the table went silent. I’m not sure if it was because none of us really had a clue what we were doing and didn’t want to be called out on it or what, but for whatever reason I found myself saying the words: “I’ll do it.”

Looking back, this was a huge step for me. What in the world was I thinking? What if they hated it? What if I was exposed as a fraud? Hell, I barely understood the way a script was supposed to be formatted at this point. And still, I raised my hand and volunteered. I rushed home with Final Draft ready to be installed on my computer and began to type, my fingers a blur as the ideas and the dialogue flowed from me. I did my best to develop scenes and made sure to hit all the high points. By the end of the night (probably more likely very early in the morning), I had the roughest of rough drafts finished. A masterpiece of American Television waiting to be unleashed upon Hollywood.

It was 29 pages.

Now, what I did not know at the time was that in script terms for movies and TV 1 page equals (roughly) 1 minute of filming. Smallville had a running time without commercials of around 42 minutes. Which meant I should have something around 42 pages.

And I had 29.

No problem, though. I was excited to have that much written up. And when I found out about the discrepancy, well that was why I was a part of the group. We tossed more ideas around and I believe we got the script up towards 40 pages (I might be wrong on this, but as I said above, this is my Big Fish and it weighs…). But we weren’t done. We did a table read. We brought in a couple of females to read the women’s lines to help make sure nothing was too out of whack. And at the end of that follow-up meeting, I took the notes and compiled that final version.

We sent it off to the sister.

Add_submission

And waited.

And waited.

And then heard back from her that she read it and really liked it! It was on its way as she’d pass it along to her contacts over at Warner Bros.

And then nothing. Nothing came of it. In my mind, I constructed an elaborate Twilight Zone-style scenario where the script was on the desk of the man (or woman) who was the final arbiter, and somehow it had fallen behind the desk, just out of sight. Because that was the only reason our phones had not been ringing off the hook (back when phones did that and didn’t just vibrate in your pant’s pocket).

Months passed and the script became almost an urban legend in the group. We’d mention it in passing like someone who had taken a grainy picture of Bigfoot or Loch Ness. The thought was occasionally passed around that we might be able to resubmit via another connection (we may or may not have done that, I can’t remember). I took the last printed copy and stored it away for safe-keeping. Eventually, like most legends, it slipped completely from our consciousness.

Fast forward to October 20, 2004. I settled in to watch Smallville for the evening as the episode “Run” appeared. It was to feature a non-Superman hero: The Flash.

For those of you that don’t know my two favorite superheroes are Spiderman and The Flash… but I’ll talk about that in another post. So to say I was glued to my seat would be an accurate statement.

This version of the Flash flirts with Chloe, steals something from Lex, which causes him to come into conflict with Clark.

Watching the episode was a bit surreal. Little things here and there seemed familiar, big things seemed close…

And when I was done I felt a warmness spread throughout me. We were on the right track with our script.  This episode felt so much like ours that it only reinforced that thought in my mind. The next day I talked to one of the group. His first words were:

“I liked the episode of Smallville you wrote, John.”

Now do I know if anyone in the Warner Bros’ offices actually ever saw our script? No. Heck, I’m 100% (well more like 99.999 – with a lot more 9s, but we’ll round up) that they did not. I’m not accusing anyone of anything unsorted.

I just think we tapped into that common Idea Space that is out there, that so many creative people seem to be able to harness. That same reason that multiple movies come out about the same subject (of course the other reason for that is because the studio sees an opportunity to beat an opponent at the same game, but I digress).

This was an example of that. That’s how close it was/felt to what we had done. That’s how close we were to getting a shot at the big leagues.

But above everything else, that project gave me some measure of confidence in my abilities. Writing that script in the first place and then watching as the others read it I felt like a team with others, but more than anything I felt like I could be one of the heavy hitters for that team. My future in writing was going to be big and bright.

I mean, I’d written an episode of Smallville after all.

 

***

John McGuire is the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!

Want to read the first issue for free? Click here! Already read it and eager for more?

Click here to join John’s mailing list.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Press Release: The Official ALIEN Tabletop Roleplaying Game Coming December 10

Free League Publishing logotype

The Official ALIEN Tabletop Roleplaying Game Coming December 10

Free League Publishing – Nov 12, 2019 13:00 GMT

The ALIEN Roleplaying Game

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The xenomorphs are coming to game night! On December 10, Free League Publishing and 20th Century Fox will launch the official ALIEN tabletop roleplaying game. The massive 392-page core rulebook will be released along with a host of supplements.

Taking place shortly after the events of Aliens, the RPG will propel players into the vast possibilities of the Outer Rim Frontier. From the pioneering colonists and scientists to the ever-present Company reps and Colonial Marines, the game promises a diverse range of characters and gameplay experiences far beyond the staple cat-and-mouse suspense and survival horror of the franchise.

The ALIEN RPG is a beautifully illustrated full-color hardcover book, both presenting the world of ALIEN in the year 2183 and a fast and effective ruleset designed specifically to enhance the ALIEN experience. The game can be played in two distinct game modes: Cinematic play and Campaign play.

Cinematic play is based on pre-made scenarios that emulate the dramatic arc of an ALIEN film. Designed to be played in a single session, this game mode emphasizes high stakes and fast and brutal play. Player characters are not all expected to survive. The core rulebook will be published alongside the complete Cinematic scenario Chariot of the Gods by sci-fi novelist Andrew E.C. Gaska, who is also the setting writer and canon consultant for the RPG. Campaign play is designed for longer continuous play with the same cast of characters over many game sessions, letting players explore the ALIEN universe freely, sandbox style.

The rules of the game are designed by game director Tomas Härenstam and based on the Year Zero Engine, used in award-winning games such as Tales From the Loop, Forbidden Lands, and Mutant: Year Zero, but adapted and further developed to fully support and enhance the core themes of ALIEN: horror and action in the cold darkness of space.

The core rulebook will be launched alongside a range of supplements, inlucuding the Chariot of the Gods scenario, custom dice, a GM Screen, and a set of useful maps and markers. All items will be available on the Free League website and in retail stores worldwide from December 10.

THE FUTURE

The launch of the ALIEN RPG is just the first step of a long-term licensing partnership with 20th Century Fox Consumer Products, drawing upon four decades of world-building within this beloved universe. The first expansions to the core game are planned for August 2020.

The Fox-Free League licensing deal was brokered by Joe LeFavi of Genuine Entertainment, who manages the license on behalf of Free League and serve as an editor on the game series. Alien is the latest in a slew of high-profile tabletop deals by LeFavi, including the master tabletop gaming license for Dune, the tabletop RPG series for Altered Carbon, and multiple brand extensions of World of Darkness.

Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published a range of award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.

Our game range include the alternate ’80s Tales from the Loop (winner of five ENnie Awards 2017, including Best Game), sandbox retro fantasy Forbidden Lands (winner of four ENnie Awards 2019), postapocalyptic Mutant: Year Zero (Silver ENnie for Best Rules 2015), space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017), dark fantasy Symbaroum, and the official ALIEN RPG.

We have also published the art books Tales from the Loop and Things from the Flood  by visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by French artist François Baranger.

Website: www.freeleaguepublishing.com
Facebook: www.facebook.com/FriaLigan
Instagram: http://instagram.com/frialigan/
Youtube: www.youtube.com/c/FrialiganSe
Twitter: http://twitter.com/FriaLigan

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Press Release: Hearts of Wulin funded in less than an hour on Kickstarter

Hearts of Wulin, an RPG of wuxia melodrama, funded in less than an hour.

 

Driven by the characters’ duties, desires, and entanglements with other characters, Hearts of Wulin draws on films like Crouching Tiger, Hidden Dragon, Chinese wuxia TV series like Legend of the Condor Heroes, and Chinese martial arts novels from the second half of the twentieth century. The game focuses on letting players tell stories steeped in wuxia melodrama, giving them roles as skilled martial artists in a world of rival clans, conspiracies, and obligations. Romance is as dangerous as a blade – and just as often hidden. Everyone has ties to factions, loves they can’t express, and secrets whose possible revelation will shake them to their core.

Launched on May 14th, 2019, the Kickstarter funded in less than an hour. Since then the stretch goals that it has met include full color interiors, enhanced material on the supernatural, an essay on combat description from the co-hosts of the Jianghu Hustle podcast; and an expansion using the system to explore turn-of-the-century San Francisco from designer Banana Chan. Upcoming stretch goals include settings and materials for Joseon dynasty Korea, Musketeer-era France, and cyberpunk.

Hearts of Wulin comes from The Gauntlet Gaming Community. For several years the Gauntlet has offered a massive online gaming calendar covering story games, OSR, and beyond. The community features multiple podcasts (including ENnie winner Fear of a Black Dragon), active moderated forums, a monthly zine (Codex), blog (featuring ENnie winner Age of Ravens). Hearts of Wulin co-authors Agatha Cheng and Lowell Francis have a deep love of the wuxia genre. Agatha co-hosts the Asians Represents Podcast (@aznsrepresent), while Lowell co-hosts The Gauntlet Podcast.

Playtest materials are available. An early version, the playtest packet includes only a fraction of the support text that will be in the final product. Nevertheless, it provides a tantalizing and addictive sense of what the final game will be like, and anyone with a basic understanding of how Powered by the Apocalypse (PbtA) games work will be able to run a short campaign of Hearts of Wulin.

Hearts of Wulin is a joyous exercise in capturing the heart and soul of a beloved media genre in the the sublime form of a well-designed roleplaying game. Lowell and Agatha have seamlessly blended action, romance, humor, pathos, and a deep appreciation of source material ranging from classic Shaw Brothers films to modern serialized TV dramas, to produce a dynamic play experience that’ll make great stories even if you’re only passingly familiar with those works.” – Jim Crocker,JimLikesGames.com

The campaign ends Sunday, June 16th.

The Kickstarter Campaign: https://www.kickstarter.com/projects/gauntlet/hearts-of-wulin

For more about the Gauntlet Gaming Community, check out gauntlet-rpg.com

The Gauntlet Gaming Community on Twitter: @gauntletrpg

The Gauntlet Gaming Community on Facebook: https://www.facebook.com/GauntletRPG/

PRESS RELEASE: FREE LEAGUE ANNOUNCES OFFICIAL ALIEN TABLETOP RPG SERIES

Free League Publishing

FREE LEAGUE ANNOUNCES OFFICIAL ALIEN TABLETOP RPG SERIES

Free League Publishing – Apr 26, 2019 17:07 BST

Roleplaying where no one can hear you scream

LOS ANGELES, CA (April 26, 2019) – Forty years ago, Alien shocked and inspired the world with a horrific sci-fi universe that forever changed the genre. In celebration of its 40th anniversary, Free League Publishing has announced today that fans can soon explore that iconic universe for themselves with an official line of tabletop role-playing games.

The long-term licensing partnership with 20th Century Fox Consumer Products will kick off in late 2019, launching an ongoing tabletop RPG series drawing upon four decades of world-building within this beloved universe. Free League is renowned for its own world-building in science fiction, with their best-selling sci-fi RPG Tales from the Loop sweeping the 2017 ENnie Awards for Best Setting, Best Writing, Best Art, Best Game, and Product of the Year. Tomas Härenstam, Free League co-founder and game director of their sci-fi RPGs Tales from the Loop and Mutant: Year Zero, will oversee game design, with original artwork from esteemed artists Martin Grip, John Mullaney and Axel Torvenius.

Taking place shortly after the events of Aliens, the first RPG will propel players into the vast possibilities of the Outer Rim Frontier. From the pioneering colonists and scientists to the ever-present Company reps and Colonial Marines, the game promises a diverse range of characters and gameplay experiences far beyond the staple cat-and-mouse suspense and survival horror of the franchise.

“The Alien saga isn’t about superheroes with superior firepower,” says game director Härenstam. “It’s about placing ordinary people in extraordinary circumstances, and testing the endurance of the human spirit against inhuman atrocities and impossible odds. Such a harsh yet hopeful universe has captured our imagination for 40 years with good reason, and we’re excited to explore new stories and perspectives as players must face their demons (in a true and metaphoric sense) and brave the horrors of the unknown.”

To best capture the Alien experience, the RPG will provide more than the framework for continuous, open-world campaigns. Beyond the sandbox campaign game mode, Free League is also designing a “Cinematic” mode, with pre-generated scenarios that players must complete within a single session. Emulating the dramatic arc of an Alien film, these survival challenges promise escalating stakes and fast (often brutal) gameplay where most players aren’t expected to last the night. Their first cinematic scenario, Chariot of the Gods written by sci-fi novelist Andrew E.C. Gaska (Death of the Planet of the Apes), is included in the core manual. More cinematic modules and game expansions are already in production, with direct tie-ins to Fox’s future plans for the franchise slated for 2020 and beyond.

The Fox-Free League licensing deal was brokered by Joe LeFavi of Genuine Entertainment, who will manage the license on behalf of Free League and serve as an editor on the game series. Alien is the latest in a slew of high-profile tabletop deals by LeFavi, including the master tabletop gaming license for Dune, the tabletop RPG series for Altered Carbon, and multiple brand extensions of World of Darkness.

For more news and previews on the Alien RPG series, visit alien-rpg.com. Then follow Free League Publishing on Twitter and Facebook, where fans can discover art and gameplay development ahead of the game’s release.

ABOUT 20TH CENTURY FOX CONSUMER PRODUCTS

20th Century Fox Consumer Products licenses and markets properties worldwide on behalf of 20th Century Fox Film, 20th Century Fox Television and FX Networks, as well as third party lines. The division is aligned with 20th Century Fox Television, the flagship studio leading the industry in supplying award-winning and blockbuster primetime television programming and entertainment content and 20th Century Fox Film, one of the world’s largest producers and distributors of motion pictures throughout the world. For more information on all Alien products and activities, go to www.AlienUniverse.com.

ABOUT FREE LEAGUE PUBLISHING

Free League is a critically acclaimed Swedish publisher of speculative fiction, dedicated to publishing award-winning tabletop role-playing games, board games, and art books set in strange and wondrous worlds. Our best-selling RPG Tales from the Loop swept the 2017 ENnie Awards, winning five Gold ENnies for Best Setting, Best Writing, Best Art, Best Game, and Product of the Year. The game is inspired by a series of iconic art books published by Free League – Tales from the Loop, Things from the Flood, and The Electric State – exploring artist Simon Stålenhag’s original sci-fi universe soon to be realized in the upcoming TV series from Amazon Studios. Most recently, our fantasy RPG Forbidden Lands became the 3rd most successful RPG Kickstarter of 2017 and dubbed one of the best RPGs of 2018. Other tabletop work includes the post-apocalyptic RPG Mutant: Year Zero, the sci-fi RPG Coriolis – The Third Horizon, the fantasy RPG Symbaroum, and the Crusader Kings board game. To learn more, visit freeleaguepublishing.com.

ABOUT GENUINE ENTERTAINMENT

Genuine Entertainment is an award-winning producer and paladin in genre entertainment, specializing in strategic licensing for entertainment franchises and fandoms that demand quality and authenticity in equal measure. It’s our mission to build brands by building worlds and fan communities, making meaningful contributions with premium content and consumer products that extend brands into new markets and genuinely connect with fans across multiple categories. Recent collaborations include such genre greats as Alien, Altered Carbon, Avengers: Infinity War, Blade Runner 2049, Dune, Game of Thrones, and World of Darkness. To learn more, visit: www.genuineent.com.

Free League is a critically acclaimed Swedish publisher of speculative fiction, dedicated to publishing award-winning tabletop role-playing games, board games, and art books set in strange and wondrous worlds. Our best-selling RPG Tales from the Loop swept the 2017 ENnie Awards, winning five Gold ENnies for Best Setting, Best Writing, Best Art, Best Game, and Product of the Year. The game is inspired by a series of iconic art books published by Free League – Tales from the Loop, Things from the Flood, and The Electric State – exploring artist Simon Stålenhag’s original sci-fi universe soon to be realized in the upcoming TV series from Amazon Studios. Most recently, our fantasy RPG Forbidden Lands became the 3rd most successful RPG Kickstarter of 2017 and dubbed one of the best RPGs of 2018. Other tabletop work includes the post-apocalyptic RPG Mutant: Year Zero, the sci-fi RPG Coriolis – The Third Horizon, the fantasy RPG Symbaroum, and the Crusader Kings board game. To learn more, visit freeleaguepublishing.com.

Website: freeleaguepublishing.com
Facebook: www.facebook.com/FriaLigan
Instagram: http://instagram.com/frialigan/
Youtube: www.youtube.com/c/FrialiganSe
Twitter: http://twitter.com/FriaLigan

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FREE LEAGUE ANNOUNCES OFFICIAL ALIEN TABLETOP RPG SERIES

Resource links

Alien RPG Website   Free League on Facebook   Direct Link to Alien RPG Trailer

PRESS RELEASE – Justice Velocity: An Action Movie Inspired Tabletop RPG Launches Kickstarter

Justice Velocity: The Action Movie Inspired Tabletop RPG is now Live on Kickstarter

March 6th, 2019– Justice Velocity, the action movie inspired tabletop roleplaying game is officially live on Kickstarter. Inspired by pulpy action films like the Fast & Furious franchise, Bad Boys, and more, Justice Velocity puts you in the driver’s seat.

The campaign launched on Tuesday, March 5th, and generated 32% of its $1500 funding goal in its first day. With a goofy and over-the-top promotional video – https://www.youtube.com/watch?v=TMAzwkwVZsQ , Justice Velocity promises to deliver on all the action movie tropes–espionage, heists, hijinks, and fast cars are all essential to the blood-pumping action.

The title is independent game designer Clipper Arnold and Polyhedra Games’ first official title, though they have the help of Nathon Paoletta (of World Wide Wrestling and more) doing the final layout design, and punchy visuals from Swedish artist Anders Karlsson.

The game boasts quick character creation, making it ideal for one-shots and short campaigns, octane chips for kicking it into high gear for climactic action sequences, and dynamic vehicle rules for different styles of races and car combat.

In their launch day update, Polyhedra Games announced an upcoming liveplay video from The Grizzled Geek, (as well as the possibility of some stretch goals on the horizon. You can view the campaign here – https://www.kickstarter.com/projects/polyhedragames/justice-velocity-an-action-movie-inspired-tabletop?ref=557316&token=b3808dec

  • Website – polyhedragames.com
  • Facebook – facebook.com/polyhedragames
  • Instagram – instagram.com/polyhedragames
  • Twitter – twitter.com/polyhedragames
  • Email – polyhedragames@gmail.com

Introducing Justice Velocity

An Action Movie Inspired Tabletop Roleplaying Game

What is the velocity of justice? Many say it’s difficult to quantify– that it even evades common metrics of measurement or full understanding by the rule of law. One thing’s for sure, however: you should be able to gauge it as it comes hurtling towards you. Hands grip steering wheels as rubber grips concrete. Seedy underbellies trade bullets with the law and set moral shades of gray ablaze. Napalm and nitrous are as indispensable as your ability to hack or maneuver cold machinery.

Inspired by action movies like the Fast & Furious franchise, Rush Hour, or Bad Boys, and anime like Initial D– Justice Velocity puts you in the driver’s seat. It’s an exercise in collaborative storytelling that puts the stakes of a race or the fate of deadly computer viruses up to your players’ skills, abilities, and the roll of the dice.

There’s something exhilarating about sending Hot Wheels™ down a track into their doom. There’s something thrilling about unnecessary explosions. There’s something amazing about seeing whether or not a car can jump over the opening of a live volcano. Justice Velocity is an unapologetic, adrenaline-fueled romp which delves into the nature of exergy and machine fetishism. It pushes physics, bodies, and systems to their limits. When justice calls, sometimes it’s the gruff, meat-headed, cargo-pants-donning voice of utilitarianism that picks up the phone. This is a foray into that universe… one in which steel, muscle, and ingenuity can prevail and save the world from certain peril.

Justice Velocity is made by Polyhedra Games. It comes to Kickstarter Tuesday, March 5th. You can pre-screen the promo video here – https://www.youtube.com/watch?v=TMAzwkwVZsQ , and see a preview of the Kickstarter campaign here – https://www.kickstarter.com/projects/polyhedragames/justice-velocity-an-action-movie-inspired-tabletop?ref=557316&token=b3808dec . Interviews, beta rules, and other materials are available upon request.

 

 

 

*UPDATED 2019-01-30* Help Jeremy Tangman, Get Free Games!

[UPDATED 2019-01-30 at 02:30 PM EST]

Jeremy has run into an another roadblock and is requesting additional assistance. He’s asking for $250 by Saturday (2019-02-02) via Paypal (jeremytangman46 [at] gmail [dot] com). As with the Facebook fundraiser, he’s offering products in exchange for the assistance.

Jeremy talks about his latest challenge here:

“After using the current fundraiser amount to get over the hump, the other income source I rely on got delayed by 3 to 4 weeks. It put me in a spot. It is what I would use to pay my cell and car payment for the only car we have left. So now it puts me in a spot. If the cell phones get shut off, my fiancee loses her job because she does uber and Lyft with her car. That creates a larger problem because that is now our sole income. I am applying for other help, but that takes time as well and everything seems immediate. I also have the 5-year-old’s birthday on Feb. 8th. My health falling apart has hurt us. My car has been repossessed and the food is very skimpy in the house. Things were looking up with the fundraiser, and then that stopped, and now there’s an immediate need. It’s like starting over again. I, unfortunately, am going to have to increase the amount needed, but I am also trying to write modules to compensate until I get approved to go back to work. Thanks for anything you do in advance and thanks for all if the wonderful folks that have donated work and countless hours. Each of you are unbelievable.”

 

***

 

Gamer, writer, and publisher, Jeremy Tangman, is experiencing some medical challenges and working to cover the additional expenses. To make up the difference, Jeremy has setup a donation page on Facebook (here). To help him out, several tabletop RPG companies have come together to offer a few small perks to motivate fans and publishers to assist Jeremy in his time of need.

Who is Jeremy Tangman? In his own words:

“33 years ago I started gaming. I like RPGs, board games, card games and video games. My favorite game to play is Call of Cthulhu. I have always had a vast interest in fantasy and science fiction. Reading many authors such as Tolkien and Robert Jordan helped me find a gateway into this hobby.

Then I stumbled upon a game called Dungeons and Dragons by a company called TSR, then I was hooked, that segued into a variety of RPG and board games.

The thing I like the most is the camaraderie amongst fellow players, and the excitement of gameplay, of completing a task. So whether it’s Monopoly or Magic: The Gathering or Vampire: The Masquerade, I just love to have a fun time gaming.

I co-wrote and published Avenadia, a steampunk RPG in which the world has fought back against its inhabitants by contaminating everything on the planet.”

To help Jeremy out, Modiphius Entertainment, Lee Garvin, Jason Brick, Dark Naga Adventures (an imprint of Fat Goblin Games), Higher Grounds Publishing, Thunderegg Productions, Reign Dragon Press, Ley Lines Publishing, and myself are offering some options to fans and gaming publishers to incentive them to support Jeremy in his time of need.

With any your pledge, you’ll receive:

[UPDATED 2019-01-08 AT 10:30 AM EST]

  • From Ley Lines Publishing (Jeremy Tangman):
    • Avenadia (in PDF). A steampunk RPG described as:
      • “Before the Great War, Avenadia was a thriving world. Lush fields and forests grew in the countryside and bustling cities spread throughout many lands. Food was plentiful as was technology. The waters were clean and life was good. But that was then…
        Today, 20 years after the last battle of the 100 year war, the Great War, Avenadia is a very different place. Much of the land has been swallowed by contaminated water. The water that surrounds the Avenadian mainland is a treacherous thing. The contamination in the seas has made the few beasts that are able to survive quite ferocious. Some say even the sea itself is alive and angry.
        Come explore new lands, create new gadgets, develop your powers, and bask in the glory of nature gone awry.”
      • Interested in more details about Avenadia? Check out Dan Davenport’s 2019-01-10 #RandomWorlds Q&A with Jeremy Tangman here.

 

  • From Dark Naga Adventures (Kevin Watson). Read my interview with Kevin here.
    • The first three parts of the Haunting of Hastur series (all in PDF):
      • DNH1 – The Lost Temple of Forgotten Evil – 5e, Pathfinder 1e, and OSR – An RPG adventure for 4-6 characters of level 4-6
        • The small town of Boldon, and its surrounding villages are afraid. Dozens of people are missing, some speculate lost to some nefarious purpose. A broken drunkard tells fantastic tales of an evil temple and the horrible things within. The rare few who know the legends and history of the region are beginning to think the dark times have returned; not seen since the fall of the first age of man. People are beginning to feel the icy fingers of fear closing in. The party becomes aware of these events and is inspired to investigate. This leads them to a broken man who tells them a story of a lost temple. Has it been rediscovered by men seduced by its forgotten evil? The drunkard’s tale leads to others who might help the party discover more before they face The Lost Temple of Forgotten Evil.”
      • DNH2 – The Buried Zikurat – 5e, Pathfinder 1e, and OSR – An RPG adventure for 4-6 characters of level 6-8
        • The clay mining operation at Caford has discovered a large step pyramid or zikurat. This imposing structure was buried completely in the clay sheet they have been mining for decades to make brick and other ceramic products. The local miners see what they think is an obvious entrance, but cannot get past the slab of stone. A call for aid is sent to the capital city of Meawold, and the party is sent to investigate.
          Could this be one of the Nexuses that traded goods from the subterranean Land of Night to the surface world?
          Places where treasures of the subterranean kingdoms, like mithril weapons, were traded for surface goods. Bastions of trade that were lost during the fall of the First Age of Man. Why has it been dormant for almost two millennia? What lies within? Is it a threat to Caford, or the Kingdom of Meawold as a whole? If they can get inside, the party will have to navigate millennia-old magic locks and security sentinels to find answers to these questions and more within The Buried Zikurat.
          Featuring clever tricks and traps, and exciting new magic, all wrapped up in an elven mystery of the ages. The Buried Zikurat is sure to bring hours of enjoyment to your gaming table!
      • DNH3 – The City of Talos – 5e and OSR – An RPG adventure for 4-6 characters of level 8-10
        • Talos, a city of legend, focus of tales dating back to the First Age of Man—exotic and forbidden. Buried deep in the Formene, this lone gem of the subterranean realms has legends as tall as the mountains under which it lies. Scholars and sages know more: it is the capital of the Elven race of the subterranean realms, sealed off from the surface world, supported by smaller towns, trading nexuses, and the wealth of knowledge accumulated by the Formene Elves who ward it.
          In this Land of Night, dozens of nations, formed from the Formene races, join the elves in a powerful confederation of trade, protection, and mining of the most valued metal—mithril.
          Recently, a trading nexus was uncovered and explored. The leaders of Meawold want to restore contact with the Formene Elves and access mithril, other rare Formene metals, and minerals for the first time in two millennia.
          The explorers of that trading nexus found letters and journals suggesting a vast, untapped wealth of gems, metal, and minerals, as well as forgotten cities full of treasure, some with magical wealth.
          What waits in the Formene? Both the city of Talos and the Formene wilds offer incredible opportunities for adventure and wealth.
          And also, incredible dangers.

 

  • From Thunderegg Productions (Jacob DC Ross) [UPDATED 2019-01-11 at 1:15 AM EST]:
    • The Exodus System – The Exodus System takes classic OSR games and adds modern innovations. This book is suitable for playing sci-fi, fantasy, and all sorts of other genres. It takes inspiration from such other systems as Savage Worlds and the Cypher System.
    • Kaigaku Premium Edition – Kaigaku brings dramatic samurai action back to your tabletop! It’s based on the innovative Black Hack rules set originally created by David Black. This game is easy to learn and you can get a party of characters created and a game started in just minutes.
      This samurai RPG allows you to become a mighty bushi, a devious courtier, a stealthy ninja or a powerful ascetic martial artist and defend the realm of Kaigaku from threats of monsters, foreign invasion and internal strife.
      This book presents you with a fully fleshed-out game setting that’s detailed enough to jumpstart your imagination but light enough so you can make the stories that you want to tell.
      Customize your characters with their own skills and samurai school abilities to help them stand apart from the rest and to have the power they need to defeat their enemies. 
    • The Ruined Kingdom – When an enormous kaiju pursues a foreign army into Kaigaku, the Empire heeds the call for aid from their oldest allies. This campaign takes the PCs far from home to exotic vistas. Can you save the world from an onslaught of mutated beasts?
      This sandbox campaign features dozens of new creatures, 2 new classes, 9 new ryu and much more. Combine the dungeon generator in this book with the NPC generator in the Premium Edition of Kaigaku to keep the adventure going forever.

 

  • From Reign Dragon Press (SM Hillman) [UPDATED 2019-01-18 at 11:30 AM EST]:
    • Two-page Fantasy Dungeon
    • Two-page Sci-fi Dungeon
    • SM Hillman is a freelancer who does RPG journalist at EN World. When you donate to Jeremy’s fundraiser and submit a game (PDF or print, your choice), SM Hillman will review the game, and shop it around to several review sites of his choosing.
      NOTE: Due to scheduling, SM Hillman can only commit to two reviews.

 

  • Higher Grounds Publishing (Ray Machuga): Ray is the game designer and publisher of the Modern RPG, Warsong 2e (Read my review here), and the Slasher the RPG, among others. If you donate to Jeremy’s fundraiser and submit a game (PDF or print, your choice), Ray will review the game. This review will be published on the Tessera Guild.
    NOTE: Due to scheduling, Ray can only commit to one review.

 

  • Tessera Guild (Egg Embry): Egg freelances for EN World, the Open Gaming Network, Knights of the Dinner Table, and the Tessera Guild. Much like Ray, if you donate to Jeremy’s fundraiser and submit a game (PDF or print, your choice), Egg will happily do a review of the game. Most likely he’ll publish the review on the Tessera Guild, but first he’ll shop it around to EN World, the Open Gaming Network, and/or Knights of the Dinner Table to give you maximum exposure.
    NOTE: Due to scheduling, Egg can only commit to three reviews.
    2019-01-30 UPDATE: All of Egg’s reviews are booked. At this point, there are still options for Ray Machuga and Sean Hillman to do reviews.

 

[UPDATED 2019-01-24 at 9:30 PM EST]:

  • From Modiphius Entertainment – The home of tabletop storytelling:
    • Achtung! Cthulhu – FATE Guide to the Secret War – Discover the secret history of World War Two: stories of amazing heroism, in which stalwart men and women struggled to overthrow a nightmare alliance of science and the occult; of frightening inhuman conspiracies from the depths of time; of the unbelievable war machines which were the product of Nazi scientific genius – and how close we all came to a slithering end! The Secret War has begun!This edition presents new rules for Fate Core suited to playing in a Cthulhu Mythos setting and in a World War Two setting, including sanity and Mythos magic rules, ways to construct and use Mythos creatures, handling conflicts in a warzone, broadening intellectual skills and using all of them in investigation, and more! Achtung! Cthulhu merges these great flavours together, but the Game Creation chapter in the Keeper’s Guide tells you how to tweak those individual dials for your Fate campaign.
      NOTE: Modiphius Entertainment is providing one PDF copy of this product. It is available on a first come, first serve basis.

 

[UPDATED 2019-01-30 at 02:30 PM EST]

  • From Lee Garvin:
    • Tales from the Floating Vagabond – So much adventure, it’s just stupid!
      Tales From The Floating Vagabond is the classic comedy role-playing game that answers the question: What do adventurers do when they’re not adventuring?
      Well, it turns out they drink. A lot. At a bar at the center of the universe, connected to everywhere in the multiverse. For time-traveling, galaxy-spanning, world-hopping fun, The Floating Vagabond is the place.

      • TftFB: Bar Wars
      • TftFB: Bar Wars GM Screen
      • TftFB: Build-a-Brawl sets 1 to 8, Sampler Pack

 

  • From Jason Brick:
    • Random Encounters: Volume 1: 20 Epic Ideas to Try in Your Role-playing Game – The best part of any gaming book is the little ideas. Great NPCs. Intriguing locations. Small, elegant rules. Campaign or adventure ideas. It doesn’t matter which game or genre it’s originally for, we can throw those ideas into any game we want. Random Encounters is a series of gaming books consisting of just the ideas. 20 short essays about cool stuff to try in your games. Character stuff. Monster stuff. Campaign arcs. Adventure ideas. Encounters. Play at table. House rules. All kinds of little ideas for you to read, take, use and alter to make your game all it can be.

 

More about Jeremy Tangman’s medical situation:

“Over the years I have had some medical issues. Some of them have brought on emergencies in which friends have helped. Now I have hit the big one. What I thought was just a pinched nerve appears to be more serious this time. There are several major spinal issues I have been stricken with. However, I have an appointment to go see the specialist. In the past, I have been able to overcome and get back to work. So, we do have income, but we also require my monthly to survive. I have insurance for the medical responsibility, but find myself short on the rest, because I have been put off work, until I see the specialist. I was hoping some of you might help me bridge the gap needed to see me through this. I hate asking, but it is what I have to do.”

 

To support Jeremy Tangman, please visit his Facebook donation page here.

Based on your pledge amount, you’ll receive:

  • Ley Lines Publishing’s Avenadia (in PDF)
  • Dark Naga Adventures (all in PDF):
  • Thunderegg Productions (all in PDF) [UPDATED 2019-01-11 at 1:15 AM EST]:
  • Reign Dragon Press (all in PDF):
    • Two-page Fantasy Dungeon
    • Two-page Sci-fi Dungeon
  • Modiphius Entertainment (in PDF) [UPDATED 2019-01-24 at 9:30 PM EST]:
    • Achtung! Cthulhu – FATE Guide to the Secret War (limit one. First come, first serve)
  • Lee Garvin (in PDF) [UPDATED 2019-01-30 at 02:30 PM EST]
    • Tales from the Floating Vagabond
    • TftFB: Bar Wars
    • TftFB: Bar Wars GM Screen
    • TftFB: Build-a-Brawl sets 1 to 8, Sampler Pack
  • Jason Brick (in PDF) [UPDATED 2019-01-30 at 02:30 PM EST]
    • Random Encounters: Volume 1: 20 Epic Ideas to Try in Your Role-playing Game
  • For publishers:
    • A game review from Higher Grounds Publishing’s Ray Machuga (limit one. First come, first serve)
    • A game review from Reign Dragon Press’ Sean Hillman (limit two. First come, first serve)
    • A game review from Tessera Guilder, Egg Embry (limit three. First come, first serve)
      • 2019-01-30 UPDATE: All of Egg’s reviews are booked. At this point, there are still options for Ray Machuga and Sean Hillman to do reviews.

Pledge tiers [UPDATED 2019-01-08 AT 10:30 AM EST]:

  • $5 to $19 includes Jeremy’s thanks and entitles you to 1 of the above PDFs or a review of your game
  • $20 to $39 includes Jeremy’s thanks and entitles you to 3 of the above PDFs or 2 PDF and a review of your game
  • $40 to $59 includes Jeremy’s thanks and entitles you to 5 of the above PDFs or 4 PDFs and a review of your game
  • $60 to $79 includes Jeremy’s thanks and entitles you to all of the above PDFs or 6 PDFs and a review of your game
  • Greater than $80 includes Jeremy’s thanks and entitles you to all of the above PDFs and a review of your game
    • There are a limited number of game reviews available and they will be passed out on a first come, first serve basis.

After you donate, email Jeremy at jeremy.tangman@hotmail.com, or message Jeremy on Facebook, and Jeremy will work with you to get you these rewards.

 

[UPDATED 2019-01-24 at 9:30 PM EST]

About Modiphius Entertainment – The home of tabletop storytelling. A UK- based tabletop games publisher, Modiphius Entertainment launched in 2013 with the World War Two horror themed Achtung! Cthulhu universe and went on to create licensed tabletop roleplaying, miniatures, and boardgames for Mutant Chronicles, Thunderbirds, Conan, John Carter of Mars, Infinity, Star Trek Adventures and Fallout: Wasteland Warfare. Modiphius is providing one copy of Achtung! Cthulhu – FATE Guide to the Secret War to help Jeremy out.

Their online store is at: http://www.modiphius.net

 

About Dark Naga Adventures (an imprint of Fat Goblin Games available at the Open Gaming Store) and Kevin Watson. Publisher of the five-part Haunting of Hastur series for Dungeons & Dragons 5e, Pathfinder 1e, and OSR (“An RPG series of adventures that finds the party members interfering with Hastur and his attempts to establish a presence in their world”).

Dark Naga Adventures exists to create and publish adventures that are a combination of the classic sandbox adventures of the early days of the hobby combined with modern features. I have probably written 30 adventures and designed about a dozen fantasy worlds in my life as a Game Master. As a one-person shop, the buck stops with me. Art, cartography, and editing are all being done by top-notch freelancers.”

 

About Higher Grounds Publishing and Ray Machuga. Publisher of the Modern RPG (“The foremost in Urban Fantasy gaming running on the Pathfinder system with some unique twists.”), Warsong 2e (“Soldiers of destiny battle an ageless void to determine the fate of an entire world. A Fate RPG.”), and Slasher the RPG (“Slaughter your friends in this asymmetrical horror RPG based on classic slasher films! A Fate RPG.”)

Higher Grounds produces tabletop RPGs and RPG supplements. Our ultimate goal is to bring new flavors of games to the tables of gamers, everywhere. I want to take tabletop RPGs to the next level!

I do all of this because I firmly believe that tabletop RPGs are the best games there are! The limits are only in your imagination. To that end, I believe that tabletop games really enrich the lives of others by giving people a creative outlet and providing people with an epic story that they can take part in.”

 

[UPDATED 2019-01-11 at 1:15 AM EST]

About Thunderegg Productions and Jacob DC Ross. Publisher of The Exodus System (“Suitable for playing sci-fi, fantasy, and all sorts of other genres, this system takes classic OSR games and adds modern innovations.”), Kaigaku Premium Edition (“Based on the innovative Black Hack rules set originally created by David Black, this game brings dramatic samurai action back to your tabletop!”), and The Ruined Kingdom (“This sandbox campaign features dozens of new creatures, 2 new classes, 9 new ryu and much more.”).

“Jacob DC Ross is a lifelong gamer and a writer/game designer with years of experience. Born and raised in Oregon, and currently living in Washington, Jacob writes and designs games as his day job. His past credits include writing for L5R, Traveller, Mecha, and more. The company he heads, Thunderegg Productions, is dedicated to making fun tabletop RPGs.”

 

[UPDATED 2019-01-18 at 11:30 AM EST]

About Reign Dragon Press and SM Hillman. SM Hillman is a writer, gamer, lover, and slayer who enjoys writing adventures, designing games, and taking on way too much work. You can check out his company, Reign Dragon Press (https://reigndragonpress.weebly.com/), and his new podcast, Zer0 Means You’re Dead, at https://zer0meansyourdead.podbean.com/.

 

[UPDATED 2019-01-30 at 02:30 PM EST]

About Lee Garvin. Lee Garvin is a 29-year veteran of the RPG trade, having written Tales From The Floating Vagabond when he was barely 21 years old. Since that time, he has written and designed for Indiana Jones, Star Wars, Deadlands, and 7th Sea as well as creating Control: The Game of Absolute Corruption, and Dravakor, the heavy metal fantasy setting for Pathfinder. He has also designed the card game Badass Zombie Killers, and is currently working feverishly on the second edition on Tales From The Floating Vagabond.

 

 

[UPDATED 2019-01-30 at 02:30 PM EST]

About Jason Brick. Jason has gamed since 1980 and written professionally since 2007. He lives in Oregon with his wife, son, cats, spinster aunt, and squire.

 

[Updates and clarifications from Jeremy Tangman. Updated at 2019-01-08 AT 10:30 AM EST.]

[Updated to add Thunderegg Productions and their contributions. Updated at 2019-01-11 at 1:15 AM EST]

[Updated to add Reign Dragon Press and their contributions. Updated at 2019-01-18 at 11:30 AM EST]

[Updated to add a link to my article on the Open Gaming Network spotlighting Kevin and Ray’s Kickstarters (here). Updated at 2019-01-21 at 03:40 PM EST]

[Updated to add Modiphius Entertainment’s contribution. Updated at 2019-01-24 at 9:30 PM EST]

[Updated to add Jeremy Tangman’s latest update as well as Lee Garvin and Jason Brick’s offers. Updated 2019-01-30 at 02:30 PM EST]

 

Disclaimer: This article may contain affiliated links to DriveThruRPG’s affiliate program and/or Humble Bundle’s Humble Partner program. 

[UPDATED] 3 RPG Kickstarters Adapting – Things From the Flood, Richard A. Knaak’s Rex Draconis, and Judge Dredd

This week’s theme, tabletop RPG adaptations, let’s me share Simon Stålenhag’s artbook, Richard A. Knaak’s newest fantasy series, and the famous judge created by John Wagner and Carlos Ezquerra (who just passed away). All of these projects are live on Kickstarter. If you want to play as a teenager in the technopast 1990s using the Mutant: Year Zero system, or as a fantasy minotaur using either the D&D 5th edition or Pathfinder 1e rules, or as the law using What’s OLD is NEW (WOIN) game system, there are games waiting for you.

 

* * *

 

Things from the Flood – Sequel to Tales from the Loop RPG by Fria Ligan/Free League
Ends on Tue, October 9 2018 3:00 PM EDT.

 

“Return to Simon Stålenhag’s world of the Loop in this new RPG. It’s the ’90s now, and things are different. This time, you can die.

It started on Christmas Day in 1994. Dark water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.

Welcome back to the Loop. Things are different now. 

In 2017, we released Tales from the Loop the tabletop roleplaying game based on Stålenhag’s first art book. That game was an instant hit, selling out its two initial print runs and winning no less than five ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG).

Now, it’s time to return to the Loop and continue the story. In Things from the Flood you play Teens in the 1990s – a decade of change and disaster. You’re still balancing day to day life with solving exciting mysteries with your friends. But this is a darker time, and the stakes are higher.

We are the Free League, creators and publishers of roleplaying games such as Mutant: Year ZeroCoriolis – The Third HorizonTales from the Loop and Forbidden Lands. As well as the original publishers of Simon Stålenhag’s art books. The lead writer of this book is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.

The vast majority of the art in the game is done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Things from the Flood artbook – many scenarios in the game are based directly on illustrations in the artbook – but the RPG will contain some new original art as well, including the cover image.

The book will have approximately 200 pages, in the US Letter format.

Tales from the Loop Backer? If you backed the original Tales from the Loop RPG back in late 2016, you will get a PDF of the Things from the Flood core book, including the digital stretch goals in this Kickstarter, at no extra cost. You can still join this Kickstarter to get the printed book.

Things are different now.

The world does not seem so innocent anymore.

Its the ‘90s and the once mighty Loop has been shut down, the experiment abandonded and the land bought by Krafta, a powerful corporation. You are no Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.

The Flood has transformed the once pastoral islands into a dark marshland. Some say that the dark water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.

Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend off boredom. When you hear about other teens going missing, and even turning up dead, you realize its time to gather the group again.

One way or another you fill find out what these Things from the Flood really are.

You play Teens growing up in the 1990s, trying to balance everyday life while at the same time solving dark mysteries together with your friends.

The core of the game is the same as in Tales from the Loop, but the themes are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their world. Everything is changing, everything is falling apart. Figuring out how to deal with this is a big part of the game.

You are no kid anymore, the world is both more exciting and more dangerous. Teenagers can get hurt – and even die. The stakes are higher than ever.

Both! Things from the Flood expands the scope of Tales from the Loop to the 1990s. You can continue your campaign with the Kids from the original game or create brand new player characters. We call it a “standalone expansion” because everything that is needed to play the game is included in the book. That’s right, no previous experience is needed at all, just get the book and start playing right away.

If you’ve read and played the Tales from the Loop RPG, you will find yourself right at home, this book expands the setting and introduces new exciting mysteries and threats to explore.

The game engine of Things from the Flood is the same as the one for Tales from the LoopRPG and is based on our previous game Mutant: Year Zero, that was awarded with a Silver ENnie for Best Rules at Gencon 2015.

The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give you stunts and other bonus effects.

The acclaimed artist, concept designer and author of the art books Tales from the Loop (2015), Things from the Flood (2016) and The Electric State (2017). Simon Stålenhag is best known for his highly imaginative images and stories portraying illusive sci-fi phenomena in mundane, hyper-realistic Scandinavian landscapes (expanded into America in his latest book The Electric State). Tales from the Loop was ranked by The Guardian as one of the “10 Best Dystopias,” in the company of works such as Franz Kafka’s The Trial and Andrew Niccol’s Gattaca.

Not only have Stålenhag’s unique and cinematic images earned him a worldwide fan base, but have also made him a go-to storyteller, concept artist and illustrator for both the film and computer gaming industry. This year it was announced that The Electric State will be turned into a major motion picture and Amazon Prime ordered a full season of a TV show based on Tales from the Loop.

During his twelve years as a game writer, Nils Hintze has written a great number of scenarios, articles and reviews, as well as being the main author of critically praised and award winning Tales from the Loop roleplaying game. Previously he has written plays for theatre groups.

Nils is known for his ability to create scenarios which allow the players to explore their characters and their relationships while facing dangers and solving mysteries. The conflicts in his games are often built on personal dilemmas, where thrill and mystery is not seldom mixed with humor.

Nils is educated in creative writing, but he normally works as a psychologist. Nils is also one of the three creators of the Swedish role-playing podcast Podcon.

Free League Publishing is the international name of Swedish game and book publisher Fria Ligan AB. Since 2011 we have produced a range of pen and paper RPG’s, and have won several awards in the process.

Our first international game, Mutant: Year Zero, co-published with Modiphius Entertainment, was awarded a Silver ENnie for Best Rules at Gencon 2015. Last year Tales from the Loopwon five Gold ENnies (including Best Game and Product of the Year) as well as three Golden Geek awards. We have also created and published Coriolis – The Third Horizon (2017) and Forbidden Lands (2018).

Our Kickstarter fulfillment and shipping is handled by GamesQuest in the UK, and we have a partnership with Modiphius Entertainment for international retail distribution.”

 

Egg’s Thoughts:

Tales from the Loop won five 2017 ENnie Awards (Best Game, Best Setting, Best Writing, Best Internal Art and Product of the Year) plus several Golden Geek Awards (Game of the Year, Runner-up Best Artwork & Presentation). Fellow Guilder, John McGuire, did two articles on Tales from the Loop, the prequel to Things from the Flood. The first is his thoughts about the game from playing it at Gen Con, the second is a traditional review. It can be said that “roleplaying in the ’80s that never was” is a winner. The sequel pushes the clock forward from being kids in the 80s to being “teens in the 1990s – a decade of change and disaster.” The world is darker, the stakes are higher, the first bits of the internet are forming, and you are old enough to drive in a world that is turning into a dark horror. This standalone expansion (you don’t need TftL to play this) is waiting for you here.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Rex Draconis RPG – Rising Tides by P.B. Publishing
Ends on Sun, October 21 2018 10:02 PM EDT.

 

“The first adventure in a trilogy based on NY Times Bestselling author Richard A. Knaak’s: Rex Draconis fantasy setting.

Welcome to the Rex Draconis RPG

Set in the world of Tiberos, the Rex Draconis RPG setting allows you to experience the epic fantasy of Richard A Knaak’s new world, dubbed by many as ‘the spiritual successor to Dragonlance’.

Against the backdrop of war, play as honourable Minotaur, chivalrous knights, mischievous Kwillum or powerful wizards, as you thwart the warmongering of the savage Wheyr and the machinations of the mysterious draconic Fafni and Afafni.

The Rex Draconis RPG is written for the D&D 5th edition and Pathfinder rules sets, and feature setting material that can be easily imported to any RPG system of your choice.

The Rex Draconis RPG is being produced in conjunction with an active novel line. While the novels are not required to use and enjoy the RPG, this structure allows you to interact with and fight alongside your favourite characters in a living, growing setting that evolves as Richard envisions. It is also important to note that the RPG storyline is a separate and unique story, that interestingly crosses paths with the novel line.

Map of Tiberos
Map of Tiberos

What is Rex Draconis?

Rex Draconis is the latest offering from Richard A Knaak, renowned fantasy author, and creator of some of the most iconic elements of the Dragonlance world. Richard is credited with the strong development of the Minotaur culture and the Solamnic Knights, as well as many other elements that made Dragonlance such a unique setting.

After many years, Richard has chosen to breathe new life into these embers, in an all-new high fantasy setting that combines favourite elements with an exciting new world, characters, monsters and  storylines.

The first novella – Under the Dragon Moon (Hydra Publications) – has been released, and the second – Lords of the Dragon Moon – is due for release shortly. Work has already begun on the next installment.

Why Kickstart?

With the success of the new novels, Richard would like to see the setting become a playable world for Table Top Roleplaying, much like its predecessor, the Dragonlance setting. Rex Draconis is wholely Richard’s creation, over which he has, and would like to retain, full creative control.

Bringing on Phil and Micah adds significant indie RPG experience, with numerous successful products and projects and a proven track record. However without the funding of a large game company, alternative funding needs to be sourced for professional art, editing and layout, as well as production of both PDF & physical products.

Considerable time, effort and expense has already been invested in the project, but to do it justice and create a standard we – and you – are satisfied with, further funding is required.

Rewards

While a full RPG world setting is in development, this first kickstarter will focus on launching the line with the following three main products, digital art and map pack, and a smaller, exclusive mini-adventure;

The Rex Draconis Player’s Guide – This book is primarily an adaptation guide, offering rules changes to the chosen official rulesets to ensure compatability with Tiberos – the world of Rex Draconis. This book will include new races, classes, archetypes, rules and more, as well as advice on adapting the material from your favourite RPG systems to create a more personalised Rex Draconis experience for your tastes.

Rising Tides – Adventure 1 – The first adventure in a series, Rising Tides allows players to foreshadow the action of the novels, playing roles that interact with the story in meaningful and lasting ways. In Tiberos, there is more than one story being told in this war. Rising Tides acts as a prequel to the official novel storyline and takes thre characters on a journey of discovery across this fantastic new world.

Amble’s Guide to Avondale – This book is the first of the setting content, a complete guide to Avondale, the capital city of Dracoma, home of the Knights of Dracoma. This guide provides all you need to launch your own adventures in Tiberos.

Digital Art & Map Pack – All art and maps produced for the project will be offered to eligible backers as a digital pack for personal use.

Misunderstandings – A mini adventure to whet your appetite for the unique qualities of the setting. This adventure is a Kickstarter EXCLUSIVE, and will not be reporoduced anywhere else.

We know that everyone is different, and will desire different rewards. PDF or physical copy, pathfinder or 5th edition rulesets, or both. We have arranged the rewards in a number of Backer Tiers that allow you to choose the rewards you want. We also have a special early adopter reward tier for the digital products.

Who Are We?

Phil Beckwith 

IT Project Manager by day, owner of P.B. Publishing by night, known mostly for many bestselling and successful titles on the DMs Guild, including the highly rated horror adventure – The Haunt, the 200 page hardcover tome Adventure Anthology, and a co-creator for the best-selling Monsters of the Guild.

Micah Watt

Owner of Pyromaniac Press, Micah is a successful Pathfinder and D&D 5e designer, known widely for his adventure path ‘What Lies Beyond Reason’, and the epic D&D 5e hardcover deity supplement; Faiths of the Forgotten Realms. Having run successful Kickstarters previously, Micah comes on board as our Pathfinder and Kickstarter expert.

Richard A. Knaak 

The creative genius behind Rex Draconis. Richard builds the world of Tiberos in his brand new novel series; Rex Draconis. He is known worldwide as a New York Times Bestselling author of novels in the Dragonlance, Diablo, World of Warcraft, Pathfinder, and Dragonrealm series. Richard provides creative consultancy and canon authority for the Rex Draconis RPG team.”

 

Egg’s Thoughts:

In my youth, Richard A. Knaak’s Dragonlance novels, The Legend of Huma and Kaz the Minotaur, were huge influences on me and, after Weis and Hickman’s Dragonlance trilogies, solidified my love of Krynn. If you’d like to read more about how influential those novels were, you can read fellow Tessera Guilder, John McGuire, give his thoughts on them here. Add to them the Dragonrealm series, and I have been a lifelong Knaak fan. His new series, Rex Draconis, introduces a world that is a love letter to Dragonlance. It’s less Weis/Hickman’s version and closer to the focus of Knaak’s corner of the world, yet manages to be greater than its inspiration.

Knaak’s strengths and knowledge of Ansalon let him touch all of the right moments from that world without the work ever descending into being a pale shadow of the better known property like Go-Bots to the Transformers. Rex Draconis remains its own world and story. While the focus of the series are the minotaurs and the not-Knights of Solamnia, they are handled in an earnest manner. There’s more to compare between the series. The kender (the group of annoying Hobbits that would have been wiped out just to end their unrepentant kleptomania) are replaced with the kwillum, a race that look like 10-year-old children who are also porcupine quicklings that are hunting something (in every pouch and coin purse that they pass). They are fast and have quills making them difficult to kill and, while they steal, they don’t do it aimlessly (they’re looking for something). The dragons are not flying mounts for the characters to ride into battle; instead, they’re D&D master monsters. The dragons, starkly good and evil in D&D, are neither in regards to humans in Rex Draconis, they see all bipeds as pawns in their wars so it changes the traditional pulp relationship between the powers that be. This series analog of the black moon of Dragonlance was shattered 400 years ago, which makes it visible as pieces that, I’m guessing, are leaning into the atmosphere a bit much. Every piece has a touch of the old with a nice twist that makes it new.

Continuing its homage of Dragonlance, Knaak wants to build the world into a D&D setting and, to do that, he’s working with Phil Beckwith and Micah Watt to make it happen. I’ve backed this and recommend checking out the setting as well as the first novella in the Rex Draconis series.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

UPDATE: [Q&A] #randomworlds welcomes Phil Beckwith (Rex Draconis) 10/05/2018 8:30 p.m. CDT! If you can make it, you can ask Phil your questions here: https://tinyurl.com/randomworlds-chat In case you missed it, Dan Davenport (the host) has the complete transcript here: https://gmshoe.wordpress.com

 

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Judge Dredd & The Worlds of 2000 AD Roleplaying Game by EN Publishing
Ends on Thu, October 25 2018 7:00 PM EDT.

 

“Explore Mega-City One and beyond with the official tabletop roleplaying game for the galaxy’s greatest comic!

Judge. Jury. Executioner. Play as a Judge of Mega-City One and bust perps, Sov spies, and mutant raiders in this action-packed standalone tabletop roleplaying game, bringing to life the iconic characters and worlds found in the legendary British comic 2000 AD. This book is your introduction to Mega-City One, and your gateway to a line of supplements based on 2000 AD’s many characters and settings.

These books are brought to you by Darren Pearce (Doctor Who; Lone Wolf), Robert Schwalb (Dungeons & Dragons; Warhammer Fantasy Roleplay), Andrew Peregrine (Doctor Who; Firefly; Buffy The Vampire Slayer), Russ Morrissey (What’s OLD is NEW), and Nick Robinson.

Limited & Standard Edition Rulebooks, GM Screen, Counter Set, and The Robot Wars
Limited & Standard Edition Rulebooks, GM Screen, Counter Set, and The Robot Wars
  • Full colour 270-page hardcover Judge Dredd & The Worlds of 2000 AD core rulebook!
  • The Robot Wars, 100-pages, the first in a series of softcover sourcebooks and adventures!
  • Sturdy two-sided cardboard 4-panel GM screen full of handy reference charts and tables!
  • Beautiful cardstock tokens to represent your characters and their foes!
  • Also, we are offering a limited edition version of the core rulebook with a special cover exclusive to this Kickstarter!
GM Screen (Front) - note that we include player useful info, such as typical crime sentences, on the player facing side of the GM screen
GM Screen (Front) – note that we include player useful info, such as typical crime sentences, on the player facing side of the GM screen
GM Screen (Back)
GM Screen (Back)
Nearly 100 full-colour cardstock tokens to represent your characters and their foes!
Nearly 100 full-colour cardstock tokens to represent your characters and their foes!

 

We are producing a full-colour hardcover core rulebook for the all-new Judge Dredd & The Worlds of 2000 AD tabletop roleplaying game. This book contains all the rules and setting information you need to play any character in Mega-City One, and is the core rulebook for the entire line of 2000 AD settings and worlds.

  • Play a Judge, Civilian, or Perp!
  • Choose from Humans, Clones, Robots, Mutants, Chimps, Gorillas, and Orangutans!
  • Wield the iconic Lawgiver sidearm and ride the mighty Lawmaster motorcycle!
  • Read about Mega-City One, as well as other worlds of 2000 AD!
  • Core rulebook contains everything you need to play in Mega-City One, and provides the core rules upon which the many worlds of 2000 AD are based!
Limited & Standard Edition Core Rulebooks
Limited & Standard Edition Core Rulebooks

Judge Dredd & The Worlds of 2000 AD is a standalone roleplaying game. You do not need any other books in order to play. This 250+ page book introduces you to Mega-City One, and allows you to play Judges, Perps, or Civilians in that futuristic metropolis. This is also the core rulebook for future setting books which will detail many of your favourite 2000 ADproperties, such as Rogue Trooper, Sláine, Strontium Dog, ABC Warriors, and many more!

Check out these previews of the game!

 

2000 AD is a multi-award winning weekly British cult-sci-fi comic anthology that has been running since 1977. Having featured dozens of writers and artists over the years, including Pat Mills, Alan Grant, Grant Morrison, Mark Millar, John Wagner and Alan Moore, 2000 ADbrings you an explosive cocktail of sci-fi and fantasy, infused with a mean streak of irony and wry black humour.

2000 AD is future lawmen in vast megacities. It is post apocalyptic wastelands filled with mutants. It is celtic barbarians and druids fighting evil drunelords. It is robot warriors taming a lawless Mars. It is ancient accords between the British Crown and Hell. It is intergalactic cargo trucks adventuring through space. It is extra-dimensional agencies who repair anomalies across the alternate realities. It is Houdini, Lovecraft, and Doyle as paranormal investigators in the 1920s. It is alien freedom fighters seeking to end the tyranny of humans on a far future Earth. It is genetically engineered soldiers bred for war. And it is much, much more.

The worlds of 2000 AD are diverse indeed. And you can play in them all!

 Judge Dredd & The Worlds of 2000 AD uses the What’s OLD is NEW (WOIN) game system. Here are some of the features of that system:

  • d6 dice pools. Judge Dredd & The Worlds of 2000 AD uses d6 dice pools to resolve actions. You form a dice pool by adding dice from an attribute, a skill, and equipment. For example, a burglar trying to pick a lock might have 3d6 from her AGILITY attribute, 2d6 from her thievery skill, and 1d6 from her high quality thieves tools, meaning she gets to roll 6d6. The dice are added together and compared to a target number. Detailed rules for simple tasks, extended tasks, and competitive tasks using the same core mechanic allow for a flexible variety of challenges.
  • Life-path careers system. Judge Dredd & The Worlds of 2000 AD uses a “life-path” system for character creation. You create a character by selecting a number of sequential careers which represent periods of your character’s life since childhood. Each career adds to your character’s age, and increases various attributes and skills, as well as granting a special ability while adding to your character’s history and backstory.”

 

Egg’s Thoughts:

Disclaimer: I freelance for ENWorld, which is published by EN Publishing who are behind Judge Dredd & The Worlds of 2000 AD.

Judge Dredd, while known in the US, has never taken root as it did in its native country, the UK. The best illustration of the difference in markets is the 2012 movie, Dredd. For that movie, the US and Canada (population north of 350,000,000) spent $13,414,714 on the entire run of that film while the UK (64,000,000) spent $6,929,744 on seeing the film. [Numbers from BoxOfficeMojo here.] A population that is less than a 5th the size of the US/Canada bought about half as many tickets as the larger group. That speaks to how much larger the fanbase is in the UK than North America. Add to that, in this Kickstarter, as of this writing, the number of American and Canadian backers combined (477) just edges out the UK (441).

Should you back this Kickstarter? Does national origin make any difference? I’d say you should, because what makes the difference in audience participation is, in my opinion, The Law tends to display a certain amount of English wit that does not always connect in the US. Yet, in my experience, that wit lives at the gaming table. Judge Dredd has the range to feel pulpy, humorous, and dark all in a single story. Using the WOIN system combined with the player’s natural tendency to take all situations to the extreme, this will be an excellent RPG and I can’t wait to test it out.

While this is a hype piece (call a spade), I’m compelled to note that the world of art is poorer today for the passing of Carlos Ezquerra, the character designer of Judge Dredd. His artwork will be missed, and my thoughts are with his family at this difficult time.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

UPDATE: A free quickstart of the game is available here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? Press releases? Rumors? Sneak peeks? Deals? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

4 RPG Kickstarters You Should Back – Something Is Wrong Here, Jack Hack, Occam’s Razor, and Prism

For this week’s RPG Kickstarter roundup, I’m looking at games that deal in Lovecraftian horror, surrealism, and relationships. These games look both forward into the relationships of today and the future while others expose the dark soul of the past. All are worth backing.

 

Prism by Whitney M. Delaglio
Ends on Fri, September 28 2018 10:00 PM EDT.

 

“A diceless roleplaying game about relationships and conflict resolution in an aquatic world.

“Once upon a time, there was a barren planet without life, an ocean, or vegetation. Six gods in coalition made the world habitable. Five of the six gods each took an island for their own and molded it into the home they wanted to leave behind, for the life they had created and for the generations to come. The Blue Realm was created beneath the waves, built atop sand where merfolk could thrive. They lived there as mortals until their deaths, returning to their godly forms to observe from afar.”

Prism is a roleplaying game about relationships (both platonic and romantic) and conflict resolution set in an aquatic world. There are six realms in the game with their own culture, code of ethics, and deity. The setting of the game promotes a sex positive environment and a safe space to explore intimate character interactions.

Prism is also a world of elemental magic, but the mechanics are light and conversational. The rest of the rules rely less on crunch, and more on negotiations between players and the GM. There are three core mechanics in the game. The first is each character starts out with at least one relationship with another character in the game. Depending how they feel about the other person, they’ll receive a unique bonus. The second is instead of using dice, characters rely on predetermined levels of expertise in skills such as swimming, dancing, and following protocol to solve narrative conflicts, and interact with the world around them. The third mechanic is each character is loyal to a realm, and depending on their behavior, they can be punished or rewarded by the god that watches over the realm they are loyal to.

“Prism offers players a chance to think about their characters emotional lives in a way that is really fresh. I love the way in Prism what your character feels, and how they relate to the world – and the world, to them – actually matters.” – Jason Morningstar

“This is a delightful work. I am reminded again at how calm it makes me feel to read it. That is also a testament to her choices of words and phrasing.” – Cam Banks

“Character creation was a delight. Character creation is my least favorite thing about RPGs, so this is the highest compliment to pay.” – Elizabeth Stong

Since the core of the game is relationships between player and non-player characters, it’s intended for a maximum of four players. For a really intimate experience, Prism can even be played one-on-one with the GM!

“I love Prism’s attention to the dynamic nature of our relationships, and there is no better way to explore that theme than in a game where it’s just you and the GM. Experiencing love and loss through such a highly-focused lens was powerful and inspiring. I have never felt so affected by a single session of any game.” – Andrea Gaulke

“Prism was rich with opportunities, fun to explore, and intimate without being overwhelming. I felt like my character could stand alone during the adventure, but I also had the sense that if the game expanded to include more players, it could be just as fun.” – Kimberley Lam

All the writing, and most of the art was done by yours truly. The rulebook has over 50 full color illustrations. I collaborated with one of my best friends, Maria Smith, to complete the artwork for the Almanac.

The physical copy of the book is 6×9 softcover, full color, and 48 pages in length. The great thing about this campaign is the digital version has already been finalized. Which means once it has ended, printing and fulfillment can begin soon after.”

 

Egg’s Thoughts:

 

Let’s do the list of why this is an idea that’s worth checking out:

  • Diceless? Check
  • Aquatic? Check
  • “[P]romotes a sex positive environment and a safe space to explore intimate character interactions”? Check

Normally a game tries one “new”, or rarely used, concept. Prism is a grab bag of ideas that, after reading the campaign, feel like they belong together. This RPG is opening new doors and stepping through, and I cannot wait to see how it plays!

 

You can support this Kickstarter campaign here.

 

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The Jack Hack Complete. A Dark Victorian role-playing game by John R Davis
Ends on Sun, September 30 2018 1:30 PM EDT.

 

“The Jack Hack is a rpg of trying to beat the odds in the depravity of late Victorian London. It was inspired by the Black Hack OSR rpg

The Goal of this Kickstarter.

To create an updated version of the Jack Hack rpg including a limited printed box set.

The Jack Hack is a Role-Playing Game of Victorian Villains.   It was originally inspired by  The Black Hack rpg by David Black & my love of Victorian Adventuring. The release will contain a full rules set based on the Black Hack, modified to fit the setting.

You were once quite worthy fellows. Something terrible happened and you hit rock bottom. Were it not for a mysterious benefactor you would have died. Maybe you would have been better off that way. Your life is one long fight to survive in the twisting, dank alleyways of the Whitechapel area of London.  And now rumour has it there is a serial killer on the loose“.

The main thrust of the The Jack Hack as a game is trying to beat the odds in the depravity of late Victorian London. It has a particular focus on the Whitechapel area just before, and around the time of the infamous Jack the Ripper murders.  The PCs aren’t heroes, but aren’t meant to be down-right cruel either. They are trying to get by- but situations, events and adventures keep coming their way.

Clearly the Whitechapel Murders were a terrible event but the mystery and legend about them is perfect for game creativity.  

The Jack Hack Complete (Or The Jack Hack-The Complete Rip-Off, if you forgive the terrible pun) is produced as a set of five A5 sized books each about 60 pages in length. Parts of it have previously been released on ‘DriveThruRPG.com’ where it is a Silver Seller. This release will contain much more material, a good edit throughout, and more art and images.  As well as a set of new cover art.

The following details the five books

  • The Jack Hack Basic Book. This includes the rules.
  • Ripper Fhtagn. A game book of Mythos, Mesmerism and Monsters.
  • Dead London. A game book of Martian Invasion and Steampunk.
  • Carved In Flesh. 5 scenarios based around the Whitechapel Murders.
  • The Great Game. A game book of Anarchists, Political Intrique and Spies.
The Jack Hack Basic Book
The Jack Hack Basic Book

The Jack Hack. This contains all the rules needed to play and stacks of random tables and adventure seeds.

The game features 5  classes:

  • The Broken. Former military tough or pit-fighter, now a shallow shell of a man.
  • The Night-Flower. A singer, actress; now working girl unable to rise out of the squalor.
  • The Cokum. A street swindler, hypnotist, false nobility or fake folk hero. ·
  • The Disgraced. A former doctor, scientist, lawyer, politician; abandoned by friends and family. ·
  • The Fine-Wire. Once a master criminal, now mocked by both police and thieves.
One born every minute....
One born every minute….

It also features two usage dice:

The White. This usage dice represents your ‘outer’ influence, infamy, contacts and place in the Whitechapel area. You can use it to quickly gather information, find a safe house, find a short cut, or anything your group deems relevant.

The Black. This usage dice represents the ‘inner’ torment you suffer. You can call on it to complete a task, but the GM can force its use when she (or you) thinks a recent setback may cause you to go into a downward spiral and you need to face your demons.

Most classes start with a d6 to a d10 in a usage dice. When they are called on, the relevant dice is rolled to ensure you just get through that situation. If a 1-2 is rolled the dice is degraded one step (d10 to d8, d6 to d4) to represent you using up any influence and resources you may have; also your will, sanity, and/or self discipline being worn away.

The Rest of the book is ‘Welcome to Whitechapel’ and contains lots of random stuff to see, do and suffer! Images and Maps. There are many random tables such as:

  •  20 things found floating in the Thames.
  •  20 things a street vendor may sell you.
  •  20 places to wake up the morning after.
  •  20 petty criminals.
  •  20 words a gentleman wouldn’t call his wife.
Sample d20 things
Sample d20 things

There are about two dozen of these in total. There are also many lists of places to visit, and numerous adventure seeds to start your Jack Hack.

Fear Itself
Fear Itself
Who would have believed.......
Who would have believed…….
There will be blood
There will be blood
The Games Afoot
The Games Afoot

 

Egg’s Thoughts:

 

I’m a John R Davis fan! In the days when I backed projects to write for them (and build my resume), I did some NPCs and location creation for his book, The Cruellest Mistress of All. I’ve interviewed him over on the Open Gaming Network (here). Through it all, I’ve found John to be an easy to get along with creator. Now he’s combining his version of the OSR, The Black Hack, with Victorian England. With the artwork above, I’m sold!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Occam’s Razor, a collection of scenarios for Call of Cthulhu by Stygian Fox Publishing
Ends on Mon, October 1 2018 12:16 PM EDT.

 

“A series of adventures where evil and the Cthulhu mythos is not what it seems.

Occam’s Razor is a collection of modern scenarios by horror author and Call of Cthulhu stalwart Brian M. Sammons for Chaosium Inc’s 7th edition Call of Cthulhu roleplaying game. It has a dark tone, like most Stygian Fox titles, more akin to True Detective and American Horror Story and is written for Mature Gamers Only. The scenarios look into the dark heart of humanity and the mythos… but this book has a twist.

One of the problems long term Keepers can face when running Call of Cthulhu is their players becoming too jaded or blasé regarding the Cthulhu mythos.

“Oh, Deep Ones? Yeah, we’ve killed these before. Open fire.”
Rather than; “Oh my God! They’re real! Run!”

It’s difficult to maintain that suspension of belief when you have been facing the same creatures year after year. This is where Occam’s Razor comes in, being a collection of scenarios where initially they seem to be linked to the mythos but they have mundane causes and outcomes.

I have run these type of scenarios for twenty years and every time they sucker players in and help them see how paranoid their characters have become and, more importantly, when it comes time to face the actual mythos again, many players believe the adventure will have a mundane cause. When interspersed with mythos adventures this leads to some serious panic when the players realise that this is real. Used sparingly, these adventures lull players into a false sense of security and make the next real mythos encounter all the more vivid.

One of my players had his character just stand and watch as a colleague was eaten by a dark shadow in a toy store because the player refused to believe it was a mythos entity. This was a ten year veteran of the game.

Of course, a separate sidebar is provided for each adventure if you wish to have actual mythos elements in your game.

Call of Cthulhu is the Registered Trademark of Chaosium Inc., and is used with their permission. www.chaosium.com

 Brian M. Sammons has created 6 scenarios which tease at mythos causes but will ultimately lead to a mundane resolution. A murder is just a murder, a cult site is just kids with spray paints, etc. Here is a summary of the scenarios contained within the book.

Deep and Dark – the investigators find a snuff film on the dark web, but one of a pretty girl getting mauled by a Fishman monster. Did the deep ones mess up and accidentally get filmed in this modern world where everyone has a camera phone or is it something else?

Eye of the Beholder – an art student goes missing while doing late night research in a museum with ties to the local university. Maybe it’s a coincidence that the museum just got in a huge statue from South America of a little-known death god called Thul’Cathul. Yep, total coincidence.

The Watchers – a woman living alone in an apartment in the big city notices that people are watching her. Following her. They even broke into her home. But why? What do they want and how far will they go?

A Whole Pack of Trouble – a group of film school students go to an isolated, abandoned, and reportedly haunted asylum to make a found-footage horror movie and make a fortune? Whatever could go wrong with that? Well, when the filmmakers go missing the investigators will have to find out.

A Cleansing Flame – People are dying by fire. No one knows why and no one knows how. When the latest victim is a friend to one of the investigators and an astronomer who reportedly made a recent discovery of note, it’s up to the investigators to put out these flames.

Visions From Beyond – Tommy is a friend who makes some new friends. That’s nice. Unfortunately those friends have a strange reputation, they get up to some bizarre practices, and then one night Tommy calls one of the investigators in terror, begging for help, then the line goes dead. What’s a friend and an investigator of the Mythos to do?

The book will be in PDF, ePub, Softcover, and hardcover formats and will be full colour.”

 

Egg’s Thoughts:

 

Modern horror adventures for Chaosium Inc’s Call of Cthulhu’s 7e written for mature audiences. Stygian Fox Publishing purchased four titles from Miskatonic River Press and is bringing them back (read some of the details here). Judging by those titles, Stygian has an eye for quality horror and I expect these scenarios will be excellent.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Something Is Wrong Here: A Roleplaying Game by Kira Magrann
Ends on Thu, October 4 2018 8:00 PM EDT.

 

“Uncanny surrealist roleplaying, inspired by TWIN PEAKS, MULHOLLAND DRIVE, and the other dark works of DAVID LYNCH.

Something Is Wrong Here is a Roleplaying Game of uncanny surrealism designed by Kira Magrann. In this game you’ll play troubled humans who struggle with their dark pasts and inner demons in order to make meaningful, potentially healing connections with each other. At some small town diner with a neon sign, in a broken down car on the highway, in someone’s wallpapered living room, at the old roadhouse down the way, unsettling scenes of Americana unfold as the game heads down it’s inevitable nightmarish path.

This game can be played in one night, in the intimacy of your living room or a private convention room. The line between player and character is intentionally drawn thin, causing feelings to bleed from one to the other. This game is atmospheric, emotional, and personal. Don’t worry though players, there’s safety mechanics to guide you through these dreamy paths of the subconscious mind.

The game’s themes and characters are inspired by the horrific surrealism of David Lynch’s work, specifically the quirky and supernatural characters from Twin Peaks, the nightmarish identity confusion from Mulholland Drive, and the lurid truths that lie beneath mundane Americana in Blue Velvet.

all art by Elissa Leach
all art by Elissa Leach

Dark and Dreamy

With the Return of Twin Peaks last year I became re-obsessed with the spooky dreamlike worlds of David Lynch’s work. This game is an homage to those worlds, and is meant to evoke the same types of unsettling, horrific, and identity/reality questioning feelings. The characters struggle with their darker selves, the setting is surreal and Americana, and there aren’t any satisfying answers at the end of the story.

Much like a David Lynch film, this game has postmodern references to breaking the fourth wall. It encourages overlap between real life feelings and a character’s feelings. What this means is that it’s likely players will feel a little vulnerable playing this game. There are safety guidelines included about how to play with intention, and how to debrief with aftercare for any troubling feelings that might arise while playing this game. This allows players to experiment with these feelings, and explore them in play, with a safety net built into the game.

What Play is Like

Everything needed to play Something Is Wrong Here is on a deck of cards. The only props needed are a mirror and a box. Character costuming is optional, but generic enough for thrifted or piecemeal wardrobe elements to work. A few songs are integral to mood making but can be played on any device.

Something Is Wrong Here can be played in a living room or any private room where you can control the atmosphere. While embodying your character in a series of scenes, you’re encouraged to use the space either sitting or standing, since there’s no dice involved. Cards are where the characters, roleplaying prompts, and instructions for play exist. Play is a series of scenes that the Facilitator of the game will guide players through, just like a TV show or movie.

I’ve designed this game to be as accessible as possible to new players, so I’m hoping that other David Lynch fans who have never played a game like this before can easily play, or gamers who’ve never seen a David Lynch gig don’t have to worry about matching genre conventions.

The Facilitator is in charge of knowing the entire game, spoilers and all. Their job is to tell players of characters what scenes they’re in, keep time for the game, and explain the basic rules of what the players need to do throughout the game.

Players will act the part of troubled characters in a surreal America. Each character has a personality, goals, and relationships with the other characters. There are six characters to choose from, each with their own specific issues to work through and personality quirks.

There are Two Acts in the game.

Act One establishes the characters in the surreal Americana settings. Their goal during play is to try and evoke a certain emotion in each scene together. They have a list of emotions to portray collaboratively in this series of scenes, and after each scene a corresponding card is drawn. This card gives them some narrative power over the next scene they’re in, stealing this power from the auteur Facilitator.

Emotions are things like:

  • The feeling of something new on the horizon
  •  A genuine closeness

Narrative Control cards are things like:

  • In the next scene you’re in, you can’t quite hear what the other people are saying. Ask them to repeat things.
  • In the next scene you’re in, take over any part of the facilitator’s role that you like.

Mixed in-between these scenes are surreal interludes called Mirror Scenes. They allow characters to monologue about where they are internally, how they’re feeling, while looking into the mirror. Disturbing music plays.

Act Two takes a plot twist and contains a major spoiler, but it is reality changing for the characters. Scenes are then acted out with new sets of nightmarish cue cards that apply specifically to each character’s psyche, with haunting music. This is where characters, and players, decide the fate of their relationships with themselves and the other characters. It’s an internal emotional exploration, told on a supernatural stage reminiscent of red curtained stages and black striped floors.

The stats for this game are below.

  • Players: 5-6 + Facilitator
  • Time: 4 hours
  • Rating: 18+
  • Materials: Character Nametags, Game Cards, Music, Box, Mirror (floor length if possible), Drinks & Costumes (optional)
  • Keywords: Identity Confusion, Surrealism, Uncanny, David Lynch, Americana, Non-linear, Meta, Narrative Control, Unsettling, Emotional, Personal”

 

Egg’s Thoughts:

 

Kira Magrann has tapped a vain: David Lynch, the card-based RPG. There’s one card you can read with only a light tilt of the head [enlarged below] and, taken with the David Lynch muse, it tells you what you’re getting. What are you getting? The tea leaves say it’ll be a unique experience. That’s the genius of this game, it is more than a linear RPG, this is an atmospheric experience that you will think about as often as you ponder a David Lynch production. It is worth trying out.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? Press releases? Rumors? Sneak peeks? Deals? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

4 RPG Kickstarters You Should Back – Tiny Supers, Spacecraft 2000 to 2100 AD, Art of War, and Power Outage

I’m back from Gen Con 2018 [you can read Part One of John McGuire’s review of our trip here] and ready to focus on some amazing RPGs available via Kickstarter. These are projects that I have connection to (I’m friends with the creators or they are an all-ages game) and that look amazing! Let’s dive in!

 

Tiny Supers: Minimalist Superhero Roleplaying by Gallant Knight Games
Ends on Fri, August 10 2018 7:25 PM EDT.

“Tiny Supers – Minimalist, four-color tabletop superhero roleplaying based on the TinyD6 system!

Gallant Knight Games is happy to present the latest genre-book for our TinyD6 minimalist roleplaying system: Tiny Supers!

Using the rules in this book, you’ll be able to play superheroes of all types, from paragons and exemplars, to super-science heroes of the future or past, to cosmic guardians defending the far-reaches of the galactic civilizations from untold threats!

Alan was on Victory Condition Gaming talking about Tiny Supers! While the video is 40 minutes long, the first 5 to 10 minutes are hyper focused on the game and the contents of the campaign (but you can listen to the whole thing if you want!)

The Iconic Hero and paragon of the GallantVerse, Gallant! Art by Nicolas Giacondino
The Iconic Hero and paragon of the GallantVerse, Gallant! Art by Nicolas Giacondino

Character creation is simple, fast, and exciting. You pick your character archetype based on the exciting stories your Game Master is going to tell, you pick a few Traits or Powers that each grant a single benefit, and you’re done!

For the first time ever, a TinyD6 game will have it’s own detailed setting, as we bring the GallantVerse to you!

You can read more about the GallantVerse below!

Ryker Swift, aka Velocity! One of our Iconic GallantVerse Heroes. Art by Nicolás Giacondino
Ryker Swift, aka Velocity! One of our Iconic GallantVerse Heroes. Art by Nicolás Giacondino

Sometimes as the GM, you don’t have time to plot lengthy, detailed worlds, but you want that experience. Well, we’ve got your back, and that support comes in the form of micro-verses and our signature setting, The GallantVerse!

Micro-verses are short settings filled with adventure hooks, and designed to put your adventures and campaigns into high action-adventure.

Our goal is to fund a softcover edition, a limited number of hardcover collector’s editions, and the Tiny Supers dice. We’ve planned several stretch goals which will increase page count, add more art, add more special rules but all of our goals will provide you with more fun and engaging superhero tabletop content!

You might notice that our funding goal is much higher than previous TinyD6 Kickstarters. One of our goals with this project is to fund a full-color book, replete with gorgeous art from the very talented Nicolás Giacondino, with posters and covers by a variety of talented artists.

Additionally, the writing on the GallantVerse is being handled by top industry talent. We’re set on paying all our contributors well, and our goal reflects our commitment to an ethical pay rate for our writers, artists, and team members.

Pulsewave, one of our GallantVerse Iconics! Art by Nicolás Giacondino
Pulsewave, one of our GallantVerse Iconics! Art by Nicolás Giacondino

Tiny Supers uses a simple, fast, and dynamic ruleset to handle actions. The game uses up to three six-sided dice as part of action resolution.

If you roll a “5” or “6” on a die, your check succeeds. Most checks are made with two dice. However, if you are deemed to have “advantage” on a roll, you gain a third die to roll. If you have disadvantage, you lose a dice (rolling only a single die).

Characters are made quickly and easily. You will select a superheroic archetype (such as Paragon, Gadgeteer, Defender, Mastermind or more), three traits or powers, and write down some basic information and you are ready to play!

Bastion, one of our GallantVerse Iconics! Art by Nicolás Giacondino
Bastion, one of our GallantVerse Iconics! Art by Nicolás Giacondino

If you’re familiar with the TinyD6 ruleset, you’re probably wondering how Power Traits are different than Traits?

Well, Power Traits are new traits that gain better versions of themselves as you take them again and again. Let’s use an example, like SuperSpeed (Alan’s favorite power.) SuperSpeed has 3 Tiers. The first time a Trait choice is spent to select SuperSpeed.

  • Tier One: Any turn in which you move, you also count as having taken the Evade action.

If a Hero were to select the Super-Speed Power Trait again with a Trait Choice, they’d gain the Tier Two Power:

  • Tier Two: You can take a move action once per turn, without using up one of your two actions for the turn.

If they repeated it a third time, they’d gain the third and final power:

  • Tier Three: When you take a move action, you can move three times.

All the PowerTraits in Tiny Supers function on a level similar to this. There is a wide swath of powers, making almost any super imaginable!

Darklight, one of our Iconic GallantVerse Villains! Art by Nicolás Giacondino
Darklight, one of our Iconic GallantVerse Villains! Art by Nicolás Giacondino

The GallantVerse is the standard superheroic setting for Tiny Supers! Conceived by Alan Bahr, the GallantVerse is a near-future setting, where superheroes have recently come into being!

The GallantVerse is a setting focused on heroic and exciting heroes, with a slight science fiction bent and a focus on hope and optimistic heroism! All your favorite comic book angles are here, from mystical occultists, to mutants, to paragons of science and technology, and massive cosmic threats! We’re hitting all the notes!

Our core of the setting is the coastal city of Sentry City! A technological hotspot, Sentry City is the birthplace of superheroes and the central piece of the GallantVerse.

As the first cohesive core campaign setting for the TinyD6 line, GallantVerse is being overseen by Alan, with writing by an excellent troupe of freelancers!

The Eagle! One of our GallantVerse Iconics. Art by Nicolás Giacondino
The Eagle! One of our GallantVerse Iconics. Art by Nicolás Giacondino

Micro-settings are unique, small universes that exist in alternate dimensions adjacent to theGallantVerse!

They are specifically designed to be used as a tool, resource, or spring-board for your own campaigns.

All of the micro-verses come with some story and some fluff that is designed to be unique to that particular micro-verse.

The core book comes with some very different micro-verses, all of them written by those we selected from our Tiny Supers Open Call! 

Further down the page (and revealed as they’re unlocked) are the micro-verses that are included in Tiny Supers! All of them were unlocked by stretch goals, and we’ve compiled them below!

Asher Solomon, the Immortal Magus and GallantVerse Iconic! Art by Nicolás Giacondino
Asher Solomon, the Immortal Magus and GallantVerse Iconic! Art by Nicolás Giacondino

Gallant Knight Games is a indie game company ran by Alan and Erin Bahr. This is our 10th GKG Kickstarter!

Our previous TinyD6 Kickstarters (Tiny Frontiers and Tiny Frontiers: Mecha & Monsters) delivered early to backers (4 months in the case of Tiny Frontiers), and Tiny Dungeon 2e was on time!

Our micro-settings are written by some of the most talented freelancers in the RPG business!

Tiny Supers has been in development since late 2016 and been in play-testing for 12 months! The art is all in, and paid for (with the exception of any stetch goals). The goal of this Kickstarter is to pay for the print run and unlock our stretch goals, making this a truly gorgeous book.

Montebank, an Iconic Occult Villain! Art by Nicolas Giacondino
Montebank, an Iconic Occult Villain! Art by Nicolas Giacondino

As we continue along, we’ll be previewing bios of our fantastic freelancers and writers here!”

Egg’s Thoughts:

This year I met Alan (Gallant Knight Games) Bahr at Gen Con (it’s nice to put a face with a name). During another campaign, I interviewed Alan Bahr about Tiny Dungeon 2nd Edition here (Tiny Supers uses the same core mechanic). The system is simple enough that it can be viewed as an all-ages option (which I love), but not so simple there’s no joy in playing it. TinyD6 is a popular system and it spans a variety of genres.

  • Tiny Frontiers: Minimalist Science Fiction Roleplaying – 403 backers pledged $12,413
  • Tiny Frontiers: Mecha and Monsters – 352 backers pledged $13,310
  • Tiny Dungeon: Second Edition – 1,661 backers pledged $62,585
  • Tiny Wastelands: Minimalist Post-Apocalyptic Roleplaying – 910 backers pledged $32,353

Of the Tiny-verse, only the campaign for Tiny Dungeon: Second Edition has more backers and pledges. Add to this, Fat Goblin Games will be creating “roleplaying game supplements based on the popular TinyD6 Engine” [read the press release here], this is a good time to try TinyD6!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Spacecraft 2000 to 2100 AD (40th Anniversary Reprint) by Battlefield Press International (DriveThruRPG or Open Gaming Network)
Ends on Sat, August 11 2018 12:59 AM EDT.

“A Terran Trade Authority Handbook. Full color reprint of the original books by Stewart Cowley.

No one would have believed, in the closing years of the 1970’s, that science fiction was to experience a boom that would last through to the present day. The summer blockbuster had only just been invented. There was only one Star Wars movie. The voyage of the Battlestar Galactica had only just begun, and Buck Rogers had yet to conquer television. But between the pages of the Terran Trade Authority handbooks, enthralled readers were discovering a beautiful and brightly-coloured vision of the future, where wondrous spacecraft explored strange planets, navigated shimmering nebulae and fought desperate battles among the stars. Illustrated by some of the world’s greatest science fiction artists and written by Stewart Cowley, the handbooks told the tale of mankind’s expansion into the unknown and the trials and wonders they encountered. Conceived of as a “Jane’s Guide” for the future, the books made use of the stunning artwork produced for the paperback science fiction market at the time, reproducing them in lush colour and on glossy paper. Beginning with Spacecraft 2000-2100 AD in 1978, the Terran Trade Authority series went on to become a cult phenomenon, loved and fondly remembered by all who came across them. The Terran Trade Authority presented a bright vision of the future, optimistic about man’s place in the universe, and featuring a strong undercurrent of mystery, wonder and adventure. In recent years the volumes have become collectors’ items – expensive and rarely found, but never forgotten – and have gone on to influence creators around the globe. The setting has spawned two role-playing games and has been cited as a clear inspiration for the best-selling computer game No Man’s Sky. Within the pages of the books are a veritable who’s who of science fiction art, including such names as Jim Burns, Alan Daniels, Peter Elson, Fred Gambino, Colin Hay, Robin Hiddon, Bob Layzell, Angus McKie, Chris Foss, Chris Moore, Tony Roberts, and Trevor Webb. Now, with your help, we are proud to present a special 40th Anniversary Edition of the first of the TTA handbooks; Spacecraft 2000-2100 AD. It’s time to return to the future!

ACM 113, Fatboy
ACM 113, Fatboy

About Spacecraft 2000 to 2100 AD

The Terran Trade Authority is an original science-fiction setting first presented in four large-format full-colour illustrated books, published between 1978 and 1980. Each book is presented as an “in-universe” document, detailing the history of the Terran Trade Authority and their spectacular spacecraft. This book covers the events immediately before and after the Proximan War Era, and is presented in the same manner as an aircraft recognition guide, made up entirely of spacecraft descriptions and art accompanied by details of their role and performance in the war, and occasionally their history afterwards.

Nomad Industrial Complex
Nomad Industrial Complex

Foreword to Spacecraft 2000 to 2100 AD: 40th Anniversary Edition

During the heady days of the Russian-American space race and the globally televised Apollo missions, the world watched enthralled as humans took the first faltering steps beyond gravity’s grip. But as time passed public enthusiasm waned. The value and relevance of space research and its huge costs were questioned In the face of global social, political and economic pressures. But eventually, popular interest in space exploration re-emerged. A major imperative was the growing awareness of Planet Earth’s fragility in the face of the demands we made on it. However successful we were in conserving our world’s resources and developing new forms of energy, the fact remained that we were simply outgrowing our homeworld. The search for Earth-like planets and the technology to travel there became of paramount importance. The post-Apollo drop in popular enthusiasm for space research did not mean that the scientific community relaxed their search for answers. On the contrary, a growing number of major players brought fresh resources to the table. In addition to NASA and Roscosmos, the Russian Federal Space Agency, China, Japan, India, the European Space Agency and even private enterprise grew our knowledge base. Not just in how we would travel in space but where we might go. A major contributor was NASA’s Kepler Space Telescope. Launched in 2009 to seek out exoplanets – planets beyond our own solar system – Kepler soon identified over 1000 of them. Only a dozen or so were Earth-like, as to qualify, planets could not be much larger than twice Earth’s size and therefore rocky, in order to increases the probability of surface water. Such planets also had to orbit the ‘habitable zone’ of its sun where the average temperature allowed water to exist in liquid form. Identifying the ‘Where’ brought us to the ‘How’, the greatest challenge of all. Entirely new aspects of astrophysics had to explored and manipulated for interstellar travel to become a reality. The strongest contenders were forms of Warp Drive where the space-time continuum, the actual fabric of space, is distorted. Work by NASA’s Dr. Harold ‘Sonny’ White made significant advances in Warp Drive technology using advanced Quantum Optics to create a space-time bubble around a craft that would enable it to move independently from the rest of space. By compressing space-time in front of the vessel and expanding it behind, faster-than-light speeds became possible. The key point in making interstellar travel a reality came about in 2012 with the founding of the 100 YSS (100 Year Star Ship Project) funded initially by NASA and DARPA (Defense Advanced Research Projects Agency). The formation of Icarus Interstellar in 2011 and its Starship Congress of 2013 combined with the introduction of Brane Cosmology took faster-than-light (FTL) research to a new level. The creation of the Terran Trade Authority harnessed global research and made Warp Drive systems and our journey to the stars a reality.

~ CMDR Stewart Cowley Terran Trade Authority

Colonial III, Angus McKie
Colonial III, Angus McKie

Add-Ons

RPG Add-on

Terran Trade Authority: The Proxima War. This is the setting book written for the Savage Worlds game system. For an additional $15 you will be able to purchase a PDF of the book, for an additional $25 you will be able to purchase a softcover copy of the book. Shipping to be figured after the end of this kickstarter. 

Promotional Opportunity 

We know that as midshipmen, it can take forever to qualify for that promotion in the Terran Navy, so why not do what good midshipmen have done for ages, bribe your way up the chain of command. You can just add an amount for which ever rank you request promotion, you will be listed in the back of the book with a dedication to you at that rank. It’s the easiest way to be promoted. Ship assignments, where necessary, will be posted on the order sheet detailed in the back of the book.

  • +$10 Ensign. While its not a high rank, it does put you in the officers core.
  • +$15 Lieutenant. It’s a little higher on the chain of command, Captains are still above you, but you get to command Ensigns and midshipmen. You get to look forward to your own ship command one of these days.
  • +$20 Captain. Here you are, you immediately will be assigned to your own starship, at the assignment of the Admiralty when needed. The Admiralty will randomly assign you a ship (type and name) for your command.
  • +$25 Rear Admiral. You are in command of a squadron, imagine being in command of a fleet of ships. Its not easy baring that responsibility, but you are pretty sure you have the chops for it. The admiralty will give you a random assignment for your fleet, something like Terran Defense Command or Terran Training Command.

Book Specs

  • Author and Artist: Stewart Cowley and company (this book will contain all the original artwork)
  • Size: the print book will be a 8.5 x 11 book, either in softcover or hardcover, depending on your choice.
  • Layout: New layout will be done by J Gray.
  • 40th Anniversary logo is by Ian Stead 

Stretch Goals

  • $13000 – Terran Trade Authority RPG material for the Starfinder Role Playing Game published by Paizo Publishing in PDF. A POD version will be made available for purchase should we reach this stretch goal.
  • $15000 – Terran Trade Authority RPG sourcebook for the Cepheus Engine (A current Mongoose Traveller 1e clone) in PDF. A POD version will be made available for purchase should we reach this stretch goal.

SHIPPING THE REWARDS

Shipping is not included in the pledge levels. That’s because for this Kickstarter campaign, we’re going to send out surveys and collect shipping fees through BackerKit once we’re ready to ship out all physical rewards. This not only means all funds raised in the Kickstarter are going towards covering the costs of production (creating an electronic edition from a print is not cheap. The cost of production include licensing fees, layout, and printing) but it gives us plenty of time to source the best and least expensive international shipping options through fulfilment agents in Europe and Asia. Thanks for being understanding! We know that for some it’s much easier just to take care of the total costs all at once upon pledging, but we hope you’ll see that this approach is not only better for the project but affords you the lowest shipping costs when the time comes.

Cyclops, Colin Hay
Cyclops, Colin Hay

Spacecraft 2000 to 2100 AD is (c) 1978 Stewart Cowley. All art is (c) 1978 to the respective artist. All work used herein is used with permission and under license.

 

Egg’s Thoughts:

This is a campaign to reprint the first in a series of books, it has a stretch goal to make it the setting for two RPG systems (Starfinder [a new stretch goal] and the Cepheus Engine), and it will be beautiful. Everyone involved in this has a great deal of love for this series. On the Open Gaming Network, I interviewed Jonathan Thompson about this campaign (here), and it covers so much ground. If you’re on the fence, I recommend that interview.

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

* * *

 

Art of War for Savage Worlds by Amora Game (DriveThruRPG or Open Gaming Network)
Ends on Thu, August 16 2018 5:31 PM EDT.

“Art of War (relaunch): The Martial Arts Setting in a Fantasy Anime World. Powered by Savage Worlds. Be a Hero. Be a Legend.

Art of War is an anime inspired setting of over-the-top action. Art of War combines the exciting influences of Heroes of the East mixed with Samurai Champloo. A high-flying martial arts campaign where Players and Game Masters can tell epic stories of Outlaws of the Marsh and Forty-Seven Ronin using Savage Worlds.

Welcome to the San Empire…

It is the rise of a new dynasty for the people of the San Empire. After an invasion of an Oni horde, the Three Clans attempt to rebuild a nation with the help of a new Emperor. The proud Kitsune Clan slowly relinquishes territory to the Imperial Court. Members of the Tiger Clan work to restore the peoples faith in the land with the guidance of the Jade Stratagem. The leaders of the Serpent Clan remain silent keeping their plans secret.

Mock up only. Cover arrangement may change.
Mock up only. Cover arrangement may change.

Art of War introduces new features for Savage Worlds® fans and RPG enthusiasts. It offers unique &  updated setting rules inspired by the tropes of Anime, Samurai Sagas, and Wuxia Epics. These include:

Tropes: Adapted from the Iconic Framework character creation rules of Savage Rifts® and the standard archetypes, Tropes offer a chance for a player to choose a starting package and jumping off point of skills and abilities that reflect their role in the story. This is a simple “plug-in” to the core Savage Worlds® character creation process.

Chi System: A streamlined rule set based of the Power system of the core rules allowing for a combination of cinematic game play and martial arts flavor. Designed for ease of use, it syncs with the core philosophy of the Fast, Furious, Fun role-playing you have come except out of a Savage Worlds® game.

Glory & Honor System: For those that want to introduce a more social system, we have created an optional rule designed just for you. The Glory & Honor System is designed to track a Wild Card’s fame, honor, reputation and even notoriety throughout the course of a game in the world of Art of War.

New Races: While humans are the default race across the Empire, we pull from anime and have created the Kemonomimi and Terracotta. Animal spirits that grew by the side of mankind are the Kemonomimi. They come in a variety of shapes and sizes, but only seven species are prominent. The Terracotta are clay vessels that hold the spirit of those that have passed and have been given a second chance at life.

New Edges: New Combat, Racial, Social, and Weird Edges are introduced to add character background and story hooks for Game Masters.

New Hindrances: The epic folklore and inspiring tales of the past, humanize mythic heroes and make them relatable. It is the same for the stories that we tell in our home games. While not everyone’s favorite part, we introduce new hindrances to add both serious (like the Mute Hindrance) and comedic value (such as Nosebleed) to play.

New Skills: Two new skills are introduced, Acrobatics and Meditation.

Tropes & Races
Tropes & Races
  • Declaration of Red Pass ends the war between the Tiger and Kitsune Clans.
  • A horde of Oni invade from the southern wastelands, slaughtering everything in their path as they move up the coastline to the East.
  • Tiger and Kitsune launch a combined two year campaign expelling the Oni from the San Empire. Southern Wall is erected to keep the Oni at bay. Once completed, the ruling Emperor, Liu Shan, passes away leaving an empty throne and no heirs.
  • From the Northern Mountains the Serpent Clan emerges from hiding with a decedent from the First Emperor.
  • The Serpent Clan, Tiger Clan and the majority of the Kitsune Clan accept Wu Zhang as the new Emperor.
Not the final map.
Not the final map.

While welfare and prosperity is on the rise, the San Empire is not entirely stable. Along the eastern coast lies the loose alliance of feudal lands of former clan members who refuse to recognize Emperor Wu Zhang.

Rebellions of the poor and destitute cry for help. Hauntings from the wrongfully dead plague the lands after the sun goes down. Patches of Oni have been sighted north of the Wall. Each clan has internal power struggles as they clamor for favor with the new Emperor.

Players take up the mantle of Heroes in a land of need. Will they fall to the clan politics and internal struggle. Or will they rise to become Legends and carve their names into the scroll of history?

Art Montage 1
Art Montage 1

Imperial Scribe – Wojciech “Drejk” Gruchala (Contributing Writer): Drejk was born in the country historically marking the border between the West and the East, during the times when communist regime faded to democracy, in a city sporting an actual dragon cave. He was fan of SF and Fantasy since he can remember, having learned to read on a fairy tale book. He also discovered games when he was but a wee hatchling, starting with early computer games and board games, followed by more complex wargames, and then role playing games. Assembling worlds and creating snippets of fictional cosmology, history, culture, and science is his favorite part of role playing games. You can find his work on his blog: Shaper of Worlds

Ukiyo-e – Sasha Turk (Artist and sole Illustrator): Sasha Turk is a freelance concept artist. For three years, she has been published in several Amora Game products. Her most notable character designs appear in Kemonomimi: Moe Races and Xeno Files Issue 5. Sasha lives in Lake Forest, California. You can find her online portfolio here, and see sneak peaks of work for Art of War.

Humble Peasant – Greg LaRose (Creator & Publisher): Greg is the owner and operator of Amora Game, LLC. Art of War has been a labor of love and is happy to see it come to production. You can find Amora Game published works here.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Art Montage 2
Art Montage 2

 

Egg’s Thoughts:

This is a relaunch of this campaign with new additions and a better goal (which it’s already met). For the first iteration, I interviewed Greg here and much of that still applies. I thought this looked strong on the first try and looks strong again here. But, don’t take my word for it, try some samples:

Download Goodies:

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Power Outage – A TRPG for Kids and Adults by Bebarce El-Tayib
Ends on Sun, August 19 2018 12:00 AM EDT.

“Power Outage is a kid-friendly, kid-focused Superhero roleplaying game, that focuses on accessibility, learning, teamwork, and fun!

Power Outage is a kid-friendly, kid-focused Supers roleplaying game where it’s all about being the hero, taking down villains, and being accessible to the widest audience as possible.

It started out originally as a personal project to introduce my own children into the world of tabletop gaming. But Power Outage has grown and is now ready to bring a new generation into the world of tabletop role-playing.

A UNIQUE CHARACTER CREATION SYSTEM  

Power Outage does not have classes or races. If your kids want to make a Human, a Robot, an Alien, a Ghost, or an 8-foot tall anthropomorphic zebra girl they can. Powers come from a library of effects that kids get to apply their own characteristics.

STREAMLINED CHOOSE-YOUR-OWN-ADVENTURES

Power Outage makes use of a CAPE (Combat, Alternative, Puzzle, Exploration) component technique that allows you to easily build your own adventures, or allows you to choose your own path through pre-made modules.

FOCUS ON ACCESSIBILITY

Power Outage offers guidance for gaming with kids of various ages and abilities. Through Differentiation and Accessibility guidance, GMs can make the table fun for everyone.

A COMPLETE PACKAGE  

Power Outage contains player instructions, GM guidance, a compendium of villains, and a complete adventure to play with! You supply dice and an imagination, and we will take care of the rest!

Mrs. Robotto
Mrs. Robotto

EASY ON RULES, BIG ON COOL

Power Outage focuses on the concept of guidance rather than hard set rules. You take from the book what you need, and build the game as you go. But there is enough guidance built in that you don’t need to question how to play. Free resources are also available for characters, powers, and adventures. The mechanics are easy enough to pick up in a half hour, but not boring or overly simplified. You’ll constantly find yourself rolling and strategizing.

THE POWER TO LEARN  

Power Outage is built not only as a game but a potential educational tool. The game slots in perfectly with a gamified classroom, but also works tremendously in counseling as well. Villains also have weaknesses based off of Meta actions that allow your players actions outside of the game to impact the world of Outage.

PLAY THE GAME YOU WANT  

5 distinct regions allow you to customize a game you want in this safe and wonderous sandbox world. Do you want to create a fantasy adventure? Try The Overgrowth or The Sink! Looking for your classic Super Hero Beatum Up? Turn to the soaring futuristic heights of Shorai City! Looking for a gritty detective story. Try delving into the murky alleyways of the Atomic Punk ever-night Atomnyy Zavod. The entire mythos is built into this single book.

WHY SO SERIOUS  

Well, it’s not. Power Outage is filled with fun adventures, puns, and references that even adults will enjoy. In fact, Power Outage is just as often played by groups of adults as it is by groups of kids. With villains like Break Fast, InstaGator, The Bulshefist, and heroes like SuburbanKnight, Rockin Troll, and Pocket Protector, the adventures are off the wall fun.

Product Information

Power Outage is currently sitting at roughly 160 pages in its rough draft form. That number might change during the edit and design process, which is this Kickstarter is funding.  Currently, the plan is to have this printed in Hardcover format at 8.5×11, with options for digital copies in PDF at its outset.  As mentioned the game is intended to be GMed by adults, but kids are welcome to try their hand at it.  The game can be played with as few as one player and one gm.  The core rulebook offers differentiation and accessibility guidance that allows you to play the game with varying abilities.

Power Outage 1.4 Cover
Power Outage 1.4 Cover

The core rulebook includes the following sections:

  • Quick Play Instructions –  A 4-page primer that gets you playing or demoing a game in only a few minutes
  • What Is Power Outage – An introductory to Power Outage, Tabletop RPGs, and external resources
  • Mechanics – Gameplay mechanics for Players or GMs
  • Heroes – Creating Heroes including Powers, Guidance, and Crafting Unique Experiences, as well a Character Sheet
  • The World – Information on the history and current standing of Outage, Its five primary regions, adventure hooks, travel information, notable villains and heroes, and region-specific roll tables that add complexities to your adventures
  • Villain Files – Information, stats and weaknesses for 120 villains, sorted by Region and leading Villain
  • Gaming with Kids – Guidance for playing with kids at different age ranges (from as early as 4 years old), abilities, and how to manage differentiated game tables where kids have varying degrees of capabilities
  • Accessibility Accommodations – Guidance for playing with kids that have disabilities, including Pre-Session communication, general guidance, and information pertaining to five accessibility domains (Physical, Communicative/Receptive, Behavioral, Cognitive, and Emotional)
  • Free Play Guide – A full guide on how to create your own adventures using the resources within the book
  • Trading Spaces – A level 1 to 4 adventure set in Shorai City against the villain Mrs. Roboto.
RoboTrouper
RoboTrouper

A majority of the Kickstarter funding is going toward art, design, editing, and some other miscellaneous production costs.

Here is an example of the quality of change that can be achieved.  While my design was serviceable, Rosanna Spucces will take the design to the next level.  To something that is professional.

Power Outage Character Sheet Redesign
Power Outage Character Sheet Redesign

My Designer and Editor will be Rosanna Spucces of https://www.rsdesignsnyc.com/

My Artist is Abhishek Ghimire”

 

Egg’s Thoughts:

This is the second superhero game on here and the second all-ages RPG system. The system, just from a small sampling, looks more rules-heavy than most all-ages games. It’s a bold choice and I’m curious to get the rules details. The art looks great and I’m eager to see how it plays.

 

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? Press releases? Rumors? Sneak peeks? Deals? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

Gen Con 2018 Recap – Part One

After the success of the trip last year (which you can read about here and here) (you know, none of us killed any of the others after being together non-stop for the better part of 5 days), Lee, Egg Embry, and I took a drive back to the land of corn and at one point Peyton Manning.

This year continued the idea of checking out all the gaming systems we’d never had the opportunity to play previously. In fact, much of the last year or we’ve played a handful of games just to get that different kind of exposure.

DAY 1

Thursday started off with a trip to the Dealers’ Room. I’m not sure if I mentioned it last year, but the room is enormous. Even if you were moving quickly and barely taking any time to look around it would probably be a couple of hours. Throughout the weekend we’d squeeze an hour here or an hour there to try to slowly move through the building and even then it was easier said than done. In addition, you have all the game demos going on, but if you are only in the room on a scattered basis, there is almost no way to fit it in. The best we can figure is MAYBE you set aside Thursday and not do anything but go through the room playing demos and squeezing everything you can out of that room and then basically be done with it.

However, we couldn’t do that, and after a couple of hours, it was on to the first game.

Flash Gordon (Savage Worlds)

While I’d like to claim that I have an in-depth knowledge of the old serials or the cartoons or even the comics, my brush with Flash Gordon is limited to three things:

  • The Queen Soundtrack
  • The 80’s Movie
  • And explaining to people that the Flash and Flash Gordon are two entirely different characters.

Savage Worlds is an interesting system in that the is probably just enough complexity to give those people who really like the more Crunchy systems, but for the most part, it was fairly easy to understand. We were introduced to the “Exploding Dice” mechanic which basically means that if you roll the maximum value on a dice you get to roll again (so a 6 on a d6 would mean a reroll and add it to the first result). I enjoyed the system enough that I wouldn’t mind seeing a bit more of it at some point.

Given that we were playing in a pulpy game setting with ray guns and short skirts and evil robots, Lee and Egg told me that I had to use my newsreel voice for whatever character I get (to get an idea of what that might sound like, think about the old movies where the news was also played along with the film and how the narrator might have sounded). I chose a Mad Scientist type character and put maximum effort into the voice. I hope that the other players had fun because I had a ball (as goofy as it might have been to say “What’s that dame up to now?” or “This just in, we need to get the hell out of here!”).

Rest easy, we stopped Ming’s latest plot to destroy the Earth, so you can thank me the next time you see me!

Wicked Pacts

I didn’t have any idea what Wicked Pacts might have been, but it was pretty easy to figure out as it plays in the Modern Day (Urban Fantasy, where the supernatural are all too real, and you get to play a magic user of some type). The system combined Tarot cards along with D10s. The DM did a great job, and the players seemed like they were having a good time as well. There were minor things that I wasn’t overly thrilled with in regards to the system, but there was plenty of good as well. I think that if you wanted to play a Dresden Files type of game this would be a good one to check out!

Day 2

Geist

We had it all figured out. A five-hour session playing Geist (a Storyteller/World of Darkness Game). We visited Onyx Press’s booth on Thursday and talked to one of the guys who had worked on the 2nd edition of the game. And promptly got screwed up… on the time and place of our game. He said he was running the demo at 10 AM and that was the time we had set up for our game. But it was actually in the dealers’ room – something none of us had done before. Still, we didn’t think anything of it until the game ended about an hour and a half… it was a five-hour session. At which point Lee double checked the ticket and realized we were in the wrong place!

The game just completed a Kickstarter for the 2nd edition we played. You can check that out here.

As to the game demo itself, I’ve now played Storyteller games a few times in the last year, so the familiarity is now there. I was more concerned with the story. I know nothing of the original 1st edition Geist, but this idea of people who deal with ghosts while dealing with the fact they’d come back to life in another way. Even as a simple short story, it suddenly clicked on how you could do a full campaign with the system and really have some fun with local ghost stories in your area.

Hmmm, research, where I have to visit creepy places in and around Atlanta, may not be the best idea…

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Hope you enjoyed Part 1, Part 2 will be up next week.

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John McGuire has co-written, along with his wife, two Kindle Worlds novellas set in the world of Veronica Mars: Theft & Therapy and There’s Something About Mac.

He is also the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!

Want to read the first issue for free? Click here! Already read it and eager for more?

Click here to join John’s mailing list.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com