Colonial Gothic and a new writing project

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Sorry about the long absence, but it has been a busy time for me. I have signed on with Richard Iorio and Rogue Games to write a 3 part gazetteer for Colonial Gothic. If you are not familiar with it, Colonial Gothic is a supernatural historical horror rpg set during the days leading up to the American Revolution. High in roleplay and cinematic action, this is a great game for those who are looking for a departure from dungeons and starships.

This is a very exciting project which will explore the history, people, places, and cultures of the early American Colonies. The 3 parts will initially be available as seperate pdf’s which will then be combined into a single print volume. The first volume is due out early 2009. More info will be released as the project advances.

Atomic Array 03 - Prophecy

Atomic Array Album Cover

Ed and Rone are at it again, this time with a review for the new RPG Prophecy. Leading off with a frank and in depth interview with Greg Hancock, founder of Relentless Publishing, the boys once again bring to the forefront a game that dares to challenge the norm.

Based around an original d100 game system, Prophecy is a realistic fantasy rpg that allows for a variety of roleplay opportunities. One of the cruxes of the system is that there are no classes, merely character archetypes that will help guide the overall feel of your character without constraining you to certain paths. Your character can therefore evolve from a woodsmen to an alchemist to a artificer over his career with no penalty. The game also incorporates a wide range of optional rules so you can customize just how detailed or general your game rules are.

If you are a fan of roleplaying games and good solid fun, check out Atomic Array for the latest in cutting edge rpgs.

New Campaign Beginnings Part 1

Copyright 2008 Paizo Publishing

Copyright 2008 Paizo Publishing

As my Rise of the Runelords campaign begins to wind down, I am looking ahead to my next campaign. Paizo Publishing’s Curse of the Crimson Throne. One of the most important about a campaign, is the intro. I like to plan my campaign intros with some character guidelines for creation so that all of the player’s are on the same page. So that is where we begin…

As a bit of a background, the campaign will be focused primarily in and around one city in the campaign world. That means there will be plenty of opportunities for the characters to settle in and get to know the people, area, and atmosphere of the city. That brings me to point number 1.

1. The player character’s will not be Korvosan natives.

The reason for this is so that they are free from any past baggage and there won’t be a question of “Oh I know him” or “I grew up here so I am friends with the neighborhood.” For simplicities’ sake, everyone is on even ground and no one has the advantage if the entire group are newcomers.

I prefer running characters through an entire campaign as opposed to having multiple character deaths and such. To that end, and to help foster an environment conducive to good roleplay opportunities, I need to find a common goal or reason to tie everyone together without being too restrictive.

2. The group will have a common bond either based on organization, religion, or some other determined point.

Check back next time as I continue to flesh out the character guidelines for my next campaign.

Atomic Array 02 - Reign of Discordia

Atomic Array Album Cover

The team of Rone Barton and Ed Healy bring us the second installment of the podcast Atomic Array. In case you have not checked them out, this new podcast focuses on the games that may be flying under the radar but will definitely “blow your mind”.

This episode focuses on Darrin Drader’s new sci-fi rpg Reign of Discordia. Ed also recommends a great sci-fi soundtrack for your game by Amin Bhatia called The Interstellar Suite. Finally, Rone wraps up with a good old fashioned rant about current human space exploration.

Digg their content for a chance to win a $25 check as well. So get on over to Atomic Array and subscribe to their feed. Enjoy!

PathfinderWiki.com Milestone

The PathfinderWiki database has passed an all new milestone of 550 articles! I would like to personally say congratulations to the entire PathfinderWiki team. From the newest member to the oldest, everyone has contributed to making this project a reality. Here’s to another 550 articles and hoping that your keyboards don’t wear out!

How to Honor a Roleplaying Gamer

Mick Bradley over at TGTMB brings us a sad tale of an avid gamer and D&D fan who lost in life in an automobile accident. Jeremy “Boo” Rochman was a teenager living in Carbondale, IL when his life was cut short by a automobile accident. To honor his memory, his parents purchased a strip of land near the accident site and have built a memorial park in his name. The park takes as its influence the fantasy roleplaying games that Jeremy was so fond of. Complete with a fully explorable castle, dragons, a pegasus, wizards, and much more this park serves as a testament to two parents who loved their son and are proud of his hobby.

See the links below for more info.

Associated Content

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Regional Magic

I’ve just finished reading Gary Gygax’s Anubis Murders and The Samarkand Solution and it got me to thinking about how I handle magic in my homebrew campaign world. In Gygax’s world of Ærth, magic flourishes in many different styles and practices across the many nations of the world. Priest-mages of Ægypt, bards and druids of Avillonia, alchemists of Nubia, and many more all practice heka (magic) in a variety of ways.

It is possible for magic to be found in many things including word, song, writing, runes, alchemy, technology, faith, the elements (4 or more), summoning/binding, spirits, nature, blood, and many more. Some of these may be completely foreign to one another when two spellcasters meet.

So why should all of the different peoples, from different regions, with different cultures in my campaign world practice magic the exact same way? Logically, they should not. So, I’ve come up with a three different approaches you can take if you want to add some flavor to your campaign world’s magic. Each will require a different amount of work, but I believe will yield some rewarding results.

1. Standard magic system with different material components or spell thematics.

This requires only a minimal amount of work to come up with some appropriate components or spell thematics for each “type” of magic system you have. (Easy)

2. Everyone has access to standard spells, but have special themed spells only available to practitioners of a specific school/type.

This will require a little more work, but yields a more unique flavor for each magic “type”. Theme appropriate spells could be modifications of existing spells or completely new spells of your invention. These new spells would be little known to other practitioners of magic. (Medium)

3. Each school/type of magic has it’s own unique spell list. Spells of the universal school might be shared, but would cast in a very different manner.

This is going to be the most work, but will yield the greatest flavor for each of your “types” of magic. I would probably start by dividing the standard spell list between the various magic systems you have with some overlap being expected. The universal school should probably be allowed by everyone. Then each list is fleshed out with new spells to emphasize the focus of that school. (Hard)

So, which would you choose and why?

Introducing Fear Into Your Roleplaying Game

Vanir over at StupidRanger.com posted a great article today about horror in roleplaying games and some ways to introduce it. He makes a great point stating that

“a good place to start would be to make sure everybody’s on the same page as to what we’re looking for out of the campaign. That means I don’t make any psychics that talk and act like Shrek with a Magnum .45 pistol. That means that Stupid Ranger has to occasionally suspend her natural ability to produce a rule that saves everyone at the last second. It means that everybody needs to let go of the numbers and the dice and to listen to the slow, dark things happening to and around them and to think holy shit that would really be creepy.”

He is absolutely correct on multiple levels. Horror, and roleplaying in general, both require a certain level of “hands off” play to allow both players and game masters to be immersed in the experience. Nothing breaks the mood more than “Ok, now roll a Spot check.” To achieve that immersion, I have compiled a list of tips that will help both the game master and the player really get into the fear of the moment.

For Game Masters

For Players

Atomic Array 01 - Colonial Gothic

Atomic Array Album Cover

Happy Fourth everyone!

This new podcast by RPG industry veterans Rone Barton and Ed Healy is for all of those games out there off the beaten track. This podcast will open your eyes to other rpg possibilities and dynamics.

In the inaugural episode, the pair interview Richard Iorio, designer of the RPG “Colonial Gothic” by Rogue Games. This supernatural historical horror is set in Colonial America on the eve of the Revolutionary War. Steeped in historical realism, this game seems to be definitely worth checking out.

Check out Atomic Array for some good old fashioned gaming goodness by two pros of the genre. The podcast can be direct downloaded from their website and I highly recommend subscribing to the feed so you can stay on top of what certainly has the makings of a quality show.

New Project: Pathfinder Blog

Just a heads up that I have been working on a new project lately. This new blog will be for all things Pathfinder: the RPG, adventure path, and supplements. I am currently working on site design and aim to unveil the site within the next 2-3 weeks. Check back here often for updates as they come.