Category Archives: talk

Life In The Big City – Gather Information

Once you start running an urban campaign, you start seeing the gaps in the existing rules on a lot of points.  In our case, we had a good number of times where PCs needed to go out into the city and hunt down some piece of information or person.  When we started working through it, I realized there were a lot of gaps that needed filling to make a satisfying play experience.

The rules components you have to work with from the Pathfinder core book and the APs are:

1.  A random encounter table for a given city (with no instruction as to when to roll a random encounter). Maybe I’ve missed it in poring over the Pathfinder RPG and Bestiary, but despite there being random encounter tables, I can find no place where they assign a chance of a random encounter happening.

2.  The Diplomacy skill has replaced Gather Information from 3.5e.  Information on using the skill in this way is light, just saying it’s a variable DC to find out something about a “topic or individual.”  As is traditional, there’s an unclear overlap between this skill and Knowledge: Local when it comes to the practical work of finding a nearby fence for your stolen goods.  Furthermore, there’s no accounting for a check being opposed by someone trying to hide or conceal information.

3.  The “Urban Adventures” part of Chapter 13: Environment in the Pathfinder RPG (p.433) has some other details that may be helpful – kinda.  But not really in this case.

4.  Rumors.  Every AP has a load and every DM loves having a bunch of rumors to pass out, but their incorporation is always an adventure-specific hack.

These are the ingredients, but a recipe is lacking, especially once you hit the intrigue-laden bits of any city campaign.  I wanted to bring all these things – gathering information, random encounters, rumors – into one easy to use system.  Here’s how I put them together.

Goals

When the PCs hit the streets, they may have a variety of different goals in mind.  Sometimes they are looking for a specific fact or person.  Sometimes they just want the “word on the street” about what’s going on.  In certain cases they want something else specific to happen – to spread the word about a particular rumor themselves, maybe to provoke or mislead someone.

As a result, someone seeking a specific goal will use a different skill check depending on what they’re trying to find.  Diplomacy/Gather Information is the clear choice for traditional finding stuff out, for example, but you could use Bluff instead to spread a false rumor.  Or Perform to get the peasants all singing a catchy yet treasonous little ditty.  There’s a lot of possibilities here.  Consider rewarding relevant Craft and Profession skills by letting them be used instead when relevant; if you’re looking for someone you hear is a blacksmith, then a relevant Craft or Profession check would be a great way of tracking them down by talking to other smiths, checking at places smiths would tend to buy supplies, etc.  If you are trying to find out when the Midnight Mermaid is setting sail, Profession: Sailor would be appropriate.

In many cases you’ll want to call for a complex skill check for tasks taking more than a cursory amount of time.  Each attempt would usually reflect a half day of asking around, staking out places, fending off streetwalkers and beggars, etc.  You can reflect each success with some kind of in-game description of how they’re getting closer.  “You find someone who says they’ve seen two guys with mustaches like that hanging out around the Wharf District – you can focus your search there.”  If there’s an extenuating factor like “find them before they leave town” or “figure out the cult’s leader before they sacrifice that victim” then the check should be of the “X successes before Y failures” model.

If the goal being sought is simple – a fact or public personality – then the DM simply sets the DC, with perhaps more knowledge available at higher DCs.

“I’m looking for a high quality weaponsmith!”

  • Natural 1 – “Your mother’s a weaponsmith!  She can bang on my sword anytime!”
  • DC 5 – A random blacksmith’s name, probably makes simple weapons only.
  • DC 10 -A decent weaponsmith’s name who has a selection of martial weapons.
  • DC 15 – Otto the retired adventurer reliably makes masterwork blades.
  • DC 20 – Otto hates elves, don’t take your buddy with you if you’re going there, he’ll refuse to help you.
  • Natural 20 – “Oh, I know Otto, tell him Grey sent you and he’ll cut you a deal.”

Sometimes, however, the PCs are trying to track someone down who’s actively trying to conceal themselves.  Or, they need to lay low and thwart other people’s attempts to track them down using these rules!

If someone is just trying passively to stay hidden or hide an item, place, or bit of information, they make a check using a plausible skill to set the seekers’ DC.  If you’re hiding out, you can try Stealth or even Disguise.  If you are in a friendly ethnic enclave, you can try Diplomacy to convince people not to help snoopers.  If you’re going by a fake name, use Bluff.  The DM should see fit to add on bonuses or penalties based on the circumstances.

Keep in mind the quarry may not know specifically that anyone’s looking for them.  Many criminals or other underground figures will routinely be trying to stay somewhat off the public’s radar as part of their daily routine.

Stay flexible and use common sense.  If the PCs are trying to place a false rumor to flush someone out of hiding, their seeker checks might be opposed by the target’s Sense Motive, for example.

Random Encounters

Let’s get an important distinction out of the way first.  There are several different kinds of random encounter charts, derived from different unspoken philosophies of what an encounter should consist of.

The first, which I’ll call the “normal” encounter table, includes a bunch of stuff a PC might come across in a locale, whether it’s a “hostile monster” or not.  These kinds of charts contain everything from peasants to hookers to “Event: someone empties their chamberpot out of a second floor window as you walk by” to real threats.  The first edition AD&D DMG was a great example of this theory of random encounter design, what with the random harlot table.

The second, the “hostile” encounter table, limits itself only to likely combat situations.  A city encounter chart with only “Muggers, press gangs, stirges, and vampires” is a hostile encounter chart.  This kind of chart has become more popular over time as D&D groups who “just want to kill something” don’t want to bother with chatting up some “rich panderer”.

It should be obvious why you need to understand what kind of chart you have in hand – if it’s the former, the chance of encounter should be higher, but if it’s the latter, it should be much lower.

Traditionally in D&D, there’s a flat random chance of having a random encounter.  But there’s a reason native New Yorkers run afoul of trouble less than visiting tourists; an innate knowledge for an area leads to instinctively safer behavior.  You avoid “that street,” know to ignore certain voices calling “Hey Mister!”, et cetera.  Therefore it would seem to me that Knowledge: Local is perhaps a relevant factor. It feels about right to say the chance of encounter in a normal city is when you roll a DC 5 or less for a “hostile” table and DC 10 or less for a “normal” table.  You’d manipulate these chances for special places or times – if the city is wracked by revolution or martial law reigns, crank the DCs up.  (Consider using Survival in the same way in the wilderness.)

Pro tip – consider customizing your encounter table over time.  Have 91-100 be “someone who the party knows” and keep a list of likely people.  PCs love running across people they know, it adds to their sense of belonging in the game world.

Rumors

Rumors.  The lifeblood of any campaign.  You can always rely on the PCs to spend a bunch of time interacting with your lovingly crafted setting and NPCs if you feed them random information that they think might be amusing to follow up on.  It turns setting information from something you inflict on them using boxed text to something more akin to “treasure I found!” which is innately more motivating.

As with random encounters, there are a couple schools of thought on rumor creation, largely depending on how much work the DM wants to put into it.  Some create a small number of mostly valid and/or important rumors, or even customize them to individual PCs.  Some create a vast host of rumors of varying importance and accuracy.  In this case you want to divvy them up by DC (crappy false rumors=DC 5, etc.).

As the PCs roll their seeker checks, you can give them rumors according to your chosen DCs.  I usually do the “small number of good rumors” approach and give one out on a DC 15, plus an additional rumor for every 5 points of success.  You’d select DC 10 or DC 5 if you had a lot more rumors of varying provenance.

Make sure and hand out rumors you really want them to have first and then hand out the random stuff.

Keeping It Quiet

In some cases, the PCs want to track someone or something down without other people getting wind of it.

If you’re actively seeking but want to keep it quiet, you need choose a skill designed for misdirection to use as you ferret out information.  This could be Bluff (I tell people I’m a merchant from some other city who owes the guy money) to Stealth (I try to overhear conversations more than actually precipitate them) to whatever’s plausible given the circumstance.  Seeking “quietly” doubles the time required to make each seeker check.  The DC for the quarry to detect the seekers’ activity is set at 10+the selected skill bonus.  The seekers can deliberately take a penalty on their seeker checks and add that as a bonus to their keeping quiet check.

The quarry (or other interested third parties) can make seeker checks of their own to determine if someone’s looking for something or someone.

For example, the PCs are looking for a jumpy guy who owes them money.  They decide to take it easy and send a seeker group that has a good Bluff skill of +10 out to find him.  The seeker group searches at the rate of one check per day, and the jumpy guy asks around every other day to see if anyone’s after him – a DC 20 on his Diplomacy check would indicate yes, there’s some guys asking around after him.

Hitting the Streets

All of this boils down to a reasonably simple system for urban information warfare.  The various participants break up into teams as they desire.

1.  Setup

The DM sets the random encounter DC and chooses a random encounter chart, and decides the success DC, how many successes are required, and what those successes mean.

2.  Hide

If there’s an active opposition, the “hiders” roll their check first to set the DC for the “seekers” (if the hider’s an NPC it’s easiest to just take 10 on this check).  If there isn’t, the DM sets the DC based on the availability of the knowledge or whatever is being sought.

3. Seek

Each seeker team makes a DC 10 Knowledge: Local check, the team member with the best score leading and any others assisting.  Rolling below the random encounter DC  indicates a random encounter.  Success indicates that the seeker team has used their knowledge of the city to find a good audience or locale for whatever it is they’re trying to do.  Success gives a +2 bonus to subsequent checks, with an additional +2 for each 5 points by which the team beats the DC.  Each seeker team decides whether they are keeping the search quiet or not, and makes a relevant skill check to seek out their goal.  Time spent and successes are noted and rumors are handed out.

4.  Cover Up

The hider can take time to do their own seeker check against the DC of the seekers’ chosen mode of sneakiness if they want to know if anyone’s looking for them.

Repeat steps 3-4 as necessary.

Playtest: Guerilla Marketing

In this case, the PCs were looking to go out on the mean streets to promote an upcoming animal fight they were arranging; they weren’t specifically looking for information in the traditional sense.  No problem, these rules handle that.  They divided up into solo teams of one to cover the most ground and were not trying to be subtle in any way, confident that the crooked town guard would not care one bit about all this.  I gave them their choice of social skill to use – Diplomacy (“Come see the awesome matchup!”),  Bluff (“You’ll win big if you bet on the bear!”), or Intimidate (“You punks can’t handle carnage like you’re gonna see at this fight!”).  They disperse throughout the city and promote their fight.

Since this was a fairly diffuse goal, it doesn’t have a clear success or failure criteria.  The locals are, in general, all about a semi-legal animal fight.  Therefore I set the base DC at 10, with each increment of 5 above that indicating that more people would hear about the match and come. Each attempt would reflect a half day of work.  They could do as many checks as they wanted to spend the time on until fight night.

The encounter table I was using has both “normal” encounters and “hostile” encounters so I set the encounter DC level to 10.  If any PC rolled below the base DC of 10 while conducting their marketing, it would generate an encounter.

I had prepared a small number (7) of fairly juicy rumors, so set a base DC of 15 to get a rumor, with an extra for every 5 points above.

All the DCs were set, so each PC made their skill check.  1-9 indicated an encounter, 10-14 indicated limited success, 15-19 indicated moderate success and a rumor, 20-24 was good success and two rumors, and so on.

Because most of this group lacks meaningful social skills, they started provoking random encounters, and since they were alone, those encounters didn’t go well.  One PC, trying to drum up business outside the competition’s gambling halls, got beaten insensible by some goons and had his cash stolen.    One got bitten by a monstrous centipede as he sat down to rest outside an alley.  One had a nice chat with a friendly lady who owns a fruit stand (later destroyed by the PCs in the commission of a chase, that’ll show her).  After a day of that they decided to leave off; they got an OK crowd in at the fight night.

Playtest: Manhunt

In this scenario, the PCs had killed off a criminal gang but the leader, the Splithog Pauper, got away.  They decided to hunt him down (and by decided, I mean another crime lord made them an offer they couldn’t refuse and told them to).

The goal was pretty concrete – find him!   He was very much trying not to be found.  His main skill is Disguise at +11, which would normally mean a pretty hardcore DC of 21 for the seekers.  However, when they raided his gang’s headquarters the PCs got an encoded list of various IOUs to various petty criminals and business associates.  Since the Pauper was staying in town and trying to rebuild, this was an extremely relevant leverage point and I gave them a huge +5 bonus for having it in hand.  Also, they got a description of two thugs that may or may not have been affiliated with the Pauper (turns out they were).

The PCs learned their lesson about running around the streets solo.  They split into two teams, one of which was following up on the list of associates and the other of which was talking to various prostitutes and homeless people they associated with to track down the thugs.

They were rolling well, and since each team had several assists they stayed well out of random encounter DC territory, sad to say.  It took them a day and a half to get the five successes I figured were needed to track him down.  They had not been subtle in their inquiries, however, and he knew someone was looking for him, so when they went to the inn he was laying low in, he was disguised and had a bunch of thugs nearby ready to ambush intruders.

Life In The Big City – Chase Rules

My Reavers on the Seas of Fate campaign is well underway and the PCs are all over the mean streets of Riddleport.  There’s some common scenarios that come up in urban adventures that I wanted to streamline; here’s my current efforts for your edification and comment!  They’re Pathfinder based but very easily adapted to anything d20-ish.  First, we have chase rules!

Chase Rules

Exciting chase scenes, the staple of action movies everywhere, are very hard by default in D&D because though every other part of the rules has variance built in – from stats to skills to damage – movement has always been completely static.  “30 feet a round whether you need it or not!”

I got Adamant Entertainment’s Tome of Secrets for Pathfinder when it came out, and it has chase rules, but those rules are like a lot of chase rules I’ve seen in RPGs over time – way too complicated.  They’re 40 damn pages of specific maneuvers and all.  The entire Combat chapter in the Pathfinder RPG is only 25 pages.  I wanted something that could be run without everyone having to do homework; in my opinion if a new bolt-on special case ruleset is more than about 2 pages then “you’re doing it wrong.”

So here’s what I came up with.  It was hard to balance it out but after a couple playtest chases in the real campaign I think they are pretty light and easy to use, fair, and keep the PCs engaged.

The Movement Check

A character’s Move check is +2 per 5′ of base speed.  For an unencumbered human that moves 30′, that’s +12.  In a self-powered race like a footrace, you can add your STR bonus to this in a given round but then have to make a DC 15 Fort save to not become fatigued from the exertion.   Use this same formula for other movement types (riding, swimming) because it takes differing speeds into account well.  (as a bonus, this means you can have a chase where various participants are using different modes of movement).

The Chase Track

Rather than keeping up with specific distances, a chase has distance represented by an arbitrary condition track.  It’s defined relative to whoever’s in the lead, and has six levels –

  1. Close Contact – within melee range of leader.  Subject to all obstacles the leader has to deal with.
  2. Point Blank – close range (all those “within 30 feet” powers proc here).  Take leader’s obstacles or take an alternate path at DC 20.
  3. Short – Take leader’s obstacles or an alternate path at DC 15.  -2 on ranged attacks.
  4. Medium – From this far back, it’s usually easy to avoid obstacles.  -4 on ranged attacks.
  5. Long – -6 on ranged attacks.
  6. Lost – you done lost ’em.   If you have allies still in the chase and you can still run (not fatigued or just giving up) you can run after them sufficiently to at least arrive on the scene once it’s all over, but you can’t get back into the actual chase.

For each 5 points by which you beat the leader’s movement check,  you close by one category on the track; similarly you slip back by one for each 5 points by which you miss their check.

Chase participants start at a chase level that makes sense – if they are right there with the leader and take off after them when they take off, they can start at point blank.  If they’re a round of movement away, or pause to shoot or take another action before they get going, start them at medium range.

Obstacles

In a chase, there’s a bunch of different kinds of obstacles and complications that can come up.  Here’s a sample but not comprehensive list.  In general the checks to pass these obstacles are DC 15.  If you fail the check, you drop back one level on the chase track; if you miss by 5 you take 1d6 nonlethal damage from a collision or similar mishap.  This is an urban specific list.  In a crowded urban environment, each round has a 1 in 3 chance of bringing a mandatory obstacle, or the leader can deliberately head towards obstacles as desired.  Roll 1d8 for what type, or choose one:

  1. Simple (Acrobatics, attack an object) – barrels, gate, street vendor’s blanket, etc.
  2. Barrier (Acrobatics) – fruit cart, unexpected turn
  3. Wall (Climb) – traditional “end of alley” wall, fence
  4. Gap (Acrobatics/Jump) – ditch, open manhole, pit
  5. Traffic (Acrobatics/Overrun) – pedestrians, mule team, orc pirates
  6. Squeeze (Escape Artist) – crawlspace, hole in wall
  7. Water (Swim) – river, wharf, pool, fountain
  8. Terrain (Acrobatics) – gravel, mud bank, slick cobblestones

Chase participants farther back on the chase track can choose whether or not to hit the same obstacle.  Chasers in close contact have to negotiate the same obstacles as the leader.  Chasers in point blank can take the obstacle or make an alternate check at DC 20 to avoid it – for example, “I can’t swim, I’m going to run around the reflecting pool instead.”  Chasers at short range can take the obstacle or an alternate check at DC 15.  Chasers farther back can generally avoid routine obstacles, but the DM can require them if it’s logically necessary (the leader swam across the river, for example).

You’d choose different obstacles and skills for other kinds of chase – a horseback chase would use Ride instead of Acrobatics, and a chase in the country would have trees and hedges instead of crates and alleys.

Actions

Anyone in close contact with the leader can conduct melee attacks on them.  Whoever wins initiative gets to determine if attacks or Movement checks happen first.

A character can take a missile attack but automatically drops back one level on the chase track when they do.

If the chase goes a number of rounds equal to anyone’s CON score they have to make DC 20 Fort saves each round or become fatigued, and effectively drop out.

Chase Playtest

Our PCs ranged from halflings and humans in encumbering armor (Move +8) to barbarians and monks (Move +16).

In their first chase, they went after the Splithog Pauper, a skilled rogue.  He had a normal Move (+12) but high Acrobatics, Climb, and Escape Artist checks.

The chase was pretty long.  Everyone managed to stay in the chase; as the slower guys dropped back they benefitted from not having to negotiate as many obstacles.  The Pauper wasn’t rolling well on his movement checks and deliberately hit a lot of obstacles to try to shake the faster guys – the barbarian stayed with him, but he managed to push the rest of them back with this tactic. The cleric was the only one with a ranged attack; he shot an icicle at him a couple times but to limited effect.

There was a cool obstacle moment that everyone thought was very “parkour,” where the Pauper ran and dash vaulted through a fruit stand; one PC followed through the gap with his own leap but the next didn’t quite make it and busted, spraying fruit everywhere.  The barbarian caught up with him legitimately and was stabbing him with his boarding pike (after a pretty bad string of misses he finally was connecting); the cleric used an Infamy Point to find a shortcut to head him off and gave him a good clotheslining; at that point we dropped out of chase mode and the two PCs cut him down before he could maneuver away from them.

The next chase was interestingly different.  This was the party trying to follow a guy through the tenements, but he spotted them and ran.  He was just a level 1 expert, nothing special, but he rolled really well and lost most of the party except for the tracker (the rest of the party was staying an increment behind the tracker to avoid detection).  But the fleeing guy totally sucked at obstacles, and after a couple slowed him, the tracker got into close contact and dragged him to the ground for a good cuffing and stuffing.

In the end these rules rewarded faster Speeds and higher relevant skills without being overwhelming – in an earlier draft I was using the Acrobatics skill as the Movement check but it made that skill too much of a “whoever has it wins and whoever doesn’t loses” power.   The quarries had a good chance to get away in both situations but after a good hard run they got them.  The chases were long enough they were interesting but went quickly enough and were dynamic enough that they held interest.

These rules work well for a “one on many” chase; it’s not clear how they’d work for a complex many-on-many chase (e.g. horde of zombies vs. party of PCs).

Outlaw Press, aka Jim Shipman, Is A Big Crook

Outlaw Press is a small press outfit that publishes for Tunnels & Trolls, run by one Jim Shipman.  Late last month, a South American guy noticed that a cover for one of their products was miscredited and posted on RPG.net about it.  Innocent mistake?  Overreaction?  Well, as time wore on, actual RPG artists took note and started noticing work of theirs appearing as covers on Outlaw Press products. A huge list of artists.

In the last month, a staggering 70+ works of art have been identified as having been stolen by Outlaw Press and used in their publications, as well as a large laundry list of other kinds of IP theft.  There’s a convenient PDF someone put together showing the various copyrighted works and the products ripping them off. Much of the art isn’t even just copyrighted by a random artist, but was work for hire and actually owned by Games Workshop, Dreamworks, and Blizzard.  All their products have been yanked from RPGNow for these shenanigans, and is getting yanked from Amazon and other locations as the wronged parties hunt down everywhere these tainted products are being sold.  Apparently and incredibly, Shipman has responded to all this with vague evasions and defiant “I do what I want” declarations, continuing to sell these products despite being notified of the art theft.  In fact, Ken St. Andre and Flying Buffalo pulled his Tunnels & Trolls license over it, but that’s not stopping Jim!  “I have warehoused products to sell!” he declares.

He is still selling his wares clandestinely on eBay and other places under shifting seller names, including jimship1, Hobbit_King@yahoo.com, and actionseller99.

Do not buy anything from Jim Shipman or Outlaw Press, now or in the future!  And feel free and take whatever kind of righteous retribution you see fit upon him, his products, his Web site, and his business.  He’s flaunting the law and ripping off legitimate artists and creators trying to make their way generating content for their favorite games.

New Paizo Class Playtests Continue

Today, the playtests for the new Paizo Advanced Player’s Guide classes continue with the Summoner and the Witch.  (Previously, it was the Cavalier and Oracle.)  Go get ’em, it’s a free download from all from the Paizo store.

I was really looking forward to the Summoner, since I put a lot of work into playing a good summoner in 3.5e, the Internet-famous Valgrim the Malconvoker!

Hey, the summoner is really cool.  It’s a CHA-based caster, has a custom spell list derived from both mage conjurations and also druid-type buffs (magic fang, etc.).  However… 11 pages, Jesus Christ!  This is one complicated class.  It gets a pet called an “eidolon,” which finally explains what the hell that weird LucasArts game I had back in the day was about.  Maybe.

You get to totally determine the form of your eidolon, which is neat.  It uses rules completely different from the current animal companion rules, which is a little sad – with the Cavalier and Summoner they have decided “bah” to standardization on existing rules.  But it’s pretty cool, they go up in level and toughness with you; they’re pretty buff – d10 HD and a strange nonstandard but semi-full BAB progression.  And they have an “evolution pool” you can use to mutate them – there’s a long list of 1-4 point evolutions, from claws to SR.

And besides this, and normal spells – the summoner gets Summon Monster (whatever the highest level you can cast) 3+CHA times a day!  OK, I love me a summoner, but DAMN.  Once you put even a little optimization into this, it gets really good.

It’s certainly a very interesting class.  I have to say, in general I don’t like splatbook and splatbook classes.  You either get flavorless junk or bizarre crap.  But these, even the weirder ones like the Oracle and Summoner, have a way high cool factor.

Now let’s look at the witch…  Many people have many different takes on what a “witch” should be.

Surprisingly, they’re an INT-based caster.  That’s nice, it’s good to see the flood of CHA-based casters stemmed, though I would have guessed they’d go with WIS instead for the “witchy wise woman” feel.  The class is full of the good old witch tropes – pact with otherworldly power, hexes, a cauldron, a coven…

In a very cool twist, the witch’s familiar is the one teaching them magic, so they function kinda like their spell book – they can only prepare spells their familiar knows!

The familiar list is 80% the same as the sorc/wizard one, but has weird changes for no real reason I can determine.  No weasel, but you can have a pig.  Whatever.  And the benefits by level are slightly different.  Grrr.  But then the coolness is that different familiars get different spells they can teach.  The toad gets jump, for example.  The witch spell list is a good combination of mostly enchantment, healing, and divinations.

There’s a bunch of cool but weird touches – a witch can be in a coven with hags, and a familiar can learn spells from another witch’s familiar.  The hexes are OK but not all that much to write home about.  In the end, a really good witch class, and a lot more balanced than some of these new ones.

I just wish they went a little more standard on these various critters, it’s going to be a nightmare to DM and to prepare NPCs when one familiar or animal companion is like another but different – adding new powers for a given class is fine, but like the Summoner’s companion has the same HD but different and nonstandard BAB progression than a druid one.

Mongoose Publishing Doing Grand

Mongoose Publishing has posted their 2009 “State of the Mongoose Address” and it’s great to see a RPG company doing so well!

In general, they say “you have to work hard but you can still do well in RPGs.”  They’ve grown to 14 full timers and have a huge roster of games going on.

Highlights:

  1. A bunch of new Traveller settings and supplements.  The coolest one is Reavers – Piracy in the Sea of Stars, which in title sounds a lot like my “Reavers on the Seas of Fate” pirate campaign I’m running.  Synchronicity!  And there’s Codename Veil, which sounds a lot like Delta Green.  Plus, a new 2000AD license in the vein of Judge Dredd and Strontium Dog called “ABC Warriors,” where you play warbots!
  2. A new Runequest 2, redesigned and taken back to its roots – but without a SRD.  With a  huge campaign, Glorantha book, and more.  And variant settings, including Deus Vult, where you are a Catholic demon fighter in the 12th century, and the Eternal Champion stuff.  And they’re moving Wraith Recon over to it, they say they have no plans to do any more D&D 4e stuff.
  3. The Conan license is in limbo but they’re dropping prices on the old stuff!
  4. They are trying to expand Paranoia as a line, I get the impression they feel like they’ve tapped out the life of a Troubleshooter and have tried some “out of the mold” splatbooks and are seeing how those go to determine direction.
  5. And more Earthdawn!  And Dragon Warriors!  And Cthonian Stars, a Cthulhu setting for Traveller!  And a bunch more other stuff!

Man, hats off to these guys, they are shipping some product.  And for those who remember the “old Mongoose” and the bad editorial, they’ve tried very hard to hire up and improve quality in editorial, and claim that in 2009 “in the past few months, the number of editorial issues in the many, many books we have released can be counted on one hand.”

I’m not sure why they are stepping away from openness with RQ2 though, it seems to have paid off for them enough with Traveller.  One demerit for that.  But otherwise, they are expanding heavily despite the global economy, doing so many things that the “common wisdom” says are bad – licensed games, having a bunch of different game lines…

I have some Mongoose games (Conan, Paranoia, Traveller) but don’t play any faithfully.  The lure of large game lines and rich ecosystems, especially like the Traveller one, may just bring me over however.

Ballad of the Monster Manual

This is totally sweet.  Check this Monster Manual music video from Dan Meth on Vimeo.

(via Topless Robot)

D&D Players: Online Predators or Online Prey?

The Thurston County Sheriff Department warns in this helpful posting [edit: they seem to have taken it down, but here’s the Google cached version] that those who indulge in “fantasy adventure games such as Dungeons & Dragons” are showing a warning sign of “possible computer crime problems.”  Along with an unusual vocabulary consisting of “computer terms, satanic phrases, sexual references…”  Or you have files ending in “GIF, JPG, BMP…” on your computer.  All this means you are likely to be victimized by online criminals.

What the hell?

Come on guys, the D&D players were the feared ones, the ones who were going to be the demented criminals, back in the ’70s and ’80s.  Who is wussing it up so much that we’re victims now?!?  That’s what we get for letting up on the Satanic killings.

To be fair this seems to be a pretty old posting.  So we still have time to reclaim the 2000’s as the bad guys and not as easy marks for Internet predators.  Roll a d20 and get out there and burn something down!  Quick!

(Courtesy Fark)

Pathfinder Adventures – The Future Is Bad Ass

They’ve announced some of the upcoming adventures and APs and there’s some crazy sweetness coming down the pike. (Note: “pike” is the correct use of that phrase, you illiterate monkeys.)

Paizo announced an adventure path for next year that makes me salivate – “The Serpent’s Skull“, set in Sargava and the Mwangi Expanse (Golarion’s Africa), dealing with the Pirate Lords of the Shackles, the Red Mantis assassins, the Aspis Consortium merchant guild, serpentfolk…  I was planning for the later part of the homebrew campaign I’m running now, Reavers on the Seas of Fate, to end up exactly there doing exactly that!   I’m sad that I’ll have to make up mine before they come out with theirs.  This AP will be hell on wheels, and I’m really excited about it.  It’s paired with a Companion about Sargava...  I hope the fabled Silverback King makes an appearance somewhere in all this!

The AP prior to that one should be fun too.  Once the current one, Council of Thieves, ends, the next one is called Kingmaker and is supposed to be more sandboxey, with the PCs looking to gain a kingdom of their own among the warlords and miscreants of the River Kingdoms.

Those who don’t like whole Adventure Paths aren’t left out.  Monte Cook is writing an adventure called Curse of the Riven Sky…  There’s one called From Shore To Sea that deals with the Azlant (Atlanteans) and their deep one heritage, and it’s being designed as an Open Design project and you can buy patronage and have input into it!  Or, even sooner, the Lovecraftian Carrion Hill.

Until those hit, the 3.x adventure landscape is still rich.  Goodman Games is rereleasing a bunch of 3/5e PDFs, including their Wicked Fantasy Factory line which I really liked.  And Sinister Adventures’ hotly anticipated mega-adventure The Razor Coast should be coming out before the end of the year.  3.x publishing is seeing a resurgence as companies realize that a) publishing for 4e, with the closed DDI and all, sucks and b) it’s not some small fringe that is going Pathfinder and/or sticking with 3.5e, but a pretty sizable market.

Paizo Playtest of New Pathfinder Classes Starts Today

Paizo is working on an “Advanced Player’s Guide” for the Pathfinder RPG.  It will have six new character classes in it.  In their usual open and enlightened manner, they are going to be opening those classes up for playtest and comment by the gaming community before going to print.

Here’s the schedule – the Cavalier and Oracle should be up sometime right around now for you to check out!

  • Group 1 (11/13–11/29): Cavalier and Oracle
  • Group 2 (11/30–12/13): Summoner and Witch
  • Group 3 (12/14–12/27): Alchemist and Inquisitor

Enjoy!  Our group is loving the Pathfinder RPG, also known as “the real new edition of D&D,” and I’m looking forward to seeing what these have to offer.

FreeMarket (aka Project Donut) In Free Beta

It’s been a long time, but the new game by Jared Sorenson (octaNe, InSpectres) and Luke Crane (Burning Wheel) is out in public beta.  The game, which was referred to as “Project Donut” for some time, is now called FreeMarket.  It’s a colorful game of transhumanist life aboard a 80,000+ person space station.  It’s a more lighthearted take on the other new game in that genre that’s on my radar, Eclipse Phase (and what came before: Underground, GURPS Transhuman Space…).

Anyway, if you go register you can d/l the beta (if you’re one of the first 1000, they’re at 288 now).  It looks interesting – it’s definitely an “indie RPG.”  Character generation has a lot of “tagging” (in the Web 2.0/Spirit of the Century sense) and the mechanics are part board game, part RPG.

I’ll post more once I’ve had time to digest the mechanics, but here’s the basics.  In general, on the station everyone’s basic needs are taken care of and you’re trying to get “flow” – think of it as in-world “rep” or “karma” like on a forum.  Even death is pretty much always reversible in this super high tech world, mainly you kill someone just so they lose some short term memories.  Combat is not distinct in the rules from other conflicts (from memetic hacking to agriculture) which are commoditized into “Challenges”; a special card deck and tokens are used to resolve those.  Your and your group’s flow is raised or lowered thereby.

Your character is in a group called a MRCZ (pronounced “mercy”) which is a voluntary birds-of-a-feather organization like an online clan or guild.  You are good at things like “wetwork,” “ephemera,” and “thin slicing” – yes, there’s a big glossary included.  It seems fun and not as complex and heavy as Eclipse Phase or GURPS: Transhuman Space.

If I have one major concern, it’s the same concern shared with a lot of indie games – they come up with an interesting setup, new way to conceive a character, an innovative mechanic – and then leave coming up with scenarios totally up to you.  Some of this is in the name of being player driven, but I’ve seen groups have a hard time with just “here’s a cool character and cool setting, go…”  More adventure seeds and “things that could happen” are needed – they really only tangentially brush on that in 2 pages of the 150 in the rulebook.  I would recommend sitting down and generating at LEAST 5 pages of that kind of thing, and more setting detail too.  There’s some basics but for such a complex location it’s quite bare bones.  You don’t have to go “full trad” and have a keyed map of the station, but an example street (if that’s what they have there) with interesting locations/people/etc. would be a huge boost to not just reading the game, thinking “clever!” and playing it once, but actually trying to use it for real ongoing gameplay.

White Wolf – Dead Yet?

For those of you not “up” on White Wolf, news is bad for the company that brought a lot of vampiness to the RP scene – some love it, some hate it, but none can deny it changed the RPG landscape profoundly.

They made a pretty big step – and many would say mis-step – in recently rebooting all their monster lines, forming the “new” World of Darkness.  Then they got bought a while back by CCP, a computer game company.  How does this bode for their RPG lines?  Well, in a Gamasutra interview, none other than Ryan Dancey, former Great White Hope of D&D/OGL and now CCP Chief Marketing Officer, disses them pretty hard:

“Q: Can you fill me in on the status of White Wolf, the physical game company CCP acquired in Atlanta?

A: It’s just an imprint… White Wolf used to have a fairly large staff. It doesn’t anymore. It’s focusing primarily on the World of Darkness RPG products. It’s not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business.”

Legacy business, ow.  That’s business speak for “we’re not killing them, but those bitches are going on an iron lung and there will be no reinvestment in them.”

Meanwhile, White Wolf is making some announcements of their own.  They seem to be twisting in the wind a little and stepping back from their RPG business too.  They want you to “explore the deepest shadows of the World of Darkness,” but specifically cite “our board games and card games and the Machiavellian surprise behind the latest Mind’s Eye power struggle.”  RPGs notably absent.  Which is funny because Dancey says they’re cutting the board and card games.

They’re also planning to lighten up their terrifically restrictive fan site policy, which is welcome news.  And go for a digitial initiative-esque thing for you to “manage your Chronicles online,” which sounds as thrilling as everyone else’s digital initiative (which is to say, it gives me diarrhea).  And a new “content management system” for their Web site, which hopefully will address how bad it is.  And I don’t understand all their Camarilla stuff (it’s their fan club, like the RPGS but you have to pay) but it is clear they’re saying “OK, OK, you can play the old World of Darkness again, we get that many of you hate the new one.”

My translation: “Screw it, we’re getting old and have cashed in with this CCP deal, just leave us alone to LARP.  You can’t see me!  <crosses arms>”

Dragon Age – Really Something?

I have to admit, when Green Ronin was all abuzz about their new RPG, Dragon Age, I was unimpressed.  “Oh yay, some CRPG license, who cares,” I mused to myself, even though I generally trust them (I love Freeport and Mutants & Masterminds). CRPGs are a dime a dozen, and WoW has been the only one to get any real market share for a long time.

But they seem to have beaten the odds and Dragon Age: Origins is going to be actually good.  The trailers out for it are bad ass and the reviews are top notch.  Check it out:

As a bonus, they have a downloadable character creator you can use to make your characters even without owning the game.

And again!