Tag Archives: RPG

Shadowrun Problems; Great PR Though

News broke on Tuesday that Catalyst Game Labs, publisher of Shadowrun, Eclipse Phase, Cthulhutech, and Battletech, is in severe trouble to the tune of $850,000 being embezzled from their corporate coffers.  You can read the initial detailed report of the issue here.

On the one hand, eek.  On the other hand, embezzlement has practically become a tradition in the RPG industry, so it’s not all that surprising.

What I want to point out, though, is the press release Catalyst put out on Wednesday, the very next day after the news broke.

For Immediate Release

Catalyst Game Labs recently completed a detailed financial review of the company. We learned that over the past several years the company has achieved dramatic growth in terms of demand, increased total revenues and strong sales with an increasing market share in the gaming industry, despite a lackluster economy. We are thrilled by that news and are eager to move forward with our upcoming original game Leviathans, along with our other new casual games. We also remain committed to plans for our beloved licensed games: Shadowrun, BattleTech, Eclipse Phase, and CthuluTech.

While we wish the review had only uncovered positive news, we also discovered our accounting procedures had not been updated as the company continued to grow. The result was that business funds had been co-mingled with the personal funds of one of the owners. We believe the missing funds were the result of bad habits that began alongside the creation of the company, which was initially a small hobby group. Upon further investigation, in which the owner has willingly participated, the owner in question now owes the company a significant balance and is working to help rectify the situation.

The current group of owners was presented with this information on Monday. Administrative organization for the company is under review, and accounting procedures have been restructured, to correct the situation and provide more stringent oversight. We feel the management team at Catalyst did the responsible thing by seeking this financial review and we will continue to restructure as needed. We are in discussions with our partners and freelancers to remedy any back payments that may also be due as a result of this review.

We are embarrassed that this situation did occur but we hope our eagerness to make these changes, along with our reputation for making great games, will encourage you to stand by us. We understand that for a few employees the news was too stressful and we wish them all the best in their new endeavors. However, the majority of the team remains and will continue to bring great entertainment to you all. We appreciate the support our friends, freelancers, and fans have provided us in the past and look forward to a successful future.

Now, I’m not saying any of that is true or it isn’t, but I do want to say this is the best example of game company PR I’ve seen in a long time.  If you need to do damage control, this is how you do it.

  • It’s prompt – put out less than 24 hours after the news hit.
  • It’s upbeat – explains sales are great, the game will be fine, the guy just made a mistake, and it’s all on the path to resolution.
  • It’s detailed – not too much detail, but enough that you can kinda trust you’re being told a decent part of the story.
  • None of it is obvious lies – it’s sad that that’s worthy of note but look at the competition.

When confronted with similar issues, other game companies instead tend to:

  • Disappear, and not address the issue for months (WEG)
  • Spin a tale of woe about personal finances, health, psychological problems, betrayal, and dark magic (Palladium, WEG)
  • Make a declaration that is either a transparent lie or gives no detail and tells you it’s none of your business (WotC)

I like this press release so much that I find myself hoping it’s true and that they can recover from this in a meaningful way!  I hear that the Eclipse Phase guys have already said they won’t work with Catalyst any more, they’ve shed a couple employees, and some other freelancers are turning their backs on them – those are bad signs.  But, who knows.

Aside: The public somehow thinks that it’s mostly the big companies like AIG or Lehman Brothers that are full of illegal shenanigans – but having worked for small companies, I am willing to bet the percentage is just about equal.  Human nature’s the same in small and large scale.

Alternity “The Lighthouse” Session Summaries 16 and 17 Posted

We’ve completed a couple more sessions of our Alternity campaign, The Lighthouse!  Sorry, I’m falling behind since I’m running one campaign, doing session summaries for this one, and doing other RPG work on the side.  But this should catch us up.

Sixteenth Session – As we’re heading to a system overrun by kroath, the “Take An Orphan To Work Day” program backfires terribly as it turns out the guy who runs the orphanage is a spy.  He is lucky to only lose one of his four limbs in the bargain.

The kroath are kinda like a mix between Predators (who they resemble) and Aliens (in that they can transform people into more kroath).  We were looking forward to mixing it up with them, but turns out that’ll be unlikely.  The planet where the kroath has a gravity of like 4 g’s and only mutants and cyborgs can exist outside the cities.  And, we didn’t get much done on that because we spent most of the time chasing the head of the local orphanage.

A lot of the campaign’s plot has been driven by these plotline writeups Paul has us do.  He has some index cards with stuff like “Old Enemy” or “Star-Crossed Lovers” written on them that we pick and then write up a related subplot for our characters (or another’s!).  He is pretty much constructing entire sessions from those.  A previous subplot had Martin St. John masterminding “Take an Orphan to Work Day” as part of his community service efforts with the Lighthouse’s orphanage.  Turns out the kids have been stealing intel from secured areas and the guy running the orphanage takes off.  At first we think maybe he’s a garden variety pedophile; then we think maybe the kids are infested with alien mind control worms;  but in the end it turns out the guy’s a VoidCorp secret agent. We quickly come up with a very elaborate and amusing plan to catch him.

Seventeenth Session – We’re in the kroath infested system, but most of the session is spent dealing with an irate auditor and an alien threat that can best be described as the Flying Spaghetti Monster.

Again, we actually get to the kroath planet but most of the initial action is from Klaus Otterschmidt, some Concord auditor that has been making a nuisance of himself; he jails Martin St. John and tries to depose Captain Takashi.  The Captain gets sick of him and has Haggernak throw him in the brig; the guy reveals that he is getting payback for his family dying in a botched mission Captain Takashi led like ten years ago (a subplot helpfully written up by Chris for me, apparently).

Then, the dhros (space bunny-cats) that live in the station air ducts (the fodder from many a subplot writeup) figure in again; three of them get psychic powers somehow and try to force-choke their frequent tormentor, Martin St. John.

And finally some huge 10 km across tentacle-and-maw-intensive Lovecraftian space monster shows up.  We promptly dub it the Flying Spaghetti Monster, much to Paul’s consternation.  There’s a long confusing sequence mostly happening in Pepin’s mind where he makes contact with other aliens and gets superpowers and talks to the FSM and sacrifices himself to save the station…  He lives, and some sci-fi author somewhere is very proud.

Kroath?  Maybe next time!

Reavers on the Seas of Fate – Twelfth Session Summary

Twelfth Session (12 page pdf), “Mansion of Shadows, Part II” – The PCs hang out with a Chelish noble family for a while, and witness depths of degeneration that make even hardened criminals from Riddleport uncomfortable.  After a long night of sneaking around the mansion and fleeing from horrid things, they lure the eldest son out to the forest and whack him.

[Note: spoilers for Mansion of Shadows, a Green Ronin d20 adventure]

Our Pathfinder campaign, Reavers on the Seas of Fate, continues in good spirits as our fledgling pirates continue their infiltration of the Staufen family manor.  I haven’t had to change the adventure a whole lot from the Green Ronin original; “demented devil worshipping noble family” drops right into Golarion’s Cheliax without a second thought.  In fact, the players are already speculating on both the Asmodeus worship and “seven sins” ancient Thassilonian elements, both of which came along in the original!

The players definitely found the mansion super creepy.  The best parts were:

  • The hugely fat naked freak eating nonstop in the kitchen.  My impression of it picking up its battleaxe and giving them the hairy eyeball even as it continued to munch on a leg of mutton, and that later when it was sleeping it was sleep-gnawing on the same mutton, made quite an impression. But they were most disturbed when they found out it was female (Leanor Staufen).
  • Serpent being too nosy and ending up running around Three Stooges style fleeing from one devil after another in the mansion at night, even tossing himself down a staircase to escape more quickly.  “Woowoowoowoowoo!”
  • Sindawe seducing Amalinda Staufen in the catacombs under the temple to Asmodeus, and after she put out the candle, he started to realize that her cadaverous body was horribly similar to a lot of the preserved corpses in the room.  He got so nervous that he lit a sunrod and passed it off as “Oh, I just wanted to be able to look at you.”

Rules note, Serpent had to spend an Infamy Point to stop Jack from getting away.  The PCs didn’t really coordinate ahead of time and so when Serpent decided to attack Erich it caused enough confusion that Jack rode off on his horse, which would have been pretty much a scenario-derailer – if they couldn’t find a way back into the mansion then the pirate attack would pretty much be a non-starter.  But Serpent coughed up an Infamy Point so I rolled a random encounter and said “His horse got disabled by a… dire badger… so you’re able to catch up to him.”  So in the end it worked out fine.

Next time in Mansion of Shadows, Part III – both a mass combat and a naval battle!  I’m working on rules for both to make them fun and not onerous.

New d20 Modern Patronage Project

Last month I wrote about the state of modern d20 gaming and mentioned there might be a project in the works to update it for Pathfinder.  Well, the project is up and taking donations!  It’s being done as a patronage project by Super Genius Games, which consists of Owen K.C. Stephens, Stan!, and R. Hyrum Savage.  They’re calling it “P20 Modern.”

Follow along and see how it goes!  I liked d20 Modern OK and think it could be done a lot better, and it’s a great time to take it on.

Pathfinder iPhone Apps?

I was just listening to a big ol long video of Erik Mona speaking on “Pen & Paper Gaming in the 21st Century” that Louis Porter Jr, had posted on his blog, and he mentions that Paizo has three iPhone apps in the works.  Watch starting around 26 minutes in.

Specifically he describes the “Live Character Sheet” for Pathfinder – add all your stats and stuff there.  One person casts Bless – you can see the other iPhones on the local network and select what characters get Blessed – and then it takes care of counting down rounds for you.”  Nice! Suck it, Digital Initiative.

He talks about other technology stuff like Surface and ARGs, PDF publishing, POD, etc.  Check it out!

Space Marines? About Damn Time!

Fantasy Flight Games has announced that they are finally putting out a Space Marine Warhammer 40k RPG called Deathwatch.

I never played the Warhammer 40k minis game, but it’s hard to be a gamer and not be aware of the general mythos.    Space Marines, Chaos Marines, Orks, Eldar…  But after everyone waited for 20 years for there to be any Warhammer 40k RPG, what did they come out with?  First Dark Heresy for Inquisitors, then Rogue Trader for… traders.  They’ve been successful enough, but they just seem kinda fringe to the core 40k experience.  I had at least head of Inquisitors, but I hadn’t even heard of Rogue Traders.  But the one thing everyone who has even wandered by a table of people playing 40k have heard of is the Space Marines!

It’s a pretty… daring plan to leave your big bang for the third game. I’m not a minis player, but liked the 2e Warhammer Fantasy RPG, and thought “Hey, a 40k RPG would be nice” – for some reason the “space marine” concept, though a super popular part of the genre, hasn’t been treated well in RPGs.  There’s a couple super old ones (Aliens, Bughunters), a new indie-high concept one (3:16), and you can do it “on the side” in Traveller…  But oddly, there’s not a lot of crunchy space marine games out there given the proportion of popular SF that features them.

I bought Dark Heresy, and thought it was OK…  I had done a lot of stuff along that Inquisitor line in Fading Suns…  Basically it boiled down to “this is nice, but I don’t think I’m going to run it.”  Rogue Trader, I didn’t even buy.  Other games like Traveller have traders as the core gameplay, I didn’t see the need.  A Space Marine game, though – that I’d buy and really want to run!

P.S.  In researching this article I discovered Rogue Traders do date back to the first edition of 40k (1989) so I guess they have nostalgia value to grognards, so that’s something.  I still think most vaguely informed bystanders have never heard of them.

P.P.S. Going and looking at the FFG forums, there’s a bunch of people hand-wringing about “Oh but how could this be a viable RPG, it’ll just be all combat!  What opportunity for roleplay will there be?”  Oh, come on.  Never watched Space: Above and Beyond, Battlestar Galactica, or Starship Troopers have we?  Never seen games like 3:16 or Bughunters?  Never read Hammer’s Slammers, Honor Harrington, or The Forever War?  Oh never mind, anyone who thinks a military genre is necessarily limited to “kill kill kill” clearly doesn’t want to think more than 2 seconds about it.  Heck, I’m watching an episode of “The Unit” on TV right now and that thing’s half military show half soap opera.

P.P.S.  I really hope they don’t go the component-heavy route that Warhammer Fantasy 3e has gone…  That’s not my thing.

Reavers on the Seas of Fate – Eleventh Session Summary

Eleventh Session (10 page pdf), “Mansion of Shadows, Part I” – After the PCs kill Jasker Gant, one of crime lord Boss Croat’s lieutenants, they decide to go on the lam for a while.  They get “loaned out” by Saul to Captain Clap of the pirate ship Wandering Dagger, who has a little job for them.  Also, the triumphal return of Thalios Dondrel, son of Mordekai!  [Reavers on the Seas of Fate Home]

Thanks to Paul (Serpent Johansson) who has taken on session scribe duties.  You’ll notice I included some pics in this session summary – for the sessions, I Google for random images and pull images from the adventure PDFs as props.  The players said that for their use at least, it would be a lot more helpful to have the NPC pics in the session summaries for their reference.  I hope no one objects to me using them in this way; if you have a beef just let me know.

Mansion of Shadows is a Green Ronin “Bleeding Edge” adventure from back in the day.  I liked the line, they were all pretty good.

Using this adventure illustrates two important principles useful for everyone running a pirate campaign (the best kind of campaign).

1.  It’s easy to take any adventure location and make it an island.  When 3e was new, my gaming group and I (rotating DMs) ran a pirate campaign.  I bought all the initial wave of third party d20 adventures and handed them out.  Since most of them try to be “generic” by placing themselves in some semi isolated location that doesn’t have too much relation to the surrounding world,  you can usually wave your magic wand and call it an island with zero additional work.   One of them I remember had a map that was a huge field of mountains, with one road leading in, and the town/adventure location right there in the middle of it!  Might as well have been an island in the first place.  This one is no exception – the town of Staufendorf is largely encircled by rivers.  A wave of my lasso tool in GIMP and oh look it’s an island.

2.  It’s easy to take any adventure and make it suitable for evil (or neutral-piratey) characters.  A lot of adventures – and Paizo and Green Ronin’s are frequently examples – have several factions of bad guys for you to play off each other.  Paladin-heavy parties have angst about that but piratey parties sure don’t.  Frankly most adventures have a fairly simplistic view of good – “go kill the bad guys and take their stuff!”  Well, that’s as rousing a battle cry for bad PCs – good sticks together, but evil is happy to cannibalize itself.

Behind the Scenes

The party totally did not want to go help the slaves, but Ox (now in NPC form since Bruce moved) wasn’t to be persuaded to leave them behind.  So it was the worst of all worlds, in that only Ox and Sindawe were there for the fight!  No worries, however – Jasker Gant rolled totally crappy and Ox got a megacrit on him and then on one of the goons in short order.  The party’s general conclusion was “Oh sure, now he becomes effective!”

I knew they wouldn’t be able to resist killing another crime lord’s capp (“made man”/lieutenant) for long.  They barely refrained from killing Braddikar Faje earlier, and this time they didn’t even worry about it.  (Tommy’s player Kevin was playing Ox for the encounter).

Anyway, they went and wangled themselves a gig with a pirate ship to go raid a Chelaxian manor house.  After the pirates put them on board a pleasure yacht, I rolled two random encounters.  The first, a wyvern, was pretty tough.  The second was a dire shark!!!  I’m not a big believer in “level appropriate” when it comes to wilderness encounters.  But I had mercy – they killed the wyvern and had it on a tow rope, so when the shark showed up it just ate the wyvern.  Seeing a 60 foot shark go by caused a real brown pants moment.

Then they wandered around Staufendorf a while.  Everyone they talked to, they tried to get at “why are there crucified commoners about?” but everyone would just say in a loud voice, pretty much verbatim, “Staufendorf is a lovely place to live, full of honest and hard-working folk.  It’s a great place to raise a family!”  It got the point across, heh heh heh.

So now they’re infiltrating the nobles’ mansion, trying to figure out how to weaken it enough that 30 pirates can take the place.  They’re kinda worried about it since it’s very well defended.  I’m not sure how they’re going to do it, but I’m sure they’ll figure it out.

Boston Herald Joins Fox News In The Hell Of Douchey Reporters

In a lovely hearkening back to sensationalist reporting from the 1980s, Laurel Sweet of the Boston Herald has, via diligent investigative reporting, determined that Dungeons & Dragons is linked to not only recent campus killer Amy Bishop’s slayings, but other ones as well!  It must be a vast role-playing kill conspiracy.

And I for one welcome the return of our notoriety.  I think it’s about time we get the respect and fear given to biker gangs.  Some bozo messing with you in a store or bank?  “Well, I need to get this taken care of before I go to my D&D game…”  Watch them pale in fear, lest you start shooting everyone in the room just like your fourth level rogue would!

Black Powder Weaponry Rules, Razor Coast, and More

Check out these awesome black gunpowder weapons rules for Pathfinder published as a free preview for LPJ Design’s upcoming “Pirates of the Bronze Sky.”

Do they look familiar?  They should, since they’re the firearms rules I put up here some months ago!  Woot!   Thanks to Louis Porter for putting me in print!  I can’t wait for the full product to come out, it’s looking to be loads of fun.

Meanwhile, I’m working as a proofer on Sinister Adventures‘ much-delayed Nick Logue mega-adventure Razor Coast.  Nick finally realized he was never going to get it all done himself so has handed it over to Lou Agresta to take it from manuscript to product.  He has quickly mobilized forces and put a process in place that I’m convinced will finally get this puppy out in a decent timeframe.  See the Sinister forums for updates.

What can I say, I’m a sucker for pirate adventures.  Heck, now that Green Ronin is going to be doing a Pathfinder version of their Freeport book, it’s a new Golden Age of D&D piracy!  I’m already running my own Pathfinder version of the Freeport Trilogy.

So right now, I’m a busy boy – please forgive the lighter than usual blog-posting regimen!

Reavers on the Seas of Fate – Tenth Session Summary

Tenth Session (11 page pdf), “Death in Riddleport, Part III” – Samaritha’s gone missing, and the PCs track her to – yes, you guessed it – the serpent temple.  Along with a new friend, they hit the place hard, and there’s no retreating this time.

Sadly, Bruce (Ox), our usual session scribe, moved to Dallas and no one else brought a laptop, so this isn’t one of our traditional session summaries.  I took some notes while running the session and have written it up in a more short story kind of format.  I think it turned out pretty well, and hope you all enjoy it.

As a bonus, I’ve started a “Monsters and NPCs” page where you can check out the full character sheets for Salvadora Beckett and Milos the cultist.  Salvadora was an example of a new class, the Inquisitor, that Paizo is having an open playtest for as part of their upcoming Advanced Player’s Guide.   There’s also updated character sheets for many of the PCs on the Characters page.

The session went really well.  We finally finished Death in Freeport!  Now that they’re third level, the serpentfolk weren’t an insurmountable obstacle, though even when the PCs prepared with antitoxins they definitely took some damage at their hands.

There were a bunch of really great moments this session.  My favorites:

  • When Lixy asked Wogan, the chaste cleric of Gozreh, “exactly” what his religion prohibits as she cozied up to him.  I could virtually see the word balloon with “Gulp!” in it appear over Patrick’s head.
  • When Wogan went to pull his pistol in the ensuing combat and it wasn’t there.  That’s one of those moments GMs live for.  “What do you mean it’s not…  Oh…  Crap.” <sound of weapon cocking behind him>  I wanted to giggle and hop up and down clapping my hands like a little girl.  Then her tossing it towards the latrine as a diversion rather than trying to shoot him – what can I say, I was very proud of myself.  The possibility of getting shot didn’t scare the player, but the thought of his 500 gp masterwork pistol getting flushed- that got to him.  That whole scene was totally movie-worthy.
  • When Milos created his fast zombies!  I was reading the new Bestiary and it not only detailed some variant zombies but was specific about how to create them – in this case, remove paralysis as part of the animate dead makes “28 Days Later” style fast zombies.  Wogan was actually using Spellcraft to figure out what was being cast and the remove paralysis really confused him, he figured he had some big paralyzed monster he was letting loose or something.
  • When Sindawe broke through all the undead blockers and dealt out double crits to Milos.  We are using the Paizo “Critical Hit Cards” and they said he busted his kneecap and then spun him around, rendering him flat-footed.  It let Tommy get in a sneak attack sling stone shot that put him down (while standing upside down on the ceiling, thanks to spider climb) – a three hit boss kill!
  • When Sindawe hugged Salvadora unexpectedly after they cleared the serpent temple.  The rest of the players really did give him the hairy eyeball, and he really did say “What?!?  She saved my life like twice!”

There were fun little bits besides that, like trying to convince the apothecary they really needed something to counteract snake poison and not VD, and carrying out that big teak desk past the crowd of gendarmes.  I think the party started to really fire on all cylinders this session, and everyone got a chance to really pitch in.

Alternity “The Lighthouse” Session Summary 15 Posted

Have you not been following our science fiction campaign?  Well, it’s a good time to start.  Here’s a fun summary of the StarDrive campaign setting to help.

Fifteenth Session – The Concord command staff has to deal with a lot of shenanigans on Yellowsky.  Every group of religious wackos the setting offers has converged on the Lighthouse and is trying to cause trouble.  And some goon shows up promoting a new “space vampires are our friends” platform.

The space war is really heating up in this session.  We need some kind of anti-psionic tech because we’re being beset by guys with super-psi regularly now.

First, a bunch of bald psychic Jedi-esque weirdos show up and hassle Captain Takashi in the middle of the night.  I was really proud of my acrobatic escape from one balcony to the other till they all came hovering after me.  Then I got away from the first four only to run into another two!   They ego whipped me insensible.  But I got vengeance when the Lighthouse’s escort ships blasted their shuttle to scrap.

I dubbed them “donut worshippers” because of the concentric circle tattoos on their palms they were using to zap me with.  The other players are amused by my colorful names I tag our various unknown opponents with – “space vampires” for the alien bad guys (they’re tall, thin, intelligent, grey-skinned, evil looking, black clothes with frickin’ skulls on their shoulders like they’re out of Warhammer 40k) and now these guys.  Maybe the Captain’s memoirs will be entitled Space Vampires and Donut Priests – Or, How Everything In The Verge Tried To Kill Me.

Up next was the ever-popular on-stage assassination attempt.  I flung myself over the principal to protect her, but they got her anyway.  Alas.

Then the bad guys show up with their “turn Rokk Tressor against us” program.  Their story is “the aliens are friendly!  No, really!”  Apparently when the space vampires teleported aboard a klick ship and led an attack on the Concord Marines there, they were “trying to negotiate.”  Chris did a good job as Rokk, pretending to get on board with the loony tune program while still poking at the most incoherent bits of their story.

Pathfinder Advanced Player’s Guide In Final Playtest

Paizo, in their traditionally open and fan-friendly way, have been offering the six new PC classes from the upcoming Advanced Player’s Guide for public playtest!  They have taken the feedback into account and have released a final playtest version, freely downloadable from paizo.com.  Comments are still open till Feb 15, when they’ll bake ’em and print ’em!

Boy, there’s a lot of great Pathfinder news this week.