JP On Gaming

Wednesday, December 28, 2011

My Imperial Guard Army [40k]

This is a catch-up. I've been meaning to put these guys up for a long time, but have never got to do it. Enough with the procrastination and on to the minis!

Two and a half years ago, I blogged about my "new" Imperial Guard army. All that was before the most recent codex and my interest-drop in 40k and non-Historical GW products in general. I painted these guys two and a half years ago and they have been collecting dust since.

I am thinking of selling them. If you are interested, email me. I will flock these guys before selling them.

JP

Friday, December 23, 2011

More December Commissions [Pathfinder, Malifaux, Cygnar]

I've not been idle in spite of being on vacation all week! Can't believe it's already been five days. Been doing a lot of writing, playing some Warmachine, and painting. Which is why you are here... Pictures of minis!

Pathfinder Society Characters

This first mini was requested by my good buddy Brad one game night up at Enchanted Grounds. He has a human magus with severe scars on his body. The problem I had with that is that one of the character's coolest aspect (the scars), was almost impossible to do because the mini had very little exposed skin. Still the face came out very nice. I had to do it through a three-step process. First paint it "skin-colored", then I used a watered-down black paint to make the black less opaque and more organic. Then bright red for the scars in a lightning pattern.

This is another Pathfinder Miniature by Reaper. It's another one of those minis that paint up very easily and very well. I give a big kudos to the folks at Reaper for bring to life the art of Wayne Reynolds.

The next miniature was done for Eric from the Springs. He has a female Tian witch (a character I really hate BTW, stupid re-rolling of good rolls). This one is a Larry Elmore miniature, the first one I got my hands on. Very minimalist in terms of equipment (a belt with a few pouched hanging from it). I really like the art and the mini itself. To make this mini work, I would have to do something to really draw the eye. I used this flower pattern than I like (green/silver/red) for the dress. That plus a nice face (which I paid special attention to) makes for a nice, simple mini.

Malifaux

This one is a little special I did for Stephen. I am a big fan of objective markers as they really make it interesting to play for rather than a dice or a chess piece. I chose "Perdicíon" on it as it captures the impression I have of the dark gothic nature and feel of Malifaux.

Warmachine: Cygnar

Okay, this one is not a commission. It's the caster Nemo for my Cygnar army. It's for me, (though I have been debating about selling these on Ebay). If you are interested in a painted Cygnar army, let me know.

Merry Christmas, I doubt I'll post again until AFTER the Doctor Who Christmas special... I'm already missing the Doctor...

JP

Tuesday, December 20, 2011

Update and Merry Christmas

Things have gone silent on my end... That's because I'm extremely busy. You'd expect my taking the last two weeks of the year as vacation time would mean I get to lounge around the house, watch Jerry Springer, play with the kids and basically watch the fuzz grow from my navel.

That would be too easy.

No. Instead, I have packed my time with a number of writing projects. I mean a lot of them.

First, I am working on something I plan to submit to my Paizo overlord. Something I've been working on for over a month now. If you follow my twitter (@jpongaming), you know that my first effort was rejected. This second effort is massively different. It did take me some time to get a basic idea. I've moved forward a LOT on this and plan to spend more of my day on it today.

A few days ago, I blogged about a NeoExodus adventure for Free RPG Day. Well, today I am happy to report that LPJ and I are moving forward with this project! We are offering a number of awesome goodies. To help us make this a reality, we have created a Kickstarter to cover the art and printing costs, so we are turning to you to make sure this becomes a reality. Please pledge! There are a number of awesome rewards to unlock! Our idea for that is awesome, and we want to share it with you. LPJ's rewards are very creative and can give YOU some direct input into the adventure - and the world beyond - itself.

I really like this idea! A lot of good rewards for you there! And a chance at putting YOUR imprint on NeoExodus. Check it out.

I have also advanced my paint jobs, moving forward on two commissions, my own Rhulic army (for which I got an extra two boxes including steelhead halberdiers and another gun infantry) and my Cygnar warcaster. All of those have advanced forward and are nearing completion (the dwarves need basing).

This week (the week before Xmas), I have only a few games to play: some minis. Next week, I have a few events: I'm going to Total Escape Games for the first time (its usually too far north for me to go to) and will play in a Slot Zero for Genghis. Hopefully a few Warmachine games, and NeoExodus, which I've been meaning to run for a long time.

So, in all a lot to do and a lot already done. Those are gonna be awesome vacations!

What are your plans?

JP

PS: Merry Christmas to all my readers.

Friday, December 16, 2011

Start of my Cygnar Army [Warmachine, Cygnar]

It's been a while since I posted about some minis for ME. Well today I've got some Warmachine I painted up. Actually I painted them MONTHS ago, left them kinda unfinished and finally did a push on them (as the Malifaux Mexicans were drying)...

These are Cygnar warjacks. I traded them for some misc minis. When I first got them, I was not into Warmachine and only wanted the jacks to use as part of NeoExodus. However, after a few purchases, Dale's help, and a desire to play something other than 40k (The destruction of my Sisters of Battle army has removed all interest I had in the game). Maybe I'll get back to it when give us girly-players a Codex written by someone who actually played the sisters, not a Space Marine player going "they're about the same". Idiot.

The Lancer at the bottom was painted red because I thought he was a Mercenary, but then found out... Oh well! I kept the paint job VERY simple on these. I don't know what I'll be doing with them: sell them or keep them.

I have a few more pieces I want to add to this force, namely I have a Nemo and want to find some gun mages. The gun mages because I can use them as part of my Highborn commission Mercenary army too... Dual-purpose rocks!

Over the Xmas holidays, I plan to do a few objectives for my armies. A treasure stash for my mercenaries and large banners for the Cygnar (and maybe the Rhulic too).



Thursday, December 15, 2011

More December Commissions [Malifaux]

Stephen has another Malifaux band he wanted me to paint for him. This time, the minis are based on a Mexican-themed band. Don't know their names, but I gave a few of them a little Mexican touch: the green, white and red.

There are two very unique minis here: One is a female pistolero and the other is a witch with a big sword. I debated painting the pistolera in black and the witch in black, but decided against it. The white girl makes me think of golden age westerns where the good guys wore white and the bad guys wore black... Plus the slightly grey that came out... very nice.

The rest of the gang was painted with "normal colors" to make them usable in both Malifaux and historical. Their bases are desert-themed.




JP

Wednesday, December 14, 2011

December Commissions [Malifaux]

I posted last month a few commission pieces for the Malifaux game line. In that post, I promised hate. Yes, I know you all read this blog for the hate... Well allow me to open up on a very nice miniature: the succubus.

I hate the succubus!!!

The sculpt is good, decent detail. However it suffers from two major defects: ridiculous horns AND wing that are positively HUGE.

The horns are what really made me practice the colorful and extremely varied repertoire of French Canadian swear words. Something only weird code issues regularly allow me to repeat and remember... Putting the horns together took WEEKS. I am not kidding you. I spent weeks trying to glue them and stay on. Because the head is not very big, I could not drill much. Though I did think of giving Stephen a hornless succubus, or one with smaller green stuff-made horns. They are still EXTREMELY fragile so I avoided touching them as soon as my drill/glue mixture finally seemed to hold.

The wings were not as bad, but their size is just ridiculous. I did reshape them to try and give them added support.

For the colors, I chose a pink/purple scheme for her skin. Stephen's army is mostly blue-based so that change of color will just pop when placed amongst his other troops. The dark blue clothing and blue-white hair links the character to the rest of the army. In all the model is very nice, but one that is more at home in a display case than a gaming table. When I give the model to Stephen, I'll recommend he does exactly that - or be ridiculously careful with it. That model is great, but the sculptors/designers never thought people would play with it...

The little guys... So nice

After leaving the succubus for weeks (sorry Stephen, but I really did not want to touch that mini...), I picked up the little guys and got them built, glued and base-coated in a flash. They were so fun to do. I used a light blue/purple scheme (using the same blue as the succubus' hair). They were just FUN. I don't know... Even as I painted the little buggers, I had fun doing it... They look playful and I think that carried on to my mood.

The cherub gave me some problems... Okay a small one compared to the succubus, but one I had to think on a short while. So there I am, gluing the little guy to his base when I feel the small bit of metal at its feet take an odd twist. Its hard to define, but at that point I knew that unless I did something, the mini was going to break at that place. Not something I want to see. So I sawed off the mini under it feet, glue the wings on and then raised the whole mini with a piece of metal. This makes it like the cherub is flying. A simple conversion, but something I really like! Simple and effective. Plus a flyer should seem like he's flying, which it seems to do now. So from a problem to a solution!


JP

Monday, December 12, 2011

Organized Play People: Teos Abadia and Chad Brown [Ashes of Athas, 4e]

Dark Sun… for many, this brings back memories of cheesy characters with ridiculous stats, bizarre races and psionics.

Not for me.

When I bought my copy, back in 1991, it was an epiphany for me. Finally, I got my hands on something other than a Tolkien-esque setting: elves and Dwarves with a complete twist. The environment was one of the most challenging elements of the setting. Creatures and god-like things not designed to be defeated were presented. Evil being a part of the setting, but that could be used and negotiated with. Resources and commodities were at a premium. Really, I fell in love. Different. Unique.

Unfortunately, I was the only one in my group who did… The others weren’t into it as much as I was, and though I wanted to run more, the game quickly ended.

Sigh.

I made a brief foray into it using the 3e Athas.org project, but again, the game didn’t last because some guys did not like the game.

After I abandoned 4e, I saw with mixed feelings that they were coming out with a Dark Sun update for 4e.

Sigh.

Someone let me know that "some guys" were doing a Dark Sun Organized Play campaign. I was surprised, intrigued, happy and sad at the same time. Still I wanted to know more about the OP, so I lurked around some forums and groups to learn more. After a while, when I decided to do these interviews, AoA was on my list. I HAD to know more.

Yes, and this time, it’s personal!

So I contacted the Campaign leadership for Ashes of Athas and conducted the following interview with Teos Abadia and Chad Brown. Okay, I won't say but I've been sitting on this interview for a long time (well over two months), procrastination, you suck. But finally, here is it... Consider it an early Christmas gift!

JP: Can you give us your RPG-Pedigree?

TA: I began gaming with the purple boxed set, but became serious in the 6th grade with AD&D in 1983. Once I hit high school I was primarily a DM. In 2000 I began to travel a lot for work; the Living Greyhawk campaign allowed me to play and DM without a regular home game. I quickly fell for the way a living campaign allows everyone to be part of a very large communal experience and to shape a campaign. I wrote a few scenarios for LG and then for LFR (Living Forgotten Realms). I have played and DMed for Living Spycraft, Living Arcanis, Shadowrun Missions, and Heroes of Rokugan (Legend of the Five Rings). I had sworn to never become a living campaign admin because I was well aware of the effort required. When I was asked to be a part of the Ashes of Athas organized play campaign I made an exception. I have always loved that world (at one point I moderated the Dark Sun listserver in the 90s!). Part of who I am is my attempt to try to be a voice for reason on forums, to help players understand the history of our hobby, and to help bring in new players.

CB: I started playing regularly in college, with 2e (i.e. AD&D 2nd Edition) in 1990. I started DMing with the first Dark Sun box set in '91. I got into organized play at GenCon '97, with things like NASCRAG and Living City, and started LG with the launch in 2000. In between, I played/DMed basically everything I could find, including a bunch of Rifts, RoleMaster, and various White Wolf pieces tossed together.

In the time between AD&D 2.5 (perhaps better known as `Skills and Powers, etc.') and the 3e launch, I worked on several LARPs, including one that I owned and ran; I wrote a couple table-top RPG systems of my own during this time, which turned out to have been based on d20, but before it existed. Starting around year 3 of Living Greyhawk, I become more heavily involved with the campaign, and worked on several adventures before joining the Bissel Triad. Also, I helped burn down Lopolla, and I'm not sorry. :-)

JP: (Interrupting) We are all grateful for that!

CB: In 2006, I climbed in the jeep and `Headed West', leaving behind (in good homes!) about 35 linear feet of RPG materials, keeping the 15 feet I couldn't give up. Since settling in Seattle, I played and judged through the early years of LFR. I went back behind the scenes in year 3 (again), writing LFR's first epic-level adventure before diving into Ashes of Athas. At this point, I've had 2 pieces published in Dragon, and one coming up in Dungeon.

TA: Like chad, I've started to see a bit of my work in both Dragon and Dungeon. It is really exciting! And, I'm jazzed to see so many people involved in D&D organized play end up writing for the magazines lately, creating D&D Encounters, and writing Lair Assault. I think that like Paizo, WotC is seeing that organized play is a good place to find authors.

JP: What draws you to 4e? What particularly attracts you to that game?

TA: I was really reluctant to create for LG because of how complex encounter and monster design was in third edition. I love the initial simplicity and ease of 4E and then how you can continuously work to improve an understanding of what makes encounters really shine. Many admire the potential 4E has for great heroism and tactics, but those aspects also help make it a great role-playing and story-heavy game. One of the greatest shames is that the writing style of initial 4E really prevented people (especially established players) from seeing that. I myself did not enjoy my first few times with 4E. I do greatly like the way Essentials has been written. I love the current WotC writing style and how it communicates the game to new players.

CB: In general, I find that 4e gets out of my way when I want to focus on the narrative, and provides enough crunch when I want to get tactical. I guess I'm the contra-positive of Teos on this one - one of my frequent contributions to LG adventures was building monsters and encounter stat blocks. I once ran a home game where the PCs started off as 0-level commoners (using the standard (not elite) array), but leveled (almost) every session, ending up as 20/20 gestalt characters facing off against a three-headed Tarrasque. I've seen - and used - most every trick, technique, and broken loophole in 3.0/3.5 (non-associated class levels!). After DMing 4e, I just can't go back - to me, the overhead isn't worth it.

JP: What is your favorite RPG game of all times? Your favorite supplement/ adventure?

TA: I love many RPGs (especially Spycraft, L5R, Eclipse Phase, and Shadowrun), but I always come back to D&D. The Desert of Desolation series is my overall favorite classic due to the great traps and puzzles within a really striking setting. Temple of Elemental Evil is my favorite dungeon crawl because of the factions and great town interactions. I have wonderful memories of my times playing LG (especially Eric Menge's first fey series in Geoff where he and his team really knew how to tell a story and make you care - I've ran a table where everyone had watery eyes and some just openly cried). Outside of D&D I've always loved the style of the Shadowrun supplements; you can't read one without feeling the setting. My favorite Dark Sun supplement is Veiled Alliance, for how it adds culture and flavor to the city-states.

CB: I'll start by dodging the question slightly: to me, truly great RPGs are about the experiences they create, not the manipulation of the engine. To borrow an analogy, I tend to see RPGs more as ingredients than dishes, and I always try to combine them to create new, interesting, and sometimes even tasty meals.

That said, D&D is still the game I always come back to, sooner or later; I've had really great experiences in every edition. I've also had a really good time with Rifts, Trinity, Exalted, Shadowrun, and Dogs in the Vineyard, and I'm really looking forward to Leverage (a recent purchase).

TA: Good points on the experience mattering more than the engine. One of the things I like about working on organized play is trying to influence that truth. We try to make increase the chances that the experience will be memorable regardless of the other people at your table... a very difficult task!

JP: What are the high points of a home game you run? What elements do you particularly enjoy in a campaign?

TA: My high points come from my players. These days my home games try to provide a great story while also becoming the story of the PCs, as created by them. That interaction is what I most love. When a player makes a choice and it becomes central to the story... when they have a strong reaction to what unfolds as a result of their character and choices... that really makes me happy.

CB: I don't think I can add anything to what Teos said there.

JP: What would you say are elements that define your writing style? What elements would I expect to find in one of your adventures?

TA: Auras, crazy terrain, and a near TPK. Ha! Okay, that was for my friends. In truth, I hope that the work I do is strong on setting, tone, and story. I hope gamers always feel they get a great story and role-playing. I also try to create fun combats where they do something they haven't done before. I borrow and steal from many mentors to try to accomplish those goals.

CB: When I'm writing, I try to figure out an outline of a story, and then build structures that help the DM fill that story. As Teos can attest, I tend to write very open-ended and complex, and then rein it in.

TA: You should see what Chad can do on a short time-frame! Absolutely incredible. And I really bow to his and Dave Kay's work on the first LFR Epic adventure. I think it should have won an Ennie! (And don't get me started on how I want the Ennies to have an organized play category...)

JP: How did you become involved with Baldman Games? Why?

TA: I've been a judge for Dave Christ for many years. I suspect that mutual respect, some kind words from friends, and my blog series on Dark Sun led to him asking me to join the Ashes of Athas admin team. I am humbled by that, because he knows many great/better gamers.

CB: I've also been judging for Dave for a while, and I had made some efforts to start a roughly similar campaign when the Dark Sun release first came out.

JP: What is your favorite D&D Campaign setting?

TA: Dark Sun has long been my favorite setting, with Greyhawk after that. Outside of D&D it has to be Shadowrun, with Rokugan after that.

CB: I started DMing with Dark Sun, so it (unsurprisingly) has a special place in my heart. I was also a big Planescape fan, primarily because of the writing. I enjoyed Dragonlance as a `world', but I have reservations about it as a game setting.

JP: I remember when I bought my Dark Sun box it was a nice day and I stayed in the car to go through the content. I was amazed at the diversity and uniqueness of everything in that box. Even the old classics like elves and dwarves were completely redesigned with new goals, focus and goals. It was the first setting I saw that really threw everything out the window design-wise. When did you first encounter Dark Sun?

TA: I read the back of the first boxed set and assumed it was a game for munchkins. I refused to run it, so my college group bought it for me. I soon realized how wrong I was. I fondly recall feeling that this was the first truly different setting. It was D&D upside down, inside out, devastated and heightened. I loved how those changes made for great stories.

CB: The first DS box set came out just when I was deciding to run a game, so I picked it up to see what they'd done. I was a poor college student at the time, and it was an investment. I was really taken by how they had shaped and re-shaped everything, making it fit the world they were creating, rather than molding the world to fit the expectations.

JP: Okay… I admitted I love the setting, still do. It’s just so out there. But after reading Troy Denning’s Prism Pentad I was incensed and annoyed that they went ahead and destroyed the world. That’s why the Dark Sun 2nd edition box came out with additional resources. Did Dark Sun suffer a Spellplague, like Forgotten Realms did when it moved to 4e? How did the setting change from the 2e era to this latest edition?

TA: You aren't alone. Wizards designers felt the same way. For 4E they rebooted back to the moments after Sorcerer-King Kalak is killed. The novels are now just one way things can pan out. I think that was a really good choice. You can borrow from all that old material while still preserving the core aspects (such as retaining all the sorcerer-kings and the feeling of hopelessness) that really define Dark Sun.

CB: I'll add only that I really enjoyed the novels for adding life and spark to the world, but that you're all correct about the Prism Pentad's place in the game world. I ignored it for my first game (in '91), doing more or less exactly what Wizards did with Dark Sun 4e.

JP: In DS, arcane magic is derived from plant life. Some wizards can do so without damaging the flora – called preservers. While others – called defilers – destroy plant life to cast spells. That to me, was one of the most innovating idea they came up with. In 2e, the two were separate classes. In 3e this was done by a lure of power for arcane casters. How is that in 4e?

TA: I too have fond memories of defiling and preserving. But, in most AD&D games it did not have a really clear mechanic (you just leveled faster) nor a way to mix in story aspects. No edition has captured what Sadira's choices in the Prism Pentad were about. 4E has a more balanced approach where an at-will power represents defiling. You get to re-roll a missed daily and hurt your companions. Paragon Paths and other elements build upon that. It isn't particularly satisfying, but I don't see it as worse than with AD&D or the 3E magazine or fan version. Design-wise this is a very tough element and none of the 4E fan-created options have satisfied me (nor anyone else, from what I can see).

CB: I'll add to to Teos' comments only that defiling mostly worked in my games primarily because nobody was ever willing to do it. The dire consequences and story `weight' of defiling worked only a wholly narrative level. I do wish for a better defiling system for AoA. We've talked it over a few times, but haven't found quite what we want just yet - but the story hasn't pushed very hard in that direction, yet.

JP: How much inspiration/ plot links/ story lines/ cameos do you draw from published sources?

TA: In AoA we try to always borrow from canon and we want to reward those that know the setting, but we also are free to change canon. We have seen the death of an important figure and we have changed organizations a bit. Rikus could show up, sure, though our emphasis is on your story. Powerful NPCs tend to overshadow characters, so we will use them sparingly.

CB: While we always try (perhaps too hard) to always go back to the flavor of the setting, our `fanboy rating' is moderate to light, I'd say. For example, the Heartwood Spear made an appearance, and we talked around that quite a lot. My instincts (both from my own campaigns in Athas, and from my days in LG) is to avoid the big names by default, because it's really much easier to do it badly than it is to do it well. In talking to authors, I call this the ``We met Drizzt, so I beat him up and took his stuff.'' problem. It might also be the ``We met Drizzt, and he kicked our asses and took our stuff.'' problem -- neither is likely to be good for the game. That said, one of the best things about AoA (in my opinion) is that we can push the LG/LFR-style boundaries of player and DM expectations. There are things that I wouldn't try in an LG or LFR adventure that I think we can do - and do well - in AoA.

JP: What is your official title in the campaign?

TA: I am an administrator for the Ashes of Athas campaign.

CB: Me too! We debated some in-world titles, but haven't implemented them yet. I theorize it's because everyone wants to be Dregoth and no one wants to be Tectuktitlay.

TA: My favorite Sorcerer-King (Queen) is actually Abalach-Re!

JP: What time frame is AoA set in? [before/after Prism Pentad]

TA: A few months after Kalak's death and the first book of the Prism Pentad (same as the 4E baseline).

CB: We discussed some options, but we really wanted to start with the barriers to entry as low as possible. We started the PCs in Tyr, as members or affiliates of the Veiled Alliance, shortly after the disappearance of Kalak. This means that old Dark Sun fans have a good idea what to expect, while new people can find their footing quickly, just by reading the Dark Sun Campaign Setting.

JP: What would you tell those out there about Ashes of Athas? TA/

CB: Our blurb has been: Ashes of Athas is a continuing 4e D&D campaign by Baldman Games set in the Dark Sun campaign setting. Chapters of three linked adventures are offered at major gaming conventions. Each adventure continues the story, beginning with your character being asked to aid a secretive faction of the Veiled Alliance against an unknown assailant. PCs take up the mantle of heroism in a grim desert world where simple survival cannot be taken for granted. As a central character in the story, you have an opportunity to shape that future while you grow in power and prestige.

JP: Why is your campaign the best there is?

TA: We don't aim to be the best. Our goal has been to provide a great play experience, be story-heavy, and to experiment with fun RP and encounter design to further what is available from OP and 4E. In my mind, the typical Ashes of Athas player also likes at least one other organized play campaign. We aren't afraid to take chances and make mistakes - we are a campaign that can afford to do so.

CB: One of the great things about AoA is that we're not worried about the `random weekly session' like an LFR-style campaign; we offer a periodic chunk of (hopefully) highly-concentrated, story-oriented game. We don't worry about `filling the schedule'; we worry about having enough time to cram in all the story in a way that makes sense and is fun. Sticking with one story means that we don't have to do `Star Trek Episode' resets every adventure; when it makes sense to change the world, we change the world.

Another nice perk: our adventures are (mostly) going to be run by experienced, invested, and quality `RPGA-style' judges. Since our adventures are story-focused, and there are relatively few of them, we can (and do) create adventures that say things like ``At the end of this encounter, the adventurers should have learned X, and might have done Y or Z. If your table comes up with a different way of getting there than what's written here, that's great!'' Just taking the straightjacket off of the judge makes a big difference, and you hear it in the stories of AoA players: "We did this crazy thing…".

More next time, you won't want to miss it.

JP

Wednesday, December 7, 2011

NeoExodus on Free RPG Day [Kickstarter, Hero lab]

Some of you may have already seen (through Twitter or Facebook or G+), but Louis Porter and I have been toying with the idea. No. That's not right. We've decided we wanted to put in a NeoExodus adventure as part of 2012's Free RPG Day. Now I've been participating in that since... what is it, 2009? Well I love the idea as it promotes table-top gaming across the world (at least in my area).

To help us raise the funds, we plan on using kickstarter to get as many goodies as we can to you. This would cover the printing costs and the art costs. And the end result would be to provide in YOUR local store more NeoExodus adventures. I will post here more information about the Kickstarter when we approach the conclusion of the project. I REALLY encourage you to participate if you can as it means more art, more goodies, more NeoExodus products to your store and more to play!

So Louis and I have been talking about what we want to do. How can we showcase NeoExodus in a small document we can get people to play in under four hours. Those constraints are NOT easy as a writer, but not impossible either. Adding to those constraints, we need to provide an introduction to the world, pregens (yes, we will use our iconics) and perhaps most important of all, a fun adventure to play!

I had a half-idea (a basic outline was more like it), but nothing with a hook I really liked. Then this morning, as Louis and I were facebook chatting (as usual), he came up with another half idea that mixed with mine gave the hook I needed.

The good news? You will get another fun NeoExodus adventure next year. Even this introductory adventure is designed to show you what NeoExodus is, and let you in on our twisted minds. And trust me, nothing in NeoExodus is ever as easy or simple as walking through the forest...

While we are at it, something that's been bugging me for a long time, and I may use the opportunity to finally do: more Iconics. Yes... While I love the ones we already have, I've been wanting to create one iconic for every race in the campaign book. That means FIVE MORE ICONICS! We have been talking about roping that in with the Kickstarter, and that's a likely case. (you will notice there are only 5...)

  • Cavian Wizard
  • Dalrean Druid
  • Gevet Oracle
  • Kalisan Barbarian
  • Sasori Ranger

I'm not sure if I mentioned it, but I have a minion who is working on adapting the NeoExodus campaign setting (and hopefully more things that will come later as well) to Hero Lab! That way you will be able to create NeoExodus characters on your PC! It's not fully ready yet (we're still missing a fair amount of stuff), but I'm very excited about this... it'll save a lot of time creating characters! As soon as it becomes available, you know I'll be blogging about it.

JP

Monday, December 5, 2011

[Organized Play People] Kitty Curtis, Part 3 [Arcanis]

For the rest of the interview, here are links to Part 1Part 2

JP: What would you say are elements that define your writing style? What elements would I expect to find in one of your adventures?

KC: Honestly, I am a horrible writer. I stick to making sure the story has internal logic, doesn't break the rules of the game, has NPC names you can actually pronounce, and gives PCs choices instead of plopping PCs into someone else's fanfic.

I have, however, discovered over the last couple of years that I am a fairly good muse. (It pushes my teacher/tutor buttons.) I am the cure for writer's block: I either fix the problem, or ask just the right questions to inspire a writer to fix it themselves. And once the framework is there, I can add encounters, vignettes and NPC motivations that pump it up a notch. (But that blank page staring back at me, the horror!) The island full of savage half-orcs who have been taken prisoner will have a hut with a pregnant half-orc going into labor, or adorable baby kobolds at play. Maybe when you search a dungeon, the servant's quarters will have snippets of poetry scrawled in troll near one particular bed.

When you kill a bunch of goons, you'll find a grade-school primer tucked into one of their packs showing you s/he was learning to read and write. Underground fortresses will have privies. All those little elements that remind you that those stat blocks have personalities and motivations of their own. And lots of parentheses. :D Also, descriptive text that explains what something looks like and why it might be there, rather than just a list of what items are in the room (I'm not a visual thinker at all, so a laundry list of what's in a room just clouds my mind.). Oh, and post-scripts. ;)

JP: What would you tell those out there about your campaign? Why is your campaign the best there is?

KC: Our campaign has the least paperwork! Seriously, though, it's the world that dragged me in and kept me. We take all the standard tropes and turn them on their head. No alignments, the opportunity to really change things.

Several times a year we have enormous Roleplaying Interactives and it's a tradition for the players to derail that year's planned plot and put us on a whole new course. A system that takes 5 minutes to grasp the concepts of, and 1-2 combats to get the hang of. Where instead of asking what you can do, the system asks what you want to do then tells you how to do it. Adventures aren't just a series of combats to fight and stuff to take. Where there are decisions to make, and the "right" answer isn't obvious, to players *or* to characters. And the accessibility of both campaign staff and the whole publishing company (Honestly, it's easy to forget that PCI is just a couple of guys from Miami doing this in their spare time between family and day jobs). And as sappy as it sounds, the crew of us that scrimp and save all year and pile 4-8 to a room to make it to Origins each year have become a family of sorts. We've had marriages, births, and group grieving for those that have passed on. Origins has become a cross between a family reunion and summer camp for grown-ups.

I still think 2 quotes from local players summarize it best. (I didn't write the names down, if you were at these tables at TactiCon 2010 and know who said them, please let me know - the author of the game system has them in his sig line.)

New player: "You know, I'm not really sure we *should* win. I'm not sure we made the right choice."

Veteran player: "Welcome to Arcanis!"

At a different table:

2nd new player: ?"Wait, there's a fight starting? But I still don't know what side we're on!"

2nd veteran player (at a different table): "Welcome to Arcanis"

3rd veteran player: "At least we're all on the same side this time." All veteran players: ::knowing nods::

JP: I think I was part of one of those discussions… Way to flatter my ego! I did say a lot of "Welcome to Arcanis" at last year’s Tacticon…
But let's get back to the topic at hand... What is the current organization of the campaign? Any known names?

KC: Currently, I'm the Campaign Director (feedback@legendsofarcanis.com), which mostly consists of admin duties and keeping everyone on track.

James Zwiers (former LG Triad and Living City/Witch Hunter bigwig) remains as our webmaster (webmaster@legendsofarcanis.com). Sean Molley is now staff for LFR but still does guest appearances to narrate Battle Interactives and to NPC at Roleplaying Interactives. Maryrita Steinhour remains as our Convention Liaison (events@legendsofarcanis.com), Sarah Brown was formerly an Invisible King and now heads our edit team (editor@legendsofarcanis.com). Mindy Reid is our Author Liaison (writing@legendsofarcanis.com). The primary author of the new rules system, Pedro "Pete" Barrenechea remains on call for rules questions (rules@legendsofarcanis.com). "Uncle" Henry Lopez is of course, the primary author of the core storyline (pcihenry@aol.com). And Eric Weiner and Nelson Rodriguez are on call whenever we need them.

JP: Does the new campaign still have that program?

KC: We don't have an Invisible Kings program in place at the moment. We are interested in re-starting it with the next arc, but we want to be absolutely sure that we have all the proper support in place first. I'll let you know when we're closer to having something concrete.

JP: Why do you think a complete newcomer to organize play should join your OP?

KC: Our OP has less focus on the minutia of rules, and more on what your character thinks, and wants to do in a given situation. We offer the chance at glory - your character could cameo in a future adventure that everyone in the campaign gets to play! And minimal paperwork.

JP: Why should an old grumpy player – yes… think of me as that grumpy old troll – what is the biggest strength of the OP?

KC: Less paperwork! But seriously, the story. Just like new players, old players will appreciate the depth. Grognards have the attention span to make the links years later when they realize that "throwaway" NPC from 2 years ago is now a major player, and catch stray references and subtle foreshadowing in retrospect. Henry's refusal to take the stereotypical solution to any problem, even when it would save us a lot of headache. Those jaw-dropping moments when your character realizes it's all your fault, despite your good intentions! And the chance to use your d12 on a regular basis.

JP: How did you become a campaign administrator? Why?

KC: I had been volunteering pretty much from the beginning, because I loved the game so much and really loved how involved the staff was. In the second year of the campaign, there is a 2-round adventure that had an enormous dinner party that I thought made more sense as a LARP.

So I emailed campaign staff asking if they minded if we ran the first round as a LARP, and instead of a yes or no email, I got a call from Henry Lopez, the primary author of the setting and president of PCI, where we spoke for 3 or 4 hours about the in-depth motivations of each NPC (after all, 3-4 hours of RP needs more detail than the snippets 1 GM can give of 8-12 different NPCs) and he sent me some conceptual art that hadn't made it into any of the books yet. I was already hooked on the setting, but that level of dedication and connection with the player base really sold me. I was part of a small but faithful group of players and GMs that did everything possible to make sure we kept running adventures locally.

A couple groups of local GMs and authors gathered together to propose an IK group, and they asked me to pitch in because of my prior experience as part of LG Regional Staff and my name recognition within the Arcanis community. We were accepted in the first round, and I attended my first Origins so I could be there when we were announced.

I was a pretty outspoken member of the IKs as we felt our way through this new structure, and got to know people pretty well. When they advertised looking for members of Campaign Staff, I wasn't interested in any of the positions listed, so resolved to just keep judging. And then the Campaign Director emailed asking why he hadn't seen a reply from me. I told him I wasn't particularly interested in any of the positions listed, and didn't need a title, I just wanted to help out, and gave him a run-down of the jobs I tend to get the most satisfaction from and did anyone need a back-up, or did they want a "float" position to cover when anyone needed to run off and take care of real life for a bit.

So he asked if I would be the Assistant Campaign Director, which I accepted in February of 2010. Then this year as real life started to catch up with him, he asked if I would take over, and I agreed. As for the why, I am a big believer in not complaining if you haven't done anything to help fix it (or at the very least offer a solution). Arcanis has done so much for me; I just want to give back. And the more I give, the more I seem to get, so you guys are stuck with me for the foreseeable future!

TLDR: I volunteered from Day One and kept suggesting unusual ideas that none of the other local campaigns had. My name kept popping up on the radar of campaign staff again and again, and when there was work to be done I stepped up. And when they were looking for someone, apparently they batted my name around a fair bit. To anyone who's looking to be a campaign administrator, volunteer now. Figure out what you're good at, and do that. Ask what else your preferred campaign is looking for, and do it. If you think of something that would help your campaign, tell the staff your idea.

JP: What are you main duties as part of the campaign?

KC: Keep track of what everyone's doing, make sure there's progress, pair new jobs with volunteers, and take the blame ;) When real life rears its ugly head, I cover for whoever needs to take a break. I field a lot of questions from staff, writers, GMs and players via phone, email, FaceBook and our forums. And lastly, I co-run the Gathering at Origins - an organization that provides admin support to campaigns within the RPG section (currently Legends of Arcanis, Witch Hunter: Dark Providence, Legends of Rokugan, Fellowship of the White Star, and Pathfinder). We act as a liason between campaign administrators, judges, and GAMA. We share judges between campaigns, figure out room blocking within our section, marshall (muster) events, coordinate distribution of certs and collection of tickets/tokens, etc.

Basically we do everything we can to make sure judges just have to show up and run their table. (Quick plug: if you judge for the Gathering, even 1 slot, we'll pick up your badge so you don't have to wait in line in the big hall at Origins ;)

JP: In an average week, roughly how much time do you devote to campaign-related duties?

KC: There really is no such thing as an average week for me anymore. I've had weeks where I spent less than an hour working on campaign material, and weeks where I've spent over 40 hours reviewing files and bouncing back and forth with staff, writers, GMs and players via phone and email. But don't be afraid, you can volunteer for far less than that.

JP: A difficult one: I give you a magic wand and you can only use it to make your campaign better… What do you do?

KC: That's easy - I make enough money to allow us all to quit our day jobs. Or clone all the staff we've got now. Not a single one of us is paid - we all do this for love of the game. Sometimes that means that things get stalled because of our personal lives, but more often because of our work lives. 60+ hour work weeks mean delayed Arcanis work. If any of us could make a living at what we're doing for the campaign, we would in a heartbeat. Imagine that much talent with nothing else to distract us 4+ BIs a year, and a ridiculous number of adventures. If I get to keep going, then I bring the "big convention" experience to everyone. I'm not loaded, I scrimp and save all year to get to go to Origins, and then only afford it with a judge's comped room, but I don't have kids and am a long way off from retirement. If everyone who wanted to come was able, we could light a fire under a lot more people!

JP: Play, GM or write? Which do you enjoy best?

KC: GM!! I don't see why it's a loaded question. So long as I get to play in a semi-regular home campaign, I far prefer GMing for OP.

First there's the obvious, players get 1 character apiece (sometimes 2), and I get all the rest! As a player, I see 1 version of each adventure. Whatever happens, happens. As a writer, I get to create part of a story with a few possible endings and hope that I've given the GM enough information to roll with whatever the PCs throw at them. As a GM, I get to see many different versions of each adventure, and I get to directly shape players' perceptions and experiences of an adventure. I get to meet individual players and get to know them (and in some cases, their families). I get to throw things in on the fly that will make a player's day and become the awesome gaming story they tell for years to come. I can be the deciding factor on whether their convention experience was awesome or "meh".

After having a taste of that, who *wouldn't* come back for more?

JP: Do you have any links of websites where people might learn more about the campaign?

KC: Our main campaign website is at: www.legendsofarcanis.com

Our discussion forums (official place for all announcements) are linked there, direct link is: www.paradigmconcepts.com/boards

The Arcanis Free RPG Day Offering: a condensed version of the rules and world, with a 1-hour sample adventure and pre-built characters: Free RPG Day Adventure and Fast Play

The world book (has some residual d20 crunch in it, but that's why its free): D20 Codex Arcanis

Everything you can buy for the new system: Check it here

The Yahoo Group for those that can't stand bulletin-board style forums: L A Talk Yahoogroup

PCI's FaceBook page: PCI's Facebook

My FaceBook page: Kitty's Facebook

Can't think of any more links at the moment...

JP: Thank you for your time… I really liked this chat…

Friday, December 2, 2011

NeoExodus is number 1 on DriveThru RPG!

What a surprise this morning when I got a Tweet from LPJ (@LPJDesign).

@lpjdesign: NeoExodus: A House Divided Campaign Setting is #1 at http://t.co/0CBRYXt9 Hottest Pathfinder RPG by Paizo product by... http://t.co/TjjKiwBC

You can bet your sweet cheeks that I immediately clicked on the link! And, well LPJ was not exaggerating! It is number one! Top of the heap! King of the hill! A-number one! I took a screen shot to preserve it (in case when you read this it is gone).

You will also notice that the NPC Deck for NeoExodus is #6, something that proves the community interest in the campaign setting!

Thanks you everyone! More good stuff is coming!

If you want to follow me on Twitter, I'm @JPOnGaming

JP