Thursday, January 30, 2014

Shadowrun Crossfire Table View


Until now, all the card views from the upcoming cooperative deckbuilding game designed by Fire Opal Media and published by Catalyst Games have been of in-progress cards. Last week's update from Randall Bills on Catalyst's Shadowrun website included this near-final image of the example of play from the rulebook which shows off true card layout and art. As far as I know, the only thing that's going to change from the view above are the tokens, which got a small update.

This has been a great project. Our entire design/development/editing team loved getting to play in the Shadowrun universe, one of those wish-list projects that came true. Crossfire's gameplay converts the deckbuilding style of Donald X's original Dominion into a fully cooperative fighting game of shadowrunning survival. The blend of gameplay and theme is going to be popular with most of the groups I get to play with. Add in the rpg-style character improvement options available when you earn karma after successful runs (or a tiny bit of karma after a disastrous run) and I know both my casual gaming circle and my serious-core gamer groups will dig it. Designing games your friends will love playing with you? It's one of the best things.

Wednesday, January 29, 2014

customer identification

A couple days before Dragonmeet in December, I enjoyed a ramble around the British Museum. I didn't have much time but I still found myself in the wonderful little museum bookstore that's off to the side of the exhibits, down a corridor long enough to give the impression that there must be interesting things happening on either side of the walls.

The only other people in the shop were two attractive young women wearing blazers that were associated with the museum somehow and a sharply dressed twenty-something guy working behind the counter. He had an Italian accent and as I rummaged through Osprey books and read the first few pages of a Norse history called The Hammer and the Cross, he told the two women the story of the coolest thing that had happened to him in the store recently.

A distinguished older man with a beard had spent a good deal of time looking through the books. He'd brought his purchases forward, then paid with a credit card that read UMBERTO ECO.

The bookstore clerk found himself blurting "Are you Umberto Eco?"

"Only metaphorically," he said, leaving no doubt.

Monday, January 27, 2014

treizième époque


7eme Cercle are just now finishing the layout of the French translation of 13th Age!

They've stuck with most elements of the English design while adding new touches like wax-style seals around the page numbers.

When I first heard of the French translation, people were saying that it would be called treizième époque. I do think that's a bad-ass name for the game. I'm planning to use it as my term for sessions that threaten extravagant consequences. "Look out. Tonight it's not just 13th Age. Tonight I'm running treizième époque." 

But of course 7eme Cercle has stuck with 13th Age as the name of the game. Or at least they're getting as close as they can, because the 'th' part of the word '13th' doesn't translate into French. 7eme Cercle has revised the logo into a just-slightly-different form to make sense in French. Voila!

Wednesday, January 22, 2014

Mummy reposted

The mummy art that was missing for some viewers in the previous post...


Horizon, Commanders, Mummies: a 13 True Ways Update

Given the push we are making to finish design and art on 13 True Ways, it's time for an update. I'm not going to talk about the things we're doing that aren't done yet, those will appear in upcoming updates.

Horizon
Jonathan has written a wonderful take on Horizon, City of Wonders. As Jonathan says in the introduction to the 10,000 word piece:

 The metropolis of Horizon is probably the most daunting of the Dragon Empire’s seven great cities, certainly the most unearthly. Some find it to be a higher order of reality, more rational and perfect than the everyday world. To others, it is an impenetrable labyrinth of riddles and forbiddance. You come to Horizon because you have to, and you often leave under the same circumstances. Here, the skeins of destiny tangle with the Archmage’s ley lines, and reality will never be the same.


Jonathan's Horizon hovers on the constructive edge between inspirational ideas and solid questions for each campaign. I'd show off a piece of the wonderful Horizon city art from Lee and Aaron here, but it might give the wrong impression, because part of Jonathan's approach to our half-designed world is to explain a dozen ways that the art and map of the City of Wonders can be interpreted in each campaign! So we'll let that art wait to be unveiled later!

The Commander
The commander class has been through a fruitful round of playtesting and development and will be sent anew to people who are getting the updates. The designer note I left out of the first iteration of the class was that I'd deliberately designed the commander's weakest possible version. It was an experiment, starting weak in order to be able to increase the power level in later drafts. And yes, all the playtesters who sent us comments noticed that they'd been handed weak beer and several people had great suggestions. The new commander is stronger and more fun. To find the things that have changed, you'll only need to look for the yellow and green highlighting.

As we close on the final version of the commander stats, here's the first draft of a piece of commander art, a dwarven commander whose troops will be carrying the flag of the Emperor. This guy is still fighting under the original name of the class, but Battle Captain is the name of one of my favorite talents from the class, a talent that got a lot better in this draft, so I'm going to shake off the guilt of showing off the old name.



Monsters! Monsters! 
After I worked all-out on 13th Age Bestiary monsters for months, Jonathan has taken the reins for recent batches of monsters that include the werebeasts, the metallic dragons, a heap of undead, and the devils, including four new sometimes-covertly operating devils created by Robin Laws as part of the Kickstarter goals.

As a sample of the writing in the new monsters, here is Jonathan's story-riff on mummies, followed by a beautiful but still rough draft of a piece of art that was one of the Monster Art +13 winners in the Kickstarter.

Mummies: Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions.
As those who have unnaturally extended their lives, mummies make exceptionally dangerous undead. The most powerful mummies reanimate as masterminds who take charge of those around them, while the lesser ones submit to their new masters’ commands. In any event, these unnatural creatures, trapped between life and death, are among the most spine-chilling of the Lich King’s minions. In theory, mummies might have enough humanity left that living souls could appeal to it and perhaps reach some sort of accord. In practice, it’s mummy rot for all those who tamper with the mighty who refuse to die.

The mummy art: Evan Franke originally asked for somewhat South American/Tibetan mummies being called forth by a high priest. I thought that was a good place to bring in a necromancer. This version by Aaron is considerably advanced from the version we showed Evan earlier, but it's still going to get a bunch of finishing work from Lee, including the finished spiral stair that leads to adventurers or a world ripe for conquest.


And Speaking of the Necromancer . . . 
I had an epiphany about this class. It's not a class. It's a multiclass. A multiclass that works especially well as a multiclass option for other spellcasting classes. So the sorcerer, cleric, and wizard are getting detailed multiclass combinations with the necromancer multiclass. Other people can do it but they're not as cool, and that's kind of the way 13th Age multiclassing tends to work: some combinations are deliberately more fun than others.

The Monk
There's a new version of the monk coming as part of the playtest update. It features interesting solutions to the demand for multiple high ability scores, ki powers that matter, and high-graded fun options for monk talents instead of some of the earlier talents that didn't compare well.

See you with another 13 True Ways update later next week.

Tuesday, December 10, 2013

Numenera and the History of Plunder

I had a wonderful time at Dragonmeet and in London with the Pelgrinistas. One of the happy discoveries on returning home is that my 13th Age co-designer has a a guest blog ready to roll. Over to Jonathan.


Now that Bruce Cordell’s and Monte Cook’s Kickstarter campaign for The Strange is over, we can once again pay attention to Numenera, Monte’s new RPG about exploring the mind-boggling world of the far future. Numenera is remarkable for, among other things, its emphasis on loot. The game is explicitly about exploring the mysterious world and recovering wondrous artifacts from ages past. Many of these devices are powerful enough to influence the course of a game session or campaign. They’re game-changers. In some ways, this emphasis is a return to original D&D and a reversal of a general trend in RPGs away from loot. 

In original D&D, there was precious little to differentiate one fighting man from another, other than magic items. Fighters had no skills, powers, or tricks, just stats. But loot found in the dungeon made one fighter different from another. An elven cloak made one character invisible, while a necklace of missiles let you throw fireballs. Magic items dropped randomly, based on big percentile tables, so they could be disruptive. The level of a treasure determined the chance it included a magic item but did not influence which random of magic item you found. If a low-level character randomly found a big magic item, it changed the game’s dynamics. The party could now take down monsters that had outclassed them or avoid obstacles that would otherwise have stymied them. Our campaigns were thrown off-balance, but it sure was fun to cut loose with overpowered magic items. 

With 3rd Ed, Monte, Skip, and I rationalized the random tables, categorizing magic items as mundane, minor, medium, and major. The idea was to reduce the disruptive effects of magic items, making loot less of a factor in differentiating characters. Even so, there were plenty of ways for magic items to have a big impact on play, especially anything that let you go invisible, fly, or otherwise substantially change the fundamentals of combat and dungeoneering. In 2007, Fourth ed took normalization even further. Magic weapon abilities, for example, were all made modest enough that each one was less valuable than an additional +1 on attacks would be. A +2 weapon with no ability is better than a +1 weapon with the best ability. That approach ensures that the weapons’ special abilities can’t disrupt game balance. Thirteenth Age follows this logic as well. Outside of the F20 tradition, loot has generally been even less important. My own RPGs (Ars Magica, Over the Edge, and Everway) have little loot to speak of, and you see much the same in Champions, Call of Cthulhu, Vampire, Feng Shui, and other significant RPGs. 

An exception that proves the rule was my slim RPG Omega World, a d20 take on Gamma World. I created that game specifically to recapture some of the disruption that had been balanced out of 3rd Ed. Omega World was meant as a change of pace, without the balance necessary to handle campaigns of indefinite length. Random good luck and random bad luck were built into the game’s DNA. Like Gamma World before it, Omega World was about characters with strange powers exploring a mysterious, fallen world, hoping to find powerful artifacts from ages past. Which brings us back to Numenera.

Numenera takes loot to the next level. The very title of the game refers to the unfathomable technology left over from eight past “worlds.” Here, game-changing loot isn’t a problem to be moderated. It’s the core of the game. How do you get over-the-top loot without knocking the campaign off-balance? Monte squares this circle by giving each item limited uses, often one. Using crazy loot is part of the game, but the action doesn’t spiral out of control. Monte has preserved for us something that most RPG designers have left behind—preserved it and advanced it. It’s exciting to see Monte bucking a nearly universal trend and giving players an experience that’s hard to find elsewhere. Numenera successfully advances classic roleplaying tropes in ways other than loot, such as character identity and dungeon crawling, but discussion of those will have to wait for future posts.

--Jonathan Tweet

Tuesday, December 3, 2013

Night Eternal

Reading early reviews for my new card game, Night Eternal: the Game, has been amusing and educational.

The game is from the backstory of the True Blood HBO series. When I say backstory, I mean way back, back to the late Middle Ages when the vampires' world was split between two factions, the ruling Authority and the Monarchy, former rulers who clung to older and more overly violent ways. This isn't a game about Sookie Stackhouse and vampire lover quadrangles. It's a game of cutthroat Medieval-vampire politics.

Several reviews have noted that the game has similarities to Three-Dragon Ante (3DA). True. Also, apparently to Richard James' Lords of Scotland, which came as a surprise to me since I'd missed that Lords of Scotland from Z-Man is a game with mechanics partially inspired by 3DA.

I originally designed Three-Dragon Ante (3DA) to be a sort of anti-poker, a quasi-gambling game that used micro-rewards and kept everyone playing instead of encouraging constant folding. 3DA lacked wagering dynamics and didn't do much with bluffing. Night Eternal starts with mechanics similar to 3DA but structures them around a contest for two separate pools of blood each battle, one from the Monarchy and one from the Authority. You can only win one of the two blood pools and one of the two starts double the size of the other. Consequently, bluffing about which prize you're aiming at is a big part of the game's strategy. Micro-rewards compete with temptations to go for the two macro-rewards.

Corey Jones of Cryptozoic wanted this game to be something that the vampires of the world of True Blood played to stay in touch with the past. In the old days they probably played it using humans as currency. So another design theme is that the game is a bit nasty, especially the abilities of the Immortals cards, unique vampires that come out of a deck that's separate from the normal Agent cards. Get hold of a few Immortals cards and you've got a shot at springing a nasty surprise on the opposition, but to obtain the Immortal you either had to play low or play smart. The one friend who I won't recommend the game to recently told me that her three children had finally learned how to play games together without fighting. Night Eternal is the wrong game for that family until they have a couple more years of gaming-without-conflict under their belt.

I'll have more to say about the game, here and elsewhere, but at the moment I'm about to get on a plane to fly to London for Dragonmeet. So I'll finish with a couple promo card images from the artist, Kieran Yanner. Yes, if you're an RPG fan you've been seeing Kieran's splendid work in Numenera. I was thrilled to find that he was the artist for Night Eternal.