Wednesday, November 27, 2013

The Face in the Frost, the gang from the tube

I finally read John Bellairs' The Face in the Frost last week after owning and ignoring the book for decades. Why did it take me so long? Maybe glancing at the book's cartoons as a youth turned me off for no good reason other than being tired of reading about friars and monks. Not much of a reason, but that could have been it, and when you have a book forever it's easy to forget that you could get around to reading it instead of finding something new.

John Rateliff reminded me of the book's existence a couple years ago when we were talking about the history of fantasy for the permanent Fantasy exhibit at the EMP. Then a couple weeks ago, reading John's review of an Ursula Le Guin talk he attended in Seattle, I was reminded of The Face in the Frost again, a connection that made sense when I pulled the book out of a downstairs shelf and found Le Guin's admiring quote on the cover.

The Face in the Frost reads quickly and still feels substantial. The story has held up remarkably well for a fantasy written in the 60s. It's quirky, it's charming, it's dead-scary serious. I liked it a lot.

As I was reading the book last weekend, pressed to the glass of a door on Seattle's light rail train, there was a moment when reality and The Face in the Frost darted past each other. In the book there's a confrontation with a shouting wizard during a crossover between worlds of fantasy and the world we know as real. On the Seattle light rail a heavyset Filipino man burst out of his seat and shouted down an older African American man who had been talking quietly to someone else in a seat a couple rows back. "Hey! F*** you man! I'm a member of the Sons of Anarchy! I'm sick of people disrespecting us!"

"Alright, man, alright," said the older guy, slipping out of his seat and out the train's door, which had luckily just opened at a stop in a south Seattle tunnel.

I took a few seconds to watch as the ranting gang-man stalked back to his seat. I turned back to the war of magic in my book. Then I tried to connect the dots in the real world scene I'd just half-witnessed. I thought the Sons of Anarchy was a TV show about a fictitious biker gang? Who, if anything, really piss off the Hell's Angels? So this would have made a lot more sense if he had been yelling that he was a Hell's Angel. Which he didn't. Which means this guy a few seats down identifies himself as a member of a television biker gang? Oh. He's really crazy.

Or have the Sons of Anarchy crawled out of the tube and turned into a real gang in Seattle? Which is also crazy, but it's socio-cultural crazy involving the blurred line between tv-shows and and tv-reality-shows instead of just personal batshit crazy. No answers, unless I wanted to move up a few rows and ask the Son of Anarchy about his gang affiliation. So I went back to my fantasy book about blurring lines across malleable realities.

Tuesday, November 19, 2013

Kicking the Strange

Roger Zelazny's Amber series and side-doors in Moorcock's Elric books started my love of reality-shifting adventures. John Ostrander's Grimjack comic book series made good on the genre's promise. Years later I started serious work in the roleplaying game industry as a writer and editor on Nexus: the Infinite City, the genre-scrambling predecessor of Feng Shui

So I'm tickled that my friends Bruce Cordell and Monte Cook are teaming up on The Strange, a multiversal project that cleverly promises to portray the characters' world-hopping through character sheet power-set transformations  based on my favorite part of the Numenera system, the character statements. But never mind tickling my personal fancy, Monte's Kickstarter projects define how successful Kickstarters should be run . . . and at how extremely successful Kickstarters end up offering almost-but-not-quite-too-much value to backers. 

The Strange is in its last three days on Kickstarter. The pile of alternate-world loot that's headed to backers is growing hour by hour. Today's updates include The Paradox Room, a nifty introductory short story that I've been looking forward to seeing in final form since Bruce brought it to our writing circle. 

Professionally, I'm looking forward to the new game. Personally I'm so happy knowing that Bruce is going to be spending his next year working on something this much fun.

Friday, November 8, 2013

13th Age update: Commander, Monk, Playtest Files, Dragon Kings

This week's playtest of the new commander and the half-revised monk went well.

Commander
In the commander's case I didn't make any changes after the playtest. Partly that's because the design is in OK shape for now. Partly it's because Thorinn, the 5th level dwarf commander who used to be a bard, was hapless. He had no hap. When you're rolling d20s, playtesting every so often devolves into "Wow, so this is what the character class looks like when you suck." The dybbuks who had possessed the party's erstwhile paladin friend turned out to have Mental Defenses that deviated from the monstrous norm and even the commander's last-ditch outmaneuver attempt came to naught. The class design mission is to somehow make even these sucky moments potentially worthwhile.

The potential doesn't always get realized. Thorinn has had a slightly rocky road since he transitioned out of being a bard. Weird things happen when your story-oriented 13th Age campaign is also the campaign that's being used to test all the new classes. Thorinn who was once a bard became a bardmander and is now a full-on commander who is likely to shift even more when we adjust for results of public playtesting.

Monk
There will be a new playtest document some time next week. The talent half of the monk is revised, the forms half is still underway. Some of the early monk talents worked so well that the rest of the talents were somewhat irrelevant. The monk could vary from hugely powerful to utterly feeble because the talents and forms were so uneven. That's not entirely surprising, given that the class hasn't had an official development pass, but I'm trying to avoid it on this pass. The next version of the monk design aims to make all the talents worthwhile, eliminates one of the pieces of the class that wasn't working (daily options for finishing attacks), makes ki powers a more integral part of the class (instead of only appearing as feats), and opens up some of the unnecessary restrictions on icon relationships and weapon choice and flavor that were getting in the way of character design. Those of you who sent playtest comments? Your comments helped a lot.

Playtest Distribution Plan
As before, we'll be sharing the monk & commander playtest files with people who bought the 13th Age Escalation Edition and people who supported 13 True Ways. We're also planning to go one step further. The publication of 13th Age has brought in many new players and GMs. People are writing us every week asking to help playtest, particularly people who seem to be converting over from other systems and want to know how we're handling classes that aren't in the core book. We've settled on a cunning plan that seems fair. People who pre-order the 13th Age Bestiary by ordering the Hatchling Edition will also get the 13 True Ways playtest files. If you've supported us by buying the Bestiary in advance, you'll see the playtest versions of the new classes and whatever else we decide to send out for wide playtesting on 13 True Ways.

A Different Kickstarter
There's another Kickstarter with 13th Age connections surging towards the finish line this week. Timothy Brown's Dragon Kings project is a campaign world and rock and roll project in the spirit of Dark Sun. The project is funded and is presently a few thousand dollars away from a stretch goal that would create a 13th Age-compatible rules PDF as part of the package. Darren Pearce is the designer slated to tackle the 13th Age aspect of the project and I'd love to see what he comes up with. Give the project a push if you can.

And elsewhere in video
Mike Shea interviewed me about 13th Age for Critical Hits earlier this week. The first half hour or forty minutes is a discussion of icon relationship rolls, including verbal notes on advice Jonathan and I will be formalizing in the GM chapter of 13 True Ways. The video amounts to working notes on the topic. Other topics include the formats of upcoming adventures and Heisenberg's Monster, Mike's wonderful term for the sense in which 13th Age frees GMs up by allowing them to be surprised by what comes out of the box.

Tuesday, November 5, 2013

For inspiration: Archaeology magazine




The most recent issue of Archaeology magazine, November/December 2013, has four pieces I found inspirational.

An Imperial Underworld details the network of roads that cavers have been uncovering underneath Hadrian's Villa, 15 miles east of Rome. There was an upstairs/downstairs dynamic in play here, where upstairs was a world of palaces, libraries, baths, and gardens, while downstairs was a network of tunnels that kept things running smoothly and silently. The cavers recently found underground roads 19 feet wide, wide enough for ox-carts traveling both ways. I'm planning to use these ideas in Axis somewhere and I loved the hint of interplay between the enthusiastic cavers and the stuffier people running the site.

Later there's an examination of how at least one ancient Roman glass workshop mastered a type of nanoartistry, suspending gold particles in glass so that an apparently opaque cup changes color based on what light or liquid is in or behind it. Then there's a Bronze Age Mystery in which perfectly useful boats (and a couple old ones) are sunk in boggy East England rivers. Along with a few other excellent articles there's a look at ten ancient tattooing traditions. And finally, on the last page, a wonderful look at what appears to be a ceremonial shield from the Moche culture of Peru, constructed like warriors' shields but made of reeds and yellow feathers!

Definitely an issue worth looking at . . . . unless you lack the willpower to resist the magazine's bizarre medley of golden oldie and odd collectible advertisements, highlighted this month by "The only Cuckoo Clock inspired by the Wonders of Ancient Egypt."

Friday, November 1, 2013

Scatterlings of Fire Opal

In a start-up, everyone has other projects going.

Here are three of the projects people in Fire Opal have created in recent months. Two are published. One is pushing towards the printer on Indiegogo. 

Wade's Ravens
Wade Rockett handles community relations for Fire Opal, notably on 13th Age. How pleasant that is to say. Working with Wade has been wonderful. Now he has published a Pathfinder booklet for Open Design called Advanced Races 5: Ravenfolk, a supplement for the new world of Midgard that's being put out by Wolf Baur and Companions. Ravenfolk started as Wotan's spies among the mortal races. They have a reputation as thieves but what they're really about is stealing secrets. Yeah, that's a race with Prince of Shadows stamped all over it. So Wade took a first swing at the 13th Age-compatible conversion notes and we'll probably nudge those notes a bit in the future. 


Lee's Pin-Ups
I've loved Lee Moyer's literary and science fiction calendars the past couple years. This year's calendar is a benefit for the Clarion Foundation, the people who put on the extraordinary science fiction and fantasy writing workshops. It's a great cause, Lee's art is a delight as always, and you can obtain the calendar by contributing to the Indiegogo campaign that's running another three weeks. The video has a couple cute moments, I'd say. With the calendar done, we're going to get Lee back for a few more pieces for 13 True Ways, and the better the Indiegogo goes the better mood he'll be in. 

Brandon's Quingo
Brandon Bozzi produced our 13 True Ways Kickstarter video and will surely work on other Fire Opal projects in the future. His current project is a socially responsible gaming company called Game It Forward. Their first game is Quingo, available for free on iPhone and iPad. It's a savvy quiz game with well-implemented time pressure mechanics, pop-culture awareness and wonderful side-jokes. And that's just the fun side. The serious side is that you earn cash rewards for a charity of your choice as you play. My wife Lisa loves it and lucky for us it works extremely well as a two-player team-up on iPad, two people stabbing or nudging the screen depending on their spheres of knowledge. We do OK with Revolutionary war battles and animals that are invertebrates, but the 80's pop songs are killing us. 

Tuesday, October 29, 2013

One sorcerer blog, two voices

After a couple months away, Jonathan recently returned to our 13th Age table playing a halfling sorcerer named Samlael. Well, the halfling is sort of half of the character. Samlael's One Unique Thing is that he learned sorcery from his familiar, a small green snake named Winder. Winder does all the talking for Samlael, who only speaks in his normal halfling voice when he is casting spells. In other words, Jonathan has stepped out from his usual pattern of playing small spellcasters with funny voices. This time he's got a small spellcaster whose familiar has a funny voice. You play what you love.

All the other PCs knew Samlael back when he was a skilled courier in the Elf Queen's service, back before he met Winder and learned magic. Samlael's reintroduction to the PCs was one, no, two of the freakier roleplaying sessions I've GMed. Not because of anything I set up. Just because of Jonathan's absolutely faithful maintenance of Winder's creepy snake voice, speaking of Samlael in the third person: "He's really happy to see you guys too," Jonathan hissed while Samlael bounced up and down gleefully and gave his old wood elf comrades big knee-hugs. The combination of apparently normal halfling personality and creepy snake intonation was a freaky gift that kept on freaking.

So much so that before the next session, Jonathan took the time to clarify that although he was weirding the table out with his roleplay, the key to the story was that Samlael and Winder are not scaring everyone in the world. They have so much charisma and magical mojo that people just go along with the arrangement, it seems unique-interesting instead of unique-freaky. We've gotten better at playing it this way, so much so that while the wood elf PCs are busy putting their kingdom together, Samlael has wound up presenting himself as an Agent of Distinction (Jonathan's wonderful choice of official title) and the main spokesperson for the ever-so-busy elves.

So that's the story side. On the mechanical side, Jonathan has written this this guest blog on sorcerer mechanics as they relate to the history of DnD spellcasting.

Jonathan says: 
My 13th Age sorcerer casts empowered spells, which are a new way to embody the original approach to spellcasting. In D&D in 1974, a magic-user’s spells were special. They were more powerful than a fighting-man’s attacks, but the magic-user cast fewer spells than the fighter made sword attacks. This original formulation—spellcasters with one-use spells and fighters with infinite-use attacks—survived all the way through 3rd Edition and on into Pathfinder. The problem is that high-level spellcasters not only get more spells but the average power level of their spells also goes up, creating a multiplier effect. High-level spellcasters deal more damage than the fighter, round after round after round. Fourth Edition solved this problem by normalizing all the classes, so that they all have comparable access to limited-use, high-power attacks. For the first time ever, D&D classes were really balanced, but they were also too similar to each other. The dichotomy from 1974 was gone. Fighters had limited-use, high-power attacks just like the wizards did. Magic wasn’t special any more. Rob and I brought this dichotomy back in 13th Age, where spellcasters have more limited-use, high-power attacks than fighters do. If we did our work right, the classes are still balanced even though their power profiles are different. The sorcerer in particular embodies this dichotomy with its “Gather Power” class feature. A sorcerer can spend one turn “powering up,” and then cast a double-strength spell next turn. It means that my sorcerer casts two or three bigs spells per battle, while the ranger makes five to ten attacks in the same number of rounds. The classes are balanced, but magic is still special. 

Friday, October 25, 2013

Many Trumpets: this week in 13th Age

A wonderfully eventful week that opens several doors.

Early in the week, Pelgrane sent out an update of the 13th Age Bestiary's Hatchling Edition to those of you who have pre-ordered it. If you haven't pre-ordered it, now may be a good time, because Simon's note about possibly increasing the price later isn't getting any less likely with me dropping the couatl into the book and adding at least three new monsters (one fungaloid, two jorogumo). 

A day or so later, ASH LAW sent a short seasonal adventure out to the 600+ groups participating in 13th Age Organized Play.  600 groups!  ASH did some cunning work here that I'm planning to adapt into an-entirely-different campaign. 



Yesterday the new Page XX from Pelgrane announced the release of our Archmage Engine SRD. Thanks to Chad Long and Cal Moore, it turned out very well. Apparently some people worried that it would be a fakey-SRD, but the point of doing 13th Age as an OGL game was to get people playing it and using the system. Yes, it's a real SRD, and it should prove useful to people looking to overlap with our game engine. 

On 13 True Ways, Jonathan and I are running our Daily Workplace Simulator experiment at my place. Playtesting of the commander went well and I'm processing feedback for the commander and the monk to get new versions of these two classes ready for external testing. Discussion of all the other new character classes has led Jonathan to dig into work on the occultist. He has surprised me with an entirely new type of spellcaster. I'm not using the words 'new type ' lightly, I don't think these mechanics have been tried before. I'm simultaneously excited to have Jonathan working directly on character class design and scared because I'm the GM in the group these days and this occultist is going to spring occasional reality-wrenching ambushes on whoever wears the GM-cap. 

We'll update again on 13 True Ways next week.