Showing posts with label GeekWorld Online. Show all posts
Showing posts with label GeekWorld Online. Show all posts

Friday, February 20, 2015

The GWO Blog has Moved. Also, a New Website!

Hey folks! Just wanted to let those who have read this blog in the past that I'm planning on getting back to it, just not with Blogger.

I just moved geekworldonline.com to a new host with their own Blog app that works better than trying to integrate Blogger. So, if you're interested in keeping up with the blog (there is an RSS Feed available for it) on RPGs, GWO, game design, etc., feel free to come check out the new site!

New GeekWorld Online Site

Saturday, February 22, 2014

Session Report: Exploits of the Virtuous Sparrow Episode II

Interlude Crawl Between Episodes I and II:


Crawl for Episode II:


For those of you who haven't read the prior session report, the following is the layout for the session reports for this campaign. Feel free to scroll to whatever interests you (though the mechanics part is really in context to the story, so you might want to at least read the portions that apply to the footnotes if you're just looking to see how it went mechanically)

The Players
The Story
Mechanical Footnotes
End Result
XP Handed Out

The Players
Ashley - Ama'reeha, a Twi'lek Colonist (career) Doctor (specialization) with a major (30 Obligation (from 35 because of addition of a fourth player)

Paul - Xavin, a Human Smuggler (career) Scoundrel (specialization) with a good (17 Obligation) Debt to Teemo the Hutt and a minor (5 Obligation) addiction to gambling (and cheating at said vice).

Sean - Cole Zannah, a Human Hired Gun (career) Mercenary Soldier (specialization) with a large (25 Obligation) bounty on his head from sleeping with a Planetary Governor's daughter and a minor (5 Obligation) addiction to alcohol.

Ben (new) - Nyluk, a Rodian Techniciann (career) Slicer (specialization) with a decent (15 Obligation) Bounty on his head.

The Story (Please note, any bolded numbers in parentheses are mechanical notes I will discuss in the footnotes section)

After receiving a warning from a rodian slicer named Nyluk who was looking to join the group, the crew of the Virtuous Sparrow fled Formos just before the bounty hunters sent by Velman Berikor arrived to capture Cole Zannah (this is touched on in the Interlude crawl above). They flee to the Corellia Sector and set settle down temporarily on the Gus Treta Inner System Market Station. Knowing they need to get out from under the shadow of Cole's bounty, they decide to get in with famed Infochant Liddy Ravora, proprietor of Bell's Cantina (see Episode II crawl). Xavin disappears on a gambling holiday.

On their way back through the Pirates Shadow asteroid field, they are ambushed by Twi'lek pirate Sil Dulana, who wants the rare Tralusian wine they are transporting for himself. He attacks with his freighter while two of his cohorts zip in from either side in TIE Uglies. Cole gets the drop on them though (1) and immediately flips the Sparrow around so Nyluk in the dorsal gun and Ama'reeha in the ventral can get shots off.

After some give and take, one of the asteroids drifts into the Sparrow's path, but Nyluk notices that it has actually been hollowed out and is a cleverly-designed mini space-station. Having already taken heavy damage but causing little (2), the Sparrow spins around again and fights to escape the asteroid field before they can be destroyed. Cole is fairly certain that once free of the field, Dulana will give up the chase and turn back around. He is correct (3).

Having provided Ravora with the wine for her cantina, she tells them she knows of two jobs available that could potentially help the crew out of their predicament. One is a job for a client who wishes to remain anonymous and involves extracting a datapad from a ship downed in the swamps of Talus. The other is a job for Gormo Vesadii Grasso, the Hutt who owns the very space station they are on. The Hutt has been losing credits on what he feels are rigged illegal swoop races (not rigged by him anyway) and he needs it investigated and handled. The crew discusses things over drinks and ultimately they let the flip of a coin make the decision. They are going to infiltrate a swoop race ring.

The first order of business for the trio is to obtain a swoop bike and ascertain when and where the races are held as well as how to get involved in one. Nyluk quickly comes up with the answer to the latter while Ama'reeha asks around about any underground Sabacc games that could end up with swoop bikes in the pot (4). After both obtain their respective information, they head over to the Sabacc game (5).

The plan for the Sabacc game is simple. Cole will play straight up while Nyluk and Ama'reeha cheat their hearts out. Between the three of them, they are sure one of them can get the stakes high enough for Grenzo (one of the players) to put up one of his many swoops. Things start out well enough with the PCs winning hand after hand as the stakes steadily increase. Then, their luck changes (6) and the losing starts. Before long, Cole is knocked out and leaves the back room for the cantina proper. Soon after, Ama'reeha has been ousted (though not caught cheating). She attempts to make nice with one of the other players but fails and begins loitering at the table.

Nyluk wins the following hand, forcing Grenzo to put up a swoop or bow out. The rodian does so and the next hand begins. Nyluk wins the pot easily, but as he goes to collect his winnings, his computerized cheating is discovered and the entire table draws guns on him (7). The owner of Bovo's (where the game takes place) says that Nyluk can leave in one piece, for some unknown reason. He agrees and exits, as does Ama'reeha, who has managed to slip the pink slip for the swoop bike into her pocket (8).

The three immediately race to turn in the pink slip for the bike before word spreads. They get it and have it sent to get refitted and prepped for the race the following day. On their way to where they are staying they're stopped by a Corsec officer and two squads and arrested for disturbing the peace. Nyluk recognizes that this is small potatoes for a Corsec squad and that they are likely corrupt. Ama'reeha and Cole, in the middle of surrendering draw down and prepare to fight.

The battle goes well for the crew of the Sparrow, though the officer is harder to take down than expected (9). Nyluk tosses a grenade into one of the groups, immediately dropping on of the three officers. Ama'reeha and Cole fight as well, though Cole gets fairly injured during the battle. Eventually, damaged but standing, the three emerge victorious. Then, they have an idea. They gather up the weapons and vests and badges from the bodies as well as the datapad from the officer, then take the bodies and sneak it all to the alley behind Bovo's after close.

Nyluk reprograms the datapad, making it clear it is blackmail being used against the officer by the owner of Bovo's (one of the players in the game) for the officer's dirty dealings. He then hacks his way through the security of the back door while Zannah and Ama'reeha dump the bodies in a dumpster in back. The crew then  heads into the empty cantina, watching out for the patrolling guard due back in four minutes. Ama'reeha spots a safe. While Nyluk hacks into it and Zannah plants vests and badges in a locker, they hear someone approaching. The guard is making his rounds two minutes early (10)! Ama'reeha quickly puts on her best drunk face and exits out the back, pretending to be drunk and moves to intercept the guard while the other two planet the datapad and hack Corsec's security from the bar to leave the breadcrumbs. They escape out the back and Ama'reeha extricates herself from the guard. Lastly, the fake an assault on Ama'reeha in the back alley, making sure someone calls in to Corsec and the bodies get discovered. Then they flee and head for the race.

The race is a success. Cole pilots their new swoop and discovers the gang of racers was cheating by laying traps on the course that appeared to be natural terrain. They recorded the entire thing and bring it back to Bell's Cantina as evidence. They arrive, smiling and happy, only to have Ravora frantically asking them if they have any contraband on board their ship. The crew races to the hangar to see what she's talking about only to find the Sparrow crawling with Corsec agents who have already removed Ama'reeha's crates of spice from the cargo hold. They are approached by a well-dressed Drall who tells them if they had handled his employer's job first, their ship wouldn't currently be locked in the hangar bay pending potential charges. He then says they'd best board a shuttle for Talus immediately to handle things.

Mechanical Footnotes
1 - The group rolled one exceptional initiative roll, putting one of their slots at the top of the order. They decided Sean should take it so he could point the ship in the proper direction to fire on their pursuers.
2 - The dice were just NOT the gang's friends for this fight. Crummy rolls on their end paired with AMAZING rolls on the part of Dulana meant within a couple of rounds the Sparrow was almost totalled.
3 - Cole makes a three difficulty Knowledge: Outer Rim check, which allowed him to know how Dulana's crew normally works.
4 - Nyluk made a Knowledge: Underworld check to obtain information on illegal swoop racing while Ama'reeha went with Streetwise to ask around about local high stakes Sabacc games.
5 - I wasn't expecting this (touch on this more in the End Results section), but in the Suns of Fortune sourcebook (the sourcebook for Corellia), one of the new modular encounters fit the bill perfectly. Modular encounters are encounters present in sourcebooks that can be used to fill out adventures or be dropped in anywhere as needed. In this case, it worked out great.
6 - In the modular encounter, the proprietor and his cronies want to suck in the PCs, so they start by losing. A lot. Then, once the PCs are invested, they start cheating and actively working against them. How this worked out in play was that the difficulty for the appropriate checks were two difficulty dice. Once the cheating on the NPCs' part started however, it was upped to two purple dice and a red die (the proprietor's Skulduggery skill), as well as one black die for each NPC still in the game. I didn't think my players would actually fall for the ruse, but they did.
7 - Ben, Nyluk's player. Rolled AWESOME on his last Computers roll for cheating. Unfortunately, he also rolled a Despair symbol on the red difficulty die, meaning that he was CAUGHT cheating.
8 - While the NPCs are distracted by Nyluk, Ashley had Ama'reeha make a Skulduggery check to palm the pink slip for the swoop.
9 - The officer was a Nemesis level NPC. Something common among these types of NPCs is that they have a talent called Adversary. For each point in Adversary someone has, every skill check made against them increases the difficulty by 1. It doesn't sound like much but it REALLY takes a toll.
10 - I didn't plan the guard coming back early (or this encounter at all, see the End Results section below), but Ben made Nyluk's computer roll to hack the safe's lock and, while he did succeed, he also netted three Threats. I interpreted that to mean the guard was ahead of schedule on his rounds.

End Result
This adventure was interesting for several reasons:

First, it was the first one I ran that I put together myself instead of going with something pre-published.

Second, we have a fairly limited time frame to play and the PCs went off the rails after fighting Corsec. I had zero inkling that they were going to get back at the owner of Borvo's for ousting them for cheating. So, I gave them an option. I said they can choose one of the encounters for me to simply narrate over and have them succeed at it. They can either plant the Corsec stuff at the cantina without playing it out, or they can do the swoop race infiltration without playing it out. They decided they wanted to focus on the vengeance and narrate over the swoop race, so that's what we did. And, as is often the case, the completely unplanned scenario was the best part of the session.

Third (though it ties in with my second point), the entire thrust of this adventure was meant to be the swoop race and infiltrating the ring. We didn't play that out at all, I simply narrated what happened and sent them back to the space station. And that was awesome.

So yeah, there were a few hinks (particularly with the space combat as, for some reason, I can never get the down in ANY Star Wars RPG), but overall everyone had a blast and we can't wait to play again. I've decided, since we play every two weeks, two do up an Interlude crawl on the Saturday way don't play to keep the players jazzed for the game the following week, and then an actual crawl for the next episode that I play for them immediately before the next session. We'll see how that works out.

XP Handed Out
20 (15 for the adventure itself and 5 just for the awesome role playing and ingenuity of the entire group)

Saturday, February 1, 2014

Star Wars Edge of the Empire: Exploits of the Virtuous Sparrow #1


First, SPOILER alert: If you think you might or are about to play in the EotE Core Rules prebuilt adventure Trouble Brewing, you might not want to read this. Following session reports will be based around custom adventures so should wreak no havoc on your spoiler-free lives.

Second, this will be the layout for the session reports from this campaign. Feel free to scroll to whatever interests you (though the mechanics part is really in context to the story, so you might want to at least read the portions that apply to the footnotes if you're just looking to see how it went mechanically).
The Players
The Story
Mechanical Footnotes
End Result
XP Handed Out

The Players
Ashley - Ama'reeha, a Twi'lek Colonist (career) Doctor (specialization) with a major (35 Obligation) addiction to Glitterstims.

Paul - Xavin, a Human Smuggler (career) Scoundrel (specialization) with a good (25 Obligation) Debt and a minor (5 Obligation) addiction to gambling (and cheating at said vice)

Sean - Cole Zannah, a Human Hired Gun (career) Mercenary Soldier (specialization) with a large (30 Obligation) bounty on his head and a minor (5 Obligation) addiction to alcohol.

The Story (Please note, any bolded numbers in parentheses are mechanical aspects I will discuss in the footnotes section)

After fleeing Tatooine in the Krayt Fang, a YT-2400 freighter (see the Beginner Box adventure, though I switched the Fang from a 1300 to 2400 because my players didn't want to fly in a M.F.-lookalike), Xavin was contacted by Teemo the Hutt and threatened that if he didn't pay for the ship, the smuggler would be hunted to the ends of the galaxy. So, after Xavin got Teemo to change the registration on the ship to be registered as the "Virtuous Sparrow," that is exactly where they went.

After stepping out onto Formos for a breather and to lay low while planning their next move, the group spotted a seedy rodian doing a not-so-great job of shadowing them. While Xavin and Ama'reeha walked down a side alley towards the local cantina, Cole stepped off to the side, switching his blaster carbine to stun and waiting for the rodian.  One shot all but dropped the rodian. It was immediately discovered that the rodian was expecting  a group much like theirs to deliver cargo to his boss. After realizing the group was not, in fact, that of Dash Rendar's, the three companions sent him on his way (after extorting 100 credits in drinking money from him).

Continuing towards the cantina, the group hears noises coming from a trash compacter off to the side of the building. Within they discover J9-B8, a protocol droid that has been torn apart and all but destroyed. Ama'reeha checks the extent of the damage and discovers the droid is irreparably damaged. However, it does tell them that its companion, R4-W9 had a restraining bolt placed on it and was taken away by a group of thugs. Before permanently deactivating, the protocol droid begs them to find its friend. The group does so and once the droid has passed, they promptly have Ama'reeha dismantle it for what parts might still be resellable.

Inside the cantina, the crew sees bustling activity, as well as a holovid announcing an Imperial bounty on Bandin Dobah, an Aqualish pirate to the tune of 10,000 credits (dead or alive). Grumbling murmurs happen throughout the bar and it appears this pirate has been making life difficult for the local smugglers as he's put a chokehold on all good local jobs and intimidated any who stand against him. 

A local information broker, a Devaronian named Snoo, pulls Xavin aside and for 50 credits, gives him information about the Aqualish, as well as stating that there is also a 5,000 credit bounty on him (alive) from Thakba Besadii Diori, a minor Hutt kingpin who wants to keep a good relationship with the spice smugglers of Formos. This is an alternative for those who don't want to be caught up in Imperial red tape. Xavin returns to the crew's table and informs them of this.

Zukata, a rodian girl, enters the cantina and approaches the bar, flashing a smile at Xavin as she passes. Soon after three thugs (two humans and a weequay) walk in. Two of them sit while the third immediately begins hitting on the rodian. Xavin stands and tells the thug to leave her alone. Spir (the thug) starts bragging about how the smuggler doesn't want trouble with him because of his boss. In the middle of his tirade, Xavin punches the man, taking him more by surprise than actually hurting him (1). 

At this point, a bar brawl breaks out. Ama'reeha escorts Zukata to a private, curtained booth to keep her safe while Cole takes a shot at Spir, dropping him to the ground. Then, the Weequay thug stands and attacks Cole with a vibroknife, getting a good shot in. At this point, the second human (Daro, obviously the leader) grabs Spir's unconscious form and drags him out of the cantina while the weequay continues to battle the crew. Ama'reeha rushes forward to inject Cole with a stimpack and takes a shot at the weequay herself, knocking him unconscious. Cole punches the unconscious form several times, scoring a critical during which the weequay's head smashes into a barstool, killing him.

As the crew checks that Zukata is ok, she informs them that though she is here to map out routes for the rodian Bounty Hunters Guild, she is also concerned about her brother, Godon Nekatta. He supposedly arrived on Formos several weeks ago looking to cash in on Bandin Dobah's bounty and hasn't been seen since. The crew says that they will keep their eyes peeled as they are now also planning on cashing in on the bounty. This is when Cole notices a Toydarian eavesdropping on them. The alien flashes Cole a toothy grin before fluttering quickly out of the cantina.

The crew follows the Toydarian to see where he is heading. Cole and Xavin easily remain hidden, but the drug-addled doctor would have given herself away excep Cole dragged her into hiding with him (2). They follow the alien to a warehouse and go  inside.

Cole sneaks up to a window to listen in and discovers the Toydarian spilling the beans on them to Daro, who wants payback against the crew but doesn't want to anger the "Big Boss," Dobah. Spir sits sullenly next to him while a group of three thugs and another smuggler are in a far corner. This is when Cole tosses in two stun grenades. Both find their mark (3). The Toydarian, Daro, and Spir all immediately drop to the ground, unconscious. The remaining four race out the back door and flee.

Inside the base, the crew finds R4-W9 hooked up to a computer, inactive. They use a tool found on Daro to remove the restraining bolt and reactivate the astromech droid. The droid begins to wail at Xavin when it discovers that its companion is gone, swearing revenge against Dobah. Xavin invites it to join them and it agrees, at least until Dobah is neutralized.

While this conversation is going on, Cole removes anything of interest from their unconscious opponents and bound them. Ama'reeha examines the computer that R4 was hooked up to. She is distracted by information about a glitterstim shipment and doesn't find anything immediately pertinent, but does find some file called "Pass" that is meant to be some sort of radio frequency code intended to transmit from a ship (4).

The crew drags Daro back to their own ship after leaving Spir and the Toydarian to a group of angry fringers and question him violently (5). After one blow he immediately gives up the details as to where Bandin Dobah keeps his base hidden and informs them of a sentry droid patrolling it that requires a ship transponder code to get by without hassle. Cole calls the local constabulary and gives the minor smuggler up for 300 credits.

Once they arrive at Dobah's asteroid, Ama'reeha make runs sensors and finds life forms on the planet, as well as a several ships and the sentry droid. They use the Pass file and the droid lets them enter unaccosted. The Virtuous Sparrow docks with the landing bay and the crew prepares a crate as a ruse. Three guards meet them in the bay and ask to inspect the shipment. As they are opening it, Cole, Xavin, And Ama'reeha open fire and drop them. (6). The ambush works but sets off the alarms in the base.

The crew first heads to the escape pod, where one of the two remaining life forms was discovered by Ama'reeha's sensor use. They want to make sure it isn't Dobah preparing to escape. Instead, they find Godon Nekatta. His ship was damaged as he was coming to take Dobah in, but the Aqualish showed him mercy and offered him a position on his ship instead. The young rodian is obviously torn between loyalty to the pirate who saved him and his duty to his Guild. Xavin talks to him about his sister, Zukata, and begs him to do the right thing (7). Nekatta agrees and waits on the Sparrow, which Xavin is certain to lock down in case the rodian gets any funny ideas.

Then the crew makes their way to the cockpit. They open the door and Cole chucks in a grenade, missing by a mile. Dobah then charges forward with a vibroaxe, doing a great amount of damage to the merc. Xavin and Ama'reeha both attempt to get shots off but fail (8).

Cole attempts to grab Dobah's axe and knee him, but misses and injures himself against the metal haft of the axe instead (9). Xavin hits the Aqualish, as does Ama'reeha, almost dropping him. Then, the pirate raises his axe for the killing blow against the badly wounded Cole. The mercenary dodges out of the way and Dobah hits a sturdy metal pylon, shattering the axe (10). Cole quickly turns things around and drops the pirate with a stun blast from his carbine.

The crew hauls Dobah away, deciding to turn him over to the Hutt after reuniting Nekatta with his sister. They turn Dobah over to the Hutt for 5,000 credits and watch him die in an arena battle. They also sell two of the three crates of glitterstim they found in Dobah's hideout to Diori for a total of 5,000 credits (keeping one to feed Ama'reeha's addiction for awhile). On their way back to Formos, , Teemo contacts Xavin and expects his first payment of 5,000, which the smuggles send him (11).

Formos hails the crew as freedom fighters and heroes, inviting them to stay as long as they would like and welcoming them to the refuge as one of their own. However, the crew of the Virtuous Sparrow has other ideas in mind...

Mechanical Footnotes
1 - EotE talks about what each die type means when interpreting a roll. Basically, a boost die success is attributed to environmental factors, or dumb luck. Since Xavin's only success came from the boost die, I ruled that the only reason he got the punch in is because Spir was taken completely by surprise instead of due to any skill on Xavin's part.
2 -  I allowed a Triumph Sean rolled on his Stealth check to act as allowing his stealth roll to cover them both.
3 - Dual wielding in EotE is pretty cool. Assuming both skills are the same, you up the difficulty of the attack by 1. If you manage to hit, you may spend a Triumph or three Advantage to hit with both weapons, adding your net successes to both. In this instance, Cole hit with a Triumph, enough to activate damage on both stun grenades.
4 - If Ama'reeha had gotten any successes, she would have received the information Daro gives the crew later on in the ship. Since she netted 3 Advantage, however, she did find the Pass file, though had no context with which to understand it until Daro gave them that info as well.
5 - Sean wanted to use violence, so I allowed him to pair Coerce with Brawn instead of the normal Will. Ashley and Paul both had their characters assist, thus adding 2 Boost dice to the roll.
6 - My first use of minions went well, although they didn't get an chance to attack prior to dropping. This is probably the most bookkeeping I've had to mess with in a session. Minion groups base their skills around the total present in the group.
7 - A very successful charm roll assisted by Ashley and Sean.
8 - This is the first time PCs have gone up against a Nemesis and have to face the Adversary talent. Dobah has Adversary of 2, which upgrades the difficulty of ALL attack rolls against him by 2. Factor this in with the fact that they are firing blasters at an opponent engaged with an ally, and that's a total of 2 purple dice and one red added to the difficulty. Basically, EXTREMELY B.A.
9 - Sean netted 2 Threats on his roll, causing him to take 2 Strain.
10 - He rolled a Despair on a difficulty die that had been upgraded by use of a Destiny Point, thus causing something very bad to happen.
11 - Each point of Xavin's Debt Obligation costs 5,000 credits to buy off, I've decided

End Result
This was Ashley and Paul's second very successful session (the first being the Beginner's Box) and Sean's first (he played in the GM Toolkit adventure, which left much to be desired). I wanted to make sure all three of my players had a good feel of how a session SHOULD go, so they would know what to expect from the campaign. Everyone had a great time, Sean got to see what an adventure that played out well looks like, and everyone is excited to come back for Episode 2 in two weeks!

XP Handed Out
25 per character (20 for taking care of Dobah and 5 for finding and dealing with the glitterstim shipments)



Tuesday, August 20, 2013

The Janus Project - What Is It? (JP Design Journal #1)

The Time Heroes project is moving along well. I've just received the edits for the sample adventure "Alexander of Bebopedonia" which is the last chapter that was off to the editor. Once I've had a chance to make those revisions, it will be time to figure out where art will go and then send everything off to +Jacob Wood for layout work! This will likely take place in early October.

In the meantime, while waiting for edits to come back, I began making revisions to the Janus Project. It is likely this will be GWO's second RPG, once Time Heroes is finished and out. What is the Janus Project, you ask? Why, the topic of today's blog entry!

The Game's History
Once upon a time, in 2012, there was  an online kingdom called RPGGeek. In this kingdom, lords and ladies came from all ends of the kingdom once a year to participate in a gruelling 24-hour marathon. It was a test of wits, and game play, and fortitude. Each participant had 24 hours to pen a game of roles and submit it to be voted upon by all members of the kingdom.

One of lords, called MasterGeek (as well as a few others), requested an additional challenge: Three words that must be included in the game in some aspect or other. The three words chosen by one of the Dukes of RPGGeek were Accessibility, Reactor, and Phase. One of those words was, fairly normal. The other two, however, vexed MasterGeek until finally, they meshed together. The rest of the game rose up around those two words, and thus the Janus Project was born.

Right, so I think I've stretched the attempt at bedtime story-ing the history as far as it will go. The point is, the Janus Project started out as a thrown-together (and not winning, for the curious, for good reason) system to enter in my first RPG contest. While the game as submitted didn't pull any awards, I haven't been able to stop thinking about it.

The Lore
Earth is overpopulated. Has been for as long as anyone alive can remember. Nations don’t fight over moral disagreements anymore, or even political. They fight over food and space for their people to live. Pollution has devastated large portions of the world, lowering even further the available space to inhabit.
We tried for many years to find a way to colonize space. Every attempt failed drastically, ending each time with the deaths of all volunteers. Things were looking bleak.

Then a group of scientists discovered Eden. This wasn’t a new planet, but a dimension that runs perpendicular to our own where magic, instead of technology, evolved. At the place where the two meet is a natural weak spot. However, we found that we couldn’t colonize Eden, at least not in the normal way, without endangering those who already lived there. That’s when the Janus Project began and the creation of the Reactors became necessary…

I figured the best way to give a brief synopsis of the world is by stealing part of the introduction from the 24-hour contest document. However, I should probably expand on that a bit.

Scientists found that biological matter could not pass through weak points, but inanimate matter and radio waves, brain waves, etc. can. When they discovered this, scientists found that if a resident of Eden with compatible brain waves could be found, someone from earth could ride along like a passenger inside their head. At first the scientists merely observed the world they called Eden, but they soon discovered they could communicate with their host. When a scientist's body died while she was touring Eden, she discovered (thanks to her host) that their two personalities could merge into one, becoming one being with the memories of both. This is where everything went wrong.

Some of the less altruistic of Earth found that, by destroying their bodies once their personalities were riding in the mind of an Eden resident, they could overpower their host, thus leaving only the Earth personality intact. In the world of Eden (and then to those of Earth who wanted to prevent this), they became known as Ravagers.

The response of Earth was not overwhelming disgust, but there were groups around the world unwilling to devastate another world simply so humanity could survive. These people made contact with members of Eden, creating the Janus Project. This project consisted of Earth folk willing to sacrifice their physical bodies to merge peacefully with a willing resident of Eden in order to prevent the Ravagers from wiping out a civilization in an attempt to save Earth's.

That's an extremely basic history of the game world. The PCs are Reactors, those of Earth and Eden whose brain waves react favorably to each other, allowing them to merge into one being when the Earth body dies. Reactors are able to switch dominant phases of the personality. When the Eden half of the personality is at the forefront, the Reactor can utilize the magic of Eden. When the Earth half is dominant, she can harness and command the nanites behind the tech of Earth that is able to be transported between the dimensions. Groups of Reactors work together to keep the Ravagers from completely decimating the ecology of Eden.

In the next JP Design Journal entry, I'll be going over the basic game mechanics. The new goal is to get at least one GWO Blog entry posted a week, preferably 2. 

Tuesday, June 4, 2013

Time Heroes - Kickstarter Experiences and Chase Mechanics


Wow, it has been too long since I've done any updating on the blog, and I'm aware I still owe a part two to the Eternal GM topic I started on prior to the Time Heroes Kickstarter, but hey, who know managing a Kickstarter project was such hard work? If you haven't had a chance to see how the Kickstarter has been going, feel free to check it out: Time Heroes Kickstarter Project.

Kickstarter Experience
I've been doing quite a few things to try and spread the word about the Kickstarter project. There hasn't been a crazy rush of backers like I've seen for a few other RPG projects, but there has definitely been an amount I'm pleased with. At this point, I'm extremely confident that we will fund and possibly hit a couple of the stretch goals. Of course, there's still time to hit most, if not all of them, so who knows? Anyway, here are a few of the ways I've tried to spread the word about the Time Heroes KS, for those of you curious or looking for ideas on how to promote your own.

RPG Communities - I'm an active participant over at +RPG Geek (more the main website than the community, though, truth to tell). That made it the perfect place to make an announcement as I'm known, and have friends, there. I also posted on RPG.net and asked +Russell Morrissey to post a link in his news feed for EN World, which he was kind enough to do.

Social Networking - Yup. Google Plus and Facebook is the way to go. I've been making sure my updates get over to both social networking sites and I know several new backers resulted from it. I am also currently running a FB ad (only $25 total) that links to the KS and I've gotten at least one backer off of that. I also used the networks to ask people in the industry like +Fred Hicks if he wouldn't mind giving it a look, and have gotten some great tips from +Steve Russell , who recently finished the successful Lords of Gossamer and Shadow Kickstarter project and +Kevin Mickelson, the man behind the Berserkon Kickstarter. My social networks have been a great way to both boost the signal for my project as well as get advice on running a successful Kickstarter. If I had one recommendation for people new to Kickstarters, it would be: Don't be afraid to approach industry pros. In my experience, they have been extremely friendly and more than happy to help a new RPG Designer get off the ground.

Additionally, I've picked up some great items to offer via the Kickstarter from social networking. +Jacob Poss is offering up his Defenders of Amaranthia Fate Core setting as a stretch goal, which I have gladly accepted. +Amanda Mickelson has just agreed to make some Cthulhu plushies that I can offer as add-ons to any reward level. Both of these items are sure to help boost the funds Time Heroes ultimately raises.

Lastly, having a presence on G+ recently lead to my being approached by +Stacey Chancellor, one of the hosts of Fate Points, and now I'll be a guest on the show June 17, right around the time the Kickstarter hits the one week remaining mark.

Physical Presence - I backed the Berserkon Kickstarter at the Artisan level, so that I could have an artist's table setup there. We made a banner with sample artwork from +Melissa Gay on it and had it manned by kind volunteers the entire weekend of the convention (I had intended on being there more myself, but ended up running back-to-back Time Heroes sessions the entire weekend). 

This gave a couple of boosts to the Kickstarter. First, there was hands-on experience available. I ran about ten sessions of the game over the course of the weekend, and I know several of the people who played turned around and backed the project (a couple even mid-session). This was fantastic in and of itself, but this also gave me the chance to run the game for the likes of +Joanna Gaskell and +Brian Lewis. Even +Bill Cavalier stopped by to visit about the game. What started as simply wanting to be able to run the game to let people see how it plays turned into a surprise chance to boost the signal a bit by running for some gaming celebrities. Trust me, no matter how small the con, if there's one you can get to to promote your project (particularly as it's running), DO IT.




The second boost to the Kickstarter came from the fact that I was able to be interviewed for the local news and for a podcast. I'm not sure that these resulted in anyone backing the project, but it's quite possible (and in either case, was a lot of fun).

Chase Mechanics
The second part of today's blog post is about me (possibly) changing how chases work in Time Heroes.

As they stand now, chases in Time Heroes are resolved just like they would be in Fate Core. However, thinking back on Saturday morning cartoons, I seem to recall chasing happening a lot. Maybe even once or twice an episode. As I thought about this, I decided maybe it would be a good idea to make chases have a more prominent role in the game. From there I decided to add a Chase Stress Track to the Physical and Mental ones.

I think that the stress track itself will be based on Athletics. Yes, Athletics is already used for quite a bit, but I can't think of a better skill to use. I'm debating possibly dropping Athletics as a defense against Fight to balance it out better. So, this means that the Chase track will have its boxes determined the same way Physical and Mental do.

Additionally, chases are more of a "between scenes" situation. When someone can no longer take Chase stress, it merely will determine the way the next scene starts for the players. As an example, in the "Rise of the Plushies" episode, there is a scene where the players are chasing H.P. Lovecraft through city streets as he attempts to reach the field to complete a ritual. No matter how the chase scene turns out, the next scene will take place at the football field. The difference between success and failure will simply be whether they get there before Lovecraft has jumped into the ritual or if they arrive as he's nearly completed it.

With that in mind, I think I will be having the Chase track not involve the ability to take consequences. Also, in all likelihood, I'll probably have the chase be the ultimate chase roll determined by the PC with the lowest Chase track (the speed of the group is determined by the slowest member, after all), with the other PCs able to assist.

The full mechanics haven't been worked out yet, but that's about as far as I've gotten. I may end up also adding a Chase skill to the franchise and use THAT to determine how many "hits" the group can take before they fail, which would require changing the way franchises are built. Anyway, that is a start on how I'd kind of like to envision the new mechanic.

Tuesday, May 21, 2013

Time Heroes - The Kickstarter Launches!

After months of preparations and waiting, the time has finally come! I've finished the beta draft and the quick-start packet. Sadly, due to separation from the original Time Heroes artist, the quick-start packet is currently artless (though Justin was kind enough to allow me to keep the logo, which is awesome!). However, it still exists, which is ok by me.

Due to this separation, I found myself in a position to find a new illustrator for the project. I was lucky enough to contact none other than the extremely talented +Melissa Gay who has worked on varied projects from the Dresden Files RPG (also Fate-based) to Mermain Adventures. I am certainly extremely excited to have her on board this project and glad that she saw fit to provide me with an image to include in the Kickstarter!

Now, the past couple of days have been pretty busy (in a good way). My fiancee, +Ashley Ishmael graduated from RN school yesterday and today she and I set a date for our wedding (September 28th of this year) so we went to my parents' for a bit of a celebration. I realized that I had all the pins set up for the Time Heroes Kickstarter, I just needed to roll the ball down the lane and I could make the celebration (pardon the switching of sports metaphors) a hat trick.

So, without further ado, I present to you the link to the Time Heroes Kickstarter, the very first (but hopefully not last) RPG project from GeekWorld Online:

Time Heroes Kickstarter Page

Saturday, May 11, 2013

The Eternal GM - New Game Master Advice Part One

Yesterday we were so busy getting everything ready for ToddlerGeek's 3rd birthday party (today) that I forgot to publish this week's Eternal GM article. So, it's a day late. This week's topic? Being a new GM. I will be discussing suggestions that I think will help new GMs transition into their role in a (I hope) more comfortable fashion than I was able to.

I've been a game master from the moment I discovered RPGs. Being a writer (in my head, anyway), it was a more or less natural transition for me. That being said, there were still plenty of bumps in the road that I had to work to overcome along the way, just as any GM does. I'm hoping that this article will help those of you sitting on the fence (and those who requested this topic) make the decision to dive into the role of the game master.

This is a topic that is going to be covered in a future episode of Play on Target as well (this summer sometime, probably), but due to the requests I decided it was worth doing an article about. I am planning on splitting this article into two parts. In this week's article I will be focusing on helping those interested in game mastering but unsure where to start. Next week, I'll be discussing common mistakes I've seen (and made) in new GMs and how they might be resolved. *Note - the second and third section do contradict each other. One might work for some people, another for others. A lot can depend on the group.

Be Comfortable With the Genre

This is always one of my recommendations to newer GMs. You're trying something you've never done before, whether you're already a role player or not. It's a lot more work logistically than being a player and you may well be learning a completely new system. There is no reason you need to make your life any more difficult than necessary. Look for a game that will be a good fit for you genre-wise. 
Think of the types of books you like to read or movies you like to watch. Then find a game that falls under the same heading and run that (or even a game based on an existing property you love). If you're a huge Star Wars fan, make your first GM experience a Star Wars game. If you exclusively read science fiction, then that's what you should run your first time as game master, even if that's not what your group is used to. The goal with this is you'll have less to worry about in the playing it by ear portion if you're already familiar with the setting and/or tropes of the genre than if you're diving into completely unfamiliar territory.

Run a System Your Players Know...

GMing is an extremely daunting task, particularly the first few times you act in that capacity. If you're with a close group of friends who you're comfortable with, why not run a game they all know well? That way, when you have a hiccup, you'll have people to turn to for advice. As long as you don't have any extreme rules lawyers in your group and are comfortable being told how things work (or, preferably, where to find info you need), then this can be a successful way to get used to GMing. You'll have people around you who can help you get used to the rules, which means one less weight you'll have solely on your shoulders while you get used to the ins and outs of GMing in general.

...But Really, Don't

I've run into very few groups that don't have a rules lawyer/know-it-all in them. These players can be intimidating in general. Taking into account that you're trying to to step into the driver's seat (so to speak) for the first time, this intimidation factor of having someone who likes letting people know he's better versed in the system than they are can increase tenfold. 
The easiest way to resolve this issue is simply to make sure you are running a system that absolutely no one at your table is already familiar with. This works particularly well if you're following the first piece of advice from this article and making sure you are running a game in a setting/genre you are already familiar with. This puts more onto your shoulders right off the bat as you are the "expert" in the system, so anything you can do to make your prep work easier is extremely beneficial.

Get Your Players to Help

This one is pretty cut and dry. There are a lot of things generally left up to the GM that you can enlist your players' assistance with. Here is a brief list of duties that you can pass of to your players that will lighten your in-game stress a bit as well as keeping players involved in the game at every turn:
  • Initiative - Hand this one off to a player at the beginning of combat. Let her take note of who has what initiative and make sure everyone knows when it's their turn to go. This person can also generally keep track of status effects and how long they last.
  • Mapping - This one goes way back, but there was a time when players actually had to map out where they were exploring. Use a map that works with dry erase markers and instead of drawing the map out for them, show them where to start and have them draw it out as they explore. This will save you running around the table every time they enter a new area you didn't want to already have drawn out for them.
  • Combatants - This often works better if someone isn't involved in a conflict overly much (for whatever reason), or the combat is large-scale. Let the players control the friendly NPCs in such conflicts. One less thing you have to worry about when you're controlling all the "monsters." 

Run a "Beginner" Box

I put beginner in parentheses above because (as you'll see) not all box sets ideal for beginner GMs are labelled "beginner" on the box itself. These are box sets that include everything you need to play the game, simple (or simplified) rules, and generally make sure people new to the role playing hobby aren't completely overwhelmed. There are a lot of these in the market these days, some better than others. Below are a few that I feel are of note.
  • Dragon Age (Set 1+) - This set works great for beginners for several reasons. It's familiar to a large subset of people who may be new to tabletop RPGs as the source material is a video game RPG. It's a simple system that doesn't take much to learn and each set adds new things to the system. For those unfamiliar with the setting, it's still a solid fantasy RPG for those familiar with the genre. Genre: Fantasy
  • Star Wars Beginner Box - This one has some pluses and minuses to it. It is Star Wars, which many role players will be widely familiar with. It comes with everything necessary to play, from the special dice required for the game to a group of prebuilt characters and adventures. The system is simplified from the full version. This last, however, is also the downside, in that you can't (as of this writing) simply take the characters that you've played through the beginner box with and port them over to the full game without alteration. Genre: Space Opera
  • D&D Gamma World Role Playing Game - This most recent iteration of Gamma World (by Wizards of the Coast) is probably the best (in my opinion) entry point into 4th Edition Dungeons and Dragons for those who are interested. Even without taking that into account, it's a good standalone system. Again, everything needed to play is there: maps, rules, tokens, etc. It's a pared-down version of an already new-to-RPGs-friendly system. Genre: Post-Apocalyptic (and Comedic, though not absolutely necessary)
  • Pathfinder Beginner Box - This one is one of the most oft-spoken of when Beginner boxes are brought up in conversation. It comes with prebuilt characters, a map, nice quality tokens (nice quality everything really), simplified rules, and characters can be easily ported over to the full game once the beginner adventure path has been completed. The really nice thing about this is for those GMs not wanting to get into adventure/campaign design, there are a ton of adventure paths available to run players through that are extremely well-written. Genre: Fantasy
Next week I'll be back with part two, in which I will discuss common mistakes I've seen (and made myself) and recommendations of how to address them.

Friday, May 3, 2013

The Eternal GM - Atmosphere in RPGs

Not much has changed in the last week in the GWO world. The Time Heroes Kickstarter hasn't advanced too much, though I have started on the Eras supplement and have seen a rough sketch of the Quick-Start Packet's cover. However, I do have the second article in "the Eternal GM" for you. I hope you enjoy and remember, at the end I will briefly mention a game that I feel does a great job of addressing the topic (and why).

Capturing Atmosphere

This week's topic is regarding a situation I see come up many times at the table. Unfortunately, it's also a situation that doesn't have a clear-cut solution (at least not a good one). That being said, there are things a GM can do to help evoke the atmosphere of a particular game. As always, there are certainly more than I will be discussing here, but these are what I use at my own table. I should note that the article will revolve heavily around horror because (in my mind) it's one of the most difficult atmosphere's to successfully get into at the table.

Know Your Players

For me, this is the biggest way to succeed with an atmospheric game (or really, any game). Unfortunately, it's an "all or nothing" scenario. You need to know your players for an atmosphere-heavy game to have any chance of succeeding. As GM, you should know your players' attitudes and how adjustable they are. For example, if you're trying to run a Call of Cthulhu adventure (seriously), but you know your group can't go more than five minutes between silly comments, you're going to need to find a way around that (or play a different game).

You need to weigh how much you and your players want to make a game work against whether or not the game is up your group's alley. Every game is not for every group, and that's okay. Just make sure you and your players are aware of this when playing an atmospheric game that's outside of the normal comfort zone.

Of course, if you're just starting out with a new group or running a one shot at a con, the preceding paragraph does you little to no good. Which brings us to:

Pacing, Pacing, Pacing

When running a game in which atmosphere plays a large part, pacing is everything. If you're running an action-adventure game, moving too slowly can make things feel boring for everyone. On the flip side, moving too quickly in a horror game won't give anyone a chance to feel the suspense.

The real trick is to make the pacing fit the atmosphere you're going for without feeling contrived or clunky. If the pacing doesn't feel natural it's going to jar the players out of their immersion just as much as the wrong pacing entirely.

Let's take horror as an example. You want to have periods of time where the PCs aren't directly facing whatever horrible force they're going up against. Heck, depending on the type of horror, you may want to make sure they don't have an idea of what it is (or think it's one thing only to find it's something else) until the third act.  However, you also want to make sure they know there's something, and that the something is a present danger. It doesn't matter if this is achieved through sightings, or gut feelings players get, or even finding evidence it has been there; all that matters is that the characters find pieces here and there that let them know they could be beset at any moment.

The point is this, really: think of good books or films that embody the atmosphere you are attempting to evoke and pattern your games after them. Even the biggest action-fest has a break where the characters have a breather between beat-downs.

Props

If you're playing a comedic action game and in a fight against the evil Clown Lord Bo-Zo you pull out a bat-shaped balloon and start smacking a character in the head with it, it'll be obvious they're in a silly world. Yeah, that one's a bit over the top. Here's a better example of atmosphere-related props: 

You're playing call of Cthulhu, the game is set in the 1920s. You tell the PCs that a telegram has been slipped under their door. When they pick it up, you then slide a piece of yellowed telegram-style paper under the GM screen (or across the table) towards them. Anything you can do, whether it's a physical prop, background music (to an extent), or document will help pull them deeper into the world you're trying to create for them.

As I write this, I find that it's a topic that may well deserve to be broken down with articles for various genres. I may well do that down the road, but hopefully this particular entry has given you some insight into how I, at least, try to pull the players into the overall atmosphere of the game we are playing.

What Is the Most Atmospheric RPG?

Dread. Please remember, this is based purely on my experience and your views might well differ from mine. I have yet to run a game that captures the intended atmosphere better than +Epidiah Ravachol and +nat barmore's game of horror. Evoking the atmosphere of the game is built right into the mechanics. There are no abilities, no dice, no skills. There are only answers to questions and a Jenga tower. It takes the most sweat-inducing game I know and applies to to a RPG. If you make the tower fall, no matter how or when, you're written out of the story somehow. It has instilled the kind of stress tales of the macabre should into my players better than any other RPG I have run.


Friday, April 26, 2013

The Eternal GM - Player Buy-In

I thought anyone reading the blog might be interested in reading an article on a topic other than game design from me. If not, feel free to ignore. However, I've decided to start a series called "the Eternal GM." Why the title? Because, save for a very few exceptions, I've been strictly a GM for the better part of 20 years. I'll be adding posts to this series as the fancy strikes me in an attempt to provide insight to newer GMs and possibly provoke some discussions. In addition to an article for each topic, I will also briefly mention a RPG that I feel does a good job of addressing the problem. And now, our first topic:

Player Buy-In

Every GM has faced it from time to time; looking across the table to see at least one of the players staring with a blank look in their eyes, clearly not thinking about the game. You then realize: the same look is on the majority of the players' faces. They aren't interested in what's going on in-game. The question is, how to get everyone back into the game?

Preventative Measures

I've seen this often enough that it's something I try to prevent before the game itself even starts. How? By making sure the players are invested in their characters during character creation and adventures have personal tie-ins that they'll care about. Here are the ways I generally do this:

Make sure the PCs have back stories - I find that character creation shouldn't just be doing a bunch of math and writing the results down on a character sheet. Where the character came from is just as important to the game as what she can do now. In order to accomplish this, I take a couple of approaches during character creation to help the players flesh their PCs out, depending on the game/situation.

  • Questionnaire - I take a page from the brainchild of +Epidiah Ravachol and +nat barmore, Dread, and hand out sheets of questions to players. Each set of questions is different but generic. Generally I only go with five or six questions, just enough to get the players thinking about their characters. This results in more buy-in by itself (the more work put into a character, the more invested the player will be) as well as providing fodder for me to work character's stories into an adventure.
  • Group Character Creation - I'm a fan of this anyway, because it makes things easier in regards to balancing if necessary. However, as I have become drawn more and more into the world of narrative RPGs, I find it also serves a second purpose. I can ask questions to players about how their character came by a particular skill, or how two similar skills might mean a couple of the PCs know each other. This gives a similar result to the questionnaire method while also allowing the players to intertwine their characters' backgrounds (as well as give player the opportunity to make suggestions/give input on the backgrounds of the other PCs).
Using one of those two methods, most players in my games (even the laziest when it comes to story-type elements) end up with at least a somewhat-fleshed-out background. I then use the characters backgrounds as story elements, making sure that in each adventure, at least one PC background comes into play.

Know Your Players - If you're running a diplomacy game for a group of munchkins, of course they'll end up bored. You're either in the wrong group, or you don't know your players. Don't create the game you want to run, create the game everyone will enjoy playing. Obviously, with a new group this is a bit more difficult to ascertain, but there's quick way to solve this: ask. When you are preparing to run a game for your players, ask them what kinds of games they like to play. If they love combat and simulation, make sure that's stressed; if they enjoy outwitting their opponents, make sure it comes up. 

Fixing the Problem

The above advice does nothing to help the situation in progress. The players are mid-session and bored. Right. So, here's what I do:

Take a Break - Grab snacks. Catch up. Take 5-10 minutes and step away from the game. Ask the players what their favorite moments from the campaign have been so far, or what's been rubbing them the wrong way about the session. Maybe people are just having a collective off-night, maybe it's somethings specific. Then, call them back to the table and drop them in media res. Cut the adventure to the middle of whatever the next scene was going to be. 

If they were preparing to attack a camp of enemies, start back up in combat as the enemies take their first swing (maybe say one opponent was dropped "off-screen" and shouted to rouse the other). If they are preparing to enter negotiations, drop them in the middle of a screaming rant from the person they're trying to negotiate with and have them talk their way back. Essentially, start the game back up with an assumed minor failure or something similar. Nothing gets players into the game like adversity.

Now from time to time, I try other options that work with varying success, but I find that what I discussed above has the highest success rate for me. 

What RPG Makes Player Buy-In the Easiest?
Fate Core. Yeah, this might seem like the obvious answer from me, as my current projects have been revolving around hacking this system, but it's true. Evil Hat's Fate Core is a game that is built around player buy-in. Aspects are the most important parts of a PC's backgrounds, with a mechanical effect as well as story. Anytime there happens to be a lull during a session or a player's eyes start to glaze over, just compel on of their aspects and you've pulled them right back into the game. 

So there you have it, my thoughts on player buy-in and how to solve problems that come up with it. If this is of use to you in your GM endeavors, or even if it was just a semi-enjoyable read, I've done my job. And hey, if you have your own thoughts on player buy-in, or your own suggestions for games that address the topic well, please comment!

Sunday, April 21, 2013

Time Heroes Progress Update - 4/21/2013

Between caring for a toddler while mommy is at school and work, keeping the house tidy and nice, and trying to build a RPG empire...or even a fiefdom, life has been rather hectic for the last couple of months. However, now, as we reach the final countdown to the Kickstarter (just about a month left to its start and counting), all the effort has been worth it.

First, we have another updated KS. I've made some changes to the preview to reflect that everyone at backer level of Big Bad and above will be receiving the Time Heroes PDF in addition to any other rewards they receive.  I revealed the first stretch goal and the amount needed to unlock it ($8,000 and the stretch is the creation of the Past/Future supplement book). For now, I've decided to keep stretch goals a secret until the previous one unlocked. Lastly, I have changed the Morgan la Fey backer level from $40 to $100 based on several suggestions that this level seemed to make more sense.

Next, I have just received a beta draft of the Quick-Start Packet from my layout designer/artst, Justin Rach. There are a couple pieces of art in it, but for the most part its just so I can see the layout design and write down any notes/changes I want to make. So far it looks good, but I still want to give it a closer examination.

My goal for this next week is two-fold:

1. Go over the Quick-Start with a fine-tooth comb (and red pen) and
2. Get enough of a start on the writing of the future/past supplement that I have an idea of length to give to Justin so we can verify what it'll cost to get it done.

That's about all the update I have for now, but I figured it's been a while since my last update and thought you might like to know!

Monday, April 8, 2013

Time Heroes Kickstarter Nearly Ready!


Well, if you're reading this, you likely already know more than you'd care to about Time Heroes. However, in case you haven't, this is the Kickstarter announcement I posted on both RPGGeek.com and RPG.net earlier today (as well as in the GeekWorld Online Time Heroes Kickstarter forum):

First, let me say that this is going to be the first official GeekWorld Online production (hopefully with more to follow).

Since backing and reading through Fate Core, ideas have been coming to me left and right for games that could be put together using Fate Core as the glue. Two projects really stuck with me to the point where I blogged many design journal entries on them, and one of them is just about ready for the Kickstarter to begin.

Time Heroes is a comedic adventure RPG that has been created to capture the feel of Saturday morning cartoons (along the lines of Inspector Gadget, the Real Ghostbusters, etc.). In its default setting, it is about stopping the evil sorceress Morgan la Fey from destroying time as we know it.

Morgan la Fey has come to a point in history where magic has long since died but before technology has evolved to completely replace it (basically, the present). She has torn open rips in the fabric of space and time to draw through armies from the past and future with which she intends to make the Earth her own. She has managed to place a time bubble around a few year block that has been separated from the normal passage of time. Her goal is to take control of the planet, send people back and then drop the bubble, altering the course of history in one fell swoop.

The Great Merlini, last living descendent of Merlin has gone from simple stage magician to discovering the power of his ancestor within himself with the assistance of his ancestor’s book of magic, the Bionomipro. He is using this power to draw his own people through time and space in order to hold back la Fey's ambitions. While the bubble around the present allows la Fey to bring people through without repercussions, it also prevents going back to alter events that have already happened within the bubble itself. Essentially, if Merlini can keep Morgan la Fey at bay for a few years, the bubble will drop and normality will be restored.

So that's the basic lore behind the setting. But how do I see this play out in the game itself?

While the way I've presented it just now may not indicate it (although how sheerly ludicrous the idea itself is might), Time Heroes is meant to be a zany romp for a group of players. Ultimately, I envision it along the lines of a television show or cartoon where, though there may be arcs here and there, primarily each session is its own episode and - much like, Inspector Gadget, for example - Morgan la Fey will always barely slip away at the end of each "episode." Obviously the reasoning behind this is because if she's taken out completely, any series would be over. Also, she will be almost entirely in the background pulling strings and not in the thick of it herself. I want the world of Time Heroes to be one in which a sword-carrying barbarian, a laser mop-wielding space janitor and a Spam salesman are all equally likely as character concepts, even in one group.

So, where are we at? Well, the beta draft of the core rules is finished, though it is art-free (much of the Kickstarter fundage will be for compensating my artist). A Quick-Start packet has been finished on my end, and is currently with the artist/layout designer. Once that is finished, it will be distributed at Berserkon in Duluth, MN (and will also be a

And now, info regarding our Kickstarter (set to start once the CC licensing is available):

After some thinking, we've put together some initial reward levels. We're still having troubles coming up with what would be good offerings for higher pledge amounts, but we still have time before the Kickstarter gets off the ground.

Without further ado, here's what we've decided on for certain:

$1 - Extra
You will have immediate access to the Quick-Start Packet PDF. This includes four pre-generated characters, the basic rules, and a Quick-Start Episode: Rise of the Plushies!

$5 - Supporting Cast
Includes the Extras level, as well as immediate access to the beta draft of Time Heroes. With this you can begin your very own Time Heroes series before the Kickstarter is even over!

$10 - Big Bad
You will receive the Extras and Supporting cast levels, as well as a copy of the Time Heroes PDF upon release.

$30 - Time Hero(200 available)
You will receive the Extra and Supporting cast levels, as well as the softcover of Time Heroes upon release (B&W). If you would also like the PDF, add $5 to your pledge.(total of $35) If you would like your copy autographed, simply add $10 to your pledge. (total of $40 without PDF, $45 with) Add $15 for international shipping

$40 - Morgan la Fey (10 available)
You will receive the Extra, Supporting Cast, and Time Hero levels. In addition, Andrew Goenner will help you create your own Time Hero to be included in the core rules.

$75 - Great Merlini (3 available)
You will receive the Extra, Supporting Cast, Big Bad, and Time Hero levels. Plus, Andrew Goenner will run an episode of Time Heroes for you via G+ Hangouts.

The price point on the last two aren't set in stone and may well be adjusted prior to the Kickstarter actually beginning, but that's what we're looking at so far.

Here are ideas for some of the stretch goals that we have (no monetary amounts decided on yet):

- A hardcover version of the core rules

- Colorizing the core rules

- An Era supplement covering the Past and Future Time Heroes setting

- A "Who's Who" of Time Heroes, filled with pre-generated characters as well as descriptions/statistics for NPCs in the Present setting.

As we progress closer to the Kickstarter, I'll pop back and update this thread. Otherwise, if you're looking for more information on GeekWorld Online or Time Heroes, feel free to head over to the site: GeekWorld Online. Links to the GWO Blog are there, as well as news pieces and the forums for discussing GWO projects.

Lastly, for the art-curious, I have a couple of samples my artist has provided for me for promotional use that I thought I'd share with you here:

Monday, April 1, 2013

Time Heroes - The Timeline - Update on New Core Rules Material

This update isn't going to be terribly long, just some new ideas that came to me today and a sneak peek at the Time Heroes timeline. Before we get to the timeline, however, the update:

I was editing the core rules today and I came to a decision. I want to talk about the setting in more detail, so I'm adding an additional chapter between the introduction and the Quick-Start Rules: The World of Time Heroes. In this chapter, I am going to be giving greater detail on the default setting (present; humorous cartoony adventure). I will not be going into greater detail on the Past or Present Eras, however. This means that at some point down the road (either as a stretch goal to the Kickstarter or its own project) I will be creating a supplement (or two, depending on length) that details these two eras.

With that in mind, I've put together a basic timeline I will be adding to the core rulebook directly before the new chapter. It details the major events of all three eras (as well as separating them so readers know what events will be talked about where). In addition, if there are any time periods you think would be fun to visit in the past era (or future), feel free to comment and let me know! Perhaps I'll update the timeline.

Also, I've completed today's 10%, meaning I'm now at 60% (though the additional chapter may change the completion rate by a bit, depending on its length). Anyway, without further ado, I give you: the Time Heroes Timeline:

































Sunday, March 31, 2013

Time Heroes Update - Nearing Readiness!

Things have been busy on the GeekWorld front. After some initial discussion with Justin, Time Heroes' illustrator and layout designer, we appear to have come to an agreement on his illustrating compensation. That just leaves compensation for layout work. He has also begun doing some work on the Quick-Start Rules and Episode, which is called Rise of the Plushies! I've been provided with a sample page, and am extremely happy with how that turned out, both art and design-wise. There should be no issues with getting that ready for Berserkon (and for the $1 Kickstarter backers).

Regarding my work on the game design end of things, I'm currently working on the "final" edit of the beta draft (accepting that there will almost assuredly be changes from backer feedback. I've given myself a rate of 10% today and, after today, have just hit the 50% mark. This means that after the upcoming Friday (4/5/13), the beta draft of Time Heroes will be done and ready to provide to the $5 backers. So, good progress!

In regards to the Time Heroes Kickstarter, I have solidly decided on the following reward levels (with more likely to be added before the thing gets going):

$1 Quick-Start Rules/Episode Rise of the Plushies
$5 Immediate access to the Time Heroes beta draft (with the ability to send errors/problems for amending in the final edition).
$10 Time Heroes PDF (black and white)
$25/30 (haven't decided yet) - Softcover of the Time Heroes core rules (in black and white, color might be a stretch goal)
$35/40 (depending on book cost) - Autographed copy of the Time Heroes core rules
$60/65 - As autograph level but I will run an adventure for your group

As I said, there will probably be more reward levels (and maybe more added once the Kickstarter begins, if supplement stretch goals get reached).

That's about everything I have currently, update-wise. Things are rolling along smoothly, and we're hoping to be able to get our Kickstarter going by Berserkon. Time (and the CC license) will tell!

Monday, March 25, 2013

Time Heroes - Fate Core - Status Update


Justin, the friend illustrating Time Heroes, pointed something out to me the other day in an email. He said that Sprit of the Century and the Dresden Files aren't Spirit of the Century of Fate or Dresden Files of Fate. That gave me pause, as he was absolutely right. 

The original reason I settled on Time Heroes of Fate was because I was hoping at some point down the road to release the original version of Time Heroes. However, this version has already garnered more interest than the other ever did (to be fair, the original has also been run far less). So I've decided to rename the game, dropping the "of Fate" at the end.

The question now becomes: Do I want to call it simply Time Heroes? Or do I want to call it Time Heroes, Inc.? For those of you who have been following along with the design journals, the "default" setting of the core rules is going to be present day, and the atmosphere is meant to be Saturday morning cartoony adventure. However, in the course of game creation, there is also the option to set the game in the future, post-apocalypse style or in the past with more of a standard role playing atmosphere. However, other than game creation, the rest of the book refers to the default modern cartoony setting.

In this setting, the PCs are part of a Time Heroes, Inc. franchise. The corporation itself is headed up by the Great Merlini, Merlin's last living descendant. However, that's neither here nor there. The problem is, games set in the future or past will not be based off of franchises. I do plan on releasing setting books for each of the other style of game (or one book with both, depending on length). Do I call the game Time Heroes, because these alternate settings aren't corporation based, or do I call it Time Heroes, Inc. because that's the default setting referred to in the core book? Any thoughts/comments/ideas are more than welcome, as always!

Thursday, March 21, 2013

Time Heroes of Fate Character Sheet


Not a huge blog post currently. I decided to put together a Time Heroes of Fate character sheet today. I hopped into Microsoft Publisher 360 expecting to take forever, but I created something I'm quite happy with in under an hour. The "Time Heroes of Fate" text at the top will likely change with the official logo, somehow, but other than that I don't see much that needs changing. What do you think?

Time Heroes of Fate Character Sheet


Time Heroes of Fate Update - Beta Finished!


I've been pounding away at Time Heroes of Fate for quite some time now in order to ensure I have everything ready to go when I am able to launch the Kickstarter. Tonight, I managed to write the last few words of the beta draft of THoF.

I still have to go through and do some editing, reword much of it to add atmospheric flavor to it. I also have to go fill in some example boxes I added (so as to remember where examples should go). Other than that, the first draft is officially complete! Once +Fred Hicks and Evil Hat get the Creative Commons/OGL license up and running, the Time Heroes of Fate Kickstarter should be good to go!

Of course, now is when I rethink Magic/Future Tech yet again. I have included the version where either skill is used as a sort of replacement skill for another in situations where that skill would normally be ineffective (trying to hit someone with your weapon which is across the room on a table while you're handcuffed to a wall). However, after demoing the game at Plattecon a short while ago, I began to think about getting rid of that and instead making the two skills able to perform stunts you don't have for certain skills chosen during character creation (the amount of which is equal to your refresh after stunts are chosen) at the cost of a Quantum Point every time you do this. 

However, I'm wondering if this would eliminate reasons for people to choose stunts at all. Granted, even the simplest stunts would end up costing a Quantum Point when Magic/Future Tech is involved, but still, that seems pretty powerful. I think for now I'll leave it the way it is and see if I can't get some last minute feedback from folks.

So, what do you guys think? Leave those skills the way they are, or change them up?

Monday, March 18, 2013

Time Heroes of Fate - Roadblock Near the End of the Road


So I've entered my week to dedicate to finishing up Time Heroes of Fate (well, the beta of the core rules, anyway). +Ashley Ishmael, my fiancee, has just started her spring break and other than working the overnight tonight, she has neither work nor school until the end of the week. This means that I'll have lots of time this week to work on the beta of the core rules while she hangs out with the little guy.

Unfortunately, at the moment I'm not (obviously) working on the document itself. I had a great head of steam going until I hit the current portion of the game master section; designing adventures. I already have the idea for the sample adventure I plan on including in the core rules (it's going to be an adaptation of the con demo I've been running), but I also want to use creating it as the examples in the design section. I just created the text box for the first example (which is just the basic breakdown of a "typical" episode of Time Heroes of Fate) and slammed headfirst into a wall.

If course the first thing that came to mind was pop over to the blog/design journal that I've been basically ignoring since I began pounding out the core rules (which now officially clocks in at 92 pages with a chapter and a half left to go) to discuss it. The problem I'm running into is that I already know the basic layout of the adventure, but am having troubles breaking down the design aspects behind it. 

Instead, I've opted to pop over here and write up a little update on how everything sits.
- Two chapters left to write up (though I am debating writing up a third and inserting it earlier in the document.
- Justin Rach has signed on as artist for the project (the art shown in an earlier post is from him) and we are currently working on how to figure out compensation for the long term.
- Initial feedback from play test groups and con demos has been overwhelmingly positive. Some criticisms came out, but everything was constructive (and much was more GM-based than game-based which, due to my newness to Fate in general, was to be expected) and has pretty much been addressed.
- +GeekWorld Online has been registered as my DBA for the purpose of publishing the book and each 'i' has been dotted and 't' crossed, so that's official now (which also bodes well for custom dice bags designed by Ashley down the road to be made available to purchase).
- Several stretch goals for the +Kickstarter of the game itself have been decided upon, with plenty of time to come up with more still. At this point, we know additional art in the core rulebook will be a stretch goal, a physical copy of the book (as opposed to being strictly online dissemination) is another (with signed copies as a separate backer level from just getting a physical copy), with thoughts on my part of designing a 'Who's Who of Time Heroes of Fate' supplement (basically consisting of a large amount of pregenerated NPCs for use in the game, apart from those provided) being considered as another. 
-Several interviews have been done on camera, as well as actual play that will be spliced into the final Kickstarter video.

Overall, I'm pretty happy with progress on the project. If I'm stuck with some writer's block for a little bit, that's acceptable. I also plan on editing and posting at least one (if not two) actual play videos from Plattecon on the YouTube channel.

Things I still need to do:
- Get serious about spreading the word to people (or better yet, find excited people to assist in spreading the word so I'm not tooting my own horn all day long).
- Get t-shirts made up for the GeekWorld Online volunteers at Berserkon in May.
- Go back into the beta document once the basic chapters are done and do some minor rewriting to make the text more flavorful to the atmosphere of the game.
- Open up GeekWorld Online's business bank account so that's ready for when the time comes to start the Kickstarter
- Figure out exactly how to announce the Kickstarter at Berserkon (video at the artisan table, fliers, etc.)
- Put together a quickstart adventure with simplified rules and pregenerated characters and have that ready and available to handout at the convention in the hopes of drumming up excitement for the project.

So, that's how things sit so far. Now, I suppose it's time to get back into the document and see about taking a sledgehammer to that wall that's still sitting there.

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