Conventions


I will be at PAX East this weekend. Which means Vast & Starlit will be there as well. If you’re looking for me or the game, you will find us at the Indie Bazaar booth which historically has been with the tabletop retailers just outside the Exhibit Hall in the Tabletop Room. You’ll definitely be able to get the game at the booth, whether I’m there or not.  And there will be plenty of other fine products there looking for your remaining dollars.

If you want to guarantee meeting me, I’m also a panelist! And you’ll be able to find me at these panels: Sex and (Non)violence and An Inside Look at Indie RPGs, both of which are on Sunday, Sunday, Sunday.

Well PAX East was a roaring success, definitely something I plan to return to many times over. It was an absolute pleasure meeting the lot of you. The times were crazy and the conversations were regretfully short. If we didn’t get a chance to finish our discussion, please feel free to start it up again on my forums over at the RPGCrossroads.

Also, I sold out of almost everything I had. So if you didn’t get to the booth in time, here are some links to get you to the games you were looking for:

Time & Temp:

  • Unbound Edition (the print one in the file folder) can be bought here.
  • Paperless Office Edition (the PDF version which comes free with the print) can be bought here.

Dread House:

  • Print Edition can be bought here.
  • PDF Edition (which comes free with the print) can be bought here.

Dread:

  • Print Edition can be bought here.
  • PDF Edition can be bought here.

The good news is we sold out of Dread House at GenCon.

The bad news is we sold out of Dread House at GenCon.

Emily and I are currently on a post-GenCon vacation, but will be returning to home base next week. On Tuesday (August 17th, 2010) we’ll be set up to take orders and print more. Stay tuned for more details.

In case you’re not going to GenCon and won’t be stopping by ye olde Design Matters booth (#2100), here’s a sneak peak at that physical product:

I’ve hit that spot with Swords Without Master where I have to decide if I want it done for GenCon or if I want it done right. And that’s not a real decision. So, alas, there will be no Sw/oM at the Design Matters booth this year.

As it got closer and closer to the wire, I just found myself making more and more compromises. And at some point it drifted too far from my original vision in a way I became less and less comfortable with. So I’ve moved the deadline to November of 2010 to give me time to uncompromise it and making the game I want.

If you’re at GenCon and looking for Swords Without Master, please do stop by the Design Matters booth (#2100). We’ll have a small preview of the game there to browse. And I’ll be handing out coupons for a discount on the November release of the Sw/oM book.

It’s not all bad news. Dread House is done and will be at GenCon along with more physical copies of Time & Temp. So there’s plenty to be had from Dig a Thousand Holes at the Design Matters booth this year.

So let’s talk about this game.

What is Swords Without Master?

  • It’s a sword & sorcery game, with a focus on the short story end of the genre particularly inspired by Fritz Leiber’s Fafhrd & Gray Mouser series.
  • It is very prep-flexible. Swords requires absolutely no prep whatsoever, but is able to accommodate those lovingly detailed maps, carefully constructed NPC communities and a well designed monsters you’ve sunk all that time into.
  • It’s a fast playing game. Like a short story, it covers a lot of ground in very little time. Typical Swords games take about two to three hours, but can cover years of the characters’ adventures or the longest night of their lives.
  • It’s a descendant of the game MonkeyDome. You should check it out, it’s free. Swords Without Master greatly expands upon the MonkeyDome foundation, but it is still firmly set in it.

What will be in the book?

There will be six main chapters and a ton of appendices.

  • Tale Yet Untold Of–An introductory chapter to get you familiar with key concepts and a word of advice for experienced role-players as well as advice for those coming at it with more of a story game background.
  • The City of Fire & Coin–An introductory adventure that will teach you the rules as you go along. It’s designed for you and three friends to just open the book and go.
  • The Basic Game–The complete game presented in a manner that’s easy to reference during a game if need be.
  • Crows at the Crossroads–An example of play of an entire session from beginning to end, covering all the major rules.
  • The Advance Game–Supplementary rules that aren’t necessary to the game, but can be useful at times.
  • The Book of Thunder & Storm–A collection of monsters, villains, traps and other perils that can be encountered in the world of Swords Without Master.
  • The Appendices–Lots and lots of additional material that can help you get your game together, including how to play it on the road, how to play it without an Overplayer (something akin to a GM), and several types of random adventure generation.

When will it be available?

November 2010.

I will once again be joining Design Matters at GenCon. This year we’ll be in booth #2100 and our new booth menu is now online.

The line-up includes:

Now with 100% more Kagematsu!

I’m really excited about this year’s line-up. I see tons of great gaming happening in the upcoming year. I’m particularly pleased with the fact that we have not one, but two new games coming out aimed at younger audiences: Daniel Solis‘s Happy Birthday, Robot! and Dread House by Emily Care Boss and yours truly. All part of our diabolical plan to enthrall an entire new generation of gamers.

You’ll definitely want to follow  the Design Matters twitter feed for promos leading up to and throughout the con!

And don’t forget the massive Design Matters PDF Bundle. Six games for $30!

Plus! If your going to GenCon, you absolutely don’t want to miss RPGirl. I’ve enjoyed privileged access to the current issue as it was being made, and I’m pretty damn excited for it. A must have for role-players of all persuasions.

Alas this fine product won’t be at the Design Matters booth, but you’ll find it at the Indie Press Revolution booth (#2339). Be sure to check it out.

A horror game for kids & brave adults.

By Emily Care Boss & Epidiah Ravachol

Featuring art from Tony Dowler, Anna-Maria Jung, & Jim Sullivan

Coming to GenCon 2010
at the Design Matters Booth, #2100

Tonight, I’m off to Dreamation to run me some Time & Temp and Swords Without Master, and play in so much more. But before I leave, here are a few things of temporal beauty.

First, from the wonderful website Information Is Beautiful, is a detailed account of how they arrived at this gorgeous map of timelines from a number of popular time travel TV shows and movies. I can definitely sympathize with the struggle to present so many variables with so much motion in a clear, easy to digest format.

Second, I’ve finally gotten around to watching Timecrime, a tightly written, suspenseful film that wonderfully illustrates some graver dangers of time travel. I highly recommend it as a great illustration of how Browne Chronometric Engineering, Inc., views the nature of time travel. (Though the tone is not exactly one would come to expect from a Time & Temp game.)

This trailer is a tad spoiler-y. Or perhaps it’s a spoiler to tell you that. Shit. I’m sorry.

If you happen to find yourself in Morristown, New Jersey, next weekend (Feb. 18th – Feb. 21), you might want to drop in on Dreamation 2010 and see what’s up. I’ll be there running some Time & Temp and a sneak peak at Swords Without Master.

And that’s not all. Check out this monster list of games there for the sampling.

This past weekend was JiffyCon, and what a beautiful con it was. Good folks, good games, and a lovely rainy day to boot, which made it easy to stay inside all day and game. And it was a lovely opportunity to pull out and test drive two new projects.

Dread House

I’ve been working on this Dread variant over the past year with Emily Care Boss of Black & Green Games. Designed for a younger crowd (ages 10 and up), it uses Jenga, like Dread, and it’s a spooky game, but that’s about where the similarities stop.

In it you play teenagers who have dared each other to spend the night in a clearly haunted house. As you spend the night there, you explore the rooms, experiencing various chilling events and uncovering the occasionally useful item. Each player has a character which fits into a specific role (the gossip, the athlete, the nerd, the scaredy cat, etc.). The hosting duties are shared, as you get to narrate all the spookiness for the player on your right. Doing anything requiring courage–such as entering an unexplored room, splitting up the party, or eventually confronting the monster that dwells in the house–also requires a pull. If you refuse to pull, you run screaming to the other kids, who must then pull or run screaming with you.

I was perhaps most terrified of this playtest. We had three kids with us, one of which was a bit below our estimated minimum age. This was a discriminating audience who would not be the least bit shy about telling us if they were bored. They dove right into it and appeared to relish the chance to narrate the spooky events as they unfolded. It was a smashing success, but also taught us some important lessons on the limits of their attention span (the game should, once we get done fine tuning it, run for no longer than an hour).

We also learned that it is rather easy to make the game scalable to age. We found a type of rule we could write that added depth to the game, but would be naturally ignored by folks too young to care about it. There’s definitely a solid game here. Expect to hear more about this soon.

Swords Without Master

This sword and sorcery descendant of MonkeyDome has possessed me since almost the very moment MonkeyDome was finished. I talk about it here, and intend to talk about it more. But right now I just want to play, play, play it.

At JiffyCon I got to test it with the largest number of players yet (five not including myself) and it worked beautifully. We went from zero-prep to final confrontation with a three-headed simian god in just over two hours.

Listen well as I tell you the tale of “The Tomb of the Monkey King.” There are many glorious deeds to recount, and I cannot touch upon them all in this space, but I will strive to show you how they came about.

A band of five adventurers join a caravan traveling across a desert expanse that once was a lush jungle. At night they are set upon by scorpion-men who drive them into a rocky outcropping. There, under a barrage of flaming sling stones and through a bit of folly, they discover they are sitting on the entrance to a long forgotten tomb. With nowhere else to go, they flee into the catacombs.

There, in the tombs, a young light-hearted rogue named Slake finds, in the moonlight, sitting ominously alone on a pedestal a single silver coin engraved with three monkey heads. A little theft and desecration later, and the party is set upon by various guardians of the tomb, including the ghosts of monkey warriors, a mad monk, and a three-headed monkey god who seeks their blood to wet the soil so the long-dead jungle above them can once again grow. (more…)

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