RPG Rarities and Author’s Copies Up for Auction

“One who cannot cast away a treasure at need is in fetters.”

-Aragorn

The past few months have not been kind to our bank account. I have a bunch of medical bills (don’t worry, nothing serious) and our shitty insurance is covering nothing (what am I paying for again?). Then the water line to our refrigerator burst in the middle of the night and the subsequent flood destroyed the rug in our living room and we’re in the process of doing the floor over. I’m trying to offset these setbacks by selling a bunch of stuff of eBay. This first wave is RPG focused, but there will be more.

There are some genuine rarities here. I’ve copied over the auction descriptions here, along with direct links. If you want to see my seller’s page, you can find it here.

In the US I ship USPS Priority Mail with Delivery Confirmation. For international buyers, I ship USPS Express Mail. I will combine shipping if you win more than one auction.

Blood of the Valiant (Ronin Publishing Edition)

Blood of the Valiant is the Guiding Hand sourcebook for the Feng Shui RPG, and it’s also a great background book for players of the Shadowfist TCG. This is the first RPG book I wrote all of and I released it through my first company, Ronin Publishing, under license from Daedalus Entertainment.

The book was later reprinted by Atlas Games but this is the original release and it comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Blood-of-the-Valiant-Feng-Shui-RPG-Ronin-Publishing-Authors-Copy-/290793496194?pt=Games_US&hash=item43b4a49e82

Blood of the Valiant (Atlas Games Edition)

Blood of the Valiant is the Guiding Hand sourcebook for the Feng Shui RPG, and it’s also a great background book for players of the Shadowfist TCG. This is the first RPG book I wrote all of and I released it through my first company, Ronin Publishing, under license from Daedalus Entertainment.

This is the later Atlas Games edition and it includes some extra material by Keith Baker. The book comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Blood-of-the-Valiant-Feng-Shui-RPG-Atlas-Games-Authors-Copy-/290793497683?pt=Games_US&hash=item43b4a4a453

Children of the Horned Rat (WFRP2)

Children of the Horned Rat is the Skaven sourcebook for Warhammer Fantasy Roleplay, 2nd edition. To the best of my knowledge, it was only printed once and is thus increasingly hard to find.

I designed WFRP2E and wrote the adventure in this book. It comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Children-of-the-Horned-Rat-WFRP2-Warhammer-Skaven-Authors-Copy-/290793501274?pt=Games_US&hash=item43b4a4b25a

Dragonlance Fifth Age Pre-Press Copy

This auction is for a rare pre-press copy of the Dragonlance Fifth Age RPG. It’s a bound printout of the laid out book (without art) that was sent out to reviewers before the game was published. You can see on the pictures that it was printed out on May 2, 1996 at 3:54 pm. Only a handful were made, which makes this a great collector’s item for Dragonlance fans.

http://www.ebay.com/itm/Dragonlance-Fifth-Age-RPG-Pre-Press-Copy-Extremely-Rare-/290793503052?pt=Games_US&hash=item43b4a4b94c

Dragonlance Heroes & Fools

This is a very rare misprint of the Dragonlance Heroes & Fools fiction anthology. Here’s the story.

When this book came out in 1999, I was working at Wizards of the Coast and my group was right next to the book department. When a new book came out, they’d usually swing by and drop one on everyone’s desk. I put mine in a drawer and then missed work the next day. While I was out, they came by to pick up all the copies. Turns out the whole first print run had a misprint on the final page. Worse, it was in Margaret Weis’ story!

As you can see in the pictures, somehow the last section of a previous story by Janet Pack was appended to the end of Margaret and Don Perrin’s story. The paragraph that begins, “Monster and Solamnic sprinted for the ruined weapon,” and everything after it is from the anthology’s first story and has no business being there.

Most of this print run was destroyed. Only a few fluke copies like mine still exist. This is a great item for Dragonlance collectors!

http://www.ebay.com/itm/Dragonlance-Heroes-Fools-Misprint-Weis-Novel-Extremely-Rare-/290793509435?pt=Games_US&hash=item43b4a4d23b

Dune RPG Limited Edition

Dune: Chronicles of the Imperium is the only RPG ever published based on Frank Herbert’s legendary scifi series of novels. Wizards of the Coast published it in the year 2000 in a limited run of only 3,000 copies. It has never been reprinted.

I was working at Wizards of the Coast at the time of publication and this is my personal copy.

http://www.ebay.com/itm/Dune-Chronicles-of-the-Imperium-RPG-Last-Unicorn-WotC-Rare-/290793515674?pt=Games_US&hash=item43b4a4ea9a

Freeport Trilogy Original Modules

This is a complete set of the classic third edition D&D modules The Freeport Trilogy. They were some of the earliest releases for Green Ronin Publishing and the d20 System as a whole. The adventures are Death in Freeport, Terror in Freeport, and Madness in Freeport.

I wrote Death in Freeport and developed Terror and Madness. These modules come from my personal collection. I’m happy to sign them for you if you like (or not, if you’d prefer them without my scrawl).

http://www.ebay.com/itm/Freeport-Trilogy-Original-Modules-d20-D-D3-Green-Ronin-Authors-Copies-/290793518753?pt=Games_US&hash=item43b4a4f6a1

4E Freeport Companion

Freeport is a city that can be dropped into any fantasy campaign setting and it’s detailed in full in Green Ronin’s Pirate’s Guide to Freeport. Expeditious Retreat published this companion for use with 4th edition Dungeons & Dragons under license from Green Ronin. If you love 4E and Freeport, this book is for you!

I created Freeport and wrote some of the material that was adapted in this book. This copy comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/4E-Freeport-Companion-D-D-Green-Ronin-Expeditious-Retreat-Creators-Copy-/290793522384?pt=Games_US&hash=item43b4a504d0

HARP Bundle

High Adventure Role Playing is a set of fantasy rules published by ICE in 2003 and descended from their Rolemaster RPG. This bundle includes the core rulebook, College of Magics, Martial Law, and Monsters: A Field Guide. Get everything you need to start a campaign in one go!

http://www.ebay.com/itm/HARP-RPG-Bundle-4-books-ICE-Iron-Crown-/290793524464?pt=Games_US&hash=item43b4a50cf0

Hong Kong Action Theater, 2nd Edition

You are bidding on a copy of the Hong Kong Action Theater RPG. The publisher, Guardians of Order, went out of business several years so it’s becoming harder to find.

I wrote the lengthy history of Hong Kong cinema and the movie reviews. This book comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Hong-Kong-Action-Theater-2E-Guardians-of-Order-Authors-Copy-/290793526933?pt=Games_US&hash=item43b4a51695

The Jade Hare (D&D)

The Jade Hare is an extremely rare D&D module published in 1992. This short adventure was given away with orders from the TSR Mail Order Hobby Shop in 1992. Most, like this one, came without a cover (I have one with a cover but I’m not desperate enough to sell it yet!).

I got this when the remnants of TSR’s old legal archive were put into the company store at Wizards of the Coast 12 years ago. I was lucky enough to be working there at the time.

http://www.ebay.com/itm/The-Jade-Hare-Super-Rare-D-D-Module-TSR-/290793530583?pt=Games_US&hash=item43b4a524d7

Liber Chaotica (Warhammer)

Liber Chaotic is the epic background book about Chaos in the Warhammer world. There were originally four separate books, one each for Khorne, Nugle, Slaanesh, Tzeentch. These were combined with a fifth book about Chaos Undivided and the Liber Chaotica is the result. This is the softcover edition, of which I believe there was only one printing.

http://www.ebay.com/itm/Liber-Chaotica-OOP-Black-Library-Chaos-Warhammer-40K-/290793548270?pt=Games_US&hash=item43b4a569ee

Over the Edge RPG Bundle

Over the Edge is celebrating its 20th anniversary this year, so journey back to the 90s and see the original. This bundle includes 7 Over the Edge books: the core rulebook, Friend or Foe?, Weather the Cuckoo Likes, Player’s Survival Guide, Cloaks, Wildest Dreams, and the Myth of Self. Lose yourself or your mind on the island of Al Amarja!

http://www.ebay.com/itm/Over-the-Edge-RPG-Bundle-7-Books-Atlas-Games-/290793532828?pt=Games_US&hash=item43b4a52d9c

Realms of Sorcery (WFRP2)

Realms of Sorcery is the magic sourcebook for Warhammer Fantasy Roleplay, 2nd edition. To the best of my knowledge, it was only printed once and is thus increasingly hard to find.

I designed WFRP2E and co-wrote this book. It comes from my personal collection. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Realms-of-Sorcery-WFRP-2nd-Edition-Warhammer-Authors-Copy-/290793491773?pt=Games_US&hash=item43b4a48d3d

Slavers (AD&D)

Slavers is the second edition AD&D sequel to the classic A1-A4 Slavelords modules of first edition. I wrote this with Sean K. Reynolds back in 1999 and it was one of the last releases for second edition.

This is one of my personal copies. I’m happy to sign it for you if you like (or not, if you’d prefer it without my scrawl).

http://www.ebay.com/itm/Slavers-AD-D-Module-Greyhawk-Sequel-to-Slavelords-Authors-Copy-/290793537226?pt=Games_US&hash=item43b4a53eca

 Wings of the Valkyrie (Champions)

Wings of the Valkyrie is the only Champions RPG release to ever be recalled by the publisher and is this quite rare. In the adventure, the PCs must go back in time to save Hitler and so preserve the timeline. This plot did not sit too well with many folks at the time, and this led to the recall.

This copy has never been opened and is in its original shrinkwrap. It comes from my personal collection.

http://www.ebay.com/itm/Wings-of-the-Valkyrie-Super-Rare-Champions-Module-Recalled-by-Publisher-/290793538673?pt=Games_US&hash=item43b4a54471

Ralph Bakshi’s Wizards RPG Bundle

Ralph Bakshi’s Wizards is an acid trippy fantasy movie from 1977, but did you know it also had a roleplaying game from 1992? It’s true and you can get everything published for it in one go! You get the core rulebook, Scorch sourcebook, Montagar sourcebook, GM Screen, and Character Sheets.

http://www.ebay.com/itm/Ralph-Bakshis-Wizards-RPG-Complete-Product-Line-/290793539950?pt=Games_US&hash=item43b4a5496e

 

The Art of RPGs: Curator’s Statement

This month and next at Krab Jab Studio we are featuring the Art of Roleplaying Games show that I curated with Julie Baroh. We had a great opening the weekend before GenCon and now on Thursday night we are doing another event. This one is a meet the artists mixer and it’s happening on the eve of the Penny Arcade Expo here in Seattle. Many of the artists whose work is in the show will be there, and there will be beer, wine, and snacks. For more details, see the Facebook event page.

Julie and I wrote curator’s statements for the show. For those of you who can’t make it down to Krab Jab, I thought I’d share mine here.

Curator’s Statement

From the beginning of published RPGs in the early 70s, art has played an important role. The words described the rules and evoked the worlds, but the art helped bring it all to life. I got into RPGs in 1979, when I was 10 years old. Certain pieces of art, like the cover of The Village of Hommlet and A Paladin in Hell in the AD&D Player’s Handbook, were burned into my brain forever. Later, I encountered artists whose work defined entire game lines, like P.D. Breeding-Black on Talislanta and Tony DiTerlizzi on Planescape.

In the early 90s I started my career in the game industry as a freelance writer. At first I had no say in the art that accompanied my writing. Then in 1995, when I was working on a Warhammer Fantasy Roleplay book called Dying the Light for Hogshead Publishing, I got to write my first art order. It was exciting to conceive something in my mind and then see a talented artist interpret it in the final book. In my first company and then in the early days of Green Ronin Publishing, I had the chance to art direct many books and that was a new challenge. Not just writing the art orders, but recruiting artists and working with them to produce the final work gave me a true appreciation for the work that goes into a RPG book beyond the text. It also made me realize that while I could art direct a book, there were folks far better at it than I. That’s why I brought in Hal Mangold as a partner, and he has art directed and graphic designed almost every Green Ronin project for the last ten years.

When I joined Krab Jab in 2011, I was just looking for a co-working space to do my writing. I loved the idea of working in a creative space instead of a soulless cubicle. I wasn’t thinking in terms on curating a show, but one day I suggested to Julie Baroh that a show focused on RPG art would be awesome and we decided to curate it together. As far as I know, no one has attempted a gallery show like this before. The response from the artists and the public has been tremendous and I’m thrilled with how the show came together. We’ve got work from 30 years ago to today and from a wide variety of artists. Here’s the thing though: this show only scratches the surface of what’s been done in RPGs in the past four decades. RPG art has rarely appeared in galleries but I think the skill and imagination on display here make it clear that it should.

I hope you enjoy The Art of RPGs and get some of that inspiration I experienced as a 10 year old. Even more, I hope we get to do this again!

We Are 138!

It is common practice for writers and game designers to put Easter eggs into their work. They are often targeted at super fans, whose deep knowledge of the topic at hand lets them get the joke. I did this somewhat frequently in my early days as a freelance writer, except I put in things simply to amuse myself. In particular, I put punk references into my game writing with the full knowledge that few, if any, readers would get it.

“We Are 138″ is a case in point. In 1996 I wrote an scenario for the Feng Shui RPG (and no, non-gaming friends, this was not a game about furniture arrangement, but Hong Kong action movies) that appeared in the book Marked for Death*. In the adventure the PCs go to the dystopian future controlled by the Architects of the Flesh and visit a town called Pride 138. They witness a legion of school children in matching uniforms marching down the street chanting, “We are 138! We are 138!” The adventure explains the town’s curious name:

“If anyone asks about the origin of Pride 138′s name, Footen tells them it’s a product of one of the Buro’s less successful campaigns. They sought to increase civic pride by naming new towns in rural areas Pride; needless to say, by the time they hit the 138th town named Pride, the campaign lost its novelty.”

“We Are 138″ is, of course, a song by The Misfits, possibly inspired by the movie THX 1138. The old Misfits tunes are pretty well-known these days, but even so I never had anyone tell me they got the reference in that adventure. Same for most of my Easter Eggs, with the notable exception of the cloud giant pimp named Dolemite I put in the AD&D supplement Vortex of Madness. No one ever figured out that Krokus Behemoth, the ormyrr watch captain in the City of Glass from that same book, was a reference to the early stage name (Crocus Behemoth) of Dave Thomas of Rocket from the Tombs and Pere Ubu.

The funny thing about Marked for Death now is that I can’t actually remember which came first, the idea of using the song in an adventure or the idea of the Buro naming hundreds of towns Pride. Since the ill-conceived propaganda campaign works whether you get the reference or not, I suppose it doesn’t even matter. 16 years later I am still amused.

* I pulled down Marked for Death when writing this to get the proper quote. I hadn’t looked at for ages and thought, “Damn, that’s a sweet cover. I checked the credits, only to discover that the art was done by my Krab Jab studio mate, Mark Tedin. Funny!

Getting Sinister in Saltmarsh, Pt. 2

Once again, this post contains spoilers for Sinister Secret of Salt Marsh. Stop reading now if you intend to play it one day.

When last we left our trio of adventurers, they had braved the dilapidated mansion of the “Mad Alchemist”, discovered it was not actually haunted, and smashed the smuggling ring they found operating in the caves beneath it. I picked things up a few days later, assuming they had spent that time selling their loot in Saltmarsh and turning that into coin. I had prepared a few rumors for them to pick up around town and passed those on.

Then two men came to see them at their inn. One was an older cleric of Pelor and the other a young man with a freshly shaved head and the robes of an acolyte. The latter turned out to be Jebbric, the smuggler they had shown mercy to back in the caves. He took the whole going straight thing seriously and went off to join the Church of Pelor. The older cleric had brought him to the inn so he could pass on some information about the smuggling ring and so fully repudiate his former life. He told them the smugglers were expecting a ship to come in just a couple of days. If they wanted to finish the job of destroying the smuggling ring, they’d want to take care of the ship. Kate thought to ask about the handout from the caves, so Jebbric explained the signaling system the smugglers used. This proved useful later.

I had given them two days so they could make any preparations they might need. The girls seemed pretty unconcerned about attacking a smuggling ship, so rather than prepare, they started chasing down the rumors they had learned. They visited a park and discovered that indeed frogs were croaking in unison in the middle of the night. They talked to some folks about a rash of burglaries that some blamed on Seaton refugees and others on the famous Keoland thief known as the Scarlet Thorn. Finally they went to see the city council and apprise them of the situation. It was agreed that two excisemen from Saltmarsh would answer the signals from the ship and begin to row out. Meanwhile, the adventurers would approach from the opposite side in another boat and board while the smugglers were distracted.

The plan worked out well. Kate slipped onboard first, backstabbing and killing the guard on the forecastle. Then Nicole’s plate armored paladin made too much noise jumping down to the main deck and the alarm was sounded. The NPC cleric took care of the smuggler in the crow’s nest with a well-chosen command spell (“Jump!”). Nicole assaulted the bosun, killing him and sending his body over the rail into the briny deep. Kate had a long duel with the ship’s captain but poor rolls kept her from prevailing. The paladin finally came to her aid and dealt the finishing blow. Kate was not only annoyed at the kill stealing, but also that the bosun had gone over the side before she could loot the body. She asserted that the treasure so lost was coming out of Nicole’s share, which cracked me up.

Descending into deeper into the ship they discovered three smugglers and a wizard playing cards. They should have come up on deck when they heard the fighting, but I totally forgot to do that so I decided that they were a little drunk and too into their card game to investigate the noises above. When I mentioned that one of the card players was a wizard, Kate went nuts. “I dive across the table and stab him!” she exclaimed. They won initiative, so this she did, hitting the wizard with both her weapons. The poor bastard only had 8 hp to start with so she nailed him to his chair before he had a chance to get up, never mind cast a spell. Two smugglers went down the same round and the last surrendered.

Down in the hold they encountered three lizardmen and dispatched them in a few rounds. Then they discovered three things: a pseudodragon in a cage, an aquatic elf chained up in a tiny room, and a cache of weapons that were being smuggled to a lizardman settlement. The pseudodragon is in the module and as it was total Kate bait, I let her bond with it. Their party can certainly use the help. The aquatic elf, Oceanus, explained that he was captured while investigating the connection between the smugglers and the lizardmen. He then agreed to come with them to Saltmarsh and talk to the town council.

We ended the session there. Next time they have to dicker with the council about the fate of the ship they captured, and then decide on a course of action. Are the lizardmen a threat to Saltmash? If so, what’s to be done about it? And what’s up with those frogs in the park? And is the notorious Scarlet Thorn really in Saltmarsh?

Getting Sinister in Saltmarsh, Pt. 1

When I moved back from Austin, one of the things I wanted to do was get a family RPG campaign going. Our long running game night only sometimes actually features games anymore (long story), and I could tell from various comments that Kate found it frustrating to spend so much time around gamers without getting to roleplay regularly. I tried to get something going with a Dragon Age game last year, but I we only played a few times. I was writing all the adventure material and since this was Dragon Age, it started feeling like an extension of work. I wanted this to be about the family just getting together and having fun, so I decided to take a different approach. Kate had heard endless discussions about D&D at game night, but her actual experience with it was limited. I was looking for a game with a lot of pre-written adventures anyway, so I decided to go all the way and run an AD&D game set in Greyhawk. Might as well give the girl a proper education!

With just Nicole and Kate playing, this was going to be a small party, so I had them create 3rd level characters. Nicole made a paladin and Kate an elf ranger/thief (yes, I bent the rules for her). I created a NPC cleric of Procan as a support character, so the party would at least be a trio. To open the campaign I choose Sinister Secret of Saltmarsh, a classic adventure that I had actually never run before. I dug out my DMG II (from 3rd Edition) because it had a write up of Saltmarsh. Most of it was useable, though I dialed the year back to 576. My plan was to keep them in and around Saltmarsh for at least a couple of levels, so the town info would be useful.

Spoilers for Sinister Secret of Saltmarsh follow! Do not read on if you plan to play this module.

At the start of the first session, I told them they had traveled to Seaton at the behest of Saltmarsh’s Alchemists’ Guild to find and acquire some rare ingredients. The day before their arrival, a squadron of ships will yellow sails had raided the town. Hundreds of prisoners were taken and many buildings burned (including the shops they were to visit). The game picked up with the PCs at the Alchemists’ Guild, explaining why the raid had prevented them from completing the mission. The head of the guild said not to worry about it because something more important had come up. He found a letter indicating that an alchemist from the area named Turnbull had a copy of a rare text called Ye Secret of Ye Philosopher’s Stone. The man had disappeared 20 years ago and his ghost was said to haunt his dilapidated mansion. Would the PCs venture inside and try to find the book?

The module makes much of how you have to play up that the house may be haunted. I tried to do so, telling them local legends of the ghost of the “Mad Alchemist.” After they took the mission, I had the NPC cleric ask, “Do you think it’s really haunted?” Nicole and Kate both scoffed immediately, which made me laugh. Kate, so jaded at 16. Nicole quipped, “If I ran a thieves’ guild, I’d hide it in a supposedly haunted house.” I said nothing in reply.

The trio then went to the mansion to investigate. I thought the upper levels needed a bit of jazzing up so I added an encounter in the dining room. They came upon a table and next to each place setting was a severed hand. Kate asked if any of the hands had rings; I said yes. When she entered to loot the rings, the hands (in fact, crawling claws) leaped up off the table to try to strangle them. That was fun. Later they freed Ned the assassin and let him tag along for a little while. Right before he was about to get his clothes back, Nicole hit him with detect evil and the jig was up. They sent him packing wearing only his underwear.

In the basement they avoided the rot grubs by burning the dead body in plate mail straight away. I added the detail that the armor was engraved with symbols of Pelor. Nicole is playing a paladin of Mayaheine (yes, GH nerds, I’m bending the timeline slightly) so I thought it’d be suitable armor for her. Kate then found the secret door and got the drop on Jebbric, the smuggler inside. They interrogated him and tied him up. They then found the book they had been sent for and smashed the smugglers’ ring operating in the caves under the mansion. They turned four prisoners over the Saltmarsh watch, but let the one who gave them information go. Jebbric promised to straighten up. They then returned to the Alchemists’ Guild for their reward. So ended session 1.

Overall, it was a really fun time. Kate, who is soft-hearted in real life, was all about the ducats in Greyhawk. She took meticulous notes on every item of value they found in the house and tallied everything at session’s end. I can see some future adventures involving her thief side. Other possible hooks include the escaped assassin, the plate mail of Pelor, and the raiders that attacked Seaton.

We played session 2 last night. I’ll try to write that up later this week.

A Chronicle of Ice and Fire

I haven’t been doing any regular roleplaying since getting back to Seattle, as weekly game night at our place long ago devolved into eat, drink, and bullshit night during which boardgaming sometimes happens. And hey, that’s fun too but it wasn’t scratching my itch. Jon Leitheusser, Green Ronin’s Mutants & Masterminds developer, was nice enough to invite me to join his group, so this week I trekked down to Renton for a kickoff session of A Song of Ice and Fire Roleplaying (abbreviated SIFRP).

When people ask me at cons and such how SIFRP captures the flavor of the books, the first thing I tell them about is the house system and the campaign framework it provides. Before you make your character, you sit down as a group and generate a minor noble house. This is the glue that will hold the campaign together. All the PCs are members or retainers of the house, so you have both individual goals and group goals as the house engages in the game of thrones. It gives a real reason for your characters to work together, so you aren’t just a random collection of mercenary sociopaths (though if you want that, I suppose you could run a chronicle in which the PCs join the Brave Companions).

So Tuesday night Jon, Seth, Jason, James (by Skype), and I got together to generate a house and start character creation for the chronicle. We decided to roll up a couple of houses and pick the one we liked best. Houses have seven attributes (Defense, Influence, Lands, Law, Population, Power, and Wealth). You establish starting stats based on its location in Westeros and these can be modified in several ways throughout the process. You then get to make a certain number of rolls on the historical events table, which both modifies the attributes and gives you seeds to develop important events in the house’s past. Once the final attributes are determined, you can then spend resources to determine details of your holdings. When you’re done, you should have a good starting point for your house and an idea of where Player Characters can fit within it.

The first house we generated was in the Westerlands. That meant Lannisters, which I don’t think any of us were too keen on. Nonetheless, we went through the process so everyone could see how it worked. We ended up with a new house created after Robert’s Rebellion. We had small holdings in the hills with a hall near a river that passed through our territory. We had a lot of money (because hey, Lannisters) which we figured came from river tolls and our two mines. I had a feeling we weren’t going to stick with this house, so I suggested we skip detailing our banner house and military forces. We felt there were hooks here we could certainly use but overall it wasn’t what we were looking for.

The second house was in the Iron Islands and it was clear pretty quickly that this one would win out over the Westerlands house. Jon’s roll of 1 also meant we were an ancient house dating back to the Age of Heroes. This gave us a lot of rolls on the historical events table and plenty of stuff to work with for our house history. Our house was founded by treachery, for example, and other events made it clear it had had its ups and downs: defeat, victory, ascent, scandal, decline, favor. I suggested that defeat be the most recent event and we tie that to the Greyjoy Rebellion. With our resources were able to secure our own island and a small castle, but its dominant terrain was wetlands. We decided the house controlled a bigger, better island in the past, but in a period of decline we lost it to our rivals. As Ironmen we naturally opted for veteran warhips and raiders, as well as some sailors and a garrison for the castle. We brought in an artisan we we could have castle-forged steel, and used other resources so James could play the house’s heir.

At some point we decided that one of our ancient ancestors slew a sea dragon (or perhaps stole the credit for the deed, if we opt to make that the founding treachery). With that in mind, I suggested that we become House Greenscale and that our motto be “Cold Seas, Cold Blood.” We almost went with Seth’s suggestion of Highrock (he thought that’d be funny considering our wetlands) but Jon countered that it’d be a better name for the castle. We all agreed and so we became House Greenscale of Castle Highrock.

We still have some work to do fleshing out the history of the house, but this gave us a good framework to start creating our characters. Clearly court adventures and tournaments are not going to be our forte. We are a house of Viking raiders looking to revive our ancient glories. I’m working on my character now and will try to post something more when I flesh him out. I enjoyed the house creation session and I’m looking forward to getting the game going. Cold Seas, Cold Blood!

Originally posted on LiveJournal on December 1, 2011. 

Fuck Wil Wheaton, I Want to Game!

It was 1987 and I was a freshman at New York University. I’m not sure why, but I thought at the time that I might not do much gaming at college. As it happened, however, I stumbled across a game group playing in the lounge of my dorm when returning from a punk rock show at CBGB. I talked to a guy named Sandeep and he invited me to the game the following week. That’s how I joined the Society for Strategic Gaming at NYU (funny name, as we did way more roleplaying than strategic gaming, but there you go).

We played on Sunday nights. We’d have dinner and then rally up around 7 for roleplaying. This was AD&D at first, then other games like Runequest, MERP, Twilight 2000, TORG, WEG’s Star Wars, and especially WFRP. We’d usually end the session between midnight and 1 am and then a group of us would inevitably head off to the Washington Square Restaurant (a nearby 24 hour diner) for food, coffee, and conversation. The hardcore would then return to the dorm at 3 am and play a boardgame. We had nights when we’d start a game of Talisman at that time, finish at 8 in the morning, and then go get breakfast in the cafeteria. Ah, college. Sometimes we even found time to go to class.

This was all just starting in September though and I was getting to know the group. John Footen was trying to run up to a dozen people through the original Dragonlance modules and it was no great surprise that it was bogging down. Nonetheless, it was great to get to game and to make some new friends who shared my geeky interests (and indeed many of these folks are my good friends to this day).

One Sunday we were eating dinner and Chris Keefe (who later did art for Green Ronin) informed me that we’d be starting the game hours late that night. When I asked why, he said, “Star Trek: The Next Generation debuts tonight.” I was not impressed. Surely we could watch it later. Chris said no, the plan was to watch it in the lounge with a big group of people. He added, “Come on, Wil Wheaton is in it, and he was great in Stand By Me.”

“Fuck Wil Wheaton,” I said. “I want to game!”

I lost the argument. We watched Encounter at Farpoint and didn’t start gaming until something like 10 pm. While I would later come to like the show, my response at the time was, “I can’t believe we delayed gaming to watch that bullshit.”

Life, of course, is weird, and I could never have predicted that 20 years after I said, “Fuck Wil Wheaton,” we’d become friends. I think it was at a PAX that we first met, courtesy of our mutual friend Andrew Hackard. As I’m sure you all know, Wil is also a gamer and nerd. Turns out we also like many of the same bands and we are both step-dads, so we had a lot in common. Subsequently, Nicole and I would try to meet up with Wil for a meal when he came to Seattle. We’d talk about trying to game together but it was always hard to coordinate with his travel schedule.

A couple of months ago Wil told me he was going to be at GenCon. Knowing he had enjoyed my Dragon Age RPG, I asked him if he’d like me to run a game at the show. His response was something like, “OMG, YES!” And amazingly, despite the craziness of GenCon, the game actually went off. The group was on the big side but we made it work and the game was really fun. Nicole invented a new maneuver, the Axe Tackle, and that’s been a running gag amongst the players since the game, no doubt to the confusion of many a Twitter user.

Now the Penny Arcade Expo is coming up. Wil, of course, will be here to deliver the blessings of the Omnigeek to his people. Many of the other players from the GenCon session will also be at PAX so naturally the idea of playing more Dragon Age came up. To which I can only respond:

“Fuck yeah, Wil Wheaton, let’s game!”

Originally published on LiveJournal on August 23, 2010. 

GenCon Swag

It’s just not a GenCon if I don’t bring home some new games and such. Sadly, I did not have a whole lot of time to walk the exhibit hall this show. I got in maybe two hours of browsing time across four days. I paid cash money for two games (the minis games AE Bounty and War Rocket). The rest I either traded for or was given by friends. It is good to have friends. Here’s the run down:

AE Bounty: This is a scifi skirmish miniatures game from Darkson Designs. Basically, designer Matt Hope took his system from AE World War II and ported it over to scifi. You have your choice of three types of crew: bounty hunters, mercenaries, and pirates. All are quite customizable, so though the game is designed for Darkson’s minis you can easily use other scifi figs you already own. If you liked Necromunda, you should check this out. It’s a little spendy at $25 for a 98 page digest sized book, but it is color throughout and print on demand color is not cheap. The rules are also more complete than 98 pages might suggest.

Battles of Westeros: This is the first new BattleLore board game that FFG has published since acquiring the line from Days of Wonder. I love BattleLore and I love A Song of Ice and Fire, so this should be a win win. I have not had a chance to play it yet, but a read of rules showed that is more complicated than the original BattleLore game. I will give it a spin and see if that’s for good or ill. Components are of course quite nice.

Duel of the Giants: Paul from Z-man hooked me up with this board game before the exhibit hall even opened. It’s another World War II game from the team that did the groovy Duel in the Dark a couple of years back. This has some similarities to Memoir ’44, but concentrates on Eastern Front tank battles in 1943. Nice components that include 11 plastic tanks (Tigers and T-34s, and their turrets even rotate). It’s like Paul somehow divined that I might enjoy a WWII game. What gave it away?

Fantasy Craft RPG: This is the fantasy port of Spycraft from the fine fellows at Crafty Games. Basically, they have taken the core d20 rules, broken them down into component parts, and reassembled them into a highly customizable system for fantasy roleplaying. The results are quite crunchy, as you’d expect, but everything seems sensible and flexible. If you liked the guts of D&D3 but felt Pathfinder didn’t change enough for your tastes, Fantasy Craft may be what you are looking for.

Icons RPG: Green Ronin stalwart Steve Kenson, who designed Mutants & Masterminds and DC Adventures, decided he had to design a completely different supers game. He was nice enough to hook me up with a copy of the print version from Adamant/Cubicle 7. I haven’t had a chance to dig into it yet, but as I understand it’s a supers riff on FATE. I like Steve’s designs and I like FATE, so I look forward to reading it.

Legend of the Five Rings, Fourth Edition RPG: I remember playing first edition back in my WotC days, so I’m curious to see how it looks ten years later. Physically, it is a beautiful book. The page design drips with Japanese flavor and the art is excellent (you go, pinto). I was also glad to see the book devotes some pages to different ways to play the game (something the first edition sorely needed).

Realms of Cthulhu: This is a Savage Worlds RPG sourcebook from Reality Blurs. I believe I have Sean Preston to thank for it, as I discovered a book with my name on it while packing up our booth at the end of the show. Thanks, Sean. Haven’t done more than flip through it, but I’d presume this is meant for a more pulp style Cthulhu game. That seems best suited for the Savage Worlds rules anyway.

Shattered Empires RPG: Veterans of the d20 era may remember the world of Arcanis from Paradigm Concepts. Those rules were never the best fit for the setting, so Paradigm has taken advantage of the post-d20 environment to launch their own rule set customized for Arcanis. Although labeled as a “Quicklauch,” Shattered Empires is a full RPG and over 200 pages at that. It is perhaps better to think of it as Book 1. Again, haven’t really had a chance to dig into it, but it looks interesting. Thanks to Henry for the hook up.

The Ultimate Unofficial Fan Collector’s Guide to D&D: I believe there are three of these books out now and I got volumes 1 (OD&D and Basic D&D) and 3 (AD&D 1st Edition). Each one breaks out the products from the era, providing a cover shot and fairly comprehensive description (page count, levels covered, authors, etc.). They also include some non-TSR stuff (like Wee Warriors, Metro Detroit Gamers, etc) and checklists at the back. Gamers Rule, the publisher, could use a little help in the graphic design department but overall these appear well-researched and quite handy for those interested in all the nooks and crannies of D&D’s history.

War Rocket: This is a new minis game from a fairly new company, Hydra Miniatures. I know nothing about them but was immediately sold on the concept. War Rocket is advertised as “Space Combat in the Atomic Age.” 1950s-style rockets in a fast paced minis game? I’m there. The rules look easy to pick up. There is not a lot of Starfleet Battles type damage tracking. A rocket is either OK, stunned, or destroyed—that’s it. There are four fleets to choose from and what makes it interesting is that each has rockets with a different mode of movement: flying, thruster, pulse, or saucer. This gives each a different flavor and means they fight differently as well. The graphic presentation of each ship’s stats is quite clever and let’s you see in an instant what your ship can do. I didn’t get any of the minis that go with War Rocket, but I may if I can convince a friend to do the same. This really looks like fun.

So what did I miss? Well, this may be the first GenCon I didn’t bring home any miniatures, though to be fair I wasn’t looking for a whole lot either. I had my eye out for a box of Immortal’s plastic Greek hoplites, but I didn’t find them anywhere. I meant to pick up Red Sands, the new Savage Worlds Space: 1889 book, but didn’t get around to trading with Shane. Always liked the setting but the original rules left a lot to be desired. I would have picked up Blitzkrieg, the first early war book for Flames of War, but it wasn’t out yet. I will be patient until its September release, since I have plenty to keep me busy in the meantime.

Originally published on LiveJournal on August 15, 2010.

Green Ronin: The Early Years

It was a decade ago this month that Green Ronin released its first product at the Origins Game Fair in Columbus, Ohio. I remember getting that first box of games and cutting it open on the convention floor. I could have no idea that the company would still be going 10 years and well over 100 products later.

In the beginning it was just Nicole and I. I was working at Wizards of the Coast in the company’s first attempt to do miniatures games. I had previously worked in Roleplaying R&D, mostly on Dungeons & Dragons, but moved over to the new minis division because it seemed a good opportunity to get in on the ground floor of what could be a major new part of the company. By early 2000 I had been working on the game that ultimately came to be known as Chainmail for a while, and I found I missed doing RPG work. It would also be fair to say that I was frustrated with my job and WotC’s corporate backstabbing environment.

In February of 2000 I decided to go ahead and start my own company on the side to do roleplaying games. The goals were modest. We’d try doing two books and see how it went. Having previously been part of a small press RPG operation (the original Ronin Publishing), I was under no illusions.

Our first release was Ork!: The Roleplaying Game. Back in college my friend Crazy Todd had run this fun and totally zany campaign in which we all played Orks. It was in theory an AD&D game but really the rules amounted to Todd saying, “Roll some dice,” at appropriate moments. I suggested to Todd that Ork could be a fun beer and pretzels RPG and that I’d design a set of rules if he wrote up what was dubbed “The World of Orkness.” We aimed for a short, punchy game and succeeded in bringing it home in 64 pages of wackiness.

At the same time the Open Game License was under development at WotC and with it the idea of D&D3 as the “d20 System.” I remember sitting in a meeting with most of R&D about the OGL and d20. Many folks were dubious about the whole endeavor. One argument made at the time was that third party companies could do products that WotC itself had trouble doing profitably. In other words, adventures. And I thought, “I bet I could turn a profit selling an adventure when D&D3 hits the shelves.”

That thought led to Death in Freeport, our second product. It debuted at GenCon on the same day as the third edition D&D Player’s Handbook. Atlas Games also had a short adventure out that day by John Tynes. If you wanted to play some third edition D&D on August 10, 2000, there were exactly three books you could buy. That’s how I justified doing a print run that was, by any normal standard, insane. A gamble certainly but one that did actually pay off. Death in Freeport was a hit, we sold gobs of it, and soon the d20 market exploded.

If I was rash, I wold have quit WotC right then and gone full on with Green Ronin. I sometimes wonder what would have happened if I had. I tried to be sensible, however, and still believed that we could make a traditional miniatures business work at a company that simply didn’t understand it. So I stayed on after the Hasbro buyout, but ultimately was laid off in 2002. By that point Green Ronin was thriving and I just stepped into doing the company full time. Hal Mangold, who had helped us out with cover design early on, came on as well and the core of the company was set.

Since then we’ve had highs and lows, successes and disasters, great times and dire times. I never thought we’d last as long as we did, but now that we’ve hit that 10 year mark, I can look back at what we’ve achieved and feel proud. Next week at GenCon we’re launching the DC Adventures RPG and starting another new chapter of our history. How many more will there be? Hell if I know, but as I said back in 2000, “Let’s put out good games and see what happens.”

Originally published on LiveJournal on July 30, 2010.