Showing posts with label ashen stars. Show all posts
Showing posts with label ashen stars. Show all posts

October 02, 2012

RPGGeek Nominations

I’m absolutely gobsmacked—in a good way, naturally—to learn that the brand spanking new Ken and Robin Talk About Stuff podcast is already up for a prestigious award. Thanks to the gang at RPGGeek for the Golden Geek Award nomination.

Thanks are also in order for their nods to Kenneth Hite’s Night’s Black Agents, with rules by yours truly, in the Best RPG Category. And for their recognition of my game Ashen Stars for Best Artwork and Presentation. Congratulations to Jerome Huguenin, Chris Huth and art director Beth Lewis for this spotlight on their fine efforts.

My Pelgrane pals can also be proud of nominations for 13th Age for Best RPG, a signal accomplishment given that it’s only available in an electronic sneak peek form, and for Ken’s Bookhounds of London for Best Supplement.

As it would be crass to lobby those of you who vote for the awards to cast ballots for these nominees, I will merely sit here, casting significant glances in no particular direction.

August 19, 2012

Telegraphic Snippets of a Whirlwind Gen Con Saturday

[Image is accurate rendition of author's breakfast-deprived state.]

The Pelgrane booth sold out of Ashen Stars late in the afternoon. To bask in its silver-ENnie winning setting you will now have to head to your discerning game retailer or the Pelgrane web store. Or to your bookshelf, for those of you with the taste and forethought to have acquired it already.

Supplies of New Tales of the Yellow Sign ought to hold for the last day. Find it either in its native environment in the Atomic Overmind section of the Green Ronin booth, or at the Pelgrane booth or Adventure Retail’s Cthulhuiana Corner.

The investigative roleplaying seminar went well, with lots of great questions. This year most attendees new GUMSHOE already, with a more advanced discussion resulting. It turned into a bit of a Night’s Black Agents master class, though we also covered the game’s genesis and the various future projects we’re mulling—and what to do when you have two forensic scientists in your group and they don’t agree on what tests their characters might be performing in the 1930s. I may or may not have captured usable audio of the talk on my magic phone; if so, we’ll slip some highlights into future Ken and Robin podcasts.

Today at 11am Stone Skin authors present at the show gather at the Pelgrane booth to celebrate the success of the prelaunch, and to personalize your copies of The New Hero 1 and 2 and Shotguns v. Cthulhu. Swing on by.

But now I must deal with an immediate crisis, the absence of any discernable protein at the hotel’s breakfast buffet. A desperate Plan B must now be activated. Pray for me, Gen Con. Pray for me.

August 18, 2012

In Which My Humility is Variously Assaulted

Anglo/Canadian diffidence took a thundering body blow last night as Pelgrane saw four of its eleven ENnie nominations turn into silver and gold. I’d like to again thank ENnie judges and voters for their silver nods to Lorefinder for best rules and Ashen Stars for best setting. The first constitutes greatly satisfying recognition to a book that seemed to fly under the radar when first released. In raiding GUMSHOE’s stuff and turning it into Pathfinder treasure, Gareth Hanrahan performed feats of mighty battle, and it was lovely to see him hit the awards podium at his first Gen Con in years. The setting nod for Ashen Stars was an unexpected jolt of approbation and gave me the chance to thank the art team (Jerome Huguenin and Chris Huth) as well as cupcake magnate Beth Lewis and gentleman adventurer Simon Rogers for their indispensable contributions.

For pure delight it was impossible to beat Paula Dempsey’s reaction to her gold award for Best Writing the Occult Investigator’s Guide to London, which is her first book. Contributor Steve Dempsey once again uncorked his freestyle chops to deliver his portion of the acceptance speech in rap form. I was proud to be namechecked in this profound expression of the hip-hop arts. In accepting the gold award for best electronic product for Cthulhu Apocalypse, Simon praised the fecund womb of author Graham Walmsley, veering towards and then away from an invocation of the dread buzzword.

Earlier in the day I was happy to appear alongside Paizo fiction majordomo James Sutter and fellow scribes Richard Lee Byers and Dave Gross for a panel on the Pathfinder Tales novels. Ed Greenwood popped in for a cameo appearance to announce his upcoming book for the line. To what must surely be his eternal chagrin, he missed the later discussion of the supposed chasteness of the series, which turned into a list of all the naughty passages in past or forthcoming books. I think James might have been blushing. Along the way we mulled the inextricable relationship between plot and character and maybe even found a few fresh ways to talk about the balance between respecting and obscuring game rules when writing RPG-inspired fiction.

I also had a fine time doing the guest thing on the Tome Show podcast. You can listen to it when it drops, so I needn’t recap. The D&D focus of the ‘cast provided me with a welcome topic shift. Thanks to Tracy and Jeff for inviting me and for their incisive questions and smooth direction of the Q&A segment.

Today I’m at the IPR booth at noon for a Don’t Read This Book group signing, and doing a GUMSHOE seminar with Ken and Simon at 3. Other than that I’ll be chatting and signing at Pelgrane temporary global HQ, booth 1427.

August 17, 2012

Fast Times at the Pelgrane Booth

Thursday is always my favorite day to man a booth at Gen Con. That’s when your most devoted readers and gamers show up to say hi and grab the new stuff. Pelgrane had a record Thursday this year, with an early rush followed by a slow and steady diminishment of its stacks of books. Thanks to all the Pelgraniacs who reported for duty.

The star item this time is unquestionably Kenneth Hite’s Night’s Black Agents. Its “Bourne if Treadstone were vampires” elevator pitch makes for an easy sell. So much so that the booth may well run out of them before show’s end. If you’re planning to grab one, don’t put that off for the last minute.

I was unsure how the Stone Skin Press books would do at a gaming convention—our adventure into fiction is not directly related to the main Pelgrane mission after all. Once more the taste and sagacity of Gen Con attendees dispels my reflexive Canadian pessimism. We will probably run out of these as well. (That’s The New Hero 1 and 2, and especially Shotguns v. Cthulhu, for those joining us already in progress.) There will be a signing with many of the Stone Skin authors here at the show on Sunday at 11am, for which we’ll be holding a quantity of the books back.

Also garnering a gratifying response is the Tartarus/Terra Nova adventure double-header for Ashen Stars, combined in the Ace Double style of old. I didn’t even know this would be here, but that’s Simon and Beth for you. Turn your back on them for a minute, and they’ll print up your new product and have it out for Gen Con.

For which, see also the appearance of the Dying Earth Revivification Folio, which I also didn’t expect to see here in its tastefully arcane finished state. Since the Dying Earth RPG started it all for Pelgrane, it tugs at the heartstrings a little to see this refurbished, streamlined version to the game being exchanged for the richly-deserved terces of a discriminating clientele.

I tend to forget last year’s big thing, but Ashen Stars itself continues to sell well at the stand as well. If you’ve been thinking of picking it up, now’s the time, as the first print run dwindles as we speak. The tricky economics of reprints may force Simon to go turn the glorious color of the current run into black and white, so get it while you can.

In other news, my first but hopefully not last Writer’s Symposium event, the advanced plotting workshop, gave John Helfers, Matt Forbeck and I much to talk about. We represented a continuum of authorial pre-planning, with Matt on the mellow end and me as the obsessive who diagrams every major beat using Campaign Cartographer and the Hamlet’s Hit Points system before going to written outline. We managed to stop talking soon enough to give specific notes to writers currently grappling with their own works in progress.

Today (Friday) I will don my Pathfinder Tales author’s hat (disclaimer: not actually a hat) for a panel at noon and a signing at 1:30, where I will gladly deface copies of my new release, Blood of the City, and last year’s controversial demonic heist novel, The Worldwound Gambit.

I’m also the interviewee at a live recording of the Tome Show podcast, at 6pm, right before the ENnies.

With all these festivities planned, this had to be the day for the wonder of the Utamaro shirt. Prepare to be awed.

July 30, 2012

Futile Position Interview

In honor of Ashen Stars’ ENnie nod, I am interviewed at Futile Position on the game’s development, GUMSHOE philosophy, Hillfolk and more.

March 08, 2012

The Brain Printer

A Ripped From the Headlines Scenario Hook for Ashen Stars

In a development that raises the prospect of bespoke organs created with cells extruded through a 3D printer, a patient in a June 2011 procedure received a new windpipe grown specifically for him. 3D scanning technology provided the template for an exact replica of his original windpipe, sculpted from polymer around a glass mold.

In the future timeline of Ashen Stars, the utopian space empire known as the Combine once assiduously policed its ban on sentient-species cloning. Like so much else, this has fallen by the wayside in the frontier region of the Bleed. But so far it’s proven impossible to create true replicas of intelligent beings—you can make a physical copy, and even age it, but you can’t recreate all of the experiences that shape personal identity.

That may have changed, the lasers discover, when they get the terms of their latest contract. Famed inventor Sian Sar hires them to track down her ex-husband, Rog Trainor, who, without her knowledge, used her own scanning technology to make a complete cellular scan of her brain. She believes that he’s printed out a meat version of her brain, and is using it for competitive advantage—putting her genius to work on the same technologies her company is feverishly developing. Their mission: to bring Trainor to justice, and destroy the counterfeit of her brain.

The twist: Trainor has not only grown a replica of his ex-wife’s brain, but installed it in a clone copy of her body. The result is a new person, who shares Sar’s experiences and personality up to a point, but then diverged. She may not want to remain imprisoned and working for Trainor, but she doesn't want to be murdered, either. Do the lasers fulfill their contract, or accept her claims of full personhood?

February 14, 2012

Informational Rescue

A Ripped From the Headlines Scenario Premise for Ashen Stars

As this article reveals, the conversion of mortgages into complex financial instruments did more than provoke the 2008 global financial meltdown. The data-tracking process used to spin fragments of mortgages off into a tradeable derivative—creating a sort of mortgage slurry, if you will—now makes it impossible to determine whether homeowners, banks, investors, or anyone at all really owns certain real-world property. A nebulously owned property can’t be used as collateral, undermining a key value of everyday finance.

Speaking of slicing and dicing, this springboards a scenario that perfectly fits the Ashen Stars setting, where information loss has been one of the prices paid by a former stellar utopia torn at the seams by recent warfare.

Unlike most planets of the Combine, the synthculture planet Trump’s World practiced 20th century capitalism –albeit in idealized, tourist-park form—even before the Mohilar War. Private ownership of property underpinned this historical reenactment economy. Now info-saboteurs have struck at the heart of the system, scrambling the worldwide property database. The PCs are hired to track down the McGuffin on which the entire economy rests—the single accurate copy of the pre-disaster real estate registry. Complicating the mission: plenty of Trump’s World moguls want the database back up—after they get a chance to fiddle with it, just a little…

February 07, 2012

Ashen Stars Combat Options

The Jan/Feb See P. XX includes, among previously mentioned goodies, additional combat options for Ashen Stars. Start with this consideration of suppression fire as it applies to non-lethal beam weapons. Then move onto a collection of optional butt-kicking rules adapted to Ashen Stars from the Esoterror Fact Book. Add extra space opera flavor to them with a series of viroware enhancements.

Or start with the zine page for a cornucopia of columns, updates, announcements, and at least one cannibal conspiracy.

January 10, 2012

Minotaur Planet

According to a conspiracy theory both odd and oddly un-sinister, a youthful Barack Obama, as part of a secret CIA program, used to teleport to Mars. Why, the official denials only serve to confirm it!

To rip this from the headlines into an Ashen Stars scenario...

Teleportation technology doesn't appear in the game setting. It's a notorious plot-hoser. And in a roleplaying game you never have to leave out an establishing shot of a shuttle for pacing or budgetary reasons.

With this in mind...

A wealthy woman hires the lasers to locate her missing daughter, Rika True. Like many missing persons contracts, the arrangement calls for them to bring to justice anyone responsible for any harm that may have come to her. Rika, they learn, was last seen applying for employment with the utopian Eden Corporation. They find the uncharted company world that serves as its headquarters: a lush paradise that provides Eden settlers with a life of ease and luxury. They discover that Rika won the coveted right to participate in an Eden teleport experiment. The experiment turns out to be a scam to feed willing volunteers to a bi-dimensional predatory entity. The twist: it's the entity that makes the planet inhabitable. If they destroy it or drive it away, the atmosphere immediately becomes toxic. Should the lasers reveal this to the populace, the residents decide that they'd rather continue the modest sacrifices than abandon their paradise. Do the lasers bring the system crashing down, as their contract demands, risking the lives of thousands?

December 08, 2011

The Two Fundamental Elements of RPG Design

Or, How To Design RPGs the Robin Laws Way (Part One of Several)

I've been asked to describe my process of RPG design, so let's kick off what will surely be a series of posts illuminated by your further questions. Should this need be said, this is my process and not a commandment for others to do likewise. If it sometimes seems like I'm making Olympian pronouncements it's because qualifiers are boring and I will have no truck with them.

Sometimes I pitch a game to a publisher (Feng Shui, Mutant City Blues, Ashen Stars); other times I am presented with a brief and asked to develop an approach (The Esoterrorists, Rune, HeroQuest.) The distinction between these two starting points is not always clear-cut.

The first step is to refine the initial brief, by identifying the design throughline and the core activity. Without the second, resulting game will be hard to pitch to gamers and to play. Without the first, it has little reason to exist in the first place.

The core activity I've talked about before. It tells you who the characters are and what they're doing. You're heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality. You play troubleshooters for hire on a war-ravaged fringe of an interstellar empire. You lead an isolated tribe of raiders at the dawn of the iron age.

The design throughline is the central concept underlying game play, and your reason for creating a new rules set (to the extent that you are.) The game evokes the spirit of Jack Vance's stories of the Dying Earth. Or streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together. Or provides a simple framework for the building of dramatic storylines.

December 05, 2011

All the Investigative Men

Rewatching Zodiac recently, I was struck by the desire to see David Fincher similarly tackle the Mothman incidents of 1966-1967. This is no swipe at Mark Pellington’s The Mothman Prophecies, which I quite like for the way it evokes the enveloping paranoia of paranormal inquiry. It does, however, impose a cinematic structure and sense of resolution on a series of bizarre incidents distinctive for their lack of either quality. Zodiac, however, stands as a masterpiece of negative capability, focusing as it does on a mystery that seems explicable but always tantalizingly out of reach.

I then happened to move onto the underrated Breach, the 2007 film about the apprehension of FBI mole Robert Hanssen. Although investigation occurs in the background, the dramatic action focuses on the relationship between Hanssen (Chris Cooper, in a brilliant performance) and the young agent assigned to get close to him by acting as his assistant.

The two movies share a stylistic touchstone: All the President’s Men, the classic recreation of the Woodward and Bernstein investigation into the Watergate break-in. Zodiac even employs its composer, David Shire. Alan J. Pakula’s brilliant direction wrings incredible suspense out of simple phone calls, in the heroes press reluctant witnesses to cough up essential scraps of information.

Throughout the film, we see Robert Redford and Dustin Hoffman, as the two protagonists, use a full range of GUMSHOE-esque interpersonal investigative abilities. Like Mutant City Blues or Ashen Stars characters, who must not only figure out what’s going on but be able to prove it, they have to confirm what they know by wringing confirmations from multiple sources. We see them use Flattery, Flirting, Bureaucracy, Inspiration, Reassurance, and even a touch of Intimidation. Bullshit Detector comes out as official denials are issued. They also use social discomfort to get information out of people. By simply refusing to take no for an answer, or to do the polite thing and go away, they exert a subtle pressure on their sources, one distinct from real Intimidation. A journalism-focused GUMSHOE iteration might add this as a new interpersonal ability—perhaps called something like Journalistic Chutzpah.

November 30, 2011

Dragonmeet Panel Audio

The fine, rugose folks at Yog Radio have kindly supplied to a waiting public a surprisingly clear audio recording of the “Ken and Robin and Simon Talk About Stuff” panel from Dragonmeet 2011. Hear us discuss new Pelgrane hotness, flintpunk, the deceptive allure of a GUMSHOE compendium, the psychology of the point spend, and more.

Also, check out Paul of Cthulhu’s interview with Ken and Simon.

November 11, 2011

Embracing Blow-Off Day

If discipline is the writer’s best friend in any field, it is as crucial in the neo-pulp realm of gaming and genre fiction as a shotgun is during a zombie apocalypse. To make a living on a modest word rate, you can’t let time tick by while you wait for inspiration to strike. You have to sit your butt in the chair and make it happen. If that requires rituals, routines or caffeine to get your brain activity jumpstarted, so be it.

That’s true almost every day. But I’ve found one circumstance where the brain’s demand for a blow-off day must be honored. At the midpoint in any novel, I invariably find that the creative engine goes completely AWOL for a day. I can’t predict exactly when that day will come, except that it will be somewhere around the middle of the first draft. The outlined scene might seem perfectly right and ready to be laid down in prose. I might be riding on the best possible night’s sleep, be in a positive place in my exercise regimen, and otherwise as physically ready as I get. But still the usual uphill battle to get down the first couple of hundred words never leaves the mire. The slogging just gets worse.

I used to try to power through, annoyed by my sudden failure of discipline. Now I realize that the sustained concentration required for a novel demands this rest stop. I have embraced blow-off day. Recognizing it when it comes, and giving my brain the day off, is as much part of the craft and discipline as any other part of the process.

A single-author roleplaying game, like Ashen Stars, is certainly longer than a genre-sized novel. But it entails enough task-switching to keep the creative wheels greased without calling a one-day strike. The starship combat chapter requires different muscles than the GM advice chapter, while the scenario represents yet another change of pace. A long fiction work draws from the same well, day after day.

My blow-off day on my current, unannounced novel came on Friday. I saw that it was coming and headed downtown to check out the delightful new Aki Kaurismaki movie, Le Havre. When I got back to the manuscript on Monday I had my flow back. Also, I saw a great scene that ought to have gone before the one that was stopping me short.

You can’t go lateral as an excuse not to work. But sometimes, in order to work, you have to go lateral.

October 31, 2011

See P. XX

For a look at how DramaSystem handles scene framing, check out my eponymous column in the brand-new edition of Pelgrane Press’ webzine, See P. XX.

Among other included goodies are Adrian Bott’s look at the upside of failure, Steve Dempsey’s Trail of Cthulhu demo “Ritual Pursuits”, an assortment of Ashen Stars and ToC wallpapers, and a build-it-yourself apocalypse. Check it out!

October 18, 2011

The Arsenic Eaters

As with other GUMSHOE games like The Esoterrorists and Mutant City Blues, Ashen Stars GMs are encouraged to look to the news for episode inspiration. Like the writers of the various Treks and the nouveau Battlestar, they might use the space opera form to examine issues of the day.

Alternately, they can start with pop science articles and either work their way to political allegory, or not, as desired.

For example, a recent study indicates that drug addiction piggybacks on the same neural impulses that lead animals to crave salt.

In the episode this inspires, the crew is hired to investigate a series of attacks on Combine ships near the Bleed’s far edge. They discover that the hostile party is a heretofore unknown advanced species called the gretherin. Although at first they seem merely xenophobic and implacably hostile, a twist reveals their motivations. A gang of human and cybe drug runners has infiltrated their home world, engineering a synthetic drug by hijacking the gretherin’s necessary craving for arsenic, a trace metal they require to regulate metabolic function. The gangsters aim to addict the entire planet to a substance only they can manufacture, draining it of its wealth. The gretherin take this for an act of war waged by the entire Combine. Can the PCs avert a nasty local conflict by taking down the drug gang and destroying the technology used to create the drug?

October 07, 2011

Link Round-Up: Ashen Availability, Fringe History, Sun Surrender, Ferry Wine

If you’ve been waiting for Ashen Stars to show up for sale at RPGNow or Flames Rising, wait no longer.

Nick Mamatas examines the historical provenance of Fringe’s Walter Bishop(s.) (Link good for one week only.)

The Toronto Sun is just phoning it in now.

If I learned that Bryan Ferry could drink wines with ugly labels, my faith in humanity would have been shattered.

October 05, 2011

RPGamer Interview

Hear me interviewed by Scott “Fowl Sorcerous” Wachter over at RPGamer. I provide the lowdown on Ashen Stars, spill additional beans regarding DramaSystem, and dole out nuggets of GMing wisdom.

Put it in your ears!

September 30, 2011

See P. XX

Proving it still counts as the September issue if it comes out on the 29th, the latest edition of the Pelgrane Press webzine, See P. XX, has now escaped from the nest. My eponymous column introduces you to the whys and wherefores of DramaSystem and Hillfolk.

The first of several exciting Ashen Stars demos appears, in the form of Kevin Kulp’s “Stowaway.” This had folks coming up to the booth raving (and then buying the book) when he ran it at Gen Con, and it’s great to see it made available for a wider audience.

Also: Jonny Nexus takes aim at red herrings, we get a peek at the Night’s Black Agents layout, Graham Walmsley continues the Cthulhu Apocalypse, and Beth Lewis debuts her Q & A column by soliciting some Qs and laying down one of her own. And as always, head Pelgrane wrangler Simon Rogers updates you on new and forthcoming projects.

Check it out!