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Monday, July 1, 2013

Free RPG Day 2013 - Cosmic Patrol - The Eiger Agenda (Quick-Start)


I thought this was the same as last years release, but it isn't. So, in theory, you can play at least two adventures in Cosmic Patrol before having to drop cash on the full game. Not a bad deal.

The link to this year's The Eiger Agenda and the link to last year's The Kahn Protocols. Damn covers look the same across the line ;)

Just a Wee Bit of Fiction - "The Contract"

(When +Tim Shorts told me that he and a few others were to putting together an anthology of Appendix N short fiction, I was sold. Right away my mind started churning. Below is the initial results of that churning. Just a simple scene thus far. No rewrites or editing yet - pure simple thoughts. Oh, and i find it difficult to tell stories without elements of humor, dark or otherwise. I'm a much better storyteller than i am a writer - Erik)

Skkkkttttttt!

The dwarf pulled a stone across his axe blade, then tested the edge with a finger.

Skkkkttttttt!

Another trip for the stone across the edge.

“Will you stop with the sharpening? It’s the same every night, and except for the rabbit I killed with my sling we haven’t encountered anything in this damn forest!”

Looking up from his axe, the dwarf slowly put the stone to the side. He looked at the young human, face pocked with acne, and reminded himself he was dealing with youth yet unspoiled by things left best unspoken in the world beyond.

“Lad, I’m here for me blade. Val...” he paused to spit as he always did when he called the sorcerer by name, even if he was getting to like the weird coot, “he hired you for your hands and eyes. When we get to the tower midday on the morrow, my blade will keep you alive as your eyes find the traps and your hands do what ever they need to grant us safe passage. This blade needs to be sharper than your eyes if you want to come out again.”

“Yeah, yeah! Whatever! No one told me it would be nearly a week in the wilds, sleeping on bare ground just so I could earn a full share of the treasure. This is not what I signed up for!”

“Actually” said a voice that seemed at first to come from everywhere and nowhere, “you signed a contract. You said you could read. I even had you initial each section.” Val The Sorcerer (because he wore the wardrobe of a sorcerer right down to the funny hat) approached the discussion.

Reaching into his robe he pulled out a handful of parchments, shuffled them a bit and then started reading from one.

“'I, Meagenbrand Osworth the Third, have read the above Guild Contract and agree to the terms stated herein.’ Then you signed it. Damn signature ran right into the paragraph above. So, you did read it, right Meg? You wouldn’t have just signed the silly thing without reading, because the trip, lack of accommodations, responsibility for supplying your own bedroll and rations, it was all there. Tenkar even scratched his X as witness.”

The dwarf grunted in agreement.

Meg kicked at the dirt absently with the toe of his boot.

“Val, it was two pages long. How was I to read all that and decide right then and there?”

Tenkar looked up at the youth. “Lad, you do realize that me and the sorcerer get two shares each to your one, right? ‘Tis in the contract...”

The Ogress of Anubis (Free OSR Adventure)


Here's a free Egyptian themed adventure for character levels 4 to 6 - The Ogress of Anubis.

And you know what? Even if the adventure is hard for you to slip into an ongoing campaign, it includes a series of unkeyed tomb, cave and even a sunken city map.

(Actually, it may fit well with a few tweaks into a DCC RPG campaign)

The price is free, the maps are decent - what are you waiting for?

From the blurb:

An Egyptian-themed Adventure w/ Sandbox Support
for character levels 4-6, to use with 0e/1e/BX and compatible retro-clones

Azeneth believed the life of the high priest (or priestess) should be as comfortable as that of the kings and the gods. She spoke her contempt for her father’s “weakness” loudly and publicly, almost from the time she learned to talk. As she neared her teens, she made it known her plan was to supplant her father and become high priestess of the temple, sometimes claiming it was her place as the incarnation of the goddess Nekhbet.

Many say Azeneth has the power to command serpents, and it was she who sent the asp that killed her father Kemosiri. Regardless, she siezed her position as high priestess of the temple and set about her accumulation of power and wealth.

Recently, children from the villages around the temple have begun to disappear. Rumors abound that Azeneth is sacrificing them and cannibalizing them because she believes this will make her wealthier, more powerful, and more divine. The people of the villages have begun to refer to Azeneth as the “ogress of Anubis”—believing it was Anubis himself that made this woman mad, and commanded her to consume the children she sacrifices.

Someone must end this reign of fear and terror, and try to return the children alive—if it is in the will of the gods.

Includes the following: information for adapting to different OSR rules editions; adventure background; regional overview (small map + info on villages and wandering monsters); information on the temple compound and its vicinity (including wandering monsters); a detailed map of the temple compound; a 4-page detailed encounter key for the temple compound; new monster (animal mummy w/ 7 variants, statted for Oe/BX/1e); "generic" stats for all monsters and NPCs mentioned in the adventure; 12 pre-generated NPCs w/ details; 10 adventure seeds (for continuing adventures in the area); and 8 additional unkeyed maps (7 tombs, 2 caves, 1 sunken city) for use with the adventure seeds.

Pulp Mill Press is Looking For "Appendix N" Styled Short Fiction Submissions

+Tim Shorts from the Gothridge Manor blog and a few others have gotten together to form Pulp Mill Press with the intention of publishing Appendix N flavored anthologies of short stories.

How f'n cool is that?

Here's the official announcement:
As of today, Boric G of the Dwarven Stronghold, Ken Harrison of The Rusty Battle Axe, Sean Robson of Tales from the Flaming Faggot and myself have formed Pulp Mill Press. 
We are announcing that Pulp Mill Press is putting a fiction anthology together, short stories in the tradition of Appendix N, called Libram Mysterum.  
We are looking for short stories with interesting characters and innovative plots.  If you are interested in submitting a story please read the guidelines first.  While all of us are very excited about the project, it is a lot of work, and following the guidelines will help streamline the process.
Hell, Tim gave me the heads up last night and I started a little piece. Not sure if it's the piece I will stick with, but I've got the thoughts sloshing around my head now ;) 

Sunday, June 30, 2013

Mini Review - Dungeon Crawl Classics #73 - Emirikol Was Framed! (DCC RPG)


Emirikol Was Framed! has probably the most awesome trap I've ever read in an adventure. Sadly, it plays out better at the table then it does on G+ Hangouts, but that doesn't take away from the rest of this awesome adventure.

It's an adventure for six 4th level characters and it seems to have situations where each of the core classes can use their skills / abilities / shine, so a well rounded party would be the best bet (but isn't it always?)

I like adventures that kick off with the action, and Emirikol Was Framed! does such right at the start. It's an awesome way to get the PCs involved in the story and may even give them desire for a little payback down the line a bit.

Totally as a side note, but I'm learning to really appreciate having adventures in PDF format when I run games via Hangouts. I can extract the maps and reveal them slowly via Fog of War and i can extract the relevant art and treat it like player handouts when appropriate. Needless to say, the adventure's art is suitable for use as player handouts.

The meat of the adventure is some of the most atmospheric - is that even the right word? interesting? challenging? evokative? - whatever - full of shit I'd love to run or be run through. If it plays half as well as it reads, this is one of the better adventures I've come across in my years of gaming. Again, the art reinforces the written word perfectly. It's just damn good stuff.

And then your get to the finale and Michael Curtis take it to 11. It certainly ends on a most epic note. Wow.

All that and a new spell too.

When I get to the end of the week, I may find myself convincing my group o go through some DCC adventures...

From the blurb:

The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious…or lose their very souls in the attempt?



DCC RPG Week at the Tavern!

I have a crapload of reviews to get to during my week of vacation, and I think at least half if not ore will be for the DCC RPG. In addition to that, I expect to be announcing a DCC RPG Contest later on this week, with a number of Print DCC Adventures up for grabs as well as possibly some PDF copies. Always fun times :)

The adventures in the review hopper are:

DCC # 69 - The Emerald Enchanter

DCC # 73 - Emirikol Was Framed!

DCC # 75 - The Sea Queen Escapes

DCC Free RPG Day 2012

A Gathering of the Marked (Purple Sorcerer)

Tomb of Curses (Dragon Hoard)

The Witch of Wydfield (Brave Halfling)

The Treacherous Cobtraps (Brave Halfling)

and possibly one or two others that are due to release this week from another publisher

See, vacation is a good thing ;)

Mini Review - Pulp Weird Encounters Issue #1 - Tomb of The Squonk & The Silent Army (DCC RPG Adventures)


I wasn't kidding when i said I have a lot of review coming up this week, and the bulk will be for the DCC RPG. You have been warned ;)

Pulp Weird Encounters Issue #1 is actually two mini-adventures. Tomb of the Squonk by +Daniel Bishop  (whose work on DCC RPG Adventures I've praised often in the past) and The Silent Army  by Charlie Scott (I don't believe I'm familiar with his earlier work).

Presentation-wise it fits in well with the other 3rd party DCC RPG publishers. The font used and the layout feel familiar and the maps are well done with that quasi 3d look that's common with DCC RPG maps.

Both Tomb of the Squonk and The Silent Army are short adventures. They would probably work best as short interludes between full fledged adventures.

Tomb of the Squonk is a death trap. A well presented death trap, but a death trap none the less. If your party lacks a thief, you will soon be lacking in a party ;) Most of the traps shouldn't take an observant party by surprise, but the ones that do? Ouch! It reminds me in some ways of a modern Tomb of Horrors, which is most certainly a compliment. I suspect it would play out in a short session, assuming the party makes it to the end. Tomb of the Squonk is for 4-6 3rd level adventurers.

The Silent Army is not a death trap, but it can be deadly. It requires some puzzle solving of sorts, but that's more in the line of figuring out what's going on that anything else. It's written for a party of 1st - 3rd level adventurers. Combined with Tomb of Squonk you probably have a night of adventuring.

From the blurb:

The Pulp Weird Encounter Series comprises DCC RPG Adventures inspired by the weird pulp fantasy of the 60's and 70's.

Issue #1 introduces you to the Tomb of the Squonk and The Silent Army. 

Tomb of the Squonk: A hideous creature pleads for you to restore his human form in a weird twist on a fairy tale conceit.

The Silent Army: Something in the woods has ensorcelled the men of a woodcutters village. They stand silent and foreboding, watching and waiting for something. What did they see, and can you avoid the same fate?

AD&D is Like The Amber Series - All Games Exist as Shadows of the "One"


Last night I had a fucking blast playing AD&D. We started with G1 and it was probably the most fun I've had as a player in ages. AD&D is like an old glove. Still, I don't think I've ever played it exactly the same way with any two different groups over the last 30+ years. If AD&D is the definition of the OSR as some may say, apparently we still can't agree on the particulars.

Why do I say that? Because most house rulings remove rules from the game and others add new ones, and it's been so since I first encountered AD&D back in the early 80's.

This is what was removed from the rules / added to the rules:

Spell components - ignored
Segments - for spells - ignored
Tied initiative (this would lead to a reroll) - new rule
Weapon Speed Factor - ignored
Weapon Armor Class Adjustment - ignored
Character / Opponents with multi attacks rolled all their attacks on their initiative - new rule
The whole initiative chart on page 61 of the DMG was pretty much hand waved

I'm sure there are other aspects that I've hand waved for decades and didn't notice were removed / added. Most of what I listed above is how I run my games for the most part, so it seems very familiar.

Actually, the above comes pretty close to the restating of AD&D via the OSRIC rules. Does that make OSRIC the definition of the OSR?

I think at times we fail to see the bigger picture. The OSR isn't a set of rules or multiple sets of rules. It's a style of play that harkens back to the early days of D&D and AD&D. Even back then, the particulars of that play varied from table to table, house rules to house rules, but they were all playing "D&D". Truth to tell, I have never played in a session of AD&D that was "by the book", not even at Gen Con in the early 90's in tournament play.

If you are playing "D&D" in a manner that evokes the same response and memories of gaming in the early days of the hobby, I suspect you are gaming in the OSR.


Saturday, June 29, 2013

DCC RPG On the Cheap - Be a Player With Little or No Out of Pocket



If you are an OSR gamer like I am, you like your RPGs inexpensive, at least on initial investment.  Labyrinth Lord, Swords & Wizardry, LotFP Weird Fantasy BFRPG and many others have free PDFs available of their core rules and higher end PDFs as well as print versions.

I like the idea of free or inexpensive initial buy ins for RPGs, especially when one's group plays via Hangouts and the like. It's not like you can pass around a copy of the rules at the table when your players are in two different time zones (let alone two different countries).

DCC RPG is $40 for the regular edition in print and $60 for the limited edition cover and $25 in PDF. That's a significant investment for a group of 7 if all need their own copy, especially when the game might not strike the same chords for the members of the group (it happens). Who wants to pay $25 or more for a game they may only play once or twice?

Here's some resources for players to check out and even play DCC RPG on the cheap (the GM / Judge will need a full copy of the rules):

DCC RPG Quickstart - enough to generate characters for a funnel but little more.

DCC RPG Beta - much closer to the full DCC RPG than the Quickstart (and more useful), but there are some changes, large and small. Probably enough there to generate PCs, so long as everything is cross checked against the full release of DCC.

DCC Resources Page - this is where you find the DCC Reference Sheets, which includes pretty much all the charts a player needs but the spell sheets. With these sheets, one should be able to play a non spell caster without cracking open the book (once you know your class abilities - that's what the DCC Beta is for). Oh, almost forgot - not only are there character sheets here, but many of the spells have been reformatted to fit on a single sheet of paper. Not much here for clerics, but for a low level magic-user or elf, it's golden. Oh, and it's free.

DCC RPG Character Generator - for those days your really need a quick gaggle of zero level humps ;)

Spell Record Sheet - because your spells are personalized in the DCC RPG

The Crawler's Companion - Charts, Spells, Funky dice - it's all here (web, phone and tablet varieties)

One Page Chart For All of Your Zero level Adventuring Needs - Mostly ;)

Thief Skill Reference Sheet - for your thief skills - doh!

With the above and a Judge who has a copy of the DCC RPG in hand, you should be able to get a party though a few early sessions and let the party decide for themselves if it's a game worthy of continuing (and investing in).

(if i'm missing anything, let me know and I'll add it above)

Why Do I Like the DCC RPG?


I've been asked this question a bit recently and decided it needed an answer. The answer isn't an obvious one.

Believe it or not, it's not for the art. I love the art, but that's not what makes the game so special.

It's not even for the awesome maps in the adventures, many of which I'd like to have in a "suitable for framing" print. I've said this part before, haven't I?

It's not the never ending spell charts. I'm not a lover of endless charts. Ever.

It certainly isn't because of a book suitable for stopping bullets and caving in heads. I prefer my gaming books thin and svelte.

Why do I like the DCC RPG despite the above?

Because it recaptures the magic and excitement from my early days of gaming, which isn't easy to do. Hell, if I knew how Goodman did it, I'd actually make some money off of my hobby ;)

Swords & Wizardry Complete captures the feel of how my group played AD&D in my high school and college years and fits like a prefect glove.

Dungeon Crawl Classics captures the magic I felt when first learning to play AD&D. DCC most certainly isn't AD&D and doesn't try to mirror the system, but somehow has found a way to extract the magic of those early days for me.

The DCC adventures keep that magic rolling, and I suspect they would keep much of that magic even were I to convert them to S&W.

Maybe I need to houserule a DCC / S&W Hybrid ;)


Mini Review - The Vile Worm (DCC Adventure)


The Vile Worm is the second in a series of adventures to be published under the Appendix N Adventure Toolkit banner. Like it's predecessor, The Ruins of Ramat, it's digest sized and clocks in at 12 pages.

Physically (as I'm holding the dead tree version as I write this) it's impressive for the $5.95 price tag. The cover, which is removable, hold the adventure's map on the inside. While not as exciting to look at as it's predecessor, it's still a pleasant map with accompanying art. Two player's handouts on card stock round out the package.

How is the adventure itself?

Lackluster. Six rooms and not much to encounter. The Ruins of Ramat squeezed a lot of gameplay into those 12 pages. The Vile Worm, not so much. If you have a short session (2 hrs or so) and need a short adventure, this would fill the bill, but I can't recommend The Vile Worm over The Ruins of Ramat all things being equal.

$5.95 in dead tree (dead tree + PDF subscription for $26.00), $2.95 in PDF.

Tonight I Get to Play Some AD&D For the First Time in 20 Years (By "Play" I Mean as a Player)

My most frequent role in my gaming groups is the GM. It's been like that pretty much since I started gaming back around 1980 / 81.

The times I was a player, it was rarely AD&D. For some reason, others would run Rifts or Battlelords or whatever, but AD&D was my realm to run. No one else wanted to step up, and most of what we played was AD&D.

My last AD&D session was at Gencon, back in 1993 or so.

Tonight, +Joe D is running G1 for our group and I'll be using one of the pregens from the back of the module, and I'm going to game like it's 1993 again.

Friday, June 28, 2013

Review - Monsters & Magic - Part 3 - Taking Action and Refocusing


Actions are, not all that surprisingly, the things you can do whose success or failure comes down to an "Action Check".

So, what does it cover?

Melee attacks, spell casting, finding hidden things (this is your secret door check), non magical healing, hiding and moving silently, helping or hindering another character's action check, intimidation, making camp (this kinda falls into the "why" category, but whatever), making a "touch attack" (formerly known as "hitting AC 10"), persuasion, picking pockets, terrifying someone (wouldn't this fall along the lines of intimidate?), traversing the wilderness (what, no tracking?), tripping an opponent and shooting a bow are examples.

The above come with a short paragraph with examples suggesting the stat you would use to resolve the check. I'm kinda surprised that find / remove traps and picking locks weren't listed examples, as they are certainly more prevalent in "Old School" play than "making camp".

In any case, class abilities, combat situations and situations that might otherwise fall under a general "DM Fiat" ruling get wrapped up nice and neat into the Actions that PCs can make. I've participated in conversations / discussions / rants about DM Fiat in the past, but to summarize my thoughts on it, I think it's one of the things that defines "Old School Play".

Which brings up something that I think needs to be pointed out. Monsters & Magic is not an "emulator" of "Old School Play". You are not going to use M&M to game with the expectation of a 0e experience. This isn't a way to install Windows on your Macbook.

Instead, Monsters & Magic is more like a "translator" of sorts. You get to play your classic adventures in a "New School Environment" with minimal fuss. It's a different experience. It's closer to using Pages in an OSX environment to manipulate a Word document. Maybe not a prefect example, but it helps.

This means I need to do a 180 on my approach to M&M, which had been "how well does M&M evoke 'Old School Play' with modern play additions". Instead, I need to look at "how well does M&M translate 'Old School Adventures' to a modern play system". Two very different questions, and part of the reason for the length of time between the 2nd and 3rd parts of this review as I struggled to redefine my focus.

It's not that Monsters & Magic isn't up front with the intention of being a translator and not an emulator, but the presentation and trappings are certainly old school in nature even if the system isn't.

I'm not sure I'd still refer to it as "New Wave OSR" as I dig deeper, as the Old School is in the translation and not the play. I'm impressed with what I see so far, and as a tool to bring some classic adventuring to players on the modern "storytelling" type of RPG it seems to be on the money. The play will be different, but those coming from outside the OSR probably will never notice the difference ;)

I'll probably hit on "Effects Points" in the next part.

A Hollow Earth Expedition Kickstarter Hits on July 1st - Revelations of Mars


I think I've mentioned before that I've really had a difficult time wrapping my head around the Savage Worlds ruleset. No idea why. I've heard it's simple enough and I own multiple versions of it (and would love to run or play in some Solomon Kane at some point) but it has never "clicked" for me.

The Ubiquity system as first seen (as far as I know) in the Hollow Earth Expedition RPG is about to get some more visibility - on July 1st the Hollow Earth Expeditions: Revelations of Mars lands on Kickstarter.

If you haven't noticed yet, I'm on a bit of a Kickstarter diet - lots of cash tied up in extremely overdue projects. Still, this is one I'll be keeping an eye on, as I am a lot closer to grocking Ubiquity than I am Savage Worlds and I do like the setting of HEX.

There's Little Better Than a Week of Vacation - Except Maybe Reading Zine Submissions Over Vacation.

Well, except maybe two weeks :)

I'm on vacation for until the 8th of July. The plan to head to the Poconos for the first half of the vacation has now changed to the second half of vacation, as my beautiful wife was unable to get off the 1st and the 2nd but has off from the 3rd.

Still, plenty of time for reading, reviewing and hopefully looking over some more zine submissions to Unofficial OSR. You still have more than a month to get your submissions in, but the sooner is always the better so I can guesstimate the number of pages we'll be running at. Fun times. Send you thoughts, questions, ideas, etc to tenkarsDOTtavernATgmailDOTcom

Hey, being home on Tuesday means I'll be around for my Reaper Bones delivery! Rockin!

Thursday, June 27, 2013

Looking Back at the DCC Beta (and Forward too)



I just re-downloaded the DCC RPG Beta rules from the Goodman Games website and see they are dated June, 2011. Kinda makes sense, as the Goodman Free RPG Day 2011 release was for the DCC RPG and for use with the beta rules.

Holy shit but I was not impressed with the beta rules. I'm not 100% sure why that is, but I do remember my disappointment with the funny (funnier?) dice and the idea of the character funnel did not sit well with me.

Oh yeah. The charts. Overwhelming at the time.

Strange how I like the total package these days. Heck, preordered the rules when preorders opened even though I didn't particularly like the DCC Beta, mostly because I trusted Goodman to put out a good game. He did. The DCC RPG is a good game. Damn shame I'll probably never get my regular group to play it.

Why?

The size of the rulebook.

They would probably be fine with it after playing a session or two. The DCC RPG kinda get's it's teeth in you and you find yourself a convert. I need to get them to the table first, and convincing the others to invest the time (50 bucks now) and time in this tome is a hard sell. Especially to OSR players who are used to the try and then buy method.

So, I was thinking of directing them to the DCC BRPG Beta download, but I know the game has strayed from the beta a bit. Experience points is the one thing that sticks out mostly to me but I know there are other parts that changed. Did anyone ever put together a document that explains the changes?

I wonder how useful it would be to update the beta to the final rules, so less a beta and more of an introduction to the rules. It might be too labor intensive, but if not, it may be a great way to expand the DCC RPG player base. If you are going to do it, now is the time, before "Next" becomes the next big thing - or not ;)

(what is it with "summer" and DCC for me? heh)


Mini Review - Crawl! #7 (DCC RPG)


I misplaced Crawl! #7 after it was delivered without reading it. Actually, for a while I was doubting that I even ordered it. I found it yesterday :)

Dak continues to do a fine job with Crawl! and I really like the fact that much of this issue is easily transportable to other fantasy RPGs with little if any conversion if needed. Don't believe me?

Kirin Robinson's "Lost in Endless Corridors" is an article about using mazes to drive your PCs crazy. Stat free and good with any RPG system.

"Roguelike Fountains" by Thom Hall is about, you guessed it - magic fountains. Some parts of the tables may need minimal conversion, but there is a lot to like here for any OSR game. A d30 would help, but that's the first weird ass die I owned way before the DCC RPG ;)

"Consider the Ogre" by Sean Ellis is an article about making Ogres "fresh and mysterious". It's an awesome article and nearly worth the price of admission on it's own. Works with any OSR system

Jeffrey Tadlock gives us "Critical Table T: Traps". Use it for inspiration and you can simply pick and chose what works in your game without conversion. I'd use the crit table in place of the regular trap damage in a game like S&W just for the flavor. Probably more valuable for DCC referees.

"Shadowsword of Ith-Narmant" by Jurgen Mayer is a sword with awesome flavor, lots of power and one hell of a price to pay. It would work very well in a LotFP Weird Fantasy campaign with some conversion from the DCC RPG specific mechanics.

"My Gongfarmer Can't Do Shit!" by Paul Wolf is a one page article on how to make your zero-level profession useful in later levels. Pretty system specific in nature.

Crawl! is consistently one of the highest quality zines being published these days and it's available in digest sized print and PDF for the unbeatable prices of $3.95 shipped in digest size and $2.95 in instant gratification PDF.

You owe yourself an issue of Crawl! no matter what RPG system you play.

New DCC RPG Podcast - Spellburn


Consider me very pleasantly surprised with the Spellburn podcast. There are 3 episodes out and I've listened to 2 1/2. It's just damn fun to listen to and I listen to a wide range of gaming podcasts.

Yeah, they do the same damn stichk as the others on the same network - "This is DM Dip and I'm DM Stick" but they use the "ref" term from the DCC RPG and then seem to forget it, which is good.

Why is it good? Because they sound like a bunch of knowledgeable guys talking about the hobby they enjoy and aren't going out of their way to impress. They sound real, both in their manner of talking and in their enjoyment of the DCC RPG. I suspect it's a fine listen even if you don't play the DCC RPG, although you might be tempted to after listening for a while.

Now, can they keep that realness going without turning into voices reminiscent of minor market radio personalities? I hope so ;)

Kickstarter Question - Why Does it Seem That For Every Kevin Crawford There's a Half Dozen "Nystuls" Looking For an Easy Score?

Alright, maybe a half dozen "Nystuls" is an exaggeration.

Still, while most RPG Kickstarters fall into the realm of "terminably late", the severe fuck ups like Nystul greatly outnumber the +Kevin Crawford s of the Kickstarting world.

Shit, I'm still waiting on my Myth & Magic Player's Guide - maybe we need to send someone to the Boston area to bid on the storage unit the books are supposedly in - because it's been over two months since the last update and those books are still sitting somewhere - then again, we've only seen pics of a single book.

Far West, Quantum RPG, Axes & Anvils, Infinite Dungeon... fucking sad state of affairs.

Notice how few new Kickstarters I talk about these days? I don't kick in to the very end if I even do. Too much tied up in projects that are spinning their wheels.

But Mike is special - Oh For Three!

Wednesday, June 26, 2013

Mike Nystul the Fiscally Incompetent Washes Himself Clean of Yet More Responsibility - Passing the Buck on Cairn


Lets see. Mike ran out of money (which was probably shortly after he received the Kickstarter funds which were spent on his own personal fantasy - Castle Nystul - and a pointless Dwarf Con) without producing anything for his three Kickstarters (oh, almost forgot his scamming through Indiegogo after the fact).

At best, Mike is a foolish, incompetent, idiot that should never be allowed near adult responsibilities again. At worst, he's a thief.

Mike's found a sucker partner to take responsibility of The Infinite Dungeon. Mike claims to be getting the mini rewards together, but the last update was a month ago. Don't expect much from Mike's side of this.

Two weeks ago Mike promised a playable PDF of the Axes & Anvils game. It isn't here yet and again, don't expect physical rewards. The money was spent on staff for the company that can't complete a product.

Today's announcement is for Cairn. This is where I tapped out on Mike, as it was his third Kickstarter with nothing in hand and warning bells went off in my head. Guess what? He has signed over the property to a third party that will complete the project and will offer it in print to backers (just pay shipping & handling) but the Kickstarter promises and stretch goals all remain with Mike.

Is it better than getting nothing? Sure. Is Mike still a fuck up that lived up to his namesake spell in AD&D 1e? You tell me.

Oh, here's part of his Risks and Challenges part of the Cairn Kickstarter. Talk about lying through your teeth:
We have the game in hand being edited even as we speak. The art is mostly blocked out and is being inked. The cover is done, layout has been designed and we are all set to put the thing together as soon as it looks like we have the backing we need.
Here's today's Cairn update:
Dear Cairn Backers, 
Real, substantial news has been a long time coming. I hope here to clear up a little of the confusion around the Cairn Kickstarter, let you know what’s going on, and what’s coming up next. 
First, this is not Mike from Castle Nystul. I am Ross A. Isaacs; some of you may remember me from a previous update. I have freelanced for Chaosium Inc., Holistic Game Design, White Wolf, and AEG, and I’ve been employed as a full-time employee at Last Unicorn Games and Decipher. I am a seasoned professional with a proven track record for producing quality game products. 
My involvement with Cairn, up until this point, was as a freelance writer and editor. I joined the project in 2012 because I truly felt it was a wonderful game in a unique setting, and brought something new, fresh, and charming to the tabletop gaming world. 
When Castle Nystul announced that all of the capital from their three Kickstarters (Axes & Anvils, Nystul’s Infinite Dungeon, and Cairn) had been exhausted, I was as surprised as you. All three projects were effectively on hold, waiting on whatever solution Castle Nystul could craft, which could mean potentially months (or even years) until new funding could be secured. 
Mike was looking for a solution. I decided to step up and do something. Which is why I’m writing to you today. 
Cairn is a wonderful title with a great deal of potential, into which the writers and contributors have poured a great deal of themselves. It’s a truly delightful family-oriented game. It’s a game that you’ll be happy to play with your kids. 
You want the game. I believe it deserves to be out there. So I’m going to make that happen. 
When it became clear that the Cairn rights were available, I approached Mike about transferring the intellectual property -- the writing, artwork, and any future Cairn projects. He agreed, and we’ve negotiated a settlement. The Cairn title is in capable hands and hopefully my industry pedigree reassures you in that regard. 
I am forming a small, independent game publishing company with help from a few of my friends. 
The Bad News 
You might have read a few things in various places, or been told the status of the project outright. I’d like to draw a line in the sand and look forward, not backwards.
We had a version Mike was considering publishing in his rush to get something out. But the work stopped when the money ran out and the net result is not something I am comfortable bringing to market. Moreover, key elements were left on the cutting room floor and two chapters have yet to be written. The book is not finished nor is it in layout. 
All of the funds raised by Castle Nystul’s three Kickstarters is gone. Getting Cairn into print will be at my own expense. As I am sure you will agree, this is quite the financial undertaking. I hope you will understand that any promises made by Castle Nystul during the crowd-funding process remain with Castle Nystul. This means that no other perks can come from my company. I simply do not have the money to cover the production costs for the plushies, the miniatures, the storybook, the hardcover Cairn rules, and so on. 
I am taking on the Cairn IP and future publishing rights. I am not taking on the responsibilities of the Cairn Kickstarter.  (emphasis mine)
But There’s Good News… 
I’ve got a large personal investment in this that is about to get even larger. I have good friends and family who have invested in the project. You paid Castle Nystul for a copy of Cairn. I want to make that happen. Call me “old fashioned” but I believe this is just the right thing to do. 
I am therefore offering all of Castle Nystul’s backers a FREE copy of Cairn from the first print run. I will have to ask you for shipping, but I assure you that it will be for whatever I have to pay to get the book in your hands. And I’ll be offering pickup of your copy from future conventions where Cairn has a presence (wherever possible). More details on this to come. 
I understand that you might not be happy with this. You’ve already paid money, and gotten nothing for it. All I can do is get you the roleplaying game you were promised. It’s the best I can do. 
If you want your FREE copy of Cairn, please email souljar.info@gmail.com
What Happens Now?  
To the beginning of August, I will be finalizing Cairn writing and artwork. Layout is slated to begin on the third week of August. 
In mid-September, the layout should be done. I will provide you with a PDF at this time. The book goes to the printer. 
Printing should be done by the third week in October. 
Any Cairn backer who wishes to get a FREE copy (plus shipping & handling) will be sent their book at the end of October. 
If you have any questions or comments, please do not hesitate to contact me. I will address your concerns as openly and honestly as I can. From now on, please visit http://www.souljar-games.blogspot.com/for further updates and information on the Cairn RPG. Thank you. 
Ross A. Isaacs
Ross, God bless you for taking part of this project over but I'm glad I don't have to pay shipping for something that was already paid for.
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