Exciting things are coming.
In the meanwhile, here is a great video on writing and producing an RPG.
Video is HERE.
Exciting things are coming.
In the meanwhile, here is a great video on writing and producing an RPG.
Video is HERE.
In recent years, RPGs have become very accommodating and safe for everyone.
My design philosophy for Giri-Ninjou is the exact opposite.
It is a game about the ugly side of being Japanese.
Your actions are restricted.
No one can be trusted.
It'll probably end in Death, Dishonor, or at best Enlightenment.
But you'll have to wade through a river of blood to get where you are going.
Steve Jackson Games seems to be blowing up Kickstarter with its magnum opus, 7 Part Pact. TLDR, they got the designers of the incredibly charming RPG Wanderhome to create an RPG about being 7 competing wizards.
As an OG gamer, I am not sure what I am looking at here.
Looking at the promotional material, I cannot tell what I am seeing. 7 Part Pact comes with 7 'asymmetric Domain board games', whatever that means, 7 Wizard Codices (player manuals?), and tons of meeples and other gewgaws.
This is no surprise considering the enormous growth of the boardgame industry the past 20 years, as well the proliferation of battlemats, dice trays, recipe books and other (to me) superfluous items for TRPGs. Or TTRPGs as they say in Japan.
So I would say it is a roleplaying boardgame, and looks like Talisman on steroids to me, or else a boardgame version of the old Chaos War PC game.
A couple of other things have me scratching my head...
The materials mention that 7PP is '7 games in one.' I have no idea how that works, but I admire the gumption. In a traditional RPG, it is hard enough to get one player to stop grandstanding, so it will be interesting to see how 7PP lets up to 7 wizards fulfill their destiny. SJG is one of the OG games companies, so good on them for reaching out to younger designers.
Although I am guardedly optimistic, I think the game, if it works as touted in its ads, should be quite the experience. I know my old circle of foreigner fathers who I gamed with in Japan could really sink their teeth into a game like this, with boardgame and roleplaying game elements wrapped in a juicy tale of competing wizards.
(I miss you chaps!)
At the same time, the gamers I know either do a 4 hour session once a month at a game store, and often pay to do it. Or they play with friends and ignore the rulebook. So I am not sure if all but a select few modern audiences can give this game the attention it deserves.
But it inspires me to make Giri-Ninjo a similarly epic experience.
One last thing. This advert also caught my eye:
I've posted previously about the plethora of IMMENSE shelfies posted by gamers of my vintage, hundreds if not thousands of gamebooks sitting, largely unplayed and unread, on shelves. So I am a bit torn by this excessive materialism of the game.
So ultimately who is 7PP for?
Fantasy roleplayers who want to delve into the story of their character? CHECK
Boardgamers? CHECK
Book collectors / Kickstart addicts? CHECK
Traditional gamers? DUNNO. I'll have to look at some playtest materials or vids.
Thanks for the literal decades of gaming your products have given me, good on you for finding a young designer to push the envelope, and best of luck with the 7 Part Pact!
(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)
The image of Chaosium games is that they use the same D100 system with minor tweaks over decades. They are considered stable and reliable, and due to this their games have thus largely avoided the edition wars and varying receptions of other big name games such as D&D, Vampire the Masquerade, and Shadowrun, to name a few.
In the past few years, with the publication of Call of Cthulhu 7E and now the new game Time Without Tide, which boasts an entirely new system, Chaosium seems to be trying to break out of its mold.
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| This character seems more roaring 20's flapper than faux-Victorian, but only a fogey like me would notice... |
But how much of the mold was there to break?
Looking over the past, a lot of this stable & unchanging image is not entirely true.
First, Chaosium from the start has tried lots of different mechanics with its games. Pendragon had the Virtue system, Stormbringer (and later Magic World) had demon summoning, Ringworld had root-branch skill differentiation, and Nephilim has D&D type spells in an Occult setting of evolving immortals. Although Call of Cthulhu has gone through the most editions of any Chaosium game, it still has gone through adjustments of the skill system, especially in terms of starting skills.
Runequest has seen out of house editions such as Moongoose and Mythras from The Design Mechanism (albeit these were partially due to financial constraints and not just for innovation's sake). Ditto with Stormbringer, which saw Moongoose & D&D (Dragon Princes) editions, as well as the re-creation of Elric! before those.
I would say that although incremental change and limited experimentation has always been a quiet feature of Chaosium, but they are now pushing for much faster and larger change in response to the changes in the market, technology, and the publishing industry.
I see Chaosium now as very much embracing the future in many ways. First, their embrace of Kickstarter lets them test ideas out first and avoid the pre-production costs of traditional print. Considering Paizo's huge losses in stock from the bankruptcy of Diamond Distribution, and the consignment system that left millions of dollars of their stock in limbo due to lender claims, this offsetting of risk by switching to crowdfunding is a smart move.
Second, their switch in rules away from traditional 3D6 for stats in Call of Cthulhu 7E, along with its leap in art quality, has proved a success. The game is #1 in Japan so was a guaranteed success there, but in English countries it also took 2nd place in sales to D&D, as well as over 150, 000 in sales of Miskatonic community content.
Third, the 2024 BRP Design Contest was an out of left field promotional event that really raised the consciousness of Chaosium and created lots of buzz. As a recipient I was very honoured to be chosen, but the lack of guidance towards making a finished project was, in my opinion, a misstep. Of the four winners, as far as I know only two of us have produced games (The Prince of Masks and the quickstart for my post-apocalyptic Inuit game, NUNA). With help from Chaosium we definitely could have all made good quality games by now, instead of the indie/amateur products we are proud to have completed.
Which brings us to Tide Without Time.
One of the biggest surprises is that Time Without Tide (hereafter TWT) does not use the BRP D100 system. Instead, from what has been discussed online, it seems a D6 versus difficulty level, rules light system with character classes which some have noted is similar to the Flabbergasted/Mesmerized RPG in mechanics and tone.
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| Body, Mind and Will? I think we all tried and failed to make this type of game at one point. |
Looking at the promotional image above, there are only 3 attributes (Body, Mind, and Will) versus BRP's 7, and 6 skills (Culture, Industry, Navigation, Skullduggery, Survival, and Violence) versus BRP's lengthy and infinite roster of skills. Having played the rules light Lasers & Feelings RPG and been totally smitten by both its ease of play & running plus the absolute gonzo way adventures go off the rails, I heartily endorse this direction.
In fact, my next game, Giri-Ninjou: The Soul of Japan RPG, will be very rules light.
And market shift has a lot to do with this, I reckon. If you follow D&D online discourse, you'll see that many younger gamers are playing without reading the rulebook and have injected lots of whimsy into their games. Chaosium's demographic is 25-49, with only 3% of the NA market versus dominance in Japan, so it is in their interest to take a chance to improve this.
The only doubt I would have is if an old school class-based game of exploration (ie dungeon crawling) can bite into D&D's treasure hoard, and if younger players will make the switch. I find the marketing for TWT has been rather bland and atonal, despite having a charming art style, and appealing to how it could replicate stories such as Over The Garden Wall or older Ghibli films would be more of a draw. Then it would have a better chance of drawing a wider audience and their wallets.
Still, I think Chaosium knows what it is doing, and that taking risks is the only possibility to have a hit game. I am sure that Chaosium diehards will buy a copy, but for its ultimate popularity and sales, only time will tell.
Good luck Chaosium!
As for the continued use of D100, if TWT is a smashing success, you might have to give your D10s a little rest.
Just a reminder that the BRP Design Contest winners are publishing games that you can now purchase. Prices are a steal compared to big publishers and the games are innovative. You can support the creators (myself included) at the links below.
This NSFW game of humanity caught between terrifying colossal statues and hostile fey sounds absolutely gonzo. I bought my copy and will be reviewing it as soon as I have time and energy. Seems like a good substitute for Nephilim.
The Quickstart of my game of Inuit & Iceships is halfway to Bronze on Drive Thru RPG, and its gonzo first adventure The Silver Machine has gotten an amazing reception. For $1.99 you can help me get closer to my goals AND get a taste of decolonial gaming in a post-apocalyptic world where community and Inuit culture keep humanity alive.
https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart
It is no surprise that two of the four winners of the contest have taken two years to publish, as we are all solo creators who started working largely alone. I am in talks with some of the fellow winners to try and collaborate more, so hopefully more of our games will be out quicker, and with ever increasing quality in mechanics, art, and marketing.
Stay tuned here for updates.
| Psst, you can pick up the NUNA Quickstart HERE! |
Making art has always been a part of my life. As a child, I have many happy memories of playing in the kitchen of my grandmother Phyllis Pritchard, a known name in Labrador art whose painting I once found decades later on the wall of the Canadian ambassador to Japan's official residence! Nan was self-taught, and she and her sister supported their families by selling beautiful oil paintings of Labrador scenery and daily life. When I returned to Canada in 2023 after 20 years in Japan, and long after Nan had passed, I found this scrap of art she had done for me, a dogsled on the snow waiting for their master.
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| Thank you for this, Nan. |
Having been estranged from art, I have had to relearn a lot on the fly. I always sketched so for NUNA I have experimented with coloring. The biggest art influence on my life has been comic books, as you can see in the 2 pieces from the Quickstart below.
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| Inuk woman visiting a Tuniit |
With the Quickstart, I gave myself a strict deadline to, as Nan would say, "shit or get off the pot." This means I was in a sense rushed, but also added some dynamism to what I produced.
| I am proud of this one |
When illustrating for the adventure The Silver Machine, I decided to go for whimsical 90's style line drawings, like this one of the ship's Bridge.
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| Thank you Star Trek! |
As I noted in an earlier post, art in RPGs is more polished than it has ever been, which excludes designers without art skills or a budget and pushes people towards AI art. I am blessed with some skill, and I would rather stretch myself for NUNA art than use AI slop any day.
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| Very underground exploration vibes with this one. |
I have purchased some art instruction books and have a long list of saved art lesson videos in my YouTube. I will be sketching as a daily practice and expect a marked improvement in the art for the NUNA Corebook.
Take A Look Inside NUNA
Want to take a look at the NUNA rules and art? The Quickstart is available HERE or at the link below.
https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart
Atelihai!
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| Labrador Inuit, 1880, Rigolet (McCord collection) |
NUNA is officially LIVE today, but with the timezone difference it was open for purchase or download a few hours yesterday. In that short time we are already 20% of the way to Bronze in the DriveThruRPG ranking!
Thanks to all who bought a copy and pushed us further toward the goal! Keep spreading the good word.
Here are the links:
PC Preview
https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview
$1.99 Quickstart
https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart
During the playtests for Nuna, people were very curious about the Shaman Whisperers. Why not just have a powerful Shaman, some asked.
Three reasons.
First, the shaman (angakkuq) of Labrador were essentially wiped out by the arrival of the Moravian missionaries in the late 1700's. In my childhood, everyone around me was either United Church or RC. But at night my lovely nan, the Inuit painter Phyllis Pritchard, would tell me spine-tingling stories of the shaman, who would help you, but at a terrible price. Like Inuit kids all across Canada, my nan told us not to whistle at night, and certainly not when the Northern Lights were visible. Fastforward 30 years and when I began researching the shamanism of Inuit in Purvirnituq (Povungnituk), I encountered many stories of shamans cutting off their own limbs and reattaching them, and other horrific magics. Purvirnituq created the first Inuit artistic collective in Canada, and kept the old stories alive in their soapstone paintings. In the interviews I read from people there, some felt it was better off the shaman were gone, and that they were also angry at being cast aside. This was my inspiration for the NUNA conception of shaman as angry dead trying to control the chosen people they whispered to, and thereby find their way back into the land of the living.
Second, Nuna is a gritty game base but with gonzo powers added on through the presence of New Scientists and Shaman Whisperers. Those powers come with a terrible price - unpredictability and alien source for the New Scientists, and the rancor of the dead Shamans and loss of control to them for the Shaman whisperers. This is a feature of NUNA, and I don't want to replicate the old fantasy game trope of quadratically scaling magic users with (boring) fire & forget magic. I want something horrific yet entrancing, and that is what I have created with NUNA magics.
Last, the RPG image of a power fulshaman using nature magic is a colonial trope that is often used as a foil against the heroic western wizard and his magical tomes. I didn't want to replicate that dynamic, but instead lean into the depiction of power, whether scientific or magical, as also risky and fraught with danger, much like the US army colonial outposts in Labrador, which left DDT polluted dumps and radioactive material that affected Labradorians' health for generations.
This was a detailed process of addition and modification. But I like how it turned out.
Time for a walk and a snack.
Skills might seem meager to modern players, but are made up for by Cultural abilities and impresses the need for cooperation and community instead of maxed out individuals.
BRP character sheets have always staggered under the burden of all the information they have to hold. So with NUNA, I tried to simplify in three ways.
First, a sheet that helps with character generation so you don't have to look through the rulebook so much.
Next, a sheet that just asks you for the essentials.
Last, a sheet that is function over form. I would like to produce a creative or artistic sheet at some point, but bigger fish to fry at the moment.
ENJOY!
Greetings!
I've gone silent running mode the past few days as I have been editing and rewriting NUNA Quickstart.
It is 99.99% done.
WHEW!
I still have to rejigger the PC stats (they were a bit underpowered) and add art. Then it is off to the printers! Then the social media blitz and networking begins.
Exciting. There are so many facets to making an RPG. The making is just the start of it. The connecting to community and getting your name out there is a much bigger part of the process, I have learned.
Wish me all the luck I wish you.
One thing I have noticed, is that Gamer ADD, ie having so many games you don't know which to play, extends to designing games as well. My game of Japan, Giri-Ninjo, is next in my sights. But I have plans for a Call of Cthulhu series of adventures with recurring characters, as well as a Coyote & Crow adventure I ran here in Vancouver.
But as a designer you will NEVER get anything done if you don't commit to finish one game before you work on the next.
In preparation for the final artwork of NUNA, here is the next chapter in Elric's Secret, my satirical mashup of Elric and old time bodybuilding ads.
(NB Had to re-upload the pic as the mesh shirt didn't show)So I’m rereading this banger that I haven’t looked at in about 20 years
There’s so much good stuff in here for a Moorcock afficianado.
First, Elric reveals that Chaos means a place where the laws of nature do not apply. Snow doesn’t melt, but merely sits in deserts. A land can extend to the horizon then loop up overhead and back to itself. This again is what I have talked about regarding Moorcocken gaming, and validates my use of weird or psychedelic elements in my roleplaying adventures, as opposed to the endless series of combat encounters that seems to dominate modern gaming. I find that the weird encounters I create are always well received, and the Nuna playtest responses do mention positively the delicious creepiness of such touches in my own game.
In terms of the old Stormbringer game, Elric is sent to the End of Time after a huge wizard battle on Sorcerer's Isle. There’s mention of a tribe of Subhumans, the Kretti, who seem to be the inspiration for the monsters the Kay in the old scenario Crystal of Daerdaerdarth.
I still have a response to The Skraeling Tree to write (TLDR not as bad as the general reaction would have it, and lots of useful Moorcock stuff in there), and will also review Elric at the End of Time when I kill off the beast of Eval Ooayshuns and begin the timeless Limbo known as Summer Vacation.