Friday, April 10, 2009

Monte Cook Groks Right with Dungeon-A-Day

Monte Cook just gets it.

Shortly after d20 hit the world, with it's Open Gaming License, one of the co-authors of Third Edition Dungeons & Dragons started his own d20 company, Malhavoc Press, and Monte and Sue Cook haven't disappointed us, yet. Various books of might, adventures and source books, as well as the epic magnum opus known as Ptolus, have been bought by fans, raved by critics, and garnered awards, which is just fine by me.

Then, after Ptolus, Monte Cook announced his desire to work in other creative venues, taking time off from game design and development, yet he still produced products that customers craved. We're okay with this, since it makes for a energized author who isn't burnout, creatively. Plus, if it makes Monte happy, we'll be happy on the back end.

Speaking of products still being developed, recently, Monte returned from his creative sojourn, where he focused on other venues and projects, to bring us Dungeon-A-Day, a name that pretty much says it all. With prices schema ranging from $8-10 a month, depending on if you subscribe on a monthly, quarterly, or yearly basis, Dungeon-A-Day will provide you with targeted blogs in design and execution, encounters, maps, new monsters, and so much more.

Whether you're running a game and need quick additions to your campaign or you're just interested in design and development, Dungeon-A-Day is a cost-efficient and useful site. With the primary rules system focus being that of the 3.5 edition of the d20 OGL, Monte continues development within the open design movement, as well as stated that if the demand is there that rules support for other systems, like Pathfinder and Arcana Evolved, will be there, too.

See, Monte Cook just gets it. 

The Open Source movement is best when it is open, full of options, and provides the customers with what they want. It is this same movement that brought us Paizo, who, along with Dwarven Forge, Reaper Miniatures, and The Hypertext d20 SRD are one of the sponsors of Dungeon-A-Day. The d20 System is an open ended development of rules with a wide-variance in its options, yet a rule set that, at its core, will not go away. If that is something you like in your role-playing game, something that you would like to see, as needed, then you should definitely checkout Dungeon-A-Day and see what Monte Cook brings your way, daily and weekly, I know I will.

Want to learn more about Dungeon A Day? Read on...

Drop by Dungeon A Day today!

Monday, April 6, 2009

Paizo has new media concepts down pat...

I've decided to take a brief moment to make mention of one of the larger companies who has the common sense, in my opinion, to use a new media concept in the right fashion; thank you, Paizo, for not being a dinosaur.

As a fair chunk of the role-playing gamer community is hearing tonight, evoking some solid nerd-rage in response, Wizards of the Coast is pulling their PDFs while totally failing on the communication front with its customers. Heck, even stout WotC apologists are at a loss for words, except for a handful, fervent few who seem to see no wrong in WotC's actions.

But, well, screw WotC for the moment, as I wanna thank Paizo for not only having a solid, as well as internal, PDF source, but also attaching a PDF copy to all direct hardcopy sales. See, if you look at my account, when I post on Paizo's boards, it calls me a Pathfinder Charter Superscriber, which refers to the fact that I've been a subscriber since they started the service to everything in the Pathfinder and Gamemastery lines. Heck, I was doing that even while dreadfully unemployed and working on a very tight budget. Yes, I know, irresponsible, but I'm only responsible for me, so it worked out fine.

Now there are some companies who have a solid softcopy presence out there, such as e32 over at SJ Games, as well as the known folks of OBS/DriveThru/RPGNow, but Paizo is damn solid about selling both a PDF and a hard copy in a direct sale and bonding that with your Paizo account and that's just awesome.

See, WotC, Paizo can do something smart, something customers appreciate, and they communicate quite well and post things in advanced, too. Hey, maybe they'll host a seminar for industry folks who wanna better appreciate and provide services for their customer. Maybe you should e-mail them, after the fact, and see if you can attend. ;)

Feh. I know, snarky, but it's my blog and I am a bit known as a mouthy bastich. ;)

Wednesday, March 4, 2009

PaizoCon 2009

You'd think that with as long as I've been gaming that I would have been to a gaming convention by now, but you'd be wrong. However, that's about to change this coming June 12-14, as I'm going to be in Seattle, Washington attending PaizoCon, an intimate convention with a 250 person attendance cap, that is an unofficial convention turned official by the folks from Paizo.

What was previously a fan-created event, thrown together through the Paizo forums, is now an official event, by Paizo, with an impressive guest list of Paizo employees, associates, contributors, and some honored guests with as impressive credentials to their name.  We're talking Monte and Sue Cook, from Malhavoc Press, as well as Eva Widermann, Wolfgang Baur, and more veterans than you can shake a stick at.

Needless to say, I'm excited, both for Paizo and for myself, as I finally get to meet some of these folk face to face, as opposed to through a monitor. While I'm mostly going to be there as a fan, I am going to try and get some time in where I'll make a few posts, tell some anecdotes, and share any cool Paizo-centric information that I can from the convention. It seems that the hotel has free wifi, so I'm gonna use it, like crazy, and maybe get some solid content out of it.

Who knows, if I do enough solid business this year, as a reviewer and journalist, I can turn pro. *chuckles* Yeah, I know, I couldn't keep a straight face, either.

Anyhow, if you're there, see you at PaizoCon. :D

In June!

Friday, January 16, 2009

The Atomic Array Podcast

Now it is an odd thing, especially considering my level of gamer joy, love of Internet radio streams, and technocratic initiation, but I have never been one for podcasts. But, that has changed now with the addition of Atomic Array to my iTunes subscription for upload to my iPhone. As of late, whenever I drive, my choice is either my eclectic music tastes or the latest upload from Atomic Array.

First off, I enjoy the hosts and their sense of humor. I mean, not only are they gamers, but Ed Healy and Rone Barton are designers and developers, too. I would go into more detail, but when I think about their ages and my age, as well as their level of varied success....well, it is too early in the day for a double of my fine Glenfiddich single malt.

Although, it is quite good scotch.

But, regardless of my neurosis of the moment, the tone, humor, and obvious joy at doing their gig has made the hosts of Atomic Array an excellent draw. It is quite easy, I think, for a podcast with a good idea and steady guests and subjects to lose their audience simply due to a lackluster ensemble of hosts. Mumbling introverts need not apply, folks, but boisterous blathering folk are damn fine additions to a show.

Not only are the hosts solid, but they are obviously gamers, first and foremost, with an enjoyment for the variance in the industry that lends for an in depth discovery of new games from a trusted source. Another reason for the podcast, as I doubt that they would mark out or shill themselves for a mediocre or bad game, Ed and Rone both come across quite ethical, too. Odd and eccentric, but honest.

Next up are the guests, who are fairly consistently fun to listen to, in that you get a solid presentation on their products, while Ed and Rone ask solid questions, interspersed with humor and mini-skits, such as Cthulhu calling in to ask for tech support. It is the interviews, which are the bulk of the shows, that are the best resource since they give an excellent breadth of coverage of the game topics at hand. Between the hosts and the guests, you should have a solid feel of whether you would like to buy the aforementioned game or not.

In addition to the excellent interviews, you have some segments that I will call editorials, but they are more like focused skits, rants, or raves by either Ed or Rone. These little bits are quite good and offer solid breaks from the normal cadence of the interview.

Last, but certainly not least, are the giveaway and contests that Atomic Array have, which you have to listen to the podcasts, in order to know how to participate, and that is all I am going to say about that. They are cool and fun, I think, and make for some interesting listening, too.

When you think about your gamer life, if you see yourself as more of a widely read gamer, who prefers learning about any and all systems, then Atomic Array is for you. But, if you are a gamer who is loyal to one system or another, maybe more, then Atomic Array is still for you, you just have to pick and choose. 

My advice; subscribe to Atomic Array with whatever podcast device and system you prefer, as I think you could a lot worse than Ed and Rone.

Wednesday, December 31, 2008

Review of OtherWorld Creations' Strike Force 7 by Caias Ward & Hyrum Savage

Strike Force 7
by 
Caias Ward and R. Hyrum Savage

Published
by

In effort to maintain full disclosure, the following review is based upon a complimentary copy of the PDF, however this was unsolicited and with no expectation of favoritism. The following is based upon unbiased opinion and review.

In fact, it should be noted that this PDF product was an after-the-fact holiday present that was in response of an article I wrote on my livejournal, which can be found here, where I was waxing nostalgic about a foundation element of my childhood - G.I. Joe: A Real American Hero. You see, I was obsessed with G.I. Joe as a boy, I still enjoy the comics and toys today, even the cartoon is a modern guilty pleasure of mine, thus I felt the need to talk about it in my journal.

All of which brings me the OtherWorld Creations product known as Strike Force 7, by Caias Ward and R. Hyrum Savage, which is Spycraft variant and alternate history take on the modern anti-terrorism activities with healthy super heroics similar to popular comics and cartoons, such as G.I. Joe or S.H.I.E.L.D.. Now Spycraft, originally Published by AEG, is a espionage role-playing game using a variant of the d20 rules that is currently in the 2.0 edition of the rules and published by Crafty Games.

As with G.I. Joe and S.H.I.E.L.D., the perspective of Strike Force 7 is very American-centric, even though it is a joint strike force with international elements, but that is also its target audience and they creators hit a fairly solid mark with that choice. Within the 72 pages of this PDF, not only are you treated to an interesting variant on the Spycraft version of d20, but you are also presented with an alternate history for the last 50+ years of American military history, intrigue, and its impact on the foundation of the clandestine military force that was recently brought out into the public light.

Right off the bat, Strike Force 7 starts to put you into the feel for this science fiction/fantasy genre of super heroic military action. Not only the foundation elements of background, who you are and why you are in SF7, but also which "Team" you are a part of, which determines ability variation and bonus feats for your team member. There are five teams total, four of which are overt and a covert fifth team that is a secret from many of those within Strike Force 7. Be it the rank and file of the Military Operations team, the hard hitting Counter-Terrorists, the skilled techies of the IT team, the charismatic Media Relations, or the infamous Furies, you will be much more than an average soldier.

In addition to the Teams, there are also two prestige classes, one that is heroic and one for the villains; they are, respectively, the Strike Force 7 Commando and the Anubis Warrior. Be it the ultimate soldier from a cadre of ultimate soldiers, which would be the SF7 Commando, or the technological tyrant who is the Anubis Warrior, these two prestige classes are not only full of flavor, but interesting crunch, too.

Speaking of Anubis Warrior's, it is time to talk about the enemy against whom Strike Force 7 came out of the ammo bunker to fight publicly, which is Skorpian. As an analog for various enemy and terrorist groups, both in fiction and, to some degree, in reality, Skorpian is themed off of Ancient Egyptian lore and mythos, which adds an excellent cultural feel, as well as trope familiar to comic book fans. Not only is this organization ruthless, but they have been attached to some of the more savage moments in this alternate history's view of media laced terrorist. On a global level, Skorpian terrorizes the world with vicious, focused violence that can slow even the heroic Strike Force 7, thus drawing them to even deeper acts of valor.

All in all, Strike Force 7 is an enjoyable piece that could make for an enjoyable range of super heroic military campaigns or one-shots, be it as the expected character types, the heroes of SF7, or the unexpected, as members of Skorpian. The only thing that could make this comfortably priced PDF, currently discounted at $6.99, down from $10.00, would be for it to have full color on the interior and, perhaps, more internal artwork, specific to the trademark weapons and imagery of the characters. But, that would be more icing on the cake, than it missing sugar in the mix, so it is not too bad of an issue.

Currently you can find this product at RPGNow.com, here, for $6.99.

Thursday, December 4, 2008

Review of Rite Publishing's The Living Airship by Soren Keis Thustrup

The Living Airship
by 
Soren Keis Thustrup

Published
by

In effort to maintain full disclosure, the following review is based upon a complimentary copy of the PDF, however this was unsolicited and with no expectation of favoritism. The following is based upon unbiased opinion and review.

The Living Airship, by Soren Keis Thustrup, is an adventure for 4-6 player characters, ranging in levels from 7th to 10th, in a campaign that uses Monte Cook's Arcana Evolved. Usable in any setting using the Arcana Evolved ruleset, the Living Airship is easily converted from the Diamond Throne with modest tweaks, be it for your own homebrew or Heroes of the Jade Oath, the in-development setting by Rite Publishing, under the Patronage model. For more information about Rite Publishing and their Patronage projects, visit here and here.

While the concept of the adventure is enjoyable and interesting, where Vallorians steal a faen airship, to twist to their own machinations, the designer and developer, Soren Keis Thustrup, in addition to the normal seeds and plot hooks, adds a personal touch by commenting how the adventure was in his original campaign. While it is not an in-depth walk-through, full of anecdotes, it is a nice touch that gives an interesting feel to the adventure.

In addition to the personal touch, Soren also puts the adventure in a place that seems unusual, as the player character's are seeking a hijacked airship within a far away mountain. With a title like the Living Airship, images of swashbuckling amongst the clouds, instead you are swept deep into a subterranean realm. Using the Vallorians, the reclusive, malevolent race of subterranean masters of living weapons and armor, is a nice twist on the "living" in Living Airship, as the idea of this secretive race, with a hatred for the surface, possessing living airships should scare any party.

Wrapped around the classic trope of a dungeon crawl, the Living Airship challenges the player characters to traverse the subterranean realm, overcome the unusual foes within, in a hope to recover the stolen airship before the villainous Vallorians twist the technology into their own vile means. An enjoyable romp through a classic fantasy event with a new twist, The Living Airship is a welcome adventure for Monte Cook's Arcana Evolved, joining the modest, yet well received, list of adventures for the system.

You can find the Living Airship here, normally listed at $9.99, the adventure is currently on sale for $6.99.

Monday, December 1, 2008

Kobold Quarterly's Behind the Spells

Now, just when I thought Kobold Quarterly had come up with one of the coolest ideas to date, Wolfgang and company comes up with, yet again, something pretty cool and interesting. That something cool is Behind the Spells, which launched its self with Color Spray, and is pretty darn interesting.

Kobold Quarterly is hoping that other gamers are like me, too, with respects to our wonderment at where spells came from and from whom these interesting spells sprung, not to mention the state of mind that helped the creation. While there are memorable spells with the names of their creators attached to them, so well known are these folk that I do not need to mention them, so I will not, but you know of whom I speak.

Maxolt Alberiim, a "human" fighter-mage, walks use through the unknown histories of some tried and true spells, of lore unknown, forgotten, yet we know exists because spells had to have come from somewhere, someone, right? Maxolt, voiced by author Bret Boyd for the color spray article, walks us through not only the history and usage of the tried and true spell, but also strategy and alteration of the spell's focus and effect.

Once again, in my not so humble opinion, Kobold Quarterly has hit it out of the park, again, in an article that is free on their website. While KQ has been a much heralded replacement for Dragon magazine, they are quickly cutting their own path and surpassing the legendary periodical, and well they should.

So, people, go and enjoy Kobold Quarterly's Behind the Spells, I know it is part of my regular habits, now.

Addendum: Tricky Owlbear Publishing is the publisher of the Behind the Spells series, by Bret Boyd, author and company president, as well as the series Behind the Monster. So, not only can you see Behind the Spells articles at Kobold Quarterly, but you can also find the series at Tricky Owlbear Publishing. My apologies for missing this important detail, it was not intentional.