
Work on Thousand Suns: Transmissions from Piper is moving along. Manuscripts are either in, or waiting to be turned in. Stories have been reread multiple times. Art is coming in as well. In all, this is shaping up to be a very cool project, and it is a book I am finding a lot of enjoyment in working on. I think the reason is that for the first time, this is not a book I am writing.
For a change, I am editing and project managing, and because of this, I am able to read things and enjoy them. Sounds strange, but when you are writing a game or gaming supplement, you are so focused on that project, you sometimes do not enjoy the work on the whole. For this book, that is not the case. Since I am not focused on the writing, I am seeing the large picture more clearly.
This is going to be a very nice book. There are four very strong short stories, and the game mechanics and additions based on these stories, really add to the game. There is going to be a lot of options for game masters and players, and this, for me is awesome. When James created Thousand Suns, his first goal, was the most important one, he wanted a tool kit. Thousand Suns: Transmissions from Piper is going to be a nice tool kit.
As for the art, we have some very good artists lined up working their magic. The sketches and finished art is looking nice, and, for me, shows the possibilities of Thousand Suns in a good way. Dani Kaulakis has done a fantastic job of setting the artistic vision of Thousand Suns. The artists working on Thousand Suns: Transmissions from Piper are doing some very cool things with the stories they were assigned.
The image to the right was done by Jeff Preston of Team-Preston. It is of the Hillmen from Thor, and as H. Beam Piper writers in "Ministry ... of Disturbance." Piper writes:
When it opened, Captain-General Dorflay of the Household Guard was waiting for him, with a captain and ten privates. General Dorflay was human. The captain and his ten soldiers weren't. They wore helmets, emblazoned with the golden sun and superimposed black cogwheel of the Empire, and red kilts and black ankle boots and weapons belts, and the captain had a narrow gold-laced cape over his shoulders, but for the rest, their bodies were covered with a stiff mat of black hair, and their faces were slightly like terriers'. (For all his humanity, Captain-General Dorflay's face was more like a bulldog's.) They were hillmen from the southern hemisphere of Thor, and as a people they made excellent mercenaries. They were crack shots, brave and crafty fighters, totally uninterested in politics off their own planet, and, because they had grown up in a patriarchial-clan society, they were fanatically loyal to anybody whom they accepted as their chieftain.
Jeff does a great job with this sketch, in addition to the rest of the art he is doing for this short story. Thousand Suns: Transmissions from Piper is turning into something that is going to be far better than I thought it would be. By that, I thought this was going to be a series of PDF releases that would eventually be collected in a book. Once I saw the quality of art and the writing, I knew this book deserved to be published. I am glad I made that decided to do this differently.

Regardless of the approach to history one takes, Colonial Gothic, as stated numerous times earlier, is a “cinematic” roleplaying game, at least when it comes to action and adjudicating tasks. What this means is that neither the rules nor the advice presented here fixates on minutiae, the nitty-gritty details bogging down the flow of a game session and be of interest only to experts on the period. Colonial Gothic unapologetically takes it cues from movies and television and other “non-scholarly” approaches to history.
Cinematic does not mean “low brow” or “thoughtless.” Just because the game does not include complex rules for handling inter-colonial commerce or lengthy charts outlining the orders of battle for different British regiments does not mean its’ approach to history is simple-minded. Rather, the game focuses on those things deemed most likely to be of general value to players and GMs of all persuasions who play this game. Naturally, if individual Game Masters believe they need complex rules for inter-colonial commerce, they can do some research and build upon the rules presented here to create them. Most players, though, won’t notice the lack of such rules nor will they demand them.
As a cinematic game, Colonial Gothic focuses first and foremost on the heroes and their actions. Yes, they live and act in a tumultuous time filled with great events and great people but the heroes remain the stars of the show, so to speak. The Game Master must never lose sight of this. Certainly, no hero will ever pen the Declaration of Independence or cross the Delaware but then neither will Thomas Jefferson face down a black magician or George Washington battle a werewolf and live to tell the tale – well, they might, this being a secret history game, after all! The point is Colonial Gothic is not about Thomas Jefferson or George Washington; it is about the heroes you create. They are the most important people in the world from your perspective and you, as GM, must bear this in mind at all times. So long as players feel that what they do matters, they will be happy and all the concerns about approaches to history will be a sideshow to the real game – the adventures you’re running with your players.
...INCOMING TRANSMISSION...
...The last enemy was the toughest of all--and defeating him was almost as dangerous as not doing so. For a strange pattern of beliefs can make assassination an honorable profession ...
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...Bishop Berkeley's famous question about the sound of a tree falling in the forest may have no standing in Science, but there remains an intriguing question about "sound" that Science needs to consider....
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...To translate writings, you need a key to the code--and if the last writer of Martian died forty thousand years before the first writer from Earth was born ... how could the Martian be translated?...
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...Sometimes getting a job is harder than the job after you get it--and sometimes getting out of a job is harder than either!...
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Inspired by the writings of one of Science Fiction's master writers, H. Beam Piper, Thousand Suns: Transmissions from Piper, is a collection of new rules and ideas ready to be dropped into your Thousand Suns games! Included with the new rules and equipment are four of Piper's classic short stories which are your introduction to some of the writings that influenced the development of Thousand Suns. More than new rules and ideas, Thousand Suns: Transmissions from Piper, include the complete texts of four of Piper's classic short stories.
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Coming March 2009
RGG 1020 $24.99
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(Chicago, IL) – October 26, 2008. Rogue Games, Inc. starts Halloween early!
With Halloween less then a week away, The Rogues of Rogue Games is pleased to announce the release of Colonial Gothic: The Legend of Sleepy Hollow!
Included in this new presentation is not just Washington Irving's classic story, but a new sourcebook for Colonial Gothic covering not only the village of Sleepy Hollow but The Tappan Zee. From the history of the region, to advice on how to use it, everything you need for using Irving's classic setting is provided here.
Numerous mysteries exist in The Tappan Zee and so too does many dangers. Do you have the courage to brave Raven Rock? Is it true Captain Kidd's treasure is located somewhere in the area? Why are the graves missing bodies? These are just some of the questions waiting to be answered.
Available exclusively at DriveThruRPG.com, this PDF download sells for $1.00.
What are you waiting for? Start the week of Halloween off right, and download a copy today!
Busy few days, but I've gotten somethings done.
First off, the Halloween Surprise is in the final stages of being done. It should be ready either Sunday or Monday. The surprise, as you remember, is for Colonial Gothic, and it will be a cool little thing that will set you back $1. As to what it is here are a few hints:
I am pretty excited about this, but I will be honest, I am worried. I just hope that people like it. Why? I am always my harshest critic.
In other news, work on the Revised Colonial Gothic Rulebook is underway. I am shooting for a new working draft (one that is ready for others to see and playtest) by next month. The work has been fun, and I am really enjoying the changes and tweaks I have made. My regular group has taken to the rules, but I am looking forward to getting other reactions as well. I will have a post about this in a few days.
I have been very lucky as of late to get some really cool proposals for Colonial Gothic. There are some really nice projects in the work, and some of them took me by surprise.One adventure, which has been written by a new writer is in playtest, new projects are being worked on, which will see the game added to in a great way. I am very happy that James and I decided to bring on some help. Doing this brought in some new ideas and perspectives.
So the question remains, what's next after the revised rulebook? I am kicking around a few ideas. There are three supplements I want to write, but I am not sure which one to do first. I have three supplements in various stages of research, notes and outline form. Here are three working titles:
I have been working on a number of projects. Here is one of them: The Primer for Ninja. This is the game that will be in the 12° Cookbook.
Ninja.
The word has power. What power? To spark the imagination. It echoes down darken alleys, where men and women, shrouded in shadows, enter buildings thought secure, in order to kill a target, or steal an item of great value. The word “ninja” conjures clouds of spinning metal stars. It is a word hinting at coolness and cold cunning. It is a word of mystery. It is a word of death.
Ninja.
For a group supposedly not existing, a lot is sure known about them.
Ninja, besides sparking the imagination, captures it, instilling a sense of wonder. Why this is the case is very simple—Ninja are freaking cool.
Think about it.
Ninja: masters of subterfuge.
Ninja: masters of arts allowing them to walk on water, kill a person with a single touch, and sneak into any room unnoticed. Ninjas have existed in the culture for a long time. For me, they seem to have been a part of my life for as long as I can remember. From Frank Miller’s depiction of the Hand in Marvel Comics’ Daredevil, to the high-strung antics of Naruto, and even in the over the top humor of Ask A Ninja, there exist numerous depictions of ninjas.
Growing up in the 1980’s (I realize this makes me old, but so be it) many things existed that captured a kid’s imagination. For this kid, it was ninjas. From my fist viewing of Enter the Ninja to the endless reading and memorization of The Palladium Book of Weapons and Assassins I was dazzled by the black clad shadow hiding master of subterfuge and death. As this kid of the 80s grew into the designer he is today, the love affair with ninjas is as strong as ever.
Ninja is the game I wish existed when I was a kid. It is filled with ideas and concepts that would have lead me to play it endlessly. It is the game I tried to create with the games I had at my disposal in the 1980s. Unfortunately, the game systems I had to choose from where not conducive to what I wanted. It also did not help that I was not the designer I am now.
To steal a phrase my friend, and business partner, James Maliszewski, Ninja is a love letter to days of youth long past. It is a blanket I cover myself with when I watched Shô Kosugi films. More importantly it is the love letter to Basilisk, Ninja Scroll, Naruto, Lone Wolf & Cub, Samurai Assassin, Frank Miller, Snake Eyes, Storm Shadow, Chris Claremont, the Yoshidai Brothers, Planet Asia, Hip Hop, Erick Wujcik The Godfather I & II, The Tough Alliance, and Hirasawa Susumu. Ninja is influenced by all of this. Ninja is all about fun.
Ninja is a game influenced by magna, anime, myth and popular culture. It is set in a world similar to ours; but not our world. Drawing inspiration from the mythology of ninjas, Ninja is about over the top action, amazing abilities, duty to clan and honor to family. All of this has a cool Hip Hop beat thumping in the background.
As a player you create a character who is a member of a ninja family. As a ninja, you also belong to a clan, and all the other players belong to the same clan as you. As members of the same clan, you and your fellow ninja work for the clans as well as defined it from harm.
As your ninja gains in experience, they become more skilled. The more skilled they become, the more dangerous the missions they will be assigned to are. While on a mission you might have conflicting goals due to your family. You might take it upon yourself to ensure a rival loses face and honor. You might choose to go against the wishes of your family and come to the aid of rival because doing so ensures the survival of the clan. These are just some of the possibilities you face as a player.
As a ninja you have many possibilities in front of you. You might be hired to undertake a mission to guard an important businessman. Or, you might be assigned by your clan to bring an enemy to justice. Some missions might not be this grand, instead they might be personal. Though the clan your ninja belongs to is important, your family is even more so. Your family honor sometimes comes first. It is this honor, which often sees you in conflict with your fellow players.
Ninja is about drama. In that, your ninja is more than a collection of powers and abilities. They have their own likes and dislikes. They also have their own history which often times come back to haunt them. As a ninja there are numerous opportunities to make enemies, gain friends or gain renown. All of this impacts on the potential for adventure. More importantly, as a player you must always ask yourself one simple question: What comes first? Clan or family? It is how you answer this question, that impacts the life of your ninja.
So what does the Game Master (GM) do? Everything.
Your job is harder than the player’s, where they create one character; it is your job to create a cast of thousands. This cast is designed to aid or harm the players. They serve roles as informants, enemies, victims, targets and clients. They react and act against the players. They pass along needed information, or obscure vital information. Besides this cast, it is your job to create the missions the player’s ninjas undertake. You devise the mission goals, the opponents needed to be overcome, and the ramifications for succeeding or failing the mission. You also act as the referee ensuring the rules are no so much followed, but understood. You decide when to enforce them, when to bend them and when to apply them. More importantly you keep everything in balance. By that, you make sure each player has a chance to shine, and each player knows the risks and consequences of their actions.
Scared? Don’t be. GMing is fun and rewarding. You know all the secrets, and you know all the plots and schemes the players. Even though you know this, part of the fun of being the GM is seeing how events play out. GMing has two rules, and these two rules are the key to not only Ninja, but to all roleplaying games. Knowing these rules will make everything easier.
So what are the rules?
Simple, I know, but truthfully very important. If you are not having fun, neither are the players. For example, a player wants to perform numerous actions to try to succeed at a given task. Many of these actions are not covered by the rules, and play is being slowed down by endless arguments. This is not fun for you to have play bogged down like this. If it is not fun for you, you can be assured that it is not fun for the bystanders. In cases like this let it go. Roll the dice; move the action along, anything other than continue the disagreements.
To put it simply when faced with a question, go with your first reaction, often it is the correct way to go. In the example above, if your gut tells you the actions the player wants to take has a +10 TN, then go with it.
Ninja is a game and it should be fun. If the players do something unexpected, don’t panic. Roll with it and see what happens.
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