Streets of Bedlam: Fully Funded!

December 2nd, 2011news, rpg

I posted this over at the official Streets Of Bedlam site but wanted to drop a note here as well:

Streets of Bedlam is fully funded!
Wow! Less than three days since the Kickstarter launched and Streets of Bedlam is fully funded! I am humbled and amazed. But there are still six weeks to go and plenty of reasons to jump on-board.

First: Kickstarter exclusives. Every backer gets credit in the book and folks who pledge $5 or more get turned into NPCs. Backers at higher levels get to influence future supplements, get immortalized as a major character in the Streets of Bedlam corebook, get archetypes only available through this Kickstarter, and more!

Second: New goals unlock new perks. I’m in talks with folks to bring even more freebies and exclusives to Kickstarter pledges. I’ll have more details as we get closer but I’m looking at unlocking new content at $5k, $8k, and beyond. Your support could benefit everybody!

Third: More money means more products. I would love to launch the Streets of Bedlam line in style and the more capital behind it, the quicker I can move on it. I’m looking to release district books, character packs, more scenarios for your group, fiction anthologies, and a graphic novel.

THANK YOU TO EVERYBODY WHO HAS SUPPORTED STREETS OF BEDLAM SO FAR AND TO EVERYONE WHO DOES SO IN THE FUTURE.

You are all awesome.

No Comments »

New Project: Streets of Bedlam

November 29th, 2011news, rpg

I am very excited to announce my next project: Streets of Bedlam: A Savage World of Crime + Corruption.

Streets of Bedlam: A Savage World of Crime + Corruption is equal parts neo-noir, pulp detective fiction, and a bit of the ol’ ultraviolence thrown into a cement mixer and poured on top a heap of nameless bodies no one will ever miss.

It’s a modern urban setting full of despicable people doing awful things in the name of God, money, politics, or to pay off old debts. The stories shine light on the dark places of the human heart but it’s about finding diamonds in the rough, about good people in bad situations. The heroes may have questionable means but they have good intentions.

Of course, you know what they say about good intentions.

To help get this new game on its feet, I’ve launched a Kickstarter where folks can help support the game, guarantee a lot of great artwork for the book, secure an early copy of the game, and even help direct the flow of supplements. If you have any interest in ultraviolent crime roleplaying, visit the Kickstarter page to learn more and pledge your support. Check out the video below to hear about the game directly from me.

If you can, please help spread the word! Kickstarters live and die by word-of-mouth and your help means the world to me. Thank you!

No Comments »

Don’t Walk in Winter Wood

October 24th, 2011news, rpg

I’m happy to announce that I will contributing to Clint and Cassie Krause‘s upcoming colonial America folklore RPG Don’t Walk in Winter Wood.

The official description:

Are you ready for a walk in the woods?

Don’t Walk in Winter Wood is a storytelling game of folkloric fear. Players take on the roles of hapless villagers who must enter a legend-haunted forest and uncover its sinister secrets. The game uses simple rules and a unique narrative style to help you create spooky stories with your friends. It includes:

Legends of Winter Wood: The dark folklore surrounding Winter Wood and its neighboring village.

Game Rules: Easy-to-learn rules designed to be playable around a campfire. Recommended for 2-6 players in search of the willies. Playing time averages about 2 hours.

Advice: Tips on running games of folkloric horror, building your own scenarios, and creating a memorable, spooky atmosphere.

Scenarios: Three ready-to-run scenarios set in Winter Wood. Desperate villagers strive to save a girl hexed by a long-dead witch in The Curse. A mischievous children’s dare leads to an encounter with The Strangers. Rumors of a skinchanging beast haunt the village in The Witchery Way.

This is the revised and expanded second edition of the game featuring all new layout and artwork by George Cotronis, new legends, new rules clarifications, and new adventures. It is the definitive edition to add to your game library.

Originally released in 2004, the second edition of the game expands on the old ruleset and includes folk tales/story hooks from Jason Morningstar (Fiasco), Daniel Bayn (Wushu), Jeremy Keller (Technoir), Rafael Chandler (Dread), Daniel Moler (Red Mass), and me!

A Kickstarter for the project is still running for six more days. You can get in on the new edition early and secure yourself a shirt, a poster, and your name in the book. Check out the video below to see if this is something you might be interested in.

I hope you consider throwing some support behind the game. From what I’ve read, this is going to be a great game. I look forward to seeing the final product.

No Comments »

Roleplayers Chronicle: Designer’s Diary

June 13th, 2011essays, interviews, rpg

Aaron T. Huss, from Mystical Throne Entertainment, contacted me recently about doing a Designer’s Diary for his Roleplayers Chronicle website and I quickly agreed. The piece went live over the weekend and touches briefly on the work that went into my Little Fears Nightmare Edition project as well as some of the history behind the game.

You can check it out here.

Big thanks to Aaron for the opportunity!

No Comments »

Among the Missing – Out today!

May 25th, 2011news, rpg

The second book in the Little Fears Nightmare Edition line came out today in PDF. This book was a long time coming but I had a lot of fun writing it and I think I came up with some pretty terrifying stuff. Here’s the cover and blurb:

You were a normal kid once with a normal life and a normal family. Then things changed. There was a moment when your life took a sudden turn and you stopped being a normal kid. You became a headline, a statistic, a picture on the grocery store window. A warning for other children.

Maybe you were taken, stolen by a monster, or maybe you simply disappeared.

Whatever happened, at that moment, you became one of the missing.

Book 2: Among the Missing is an expansion to the Little Fears Nightmare Edition game. In it, we talk about what missing children mean in the world of Little Fears, how kids become missing, what happens to them next, how they can help in the fight against monsters, and how they can be saved. Includes expanded GMC rules, new monsters, information about the World In-Between, and a full-length episode titled “The Long Way Home.”

If that sounds like it’s up your darkened alley, check out the official Little Fears website for details on getting your own hardcopy when it comes out or you can grab the PDF right now for just $10 from the good folks at DriveThruRPG and RPGNow.

No Comments »

Interview with Geekcentricity

April 11th, 2011interviews

A couple weeks ago, author and gamer Jonathan Reynolds interviewed me for Geekcentricity. Topics ranged from my geek cred (I have little) to the inspiration behind Little Fears, to my video game work, to what items I consider indispensable when it comes to exploring dungeons.

You can read the interview right here. Thanks to Jonathan and the folks at Geekcentricity for the chat!

1 Comment »

ICONS: Danger in Dunsmouth

March 22nd, 2011news, rpg

Danger in Dunsmouth, a scenario I wrote for Adamant Entertainment’s excellent ICONS Superpowered Roleplaying game, hit the virtual shelves today. Here’s the intro:

A trio of witch-sisters has put the New England town of Dunsmouth under their spell. The three wicked siblings are using the ensorcelled citizens to summon an ancient evil from the Atlantic’s murky depths to destroy mankind and set themselves upon thrones as queens of the world!

As humanity’s only hope, the heroes must infiltrate the coastal cult, find out where the charming ladies are hiding, and put an end to this arcane insanity before it’s too late!

Can the heroes stop the denizens of Dunsmouth from summoning a subaquatic cephalopod or will mankind fall victim to a terror older than time?

Find out in… “THE DANGER IN DUNSMOUTH!”

If you’re familiar with Steve Kenson’s rules-light take on four-color superheroes already, you know ICONS delivers a fast-paced and fun time at the gaming table. If you’re not, but are a fan of RPGs such as the Marvel (FASERIP) Game from the 80s, you have to give ICONS a spin. It’s a blast to play.

Check out my take on eldritch horror in the comic book universe with Danger in Dunsmouth, now available at DriveThruRPG and RPGNow.

No Comments »

What I’ve Been Up To

November 12th, 2010news, rpg

The past couple weeks have been fairly busy as I prep and execute some personal projects and prospective larger projects. One of those I’m most proud of is the work I’ve been doing to support Little Fears Nightmare Edition. It’s a great game that I love dearly and I’ve finally managed to make the time to release support material for it. First is the Campfire Tales line of standalone ready-to-use episodes and next after (well, during as Campfire Tales is a monthly release) is Book 2 in the LFNE line, titled Among the Missing. No date on that one yet but I’ll update the official Little Fears site when I do.

For those interested, you can get Campfire Tales #1: Beggars Night in PDF format over at DriveThruRPG.

No Comments »

Hamlet’s Hit Points

September 2nd, 2010essays, rpg

A couple months ago, I had the honor of proofreading Hamlet’s Hit Points, the new work by esteemed game designer Robin D. Laws. In the book, Robin discusses how stories work and codifies the aspects that you find over and over again, the pillars of storytelling. He also dissects three classic stories in very different genres (Dr. No, Casablanca, and the titular Shakespearean work) by putting his code into practice. And all of this is done with an eye toward tabletop gaming.

Gameplaywright, of The Bones and Things We Think About Games fame, released the book at GenCon and it quickly sold out. If you have an interest in stories, games, and especially stories in games, and you missed your chance to get it at GenCon, you can get the book now straight from the publisher.

I’m always looking for solid texts on story and this is a good one. That it’s by a designer I know and respect makes it that much better.

No Comments »

The Three-Headed God

August 19th, 2010essays

Over at his blog, Daniel M. Perez shares the stomach-twisting playtest premier of his first tabletop design, a reimagining of the popular roleplaying game Vampire.

Daniel’s travails at running his first design reminded me of the terror I felt when running my first game, Little Fears, for folks outside my gaming group. In fact, when Little Fears made its print debut at Origins 2001, I didn’t run a single game of it at the con. I recruited my friend Greg Oliver to do the heavy lifting there. I spent my time at the booth where I was busy learning the ways of convention selling, The Pitch, and answering questions about this strange new game, and fielding a truly humbling industry and retailer response to the game.

Truth is, I’ve only ever been comfortable running one of my own designs, the brilliant-but-canceled Normal, Texas. Even then, the first public game was gut-wrenching (shaking from nerves, sweating a truly uncomfortable amount, laughing a little too long at every funny comment, taking too much time to explain the system) but I eventually found my rhythm demoing that game. I developed a short script that explained the mechanics quickly. I learned to always start the demo in media res. I set up the scenario and got to “Okay, what do you do?” in under a minute. I developed a handful of scenarios and characters I used over and over to the point that I could, throughout play, suggest a variety of actions for players if they were stuck. (Read as: I cribbed from previous sessions featuring that same character played by other people.) That became my demo paradigm. But Normal, Texas is a bit of an anomaly; I’ve never developed that same level of comfort with any other design of mine—no matter how much I’ve played the game.

I get requests to run Little Fears at conventions and I oblige where I can. But I’m not the best person for the job. I think that’s okay. Because designing and demoing are entirely different skill sets. Designing and selling are different skill sets as well. Yes, though closely related, demoing and selling are also different skill sets. Only a three-headed god would be great at all of them. But all are put to the test in the convention environment, moreso than anything else that went into the creation of the game.

In the tabletop world, you learn a lot of different skills, from editing to layout to print buying to conventioneering and only a few people truly excel at all of those. They’re crafts that, if you’re not a natural (and, man, who is), you need to study and nurture to really get good at them. When first starting out, you can only put your focus on so many of those things. If you’re a game maker, you focus on design which is the most important. You want a beautiful product, which will help move your game, so art direction and layout are important as well. If you want your book on shelves, learn your options for wholesale and retail representation.

That’s a lot to learn and that’s only half of it. Once you get a feel for all this, you start to learn your strengths and weaknesses in each field. The bold move is to learn it all. Dive right in; take on every responsibility as your own. It’s bold, yeah. It’s also dumb. That’s what I did and I don’t recommend it. Not at first, certainly, and maybe never. Since I was doing so much, I couldn’t devote the time necessary to truly excel at any one skill. My knowledge was broad, yes, but thin.

There’s no shame in handing off a design to someone else whose willing to demo your game. This goes for playtesting as well. Sure, you want the most direct and pointed feedback at that stage but you may not be the person who is best equipped to get that information.

You haven’t failed because someone else is better at selling your game than you are. There’s a reason the big companies have demo teams and salespeople. There’s a reason your favorite designer may not be running games at Gen Con or handling customers at the booth. It’s not (necessarily) because they’re aloof. They may just not be the best person for the job. Hey, they may be the worst person for the job. (Few things will turn off a potential sale faster than the overly-enthusiastic and tortuous hard sell that I’ve received from a fair number of designers.) You are probably not in a position to hire demo teams or sales reps but you probably have friends who can help out.

Along that same line, there are folks who are brilliant demo or sales people who aren’t great at design. And I’m not holding one above another here. As someone who has been in each position, those who are good at each skill are aces in my book.

I’ve been very fortunate in my career to have worked with top sales folk (calling out T.S. Luikart on this one) and demo people (looking at Caz Granberg here). They both (and others) have made this mid-level designer look good. To all my fellow designers who are also not three-headed gods, I hope you find good people as well (which may be the single best skill of them all).

3 Comments »
© 2010-2013 Jason L Blair except, y'know, stuff that belongs to other folks.