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#and the 2nd picture was I really wanted to do art for an NPC I have named Quintos but also for a light study that I plan on painting
riveterio · 4 months
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Dumps All Of My Recent Doodles, WIPS, and pending projects on ya'll again!!!
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phoenotopia · 5 years
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2019 December Update
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The game is officially playable from beginning to end!
That battle has concluded...
Soon begins the war! But first, a brief reprieve for the holidays.
And I must throw in the usual caveats. We're still playtesting, we're still polishing, we still gotta get age ratings, more red tape, etc etc. And most importantly, we need to figure out the launch strategy. Think Megaman, charging his shot for 5 and a half years... We're not allowed to miss at this point. It has to HIT.
Luckily, we're in a relatively stable position where we don't have to rush the game out immediately. It's not LAUNCH or STARVE - it's... take some time to aim a little. We don't want to launch in the shadow of a bigger behemoth game, and we don't want to launch completely unknown either. We have to build up the game's media presence, which has been neglected so far. I know it's annoying to have to continue to wait... but please bear with us a little longer!
Here's what we've been doing for the past couple months.
---------- THE SCRIPT ----------
The script sits at over 80,000 words. I didn't realize the significance until a teammate told me that that's actually as long as a novel! I looked it up, and sure enough, it's a little longer than the first Harry Potter. But unlike Harry Potter, hardly any of these words are wasted on, pffft, narration. It's all juicy dialogue!
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(Some of the game's golden nuggets of dialogue)
There was actually a lot of mundanity getting to the end. Pirate, acting as my editor, caught tons of errors and inconsistencies. One of the most recurring issues had to do with capitalization. I like to capitalize things, often inconsistently. Some common questions that arose:
Why is this text highlighted yellow, and this one highlighted blue?
Why is this monster name capitalized, but this monster not?
Why is this item capitalized, and this one not?
... and so on!
All very mundane issues, but all very necessary to tackle. And there was a TON of 'em. (em vs 'em was another thing we had to make consistent). I actually did some research to see what capitalization rules Zelda had. From what I could tell, when it comes to animals and monsters in the Zelda universe:
All monsters are capitalized
All regular animals are not capitalized
The Cuccos are special, and ARE capitalized
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(a collage of Zelda pictures I assembled to study)
In the Zelda universe, all regular items are lowercase, but highlighted blue when mentioned in a quest context (e.g. "butter", "hylian wheat"). Items can be uppercase, if they are special named items (e.g. "Sheikah Slate"). We adopted similar rules as Zelda in some cases, and deviated in others. For instance, in the Phoenotopia universe, there isn't a clear distinction between animals and monsters - that fish monster is really just an animal that happens to be the alpha predator in its natural habitat. So most entities are lowercase, but "big deal" entities can be uppercase.
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(we made a formal document to consult whenever a question regarding capitalization arises)
---------- A SAMPLING of QUEST AND CHARACTERS ----------
A lot of new quests have arisen in our great writing effort extending over the past several months. And with it, new characters, big and small. I'll tease a sampling of some of them here (warning: some light spoilers ahead):
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My favorite new quest is undoubtedly our game's new "Trading Quest". This one takes inspiration from the Zelda series - the trading quest similarly has you roaming the world and its towns in search of needy people who desire a particular item. Deliver them the item they desire, and get a new item. Do this 10 times, and the ultimate weapon awaits you at the end.
I tried some things to vary up the formula. Some NPCs don't reveal what they need right away - steps have to be taken to get them there. It's also possible to go down the wrong route in the sequence, and have to double-back. We try to keep it interesting.
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---------- LOOT PLACEMENTS & GAME BALANCING ----------
A great effort was also spent towards balancing the game this past 2 months. Because even one good healing item, easily obtained, can throw the game's whole difficulty off-kilter. And this same principle applies to other areas, like the money economy and player powerup options. Altogether, they form a very delicate ecosystem for enjoyment.
One of the recent things I did for this game was put down exactly where each heart ruby, energy gem, and moonstone could be found. And this was actually a rather involved process because you have a limited number of rewards to distribute (you wouldn't want the final max HP count to be a weird number like 297). Put too many rewards in the beginning, and the late dungeons would have no rewards to offer. Put too much in the end, and the inverse happens.
I found myself going back into earlier areas and plundering their rewards to fill the later areas. And then to ensure a relatively even spread of rewards within each area themselves, I drew crude maps of the dungeons & their reward spots, so that they could be studied from a bird's eye perspective.
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But it was still not enough. With NPC quests and towns also taking up their own allotment of the rewards, I found myself running low on things to distribute. So I went back to the books and upped the number of rewards across the board. Before there were 44 Heart Rubies to collect - there are now 55. Before each Heart Ruby boosted your max HP by 5, but now each one now boosts your max HP by 4, so your final max HP count would still end up the same. It's kinda similar to what happened with Twilight Princess, where they broke with tradition and made 5 heart containers required to gain a new heart instead of the usual 4. Overall, the final tally for treasure to find is:
55 heart pieces
30 energy gems
108 moon stones
Who's crazy enough to collect them all?
---------- BADGES / ACHIEVEMENTS ----------
As one of the game's finishing touches, there's a menu for BADGES - they're this game's version of achievements. This is an ongoing task that we hope to stamp out this December. A few favorites of mine from the original flash game will return ("Pillow Connoisseur" is among them).
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(The menu looks like this before any badges are earned)
I allocated slots for just 33 badges, so we're selecting the badges very carefully. We got rid of most of the fluffy ones that appeared in the flash game - we wanted to reduce the number of badges that you would earn automatically for just playing the game (so no more "1st boss", "2nd boss", "3rd boss" achievements). We're aiming for a healthy mix of easily earned badges, hard earned badges, collectathon badges, secret fun badges, and so on.
The badges have another twist - they bear miniaturized portraits of characters from the game! In the initial brainstorm mockup phase, I wasn't really fond of the badge designs. You got a medal of a heart because you collected some hearts, and you got the medal of a moonstone for collecting moonstones, etc. It just seemed so... expected.
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(various badge mockups)
How could we engage the players on a more fun and deep level? The idea came - what if we attached pictures of the people you meet on your journey? And these people's stories and character would have a connection with the achievement? That could keep the player guessing which character would come attached with an achievement, or even reveal a hidden detail about the character you didn't know.
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---------- MUSIC ----------
Will has just one more task to do. And that's to recut the song for the trailer. One of our other goals for this December is to make a really good trailer... again. There's actually 2 other trailers we cut and never made public for reasons. Maybe I'll talk about them one day in the post-mortem.
Since this may be the last conventional update, we wondered with which song to best leave the audience. And we decided that the most suitable song is "Sanctuary". It's a song that the player will often encounter often when they happen upon a quiet resting place in the world.
There's a little story behind this song. Two and a half years ago, I linked Will the Earthbound song, "Buzz buzz's prophecy", and told him, make a song like that!
In response, Will made "Sanctuary".
Give it a listen HERE. What do you think? Did Will hit close to the greats?
---------- FAN ART ----------
Three fan arts have come in the last couple months. I display them here proudly:
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Another submission by Cody G! Gale looking shy as she flashes the V sign for the camera. I like how Cody G's art is continually evolving. Note the additional detail on her eye, and how her hair is drawn extra fluffy. Very nice!
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Shafiyahh is another consistent contributor, and made one in the spirit of Halloween. I really like their costumes! Gale as an angel, and Lisa as a demon, fittingly captures their relationship, since Gale is the responsible one and Lisa is the troublemaker. So cute!
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A contribution from a new artist, Negativus Core! Wow, Gale looks so bada-- here! We often forget about Gale's tough side due to the cutesy graphics. This is probably how her enemies see her. And the gummy (slime) is a cute touch!
---------- FINAL NOTES ----------
Similar to last year, this will be the last update for a while. If things run too slow, I'll post a status update come end of February 2020.
It's possible, and this is a BIG IF, that something notable happens sooner than expected - like we're going to a con or we have reason to drop the trailer sooner than later. If so, this blog will update earlier than expected. BIG IF. Otherwise, it's end of February till next you hear of us.
The game's development has reached a new uncharted territory. We're going to take the time and figure out exactly what our next steps are. In addition, we'll still be doing some playtesting and script polishing. And we'll be taking a break too. It is the holiday season, things move kind of slow around this time of year. We'll enjoy the company of our family and friends.
Until then, Merry Christmas and a Happy New Year!
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theonyxpath · 7 years
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Repel the Crusade for Prince’s Gambit by Andrew Trabbold
    Kind of feel like our vampiric character pictured above in the Prince’s Gambit Intrigue deck. Crawlin’ through some tough times to get here. But HERE is quite excellent actually.
First, our first foray into Kickstarting a card game is going gangbusters, with our Prince’s Gambit KS funding goal met in the first few hours, and our backers jumping our pledge totals past several Stretch Goals that add to the deck already. There have also been some great ideas talked about for game rules variants: everything from adding rules for Anarchs and the Inconnu to rules for fewer or more players.
Because backers can download the card PDFs and rulebook, we’ve also been getting folks telling us how much fun they’ve been having maneuvering through the Intrigues and trying to discover who’s Sabbat. Which is always so great to hear! You never know if players will enjoy the game as much as you did creating it.
If you haven’t checked it out, please do, and if you like it: spread the word. With this being our first card game, we don’t have as much of a voice in card games circles, so any help letting folks know could be huge for the game!
Also, like I mentioned last week: we’ll be holding an Ask Me (Us) Anything on Reddit this Wednesday the 29th starting around 12 noon EDT. Various developers and Onyx Path folks will be on throughout the day, and Justin Achilli will pop on in the evening after he gets done his day job to talk about Prince’s Gambit. So if you want all the inside info, that’s the place to go next week!
Just want to emphasize that this is not just for Prince’s Gambit, so we’ll answer about anything!
If you can’t make it, feel free to leave any questions you’d like us to ask during the AMA session right here in the comments.
    Elemental Resonance for M20: Book of Secrets by Michael Gorgi
  For those who have asked: we are doing something very special for April Fool’s Day. The only thing I can say, quoting Eddy Webb, is that “On Saturday, discover the latest reason why we fired Neall!”
    Faka from the EX3 Jumpstart: The Tomb of Dreams by Melissa Uran
    Which leads us nicely into a decently big chunk of information for folks concerned about Exalted 3rd Edition as a continuing game line. For weeks I’ve been mentioning that we’ve been working very diligently on putting together a plan for how we’re going to handle EX3‘s releases.
(Seriously, this is a long one).
First off, I’m incredibly happy to announce that Eric Minton and Robert Vance have agreed to become the new developers for Exalted 3rd Edition. Eric and Robert have been all over EX3 in various capacities since writing began, and their involvement and love of Exalted goes further back than that.
(I’m not even sure why I’m introducing them, actually, since our long-time community knows these guys so well).
With their help, we have put together a schedule for releases that starts with getting the Exalted 3rd Jumpstart: Tomb of Dreams out to backers as soon as we can get the finished layout approved by the new White Wolf.
Next, they are finishing up Arms of the Chosen, and we expect to have the Advance PDF ready in three months.
They are also in the process of assigning the remaining writing that needs to be done on the Dragon Blooded and The Realm books. Most of the writing for both books has been completed, so once they get used to our process for hiring writers and contracting and all that, we can nail down expectations on when the text will be done. Which is really important, because we won’t be Kickstarting Dragon Blooded until the text is completely finished.
After a lot of discussion, and a fair bit of soul-searching, we’ve decided that the next two books will be Exigents and Lunars. We love a lot of the books proposed on previous schedules, and think they would really expand and enrich EX3, but we have to start getting our Exalted community the projects they need to play NOW (or close to NOW), rather than multiple years from now.
But even with Eric and Robert revved up and excited to deliver the projects I mention above, we can’t deliver these projects backwards through time. And these new devs need to learn their new jobs.
The remaining Kickstarter Rewards will be coming out in the months to come, with Matt Forbeck telling us that his novel’s finished drafts are on their way, and Aaron Rosenberg hammering away at his novel. The EX3 Essays book is being outlined and writers are being contacted, and composer James Semple has all but one of the Exalted character themes finished. He then has to create the “adventure themes” part of the EX3 Music Suites, but needed to figure out the the character themes so he could include parts of them in the adventure themes.
I’m not a musician, so I’ll have to take his word on the process.
So what we have planned are two projects that we are going to start releasing in April. That’s right, in order to provide our community with playable material now and not waiting until the Arms of the Chosen Advance PDF is released three months from now, we’re going to be releasing a section of each book each month as PDFs.
The first book, EX3: Antagonists, will feature both individual NPCs as well as antagonist groups. Each section will be smaller than a chapter, and we’ll be combining them all together as a PDF and PoD book after we have made a good number of them available monthly.
The second book will be the EX3 Bestiary, and will features creatures of all power levels. Some will be creatures the writers of the core had to hold back on, and others will be new and determined by what gaps we see from the core book that this project can fill. We’ll release these in monthly sections that we’ll combine at some point into a book, as well.
Rather than adding projects to the new devs’ already intimidating plate, both these books will be spearheaded by writers familiar with EX3, and reviewed by Eric and Robert. (Also, both books need to be approved by the new White Wolf Publishing before we officially can go ahead with them.)
Finally, our new devs will be making themselves regularly available on the Onyx Path Exalted forum, and will be releasing excerpts and development notes and text on a regular basis. In fact, here is an excerpt from Arms of the Chosen, and in April we’ll have a look at the Dragon Blooded charms:
http://ift.tt/2nuT153
Obviously, this whole message hasn’t delved into the nitty-gritty of what brought us here, and we really don’t intend to. Instead, we are celebrating a new team of creators, as well as the monumental work that John Morke and Holden Shearer were able to accomplish through some incredibly grueling times for them personally. What glories the future holds!
    BLURBS!
KICKSTARTER!
The Prince’s Gambit casual vampire card game Kickstarter went live last Thursday and funded in about 3 hours! We’ve been passing alternating Stretch Goals for adding the Independent Clans and new art at a rapid clip since then, with more cool rewards yet to come. So please check it out: http://ift.tt/2nj37GG and don’t forget to join us for our Ask Me (Us) Anything on Reddit this Wednesday the 29th starting around 12 noon EDT. Various developers and Onyx Path folks will be on throughout the day, and Justin Achilli will pop on in the evening after he gets done his day job to talk about Prince’s Gambit. So if you want all the inside info, that’s the place to go!
Designed by long-time Vampire: the Masquerade tabletop RPG developer Justin Achilli, Prince’s Gambit is a fast-paced social deduction game set within the world of Vampire, but which requires no special knowledge to play. Players must cooperate to gain the favor of the Prince while deducing who among them are secretly the traitorous Sabbat infiltrators.
Next, the Monarchies of Mau KS is scheduled come after Gambit.
  ON SALE!
    Looking for our Deluxe or Prestige Edition books? Here’s the link to the press release we put out about how Onyx Path is now selling through Indie Press Revolution: http://ift.tt/1ZlTT6z
You can now order wave 2 of our Deluxe and Prestige print overrun books, including Deluxe Mage 20th Anniversary, and Deluxe V20 Dark Ages!
    Beasts are added to Hunter: the Vigil with Tooth and Nail, coming atcha in PDF and physical book Pod versions this Wednesday on DriveThruRPG.com! In conjunction with HtV: Tooth and Nail going on sale, we will also be releasing new TShirts on our RedBubble site featuring the new symbols from the book!
    The Secrets of the Covenants for Vampire: the Requiem 2nd REVEALED this Wednesday on DTRPG! Physical copy PoD version coming to DTRPG: http://ift.tt/2gbQjus
Vampires gather under many banners. But five have endured the tumult of Western history better than any other. The Carthian Movement. The Circle of the Crone. The Invictus. The Lancea et Sanctum. The Ordo Dracul. Each has its fierce devotees, its jealous rivals, and its relentless enemies. Now,for the first time, the covenants speak for themselves.
This book includes:
A variety of stories from each of the covenants, all told in their own words.
Never-before revealed secrets, like the fate of the Prince of New Orleans.
New blood sorcery, oaths, and other hidden powers of the covenants.
    From the massive Chronicles of Darkness: Dark Eras main book, we have pulled this single chapter, Dark Eras: Fallen Blossoms (Hunter 1640-1660 Japan). Japan is moving into the Edo Period. New laws and new ways of thinking wash over the land, and with a new order come new threats to humanity. Take a look at the Vigil in a time where samurai transition from warlords to bureaucrats, Japan massively and lethally rejects outside influence, and when Edo rapidly grows into a world power.
Continuing our individual Dark Eras chapters, we offer you Dark Eras: Fallen Blossoms on in PDF and physical copy PoD versions on DTRPG! http://ift.tt/2mfc1F1
    From the massive Chronicles of Darkness: Dark Eras main book, we have pulled this single chapter, Dark Eras: Doubting Souls (Hunter 1690-1695 Salem). Immigrants and tribes struggled to co-exist on the Eastern Seaboard in the ever-expanding Colonies. Violent clashes, supernatural beliefs, and demonic influences spelled disaster for Salem Village and its surrounding towns, while others fought werewolves and vampires on the frontier. With so much at risk, only god-fearing men and women were deemed innocent — and those were few indeed.
Available in PDF and physical copy PoD versions on DTRPG: http://ift.tt/2kKOrfm
    From the massive Chronicles of Darkness: Dark Eras main book, we have pulled this single chapter, Dark Eras: The Bowery Dogs (Werewolf 1969-1979 NYC). New York City in the 1970s. Crime. Drugs. Gang violence. Vast economic disparity. And werewolves. It’s a lean, ugly time to be alive, and the lone wolf doesn’t stand a chance out there. In the end, all you really have is family.
Available in PDF and physical copy PoD versions on DTRPG: http://ift.tt/2lM0Tzv
    The Locker is open; the Chronicles of Darkness: Hurt Locker, that is! PDF and physical copy PoDs are now available on DTRPG! http://ift.tt/2gbM9me
Hurt Locker features:
Treatment of violence in the Chronicles of Darkness. Lasting trauma, scene framing, and other tools for making your stories hurt.
Many new player options, including Merits, supernatural knacks, and even new character types like psychic vampires and sleeper cell soldiers.
Expanded equipment and equipment rules.
Hurt Locker requires the Chronicles of Darkness Rulebook or any other standalone Chronicles of Darkness rulebook such as Vampire: The Requiem, Werewolf: The Forsaken, or Beast: The Primordial to use.
    From the massive Chronicles of Darkness: Dark Eras main book, we have pulled this single chapter, Dark Eras: Ruins of Empire (Mummy 1893-1924). Perhaps the quintessential era of the mummy in the minds of Westerners, this period saw the decline of the two greatest empires of the age: British and Ottoman. Walk with the Arisen as they bear witness to the death of the Victorian age, to pivotal mortal discoveries in Egypt, and to the horrors of the Great War.
Available in PDF and physical copy PoD versions on DTRPG. http://ift.tt/2k0XDhX
    From the massive Chronicles of Darkness: Dark Eras main book, we have pulled this single chapter, Dark Eras: The Sundered World (Werewolf and Mage 5500-5000 BCE). At the birth of civilization, in the shadow of the Fall, the Awakened stand as champions and protectors of the agricultural villages spread across the Balkans. In a world without a Gauntlet, where Shadow and flesh mingle, the steady taming of the world by humanity conflicts with the half-spirit children of Father Wolf.
Available in PDF and physical copy PoD versions on DTRPG. http://ift.tt/2k16mRj
    Night Horrors: Conquering Heroes for Beast: the Primordial is available now as an Advance PDF: http://ift.tt/2j7p7lO
This book includes: 
An in-depth look at how Heroes hunt and what makes a Hero, with eleven new Heroes to drop into any chronicle.
A brief look at why Beasts may antagonize one another, with seven new Beasts to drop into any chronicle.
Rules for Insatiables, ancient creatures born of the Primordial Dream intent on hunting down Beasts to fill a hunger without end, featuring six examples ready to use in any chronicle.
    The PDF and physical book PoD versions of Reap the Whirlwind, the Vampire: the Requiem 2nd Edition Jumpstart swirls into being on DTRPG! http://ift.tt/2i1WPpD
You are a vampire, a junkie. Every night, you beg and you borrow and you steal just a little more life, just a few more sweet moments. But there’s a guy at the top. The Prince. He’s got everything. The money, the secrets, the blood.
Tonight, you’re going to take it from him. Tomorrow, there’ll be hell to pay.
This updated edition of Reap the Whirlwind features revisions to match the core rulebook for Vampire: the Requiem 2nd Edition. Text edits and rules clarifications have also been updated.
Reap the Whirlwind Revised includes:
Rules for creating and playing vampires in the Chronicles of Darkness
The first two levels of every clan Discipline, the dark powers of the dead
A complete adventure by noted horror author Chuck Wendig
This new revised Reap the Whirlwind Revised includes an updated booklet, 7 condition cards, and the interactive Vampire: the Requiem 2nd Edition character sheet.
      Open the V20 Dark Ages: Tome of Secrets now on DTRPG! Both PDF and physical book PoD versions are now available! http://ift.tt/2i1XOXd
The Tome of Secrets is a treatment of numerous topics about Cainites and stranger things in the Dark Medieval World. It’s about peeling back the curtain, and digging a little deeper. Inside, you’ll find:
• Expanded treatment of Assamite Sorcery, Koldunic Sorcery, Necromancy, and Setite Sorcery
• A look at Cainite knightly orders, faith movements, and even human witchcraft
• Letters and diaries from all over the Dark Medieval World
              CONVENTIONS!
Discussing GenCon plans. August 17th – 20th, Indianapolis. Every chance the booth will actually be 20? x 30? this year that we’ll be sharing with friends. We’re looking at new displays this year, like a back drop and magazine racks for the brochure(s).
In November, we’ll be at Game Hole Con in Madison, WI. More news as we have it, and here’s their website: http://ift.tt/RIm6qP
        And now, the new project status updates!
    DEVELOPMENT STATUS FROM ROLLICKING ROSE (projects in bold have changed status since last week):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep)
Exalted 3rd Novel by Matt Forbeck (Exalted 3rd Edition)
Trinity Continuum: Aeon Rulebook (The Trinity Continuum)
M20 Gods and Monsters (Mage: the Ascension 20th Anniversary Edition)
M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition)
M20 Cookbook (Mage: the Ascension 20th Anniversary Edition)
Ex Novel 2 (Aaron Rosenberg) (Exalted 3rd Edition)
C20 Novel (Jackie Cassada) (Changeling: the Dreaming 20th Anniversary Edition)
Pugmire Fiction Anthology (Pugmire)
Monarchies of Mau Early Access (Pugmire)
Hunter: the Vigil 2e core (Hunter: the Vigil 2nd Edition)
DtD Night Horrors: Enemy Action (Demon: the Descent)
  Redlines
Scion: Origins (Scion 2nd Edition)
Scion: Hero (Scion 2nd Edition)
Kithbook Boggans (Changeling: the Dreaming 20th Anniversary Edition)
WoD Ghost Hunters (World of Darkness)
  Second Draft
The Realm (Exalted 3rd Edition)
Dragon-Blooded (Exalted 3rd Edition)
V20 Dark Ages Jumpstart (Vampire: the Masquerade 20th Anniversary Edition)
GtS Geist 2e core (Geist: the Sin-Eaters Second Edition)
CtD C20 Jumpstart (Changeling: the Dreaming 20th Anniversary Edition)
Pugmire Pan’s Guide for New Pioneers (Pugmire)
VtR Half-Damned (Vampire: the Requiem 2nd Edition)
Trinity Continuum Core Rulebook (The Trinity Continuum)
  Development
W20 Changing Ways (Werewolf: the Apocalypse 20th Anniversary Edition)
Signs of Sorcery (Mage: the Awakening Second Edition)
SL Ring of Spiragos (Pathfinder – Scarred Lands 2nd Edition)
Ring of Spiragos (5e – Scarred Lands 2nd Edition)
SL Dagger of Spiragos (Pathfinder – Scarred Lands 2nd Edition)
Dagger of Spiragos (5e– Scarred Lands 2nd Edition)
Arms of the Chosen (Exalted 3rd Edition)
Changeling: the Lost 2nd Edition, featuring the Huntsmen Chronicle (Changeling: the Lost 2nd Edition)
Book of Freeholds (Changeling: the Dreaming 20th Anniversary Edition)
BtP Beast Player’s Guide (Beast: the Primordial)
  Editing:
CtD C20 Anthology (Changeling: the Dreaming 20th Anniversary Edition)
Wraith: the Oblivion 20th Anniversary Edition
BtP Building a Legend (Beast: the Primordial)
  Post-Editing Development:
CtL fiction anthology (Changeling: the Lost 2nd Edition)
  Indexing:
      ART DIRECTION FROM MIRTHFUL MIKE:
In Art Direction
Beckett’s Jyhad Diary – new stuff AD’dGot some sketches from Sam, finals from Tucker, and a couple more finals from Mark.
W20 Pentex Employee Indoctrination Handbook – Ellis is on it.
Dagger of Spiragos  – Finals in progress… and maps are progressing.
VTR: Thousand Years of Night – Contracted
Cavaliers of Mars – AD’d(ish)
Monarchies of Mau Early Access – 
BtP Building a Legend – Sending out notes to artists…
Wraith 20 – Notes out to KMJ… pinging some of the the old Wraith roster.
M20 Art Book
W20 Changing Ways – Need to read through the notes and figure out my art buy.
  Marketing Stuff
  In Layout
Prince’s Gambit – Making the remainder of graphics this week.
M20 Book of Secrets – Layout in progress. Some art shenanigans fixed… others getting recontracted.
Pugmire Screen – Awaiting new specs from Printer.
Pugmire Cards – Working on these. There are quite a few.
Pugmire – Dropping in index, updating PDFs, and prepping files for press.
April Fool’s thing –
V20 Dark Ages Companion – Recontracting two halfs. Layout is about a third of the way done.
  Proofing
EX3 Tomb of Dreams Jumpstart – going to WW for approval.
C20 – First proof
  At Press
Ex 3 Screen – Shipping almost completed.
Ex 3 core book – Shipping almost completed along with map and bookmarks.
W20 Shattered Dreams – Shipping almost completed.
Shattered Dreams Screen – Shipping almost completed.
Beckett Screen – Shipped to shipper.
Beast Conquering Heroes – PoD proof on the way.
Mortal Remains: Beast- Tooth and Claw – PDF and PoD on sale this Wednesday.
Dark Eras: Beneath the Skin – PoD proof being reviewed.
Dark Eras: Out of the Cold – PoD proof being reviewed.
Necropolis Rio – PoD proof on the way.
V20 Lore of the Bloodlines – PDF out to backers, gathering errata
Dark Eras Companion – PDF out to backers, gathering errata.
W20 Song of Unmaking – Backer PDF going out to W20 KS backers this week.
      TODAY’S REASON TO CELEBRATE: I always heard that “March comes in like a lion, and goes out like a lamb”. Except, now I hear that in the folklore of my wife’s almost-Amish people, their saying reverses the lion and the lamb. Which makes no sense to me. Does your culture have a saying for how March changes in the course of the month? Love to hear it, and meanwhile, Spring is on its way!
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swipestream · 6 years
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Part-Time Gods Second Edition Review
I had a lot of early influences that led to my later interests. I can just barely remember seeing Star Wars at the drive-in when it came out. The first birthday present I can remember is a toy Batmobile. More to the point, one of the first non-Star Wars movies I can remember seeing was Clash of the Titans. While I had already started hearing stories about King Arthur and his knights, this was something else entirely — a whole different scale. My love of mythological stories was born, as was my deep abiding affection for mechanical owls.
It’s not much of a leap for me to gravitate towards roleplaying games that allow you to build your own mythology. This led me to my current review, Part-Time Gods Second Edition.
Disclaimer
While published by Third Eye Games, the Kickstarter for this project was run by Encoded Designs, which you may or may not know also has some gnomish overlap. In addition to gnomish oversight, there were a few gnomes that contributed to the contents of the book itself. While I didn’t consult with any of them in the creation of this review, I did want to state all of that up front.
Content Warning
While I’m not going to spend much time on any of it in this review, the game itself does have some instances of discussing adult professions, cannibalism, potentially compromised people put in dangerous situations, and occasional descriptions of violent acts. It isn’t constant, but each of the above pops up in a few places across the course of the text.
Manifestation
This review is based on the PDF of the game. The PDF is 318 pages, with a four-page index, 12 sample characters (in addition to the sample characters used in the text), two pages of Kickstarter backers, three pages of random tables, a blank territory grid, and a blank character sheet.
The cover has gorgeous full-color art, with similar black and white art in the interior. While the interior art is black and white, interior headers and borders are rendered in gold and purple, and the overall effect looks very sharp.
Introduction
The introduction gives the quick pitch of the game, which is that the player characters are portraying modern-day gods that must balance their responsibilities as everyday people with the responsibilities inherent in the divine spark that they possess. Complicating this is that mortals that aren’t worshippers that get too close to the gods usually don’t have a happy ending in store.
In addition to the pitch, there are brief sections on what a roleplaying game is, what is needed to play, and the core resolution mechanic. That mechanic involves assembling a dice pool of d10s, counting 7-9s as successes, counting 10s as two successes, and counting 1s with no successes in the pool as a critical failure. This section wraps up with a glossary of terms that will be introduced in the upcoming chapter.
Between chapters, there are one-page pieces of fiction illustrating how the lives of modern gods play out.
The Descending Storm
The next section delves a bit deeper into the lore of the assumed setting. The first mortal touched by the power known as The Source spent time with other mortals, and those mortals became gods. In order to keep a tighter rein on who gets to become a god, the existing gods locked up The First Mother.
This leads to some bad consequences that result in the creation of Outsiders, mythological monsters that originally just wanted to wipe out the gods (although some of them lost this drive over time).
All of this means that modern gods are a generation of people with amazing potential but burdened with the consequences of the actions of an older generation that was unwilling to fully share their power. Why does that theme feel somewhat familiar?
In addition to the broad history lesson on the gods and their origins, there are explanations of theologies, dominions, territories, pantheons, worshippers, outsiders, and why modern gods are less overt than their predecessors.
I really enjoyed the way the history weaves in and out of matching and diverting from what might be common knowledge about different mythologies. It is a history section that hits the highlights and lets you know what happened in broad terms but doesn’t assign specific fates for all of the old gods or go into details that a GM may want to provide in their own campaigns.
Spark of Divinity
This section of the book walks the reader through creating a character. This involves the following steps:
Occupations (what you do for a living)
Archetype (the type of character you are)
Dominion (what you are the god of)
Theology (an organization that has a specific philosophy on what gods should be doing)
Attachments (your ties to the mortal world)
Final Touches
Each of these steps adds different ratings to a character. By combining them, you end up with what skills a character has, how much wealth and downtime they have, what their truths are (abilities that are either always true, or can be activated, but don’t involve rolls), and the people, places, and things that are important to them.
At the end of each of the Theology sections, there is a sample character sheet for a god that belongs to that Theology. After walking players through the steps of creating a character, there is a section on XP, including how it is awarded, and what can be purchased with it.
At the end of this section is a summary of character creation. I was glad this was included, as the individual items are simple enough, but they are being accumulated across a lot of different options, and it might be easy to miss something that a character should have received from some section of character creation.
While I liked some of the items that will net a player XP for their character, I have become a much bigger fan of having tailored questions that trigger XP when answered. It’s great to award XP for characters being present, having scenes with their bonds, and highlighting their curses. I feel less excited about trying to determine spotlight awards, teamwork awards, or memorable moments. I would have rather had more specific questions tailored to the different aspects of the character as chosen through character creation, as some of the triggers feel too open-ended to me.
Divine Expressions
This section engages how to use the “big picture” aspects of the rules, such as how sparks work, legendary acts, hearing prayers, the limits of immortality, how manifestations work, rituals, and other worlds.
Legendary acts are big narrative things that gods can do to make a major change, but that drain them whenever they are done. Gods have to recover after they do these, and there are mechanical penalties assessed afterward, but the legendary act itself is a narrative thing that fits within the god’s dominion.
Whenever a god does something that isn’t a “standard” thing, such as using more mundane skills, they can use their manifestation skills to attempt to do supernatural things. The further away from their dominion the manifestation is, the more a god might take a penalty to their die pool to create the manifestation. There are example costs for things like magnitude and effect which a god must spend to create the manifestation, and if used against another creature with a spark, they must spend successes to overcome that oppositions defense before they can spend for effects.
The final section of this chapter explains how a god can create their own realm away from the mortal world, as well as detailing a few previously existing supernatural realms. There are also rules for detailing what happens when gods go exploring realms beyond the mortal world.
Blessing the Dice
The next section gets more into the rules for doing more day to day actions in the game. The group has a pantheon pool of dice that can be drawn upon when the entire group agrees and invoking a character’s curse (narratively suffering the effects of that curse), adds to the pantheon pool. Blessings often involve giving a character extra dice when they attempt certain skills or in certain circumstances.
Instead of adding a skill to an attribute, as many dice pool systems do, in Part-Time Gods 2nd Edition, you explain a primary skill related to what you want to do, and then explain how a secondary skill could supplement that skill, and the number in these two skills forms the number of dice that make up the dice pool. Higher difficulties require more successes.
Tools that are high quality or especially helpful to an action add additional dice as well. Getting three more successes than needed for a given result gives a character a boost and getting a 1 on one of the dice without getting any successes creates a critical failure. There are example boosts and critical failures given in this chapter to guide what should happen when those come up.
There are derived statistics for strength and movement. This was actually a little baffling to me, because so much of the game is abstract–the territory grid, wealth, downtime. It feels odd to quantify exactly how far characters can move, or exactly how much they can lift and carry, and it feels a little at odds with the overall feel of the game.
Moving around the territory grid and entering a scene causes a character to spend downtime. Characters can go to their job to get back some wealth or downtime instead of participating in a scene, and when a character is out of downtime, they have to spend time with their bonds, or risk damaging the relationship with that bond (bonds take stress a certain number of times before being broken, and a broken bond creates new penalties for the god). Some obligations can be met by spending wealth, but not all.
Divine Battles
This section sets up how to structure a scene when player characters are in direct conflict with NPCs. There are different, but similar, rules for Battles of Fists and Battles of Wits. Characters have both health and psyche to track how much harm has been done in these conflicts.
When entering conflict, characters roll individual initiative, and they pick a major and minor action, and when they must defend against an action, they take a minor and major defense.
In addition to taking straight damage to health or psyche, characters can opt to take on conditions, which have specific consequences, but keep a character from using up all of their resources to stay viable in the scene.
Armor and weapons are a bit more granular than the overall description of the tools in the previous chapter, although most of the interactions deal with specific instances where they are more or less effective, and ways to mitigate costs for an item.
I’m a little torn, because I really like the depth that the interaction of major and minor choices adds to the narrative but coupled with the individual initiative rolled each round of combat, it feels like this could bog down quickly. It is noted that players could roll initiative once and keep the same turn order if they like, and I’m inclined to think this is what I would do, even though I like to run systems as written first, before introducing any modifications.
At least one of the defense options had me really confused, until I reread the actions sections and realized that (I think) it chains off of a character picking a certain action on their turn, which in turn allows them to then have the option to benefit from a defensive option when they are being acted against.
The Opposition
This section presents statistics for noteworthy mortals, mortals touched by the gods, other gods, and outsiders. While there is plenty of room to customize these stat blocks (and the GM is encouraged to do so when a character becomes a recurring character), there is a wide enough variety to present any number of threats on the fly. In addition to the specific examples, there is a chart giving “generic” dice pools, defenses, and resistances for different threat levels, to help GMs build and improvise anything that doesn’t appear.
The outsiders are drawn from a number of different mythologies and folklore, many of which have just a slight twist on what might be expected of them. Like the section on deific history, similar monsters from different mythologies are given more of a streamlined and common origin, such as the giants all originating from Atlas.
Creating New Myths
This section includes inspirations for the game (which draws on a wide variety of media), tips on developing stories, pacing a campaign, and utilizing story tricks. In several places it addresses specific game elements, such as getting the best use out of curses in the narrative.
There is a lot of solid advice in this section, and I particularly liked the range of inspirations for the game, citing comics, television, books, and movies, some of which may be obvious, but others that clearly have a similar theme to the game as presented.
I was a little surprised that there wasn’t a dedicated safety section in a narrative-heavy game such as this one, especially with some of the topics introduced. I do not want to give the wrong impression — the text definitely talks about paying attention to what players want and do not want in a game and building the story together, but this is interspersed, rather than concentrated in a specific discussion on safety.
I was also a little sad that there wasn’t more time spent on an idea briefly touched on in this section about starting the characters as mortal for one session, then layering on their deific powers and their association with the various theologies. While I understand what was said from a mechanical standpoint, I would love to see this as an alternate path to starting the game, with an expanded exploration of what this would look like and how it should unfold.
Divine Domain
 Part-Time Gods Second Edition manages to ignite a spark for modern urban fantasy roleplaying, creating a nice balance of game mechanics to drive the themes of the game. 
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I enjoy the exact level of detail given, that manages to give a strong feel for the setting, while leaving plenty of room to expand the campaign. Wealth and free time provide a great ebb and flow for driving the kinds of plots that the game describes. There is a broad cross-section of different cultural influences to create a richer tapestry to draw from. 
Mortal Concerns
The more granular rules about strength and movement feel a little at odds with the more free-form aspects of the game. It feels as if there is some potential for slowed pacing with individual initiative and multiple choices for both the attacker and defender in combat. I wish there had been a little more time spent on detailing the concept of playing characters as mortals discovering their sparks, and I wish there was a little bit more of a dedicated safety section in the rules.
Recommended — If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.
Part-Time Gods Second Edition manages to ignite a spark for modern urban fantasy roleplaying, creating a nice balance of game mechanics to drive the themes of the game. If you aren’t interested in urban fantasy, this may not change your mind, but it may still be worth a look just to see how the grid, wealth, and downtime are utilized.
When you want to play god, what games to you enjoy? What are your favorite urban fantasy settings, and what is compelling about them? What kinds of mechanics do you feel support the themes of a game? We want to hear from you, so please leave a comment below! We’ll be waiting for you.
Part-Time Gods Second Edition Review published first on https://medium.com/@ReloadedPCGames
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midget-watson-blog · 7 years
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