Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts

Wednesday, October 02, 2019

Why I Love "Step-Die" Systems Like Savage Worlds and Cortex+

In the last episode of Geekerati (Episode 164) Award Winning game designer Greg Gorden discussed a number of the game systems he's worked on in the past and some of the mechanical innovations he's come up with. Two of his major contributions discussed in the episode were "Exploding Die Rolls" and Die-Step game mechanics.



These mechanics have had wide reaching impact in game design across table top role playing game design and are worth discussing in some detail. As interesting and wide reaching as the influence of exploding dice has been, an innovation that's been around since the first edition of Ken St. Andre's masterpiece Tunnels & Trolls, this blog post will focus on the second innovation, die-step game mechanics, and why they are one of the best mechanical foundations for a role playing game.

There are several common base mechanics for arbitrating the success or failures of character actions in modern role playing games. Some of the most common include Difficulty Number/Target Number (or what Classic Traveller called a "Basic Throw"), Percent Chance (as exemplified in Runequest), Success Threshold (which can use narrative dice like Genesys, die pools like Vampire) or a "you, me, or we" Shared Decision Mechanic like Apocalypse World, Inspectres, and many other indie role playing games.

Many of these systems use a "Fixed Die" mechanic as a part of their resolution. For example, all rolls in D&D's Difficulty Number system are resolved using a twenty-sided die, Traveller and Apocalypse World use a roll of two six-sided dice, Vampire uses a pool of ten-sided dice, and Runequest uses percentile dice. The die type doesn't change to reflect the skill of the character or the challenges faced by the character in a fixed die system, only the modifier applied to the roll or the number of dice rolled changes.

Die-Step games take a different approach. Instead of using a single die type for the determination of success or failure of an action, they use various die types that move up or down to reflect the skill/natural talent of the character. For example, a character's Strength might be reflected as a die value ranging from d4 to d12 with a character of d4 Strength being weak and a character with a d12 Strength being very strong.



According to Rick Priestley, in his book Tabletop Wargames, one of the first wargames to use a Die-Step system was StarGrunt by Jon M. Tuffley. StarGrunt was first published in 1990 by Ground Zero Games and it's second edition is available in pdf for free at the link above. StarGrunt is a science fiction miniatures skirmish game that is inspired by fiction like Gordon Dickson's Dorsai, David Drake's Hammer's Slammers, the Alien films, and role playing games like 2300 AD. The rules are relatively easy to learn and one of the reasons this is the case is the fact that Tuffley decided to represent the effectiveness of individual troopers with something he called a "Basic Die." In StarGrunt, each given trooper is rated as either Green, Regular, or Veteran. The rating of each individual trooper is determined at the beginning of play with Green troopers using a d6, Regulars using a d8, and Veterans using a d10 to determine how successful they are at a given task. StarGrunt uses a Target Number system, but does use a Step-Die modifier mechanic called "Basic Die Plus and Basic Die Minus"  where the dice used by the troop levels is moved up or down one die type (from d6 to d4 or from d10 to d12) under some circumstances and modified by a additive/subtractive number in other cases (+1 or -1 to the roll).



Image Source Non-Playable Characters Blog
The first role playing game I can think of that used a Die-Step system is FASA's Earthdawn First Edition published in 1993, with game mechanics designed by Greg Gorden and others. As stated in the Geekerati Media interview, Gorden was inspired to use a Die-Step system when his boss asked him to design a Fantasy role playing game that had its own system, but that still used all of the polyhedral dice Dungeons and Dragons players were used to using. You can see how Earthdawn knew it was introducing a new concept in the Die-Step system to players of games like D&D and Runequest due to the way they first present the mechanic. In Earthdawn, players attributes are rated by a standard value and then given their die based effectiveness rating (yes, Earthdawn used the Papyrus font). Given that one of the character generation methods in Earthdawn, the random roll method, has players roll 4d6 and drop the lowest value, it is clear that the intended audience was D&D players and the authors were giving these players a point of reference for how good a "d8" in an attribute was. Looking at the chart below, we can see that a character with average Intelligence in D&D would have a d8 rating in Earthdawn.


As mentioned above, Earthdawn is a Target Number system and the rulebook provides guidelines for Game Masters to use when setting difficulty numbers. Looking at an "ordinary" person, we can see that a task of "Average" difficulty requires a roll of between 3-5 to achieve any degree of success. Let's assume a Difficulty Number of 4+ for a task and we can see that a person with a d6 will have about a 50% chance to get an "ordinary" success and a person with a d8 has about a 62.5% chance of getting a degree of success. For those wondering, the use of the term ordinary success is intentional as Earthdawn has Degrees of Success as well and the use of "about" is because the dice are open ended which doesn't affect this particular Difficulty Number but would higher values.


While Earthdawn is truly innovative, it is also illustrative of a weakness in Die-Step systems that will be touched upon later. You can see a hint at this weakness at Step Numbers 8 and 9 on the Step/Action Dice chart above.



Another revolutionary role playing game that utilizes a Die-Step mechanic is Shane Lacy Hensley's masterpiece Deadlands Classic. The first edition was published in 1996, three years after Earthdawn, but the underlying mechanics were designed by Shane Hensley with some additions like Fate Chips from Greg Gorden. Episode 164 of Geekerati erroneously credits Gorden with the use of a Step-Die mechanic in this game. That was all Hensley's idea and demonstrates how great designers can come up with parallel mechanics, though Hensley had done previous work on Earthdawn so that might have fueled the creative fire a little. Deadlands uses a combination of Die Pool and Die-Step mechanics as character attributes and skills are rated by both the quality and number of dice. Thus a person might have a Smarts of 4d4 or of 2d10. The person with the 4d4 rating will roll more dice, but the one rolling 2d10 is more intelligent. Like Earthdawn, die rolls in Deadlands are exploding or "open-ended," but unlike Earthdawn players select only the highest value from their pool rather than adding them together. This innovation leverages the strengths and intuitive nature of Die-Step systems without adding the limitation hinted at above.

One of the primary strengths of Die-Step systems is that they are easy to understand and are intuitive in representing each character's potential. If a game has a baseline difficulty of 4 for most tasks, it is easy to figure out how likely a character is to be able to accomplish a task merely by looking at the kind of die rolled. As mentioned above, a character with a d6 would have a 50% chance of success and a character with a d8 would have a 62.5% chance.

Another advantage, at least from a simulation perspective, is how modifiers affect Die-Step systems differently than standard fixed die systems. In D&D, for example, a +1/-1 modifier adjusts the level of success by a character by +/- 5%. Some might argue, okay I am arguing, that this isn't a good simulation of effects. A person who is a highly skilled sniper would be affected by crosswind and distance, but would not necessarily be AS affected by them as someone less skilled. In a fixed die system, the modifiers are static too. In a Die-Step system, the modifiers are fluid. Some might argue that this makes it more difficult to balance, but I would argue that you should balance for the ordinary and allow the dial to move with greater success.

Let's take the d6 vs. d8 above as an example and assume that these are the characters' ratings in their "Shoot" skill and that the base target number for successfully hitting something is 4+. Okay, this wasn't an exactly random choice. Let's assume that firing at long range adds  -1 modifier to the roll. In the case of the lesser trained d6 shooter, this is a penalty of 16.67%. In the case of the d8 person, it's "only" a penalty of 12.5%. Thus the skill of the characters is coded into the level the modifier affects the character with characters of higher skill suffering lower effects from modifiers. What I like about this is that it means that the probability of success by higher level characters is less random, even when accounting for obstacles and modifiers. And this is done in an elegant way that is embedded in the system.

If you don't agree with the benefits of a sliding system in die step systems, let me introduce you to rigid modifiers in a multiple die Target Number system like Champions. Because these systems use additive die pools, in the case of Champions rolling 3d6 and adding them together, results are along a bell-curve. This means that each point of modification has a different effect on the probability of the outcome based on the distribution curve of the die combination. Which brings me to the flaw in the Earthdawn system. Because Gorden wanted Earthdawn to be able to represent an tremendous range of Attributes, the actual Step/Action Dice table has attribute values going to 100, you quickly end up rolling pools of dice in order to achieve the ability to roll higher outcomes. For example, looking on the chart above you can see that there comes a point where a player rolls a 2d6 and adds them to get a value. This is considered "better" than rolling a d12. In the sense that it is impossible to roll a value of 1, this is better. However a quick glance at the table below illustrates the problem quite clearly.


A character rolling 2d6 has a significantly lower chance of a bad roll, but also has a significantly lower chance of a good roll. The results become even more extreme if the individual dice are exploding as they are in Earthdawn.


This is why I prefer the solution offered by Savage Worlds or Dungeon Crawl Classics which attempt to correct the distribution problem by either adding static modifiers after a person has achieved d12 or manufacturing dice that fill the void between d12 and d20. While the use of Die-Step systems may constrain the power curve more than some other systems, these games are well balanced and use the mechanic to very good effect. Savage Worlds, for example, has done an excellent job of adapting a Die-Step system to super heroes as have the Sentinel Comics role playing game and all the super hero games that used the Cortex+ system.

There are many games and game systems in the table top role playing game hobby. Dungeons & Dragons is a great place to start, but you should check them all out and see what you like.




Wednesday, September 25, 2019

Episode 164: Greg Gorden Discusses Torg Eternity and Game Design

In Episode 164 of Geekerati Radio, we had the honor of speaking with award winning game designer Greg Gorden about his work on the Torg Eternity Role Playing Game and his thoughts on game design in general. Greg Gorden is one of the most influential game designers in the role playing game industry and his design work includes James Bond 007 for Victory Games, DC Heroes for Mayfair Games, Earthdawn for FASA, Deadlands for Pinnacle Entertainment Group, and Torg for West End Games, and Torg: Eternity for Ulisses Spiele. He has also worked on the Star Wars Role Playing Game for West End Games and many editions of Dungeons & Dragons. Many of his games have gone on to win Origins Awards in their respective categories. He is Ulisses Spiele's line developer for the Torg Eternity Role Playing Game.



Segment 1


In the first segment of the episode, we talk about Torg Eternity and its innovative concept of "invading realities" as a role playing game setting. During this segment, we begin to see some insights into Greg Gorden's continuing efforts to bring player agency into role playing games.

Segment 2


In the second segment, we do a deep dive into Greg's past role playing game design work and explore where he came up with the concepts of "exploding die rolls" and using "dice as attributes." These are only some of the elements of our discussion, but it's a great chat. Have a listen and feel free to share your thoughts.


Segment 3

Episode 164 wraps up with our "Dungeons and Dilemmas" segment featuring Game Master Extraordinaire David Nett. This time we discuss the challenges of designing one shot adventures for three different audiences: your home game, a gaming convention, and for an online streaming show. David's experience working on Geek & Sundry's Starter Kit show and his recent show on ShoutTV! provide him with a wealth of experience on the topic. Give him a listen, then read his followup Twitter thread, and join in the conversation.

Products Discussed

Every episode, we discuss a wide range of popular culture. The discussion can include references to role playing games, comic books, television series, and films. As a part of our mission to share the things we love, we always include a section of the blog post dedicated to highlighting the things we mention so you can check them out and see why we love them so much.

Tuesday, June 18, 2019

Shotguns & Sorcery has Arrived and It's Been a Long Wait, but Worth It!


In December 2015, about two months after the Geekerati Radio Podcast went on hiatus, I saw an exciting new gaming project called Shotguns & Sorcery proposed on Kickstarter. The product was based on the Shotguns & Sorcery trilogy by Matt Forbeck, itself a part of Matt's 12 for '12 series of Kickstarter projects where he hoped to be able to fund and write 12 books in 12 months. Quite an ambitious project, but if anyone was going to try it Matt Forbeck was the man for the job. I backed his Brave New World, Monster Academy, Dangerous Games, and Shotguns & Sorcery trilogies when they were proposed and we interviewed Matt about the project on the old podcast (embedded at the bottom of this post).

A couple of confessions before, I get into the nitty-gritty of the Shotguns & Sorcery book. First, Matt's a friend and one of the nicest guys in the gaming industry, so I'm very happy that this project was completed. Second, my wife Jody did some illustrations for the first (and maybe the second, but I'm not sure about that) Monster Academy book and provided the art for the Storium Monster Academy page.

When I backed Shotguns & Sorcery on Kickstarter, I knew that I was supporting a friend. I also figured that there was a high probability that the product would be published. The Kickstarter presentation was very professional and had lined up a good team of experienced rpg designers including Robert Schwalb to write the product, had artists lined up, and they were using an existing game system's mechanics as a foundation. These were all things that pointed to completion in a reasonable time.

Sadly, making things is difficult and things fall behind schedule and sometimes never get completed. Such is the creative process that even with a good team, cost overruns, writers' block, or a host of other things can lead to a project not being completed. I've seen it happen with a couple of the 500 projects I've backed, and it looked like Shotguns & Sorcery was going to be one of those projects. Though it started strong, the production lost steam, updates became rarer, and I thought the project would never reach fruition. Since I backed the project (at the $100 level) to support a friend in creative work, I wrote it off as a sunk cost. A lot of backers weren't so generous and had some pretty angry things to say, things that might have contributed to the delay more than they helped keep the project going. It's one thing to check the status of a project, it's another to call into question the motives of the creators. This is especially true when the stakes are relatively small. In the end, over four years passed before the book came out.

Sometimes when a project finally comes out after a long delay, it looks like it was thrown together "just to get it out the door." That is not at all the case with Shotguns & Sorcery. Instead, this product seems to fall into the category that "you are only late once, but you are bad forever" and so it's better to be late than bad. The book has solid binding, high end printing production on the cover, and is beautiful inside. While the pages aren't printed on glossy paper, they are printed on acid free paper and the sepia tone of the book gives a nice overall look to the product.



Mechanically Shotguns & Sorcery uses Monte Cook's Cypher System, a system that will be very familiar to fans of Numenera, The Strange, or No Thank You, Evil! It's an easy system to learn, but flexible enough to cover any genre from street level espionage to superheroes without stretching the mechanics beyond utility. In order to determine if any action is successful, the player rolls a twenty-sided die and compares the result of the die to a target number based on the difficulty of the task. The difficulty can range from 0 to 10 and this number is multiplied by 3 to give a target number between 0 and 30. As you might have noticed, you cannot roll a 30 on a twenty-sided die. In order to achieve tasks that are at this "impossible" level, or to make other challenges less difficult, characters can spend points from their abilities to reduce the base difficulty. They may also have special abilities or training that lowers the difficulty, but the main game play is the same. Get a target number and roll equal to or greater than that number. Unlike D&D, the players make all rolls in combat by rolling both "to hit" and "to defend."


In order to flush out the characters, players rate the games in three categories (Might, Speed, and Intellect) and then select a Race, Type, and Focus. The Race and Type will be familiar to D&D gamers with things like Halfling, Dwarf, and Elf being available as races and Freelance (Rogue), Veteran (Fighter), and Wizard being among the Types available. Players will also add descriptors like "cunning" or "aggressive" to their characters and choose a Focus like "Commands the Dead" or "Carries a Quiver." Initial character creation is as simple as completing the following sentence, "I am a (fill in the adjective here) (fill in a noun here), and (fill in a noun here) who (fill in a verb here." More simply a character is an adjective noun, a noun who verbs. For example, I am a Hardboiled Human, a Freelance who Packs Heat."

The book includes scads, yes scads, of types and foci for characters to use. It may have been a long wait, but in this case it was a wait well worth it seeing the final product. One final comment. If you don't want to play Shotguns & Sorcery using the Cypher System, the setting was originally designed for use with D&D as a part of the campaign the resulted in the Eberron campaign. The combination of straight fantasy with the Old West works well with Cypher, but it could also work with 5e or with Savage Worlds. There is so much setting and adventure information here, that using it as the basis for a Savage Worlds game would be very possible.


Thursday, May 18, 2017

Madelyn Kidd's Academy for Inquisitive Children: Saturday Morning Investigations in the Deadlands

My recent enjoyment of Saving Throw's recently added Wildcards streaming role playing game show, and the announcement of a Scooby Doo/Supernatural crossover episode on the CW, I was inspired with a small campaign kernel. So join me as I introduce you to...



Madelyn Kidd's Academy for Inquisitive Children

On "real" Independence Day (July 3rd) 1863 the United States and the world experienced "The Reckoning." The border between Earth and the Happy Hunting Grounds was sundered, if only for a moment, and all kinds of terrors leaked into our world. On that day, the field of Gettysburg was littered with corpses...and some of those corpses rose from the grave to spread horror. In the years that followed, the sinister Reckoners selected four champions who would transform the world into a literal Hell on Earth. All of this is well documented in the Deadlands Role Playing Game. What is less well known is that on that day, the forces of Good selected some champions of their own. Four children who were born on the day of The Reckoning who might just have a chance at stopping the world's transformation, but only if they could meet up and gain sufficient knowledge and power to thwart the Servitors who served the Reckoners.

These young children would never have met if it hadn't been for Madelyn Kidd. A simple school teacher from Serendipity, Pennsylvania, Madelyn had been on a picnic with her beau Aleister McKenzie overlooking the Battle of Gettysburg when the events of the Reckoning took place. Her beau was killed by a stray bullet and as Madelyn reached over to comfort her dying lover, she experienced a vision of a terrible future. She saw the world as it would be if the Reckoners had their way. She also saw a vision of hope where she was the founder of a new kind of school, a school dedicated to teaching children the skills necessary to fight back evil and to bring joy to lands that are dominated by fear.

While her vision was grand, the results so far have been very meager. Madelyn Kidd's Academy for Inquisitive Children was successfully established in 1865 in the town of Serendipity, Pennsylvania. The first graduating class of two students matriculated in 1869 and both of these students have gone on to jobs with the Union Government. Since that time, Madelyn has trained a number of gifted young students and currently has 45 students enrolled in her school. For all that success, not one of her students has gone on to achieve any great success against the evils the world is facing. All of her students are struggling against the darkness, but no great hero has emerged. Madelyn is on the verge of giving up hope as her four oldest currently enrolled students seem more concerned with solving local mysteries than they are with confronting greater threats.

Madelyn had high hopes for these four students. All four were born on the same day, July 3rd 1863, and all four exhibited high levels of potential. They were quick learners too, but they lack focus. They constantly take day trips in their Stagecoach, which they have named the Ratiocination Roller, to neighboring cities to unravel mysteries that the locals think are supernatural. Initially, Madelyn encouraged the behavior because she knew how important it was to fight real supernatural dangers, but as it became clear that every "supernatural" foe the students fought was revealed to be a fraud she began to lose hope. How would these students fare against the real horrors of the Weird West, let alone the Servitors, if they never had to face down supernatural horrors? It's a worry that has begun to affect her sleep. She recently sent them on a trip to disputed territory to do a field study of flora and fauna in the hopes that the students would begin their training in earnest. Time is so short and 17 year old kids have to grow up quickly in the Weird West.

What Madelyn doesn't know is that her students really are fighting supernatural foes, they only make it appear that the creatures they defeat are humans in disguise of swamp gas. This is because "Em" Vilnius noticed that when she made towns think that the evil that haunted them was a mere trick being performed by greedy individuals, those towns became happier and more successful places. It didn't take "Em" long to catch on to the fact that the best way to undermine the Reckoners was to take away the power that fueled them...fear. The kids, who call themselves Ratiocination Incorporation, are looking forward to their trip into the Weird West with the knowledge that if they get into too much trouble, they might be able to call on Madelyn Kidd and her other students to help them fight the good fight.

What every the case, Madelyn hopes to create a world where the Reckoners might have succeeded if not for those Madelyn Kidds kids.




Madelyn Kidd 

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Gambling d6, Guts d6, Intimidation d6, Investigation d8, Persuasion d6, Riding d6, Spellcasting d10, Stealth d4, Streetwise d8
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5; Grit: 3
Hindrances: Enemy (Major), Heavy Sleeper, Loyal
Edges: Arcane Background (Magic), Attractive, Brave, Connections, Investigator, Linguist, New Power, Power Points
Powers: Armor, bolt (burning cards), hunch, mind rider; Power Points: 15
Gear: Hatchet, Knife (Str+d4) x3, Playing cards x8, Shirt/blouse, dress, Spectacles, $247 

Jedediah Heiter

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Guts d6, Investigation d6, Notice d4, Persuasion d4, Repair d8, Shooting d6, Weird Science d8
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5; Grit: 1
Hindrances: Big Mouth, Doubting Thomas, Overconfident
Edges: Arcane Background (Weird Science), Knack (Bastard), New Power
Powers: Deflection (Jedediah's Ocular Disruptor), stun (Jedidiah's Auditory Imbalancer); Power Points: 20
Gear: Backpack, Bed roll, Boots, Canteen, Derby, Drill, Duster, File, Gun belt, Hammer, Lantern, Lantern oil (per gallon) x2, Lockpicks, Mule, Rifle (.38-.52) x5, Shirt/blouse, work, Trousers/skirt, Watch, gold, Winchester ‘76 (.45) (Range 24/48/96, 2d8, Shots 15, AP 2), $62.65

Petra Quartz

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d6, Notice d4, Riding d6, Shooting d8, Streetwise d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Grit: 1
Hindrances: Arrogant, Stubborn, Vengeful (Minor)
Edges: Quick Draw, Two-Fisted
Gear: Backpack, Bed roll, Boots, Chaps, Colt Peacemaker (.45, Double-Action) (Range 12/24/48, 2d6+1, Shots 6, AP 1) x2, Duster, Gun belt, Knife (Str+d4), Pistol (.40-.50) x10, Quick-draw holster, Rifle (.38-.52) x5, Shirt/blouse, work, Trousers/skirt, Winchester ‘76 (.45) (Range 24/48/96, 2d8, Shots 15, AP 2), $133 

Eliza "Em" Vilnius (Hellstromme)


Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Faith d8, Fighting d6, Guts d6, Investigation d4, Persuasion d8, Riding d6, Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 5; Grit: 1
Hindrances: Bad Dreams, Heavy Sleeper, Loyal
Edges: Arcane Background (Miracles), Brave, Charismatic
Powers: Aim, armor, barrier, beast friend, blind, boost/lower trait, confusion, deflection, dispel, elemental manipulation, environmental protection, exorcism, gambler, greater healing, healing, inspiration, light/obscure, protection, pummel, quickness, sanctify, smite, speak language, stun, succor, warrior’s gift, windstorm
Gear: Boots, Horse, Knife, Bowie (Str+d4+1, AP 1), Saddle, Saddlebags, Shirt/blouse, dress, Shoes, Shotgun shells x2, Suit/fancy dress, Trousers/skirt, Winchester LeverAction (Range 12/24/48, 1–3d6, Shots 4, +2 Shooting rolls), 80¢

Mockingjay 

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Guts d6, Intimidation d6, Riding d6, Throwing d6, Tracking d4, Tribal Medicine d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 6; Grit: 1
Hindrances: All Thumbs, Curious, Loyal
Edges: Arcane Background (Shamanism), Beast Master, Brawny
Powers: Beast Friend, healing; Power Points: 10
Gear: Arrow x5, Bolas (Range 4/8/16, Str+1, Shots 1, see notes), Boots, Bow (Range 12/24/48, 2d6, Shots 1), Horse, Knife, Bowie (Str+d4+1, AP 1) x2, Shirt/blouse, work, Spear (Str+d6, Parry +1; Reach 1; requires 2 hands), Tomahawk (Str+d6), Trousers/skirt, $68.50

Tuesday, September 22, 2015

Deadlands: Ghostwalkers [Review] -- Does It Bring the Big Guns?


Unlike many genre fans, I have a great deal of respect for "media tie-in" fiction. I believe that some of the best science fiction and fantasy fiction has been the result of hard work by a media tie-in author. William King's Gotrek and Felix stories are wonderful Sword & Sorcery duo fiction, Diane Duane has written some wonderfully entertaining Spider-Man novels, and no list of praise for this sub-genre would be complete without mention of Paul S. Kemp's tales of Erevis Cale. These three authors merely scratch the surface of the high quality work that can be found in media tie-in fiction.

One of the things that most impresses me about well written media tie-in fiction is how an author can bring their own spark of originality to a world that has potentially been thoroughly explored by the media creators. Writing a novel tale within a world without being crushed by restrictions created by other creators, or without writing too far outside the box as to not be working within the shared world, takes a high level of skill. 

The media tie-in author is writing for two audiences: the existing fans of the setting and fans of the genre who may be unfamiliar with the television show, video game, or role playing game where the story takes place. The job of the author is to make fiction fans of the media fans and turn genre fans into fans of the underlying media. This is a difficult challenge.  Fans of a setting can be your harshest critics if they believe that you have written a story that violates the rules of the setting, even if the tale itself is creative and entertaining.  Even if the author manages to satisfy the fans of the setting/game, they also need to appeal to the genre fan in the hopes of making them fans of the underlying property. To put it in the crudest terms, media tie-in fiction are both a way to interact with existing fans of the media and are advertisements to future fans. It's a delicate balance between entertainment and advertisement.

One of my own personal favorite intellectual properties, and game settings, is the Weird West setting created by Shane Hensley (and friends) for the Deadlands role playing game. The game was originally published in the late 90s and has always had related fiction published for the game. I often re-read the "Dime Novels" that were written in the early days of the game. This year (2015) is the year that Deadlands has really exploded into the media tie-in market with comic books and novels being published for the setting. The novels are being published by Tor Books.  One of the largest, if not the largest, publisher of speculative fiction. 

The first Tor novel is entitled Deadlands: Ghostwalkers and was written by talented horror veteran Jonathan Maberry who has written the Joe Ledger and Pine Deep series of books. He's an excellent writer, but how well is he able to combine his own talents with the requirements that come with writing a media tie-in novel?

The Book

Ghostwalkers is the tale of Grey Torrence, a former Union soldier with a haunted past who now wanders the Weird West as he flees the ghosts of his former misdeeds. Torrence is a combination of John Wayne's character Col. John Marlowe in The Horse Soldiers and a Peckinpah badman with a dash of James West. Like Marlowe, he was caught behind enemy lines during the Civil War, but where Marlowe escaped triumphant Torrence's mission ended in failure. In Ghostwalkers, Torrence finds himself continually compelled to do the right thing even against overwhelming odds. He does this in part to atone for his past failings.

This reflexive heroism leads him into companionship with Thomas Looks Away of the Ogala Toyospaye in what could have been a simple Lone Ranger and Tonto tale. Maberry is too talented to fall into that trap and instead of giving us the Native American mystic, he gives us a Native American Mad Scientist more in the mold of Artemis Gordon than Tonto. It's a refreshing change and one that signals that the author might be giving us a couple more twists as well.

Torrence and Looks Away, two of the heroes of our tale, are caught in the middle of an apocalyptic time. What separates the Weird West from the Old West is that in 1863 a ritual opened the doors to the Happy Hunting Grounds and created a Hell on Earth where the dead rise from the grave and scientific innovation is fueled by a substance that seems to scream in pain when burned as a means to create power for Weird and impossible gadgets.

These heroes, and some additional companions, face off against the horrors of the Weird West. They fight the Walking Dead and resurrected Dinosaurs, but no opponent is as fearful as the greed and lust for power of their fellow man.

The Good

Maberry manages to introduce those unfamiliar with the Deadlands setting to the world in a seamless fashion.  By focusing the narrative on a character unfamiliar with most of the changes that have taken place in the world, he has a perfect cipher for our own experiences. Maberry also introduces the Weird West in small doses. He doesn't try to convey the entirety of the differences between this fictional West and our own. Instead, he lets us discover how the Los Angeles and California of this world differ from ours at a steady pace. We see the world unfold as the characters encounter it. It's good world building technique used to reveal existing information.

I was particularly impressed with how Maberry was able to show how the influence of the Reckoners, particularly Famine, affected the world in a way that only fans of the game would notice. Genre fans get a good story, but there was a nice easter egg for the media fan. Since the knowledge of the world is passed on by people who live in it, and since they would be unfamiliar with the Reckoners, it was demonstration of solid storytelling. Additionally, modeling some of the characters and narrative on Wild, Wild, West was also a good choice. I don't know if it was intentional or sub-conscious, but I would have loved to watch this book as episodes of that classic show.

The Bad

There were a couple of moments I was pulled out of the text. Given Maberry's use of "Harrowed" characters, read the book to find out what those are, I kept expecting to see Stone (an iconic Deadlands character) around every corner. That never happened, and the story is better for it, but I kept expecting it and was a barrier in my reading.

There were also a couple of sentences/phrases that pulled me out of the fiction. The first was when Maberry discussed Juniper trees early. He wrote, "The mingled blurs coalesced into a canopy of Juniper leaves..." which left me wondering if he had ever seen a Juniper. One wouldn't normally use the term "leaves" when describing them. It seemed more like he was describing Oaks than Junipers. That could just be me though.

The second sentence included the phrase "mound of sobbing frilly whites..." as a means of describing clothes that were still wet from a demon rain storm.Given that I read an advance copy, I hope this got corrected before the final version. Clothes tend to be sopping wet, though in Deadlands it wouldn't be impossible to find sobbing clothes.

As you can see, "the bad" in the tale is pretty minor. When you are resorting to nitpicking as your criticism, you have read a pretty entertaining piece of fiction.

The Ugly?

Aside from a sex scene that made sense narratively, but was still a little too "because HBO" as it seemed unnecessary as a demonstration of affection, I found it near impossible to put the book down once I started reading. Maberry's tale has wonderful pacing and the right combination of mystery, horror, and action to reflect the underlying intellectual property.

There were only a couple of moments where I could "hear the dice drop" in the background. Grey's heroism sure seems more like a Savage Worlds Hinderance than an actual character trait, but moments like this were rare. If you like Westerns and Zombies, you should love Maberry's work here. I know that I did.

It was an entertaining mash up of The Wild Wild West, John Ford, and Sam Peckinpah. I can think of no higher praise than that.
3.5/5 stars.Dea



Sunday, August 02, 2015

Pinnacle Announces Their Projects for 2015 and Beyond

I'm a huge fan of Pinnacle Entertainment Group's Savage Worlds role playing game. It combines the simplicity of play of early games in the hobby with the customization and player choice of the modern game. It is easy to learn, but has a depth I've yet to tap out. I've run a number of campaigns and am looking forward to getting an East Texas University game running in the next couple of weeks.



This week, at the rpg hobby's largest convention GENCON, Pinnacle gave a presentation discussing their upcoming projects for the year. They are revisiting some of their best settings and are expanding their offerings. One key new offering comes in around the 7 minute 30 second mark that I think presents a good marketing strategy for the company. Pinnacle has released some excellent "genre" sourcebooks over the years, but when it comes to adventure support that has tended to either be "setting" specific or digital only. It now appears that they'll be doing an adventure compilation for each genre with less setting specificity. Their first one deals with...well...maybe you should just watch the video to see all the exciting things they've got planned. Make sure to watch the last minute of the video as well. It's a doozy.


Wednesday, June 24, 2015

A Short Q&A Discussing THE SIXTH GUN for Savage Worlds

Yesterday, I wrote a brief review/overview of the upcoming The Sixth Gun campaign setting for the Savage Worlds role playing game.

To make a long story short, you need to back this project or buy it as soon as it comes out. It's a great mashup of Westerns, Fantasy, and Horror that provides a wonderful sandbox for creative play.

In addition to getting an advanced look at the rules and initial adventure campaign, both of which are up to Pinnacle's high production standards, I had the opportunity to engage in a brief Q&A with the creators. 

I'd like to share my chat with Shane, Jodi, and Scott.
Shane Lacy Hensley, owner of Pinnacle Entertainment Group and creator of the award-winning Savage Worlds and Deadlands roleplaying games.

Jodi Black, COO and Managing Editor for Pinnacle Entertainment Group, and Game Club volunteer for her kids' Middle School for the past 3 years

Scott A. Woodard, author of The Sixth Gun RPG


 1) What prompted PEG to seek a license for The Sixth Gun? Are you worried about brand dilution or cannibalization from your Deadlands line?
Shane: Oni approached us, and at first I was reluctant, of course. But as I said elsewhere, I DEVOURED the graphic novels, fell in love with them, and said "Who else SHOULD do this game besides us?" No one, of course. And the fact that they'd be 100% compatible with Deadlands (and vice-versa) is a huge advantage from my point of view.


 2) The Sixth Gun looks like it might be more "kid friendly" than a straight Deadlands game, but given that there is a Gallows Tree and a horror tone what age group do you think will be most appropriate?

Jodi: I think teens and preteens will love the dark elements of The Sixth Gun--but, with a little GM editing, Deadlands fits that niche too. One age group The Sixth Gun can adapt better to is the 6-10 age range, depending of course on the child's tolerance for dark. My youngest daughter would have gleefully embraced talking to hanged men at age 6, while my oldest daughter would have needed to be 8 or so. Now that they're 13 and 15, of course, they're at the perfect age for exploring the Weird West!


3) Could you tell me a little bit about the factions (Sword of Abraham and Knights of Solomon) in the game?

Scott: Both organizations are integral to the central plot of The Sixth Gun comic series. Because of that, they simply had to be present in the game. For those unfamiliar with the series, the Knights of Solomon are an order that seeks to acquire ancient artifacts and relics in order to exploit their power for personal gain, while the Sword of Abraham stands opposed to their efforts in order to prevent Armageddon! In the roleplaying game, we present details about both factions, information on their lairs, archetypal NPC stat blocks for both, and the option to actually play representatives from either group. In the comic, Drake Sinclair was once in the employ of the Knights of Solomon, but over time, their paths diverged. Perhaps your PC shares a similar backstory...

 4) The majority of Savage Worlds settings seem to be "high concept" combinations of multiple genres, what is it about the Savage Worlds system that encourages that?
Shane: I'm not sure it's Savage Worlds so much as my personal preference for not just doing another Tolkien knockoff. From the very beginning we've only wanted to do games with a twist. Deadlands and Sixth Gun are Western horror--which didn't exist in the RPG space at the time. Lankhmar is thieves' guild fantasy. 50 Fathoms is fantasy pirates. Sometimes that keeps us from taking on a genre until we have that twist. We'd like to do a classic pulp setting, for example, but haven't found anything with a good twist yet. There are plenty of early Nazi / zeppelin / Indiana Jones style pulp games out there already. What could we do that's different and unique? We haven't figured that out yet.

5) If I wanted to run a Savage Worlds game for 7 to 10 year olds, what is one rule change you would recommend to speed up the learning curve?
Jodi: Rules for magic, regardless of system or setting, tend to be the hardest to grasp so that's always the easiest change to make: Either no magic for their characters, or help them make an easy magic-using character to run (choosing entangle instead of bolt, for example). For The Sixth Gun, I'd probably not use the Critical Failures Setting Rule either, as not all kids do well with complete failure as a plot device. I also suggest taking Hindrances they can relate to, like Impulsive and Short Temper...or maybe that's just MY experience with kids. :)

Tuesday, June 23, 2015

Savage Worlds, The Sixth Gun, and Infinite Possibilities

"It was human suffering that called The Six into existence. And The Six gave the humans the power to recreate the world."


I've been a fan of role playing games produced by Pinnacle Entertainment Group since the first time I saw a copy of the Deadlands role playing game sitting on the shelf of a friendly local game store. My fandom only increased when they released the Savage Worlds role playing game in the early 2000s. The system, based on a very simplified version of the Deadlands rules, lives up to its tagline and is Fast, Furious, and Fun! It is one of the easiest role playing games to teach people how to play, and it runs combats swifter than any other system I've played. The mechanics are also incredibly flexible and can be used to simulate everything from Sword & Sorcery to Superheroes without missing a beat.

Over the years, Pinnacle has produced a number of settings for the Savage Worlds system, often featuring high concept mash-ups of other genre. Some of my favorites are the Cyberpunk meets Gothic horror Rippers and the Independence Day/V meets The Avengers setting Necessary Evil. Prior to this past month, they have only published one Western inspired setting in their Deadlands Reloaded adaptation of the original role playing game.

Pinnacle is currently finishing up a Kickstarter campaign for a new Western themed Savage Setting called The Sixth Gun based on the Oni Press comic book series of the same name. I've had the benefit of giving the rules a look over, and I can say that this may quickly become my favorite Savage Setting.

While The Sixth Gun is at its base a Western tale, it is far more than that. The quote at the beginning of this post is from the story and it is literally true. Those who control The Six have the power to recreate the world in their own image. In a way, The Sixth Gun is a Feng Shui meets Deadlands mashup and that is a beautiful thing.



While The Six are "guns" in the current setting, they have been clubs and swords in the past. Who's to say they couldn't be "Rings of Power" in another? Not me. I'm already prepping a Savage Supers Setting based on "The Sixth Ring." It's a Savage high concept mashup of Green Lantern, Deadlands, Feng Shui, and The Sixth Gun.

As is typical of Savage Settings, The Sixth Gun is rules are well written and written using active voice. This makes for quick reading. There are a number of small differences in the mechanics from the core rules. It is often said that Savage Worlds is not a "universal" rules set, rather a rules set that can be adapted to any setting. In The Sixth Gun, the standard Arcane Backgrounds are not allowed. Instead, there are specific Backgrounds that are better suited to the core The Sixth Gun setting. This allows the game to have magic "feel" different for the setting than it would using the rules from the core rule book. The setting also uses a couple of key rules like "Born a Hero" and "Critical Failures" to give the setting the appropriate grimly heroic tone.

As a father who is teaching his seven year-old daughters to play role playing games, this setting is slightly more cartoony than the Deadlands setting and allows me to role play "action ghost stories" with the twins instead of the more serious grimdark horror of Deadlands. I'm still waiting for a Savage Worlds "Moldvay/Cook Basic" equivalent to be published, but I've been working on an equivalent for my home game.



In addition to The Winding Way, an adventure campaign for The Sixth Gun game, Pinnacle have two free adventures available on RPGNow entitled Circle the Wagons and The One-Hand Gang. The Winding Way is a great introduction to The Sixth Gun setting and highlights the transformative nature of The Six. I cannot wait for these books to be published, and you have a couple more days to back the project yourself.

Thursday, June 28, 2007

Game Designer and Author Matt Forbeck Interview on Geekerati Radio Monday, July 2.

Award winning game designer and author Matt Forbeck will join the panelists at Geekerati Radio at 7pm PDT. In addition to discussing his latest projects, Forbeck will talk with the panelists about his influences and his general thoughts about media tie-in fiction, SF and Fantasy, and the state of the gaming industry.

Fans can listen to the show live, and call in with questions at (646) 478-5041, by visiting the Geekerati website (http://www.blogtalkradio.com/geekerati) during the broadcast. Those who miss the live broadcast will be able to listen to an archived version of the show approximately fifteen minutes after it airs online. During the show, the Geekerati panel will be giving away copies of his first Blood Bowl novel and his Eberron novel Road to Death.

Matt Forbeck has worked full-time on games and fiction since 1989, when he graduated from the Residental College at the University of Michigan with a degree in Creative Writing. With the exception of a four-year stint as the president of Pinnacle Entertainment Group and two years as the director of the adventure games division at Human Head Studios, he freelanced for most of that time. He has worked with many top companies, including Atari, Ubisoft, Wizards of the Coast, Games Workshop, Playmates Toys, Mattel, TSR, Decipher,White Wolf, Pinnacle, Green Ronin, AEG, Reaper Miniatures, Image Comics, WildStorm Productions, Idea + Design Works, and Human Head.

Matt has designed collectible card games, roleplaying games, miniatures games, and board games, and has directed voiceover work and written short fiction, comic books, novels, and computer game scripts and stories. Forbeck is currently working on several projects, including the novelization for the upcoming Mutant Chronicles film starring John Malkovich, Ron Perlman, and Thomas Jane. Forbeck was co-designer of the Mutant Chronicles Second Edition roleplaying game, upon which the film is based. Additionally, Forbeck worked on upcoming
Harvey Birdman: Attorney at Law video game for the PSP and PS2.

Matt is a proud member of the Alliterates, a group of fiction writers and game designers, all of who have been published by TSR or Wizards of the Coast. He also belongs to the International Association of Media Tie-In Writers and the Academy of Adventure Gaming Arts and Design and is a member of the board of directors of the Madison chapter of the International Game Developers Association.

Projects Matt has worked on have been nominated for 23 Origins Awards and won 12. This includes the Best Roleplaying Game for Deadlands and The Lord of the Rings Roleplaying Game, Best Miniatures Rules for Warzone and The Great Rail Wars, Best Roleplaying Adventure for Independence Day, Best Fantasy Board Game forGenestealer, and Best Short Story for "Prometheus Unwound" from The Book of All Flesh. He has also won five ENnies.

ABOUT GEEKERATI RADIO – Geekerati Radio is an online radio show hosted by Christian Johnson, Shawna Benson, Bill Cunningham, Eric Lytle, Wes Kobernick, and Steven Merrill which features discussion of popular culture by geeks for geeks and is a featured show in the BlogTalkRadio network. The Geekerati Radio show airs Monday nights at 7pm Pacific and the archives are available 24/7.

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