Showing posts with label White Star. Show all posts
Showing posts with label White Star. Show all posts

Sunday, March 25, 2018

Frustration and Focus

The past three months have been tough on a personal front, with ongoing issues regarding a family member's health and a rapid fire series of home ownership issues. I've not been able to do any writing of real substance and even had to turn down a freelance job I very much wanted to take. After being displaced from my home for almost four months, I'm finally back home and ready to turn my attention to work again.

But, the problem is that I've got so many projects in a partially completed state that I'm at a loss of where to start. I've got the following projects in various states being drafted and can't bring myself to focus on any particular one in order to bring it to completion.

Saga of the White Box: A stand-alone White Box variant drawing from Norse mythology as a primary focus, particularly the Poetic and Prose Eddas.

White Knights: A stand-alone White Box variant focused on telling stories set during the Crusades and focused on playing crusader knights.

Rad Box: A stand-alone White Box variant dealing with the post-apocalypse genre.

Cybermancer: An homage to and rules clean-up of Shadowrun, particularly the 1st and 2nd ed versions.

Untold Adventures: A Jamesification of B/X D&D and Labyrinth Lord.

Swords of Bulsara: An original system sword-and-planet RPG.

White Star: Lightspeed: A supplement for White Star: Galaxy Edition focusing on starships and space travel.

Heroes of Amherth: A conversion of The Chronicles of Amherth to The Hero's Journey.

I'm usually not this scatter-brained. In fact, I usually hyper-focus on a single project and plow through it at a pretty good clip. But each of these products is sitting in a drafted state, some as much as 50+ pages and now I can't just freakin' pick one and go. No real point or statement to this blog entry, I suppose -- just venting my frustration.

Tuesday, January 2, 2018

State of the Halfling 2018

2017 has been a helluva a year for me, and not in a good way. I've had some pretty major developments in my personal life that have forced me to sacrifice time previiously spent working on writing. It's not hyperbolic to say that things in 2017 have been life-altering for me, and in most cases not for the better. 2018 came crashing in with a swift kick in the nuts for the ol' halfling, so there's no calm in sight.

So, with that in mind I wanted to give folks an idea of what's on the docket for 2018 when it comes to Barrel Rider Games.

First & Foremost: White Star: Galaxy Edition is still going to be released in Print-on-Demand on both OBS and Lulu in hardcover and softcover formats. We had some large formatting corrections to make based on the first set of proofs received, and are upgrading to premium paper for the OBS release. Sorry for the delay. Those who have purchased the PDF will receive a coupon for a discount reducing the price to equate with the Print + PDF combo.

Cybermancer: Cybermancer is billed as Fantasy Cyberpunk Role-Playing in the Retro-Future, and it is currently being drafted. It's a retro-homage to old school cyberpunk RPGs we all know and love. It's basically the "big" project for 2018.

Other Projects: I have a slew of other products in development, all in different states of conception. These include Saga of the White Box, Heroes of Amherth, Rad Box: Post-Apocalyptic White Box Roleplaying, several small White Box supplements in the style of White Box Omnibus, Compendium, Gothic, and Arcana.

Because of the changes in my life and the new obligations created, I am no longer providing release dates for products. Project goals might be stated, I can't commit to hard release dates at the moment. My current situation no longer allows for committed time to focus on writing and what time I am given could be immediately consumed by this new personal development, and without notice.

Currently, getting the doors closed on White Star: Galaxy Edition is of the utmost importance and is my largest focus. I want to get it done and out there for everyone to enjoy. I'm genuinely proud of it and want folks to enjoy it at their gaming table for years to come.

Here's to hoping 2018 is a bit gentler and softer to the Barrel Rider, but given the way it's started I'd better armor up.

Tuesday, October 17, 2017

JEShields and the Art of Love

James Shields is, in my opinion, the premiere artist in the OSR. His strong line work, dynamic images, and the sheer diversity of what he can bring to life through his art leaves me in awe. James's work was a cornerstone in bringing the visual style of White Star (and especially White Star: Galaxy Edition) to life. It's as if he were somehow reaching into my brain and drawing out how I saw the world of my pulp sci-fi opus.

But James is more than just a guy who can create images for sci-fi, fantasy, cyberpunk, post apocalyptic, modern, or pretty much any other genre of games. He's a Good Man. I have been thrilled to have James's work appear in many of my own products. I am humbled and honored to call him a friend. His generosity, as a creator and as a person, knows no bounds. He's enthusiastic, supportive, and a great guy to talk to. On a professional level, his comissioned work comes back on time and he maitains strong communication the whole time. I can't think of an artist I'd rather work with more than James.

If you want to see just a sample of his work, check out JEShields, his company. He's got hundreds of stock art images from a myriad of genres - and he's even kind enough to make many of them available for free or at a PYWY rate. In spite of his amazing talents, James uses his gifts to be a pillar of the OSR. He does what he does out of love of this community and love of the games we all play.


He wants to bring more art to us all. Maybe you're a publisher looking for more images for your products, or maybe you've seen James's work in products you've purchased. In either case, James's style has probably shaped a game you know and love. So, I'm asking you as a fellow gamer, to help him bring his Kickstarter to life. I've seen what he's got planned, and the price points he's offering for Backer Rewards are worth it at twice the price.



Do it because you love gaming. Do it because you love seeing more art in your books. But most importantly, do it because there's a man who is making these things as an act of love. Please support his continued growth as one of the greatest visual minds in the OSR today.

Saturday, May 20, 2017

Not Quite Lightspeed

I'll cut right to it. I was aiming to release White Star: White Box Science Fiction Roleplaying: Galaxy Edition in PDF by the beginning of North Texas RPG Con during the first weekend of June. Sadly, this simply isn't going to happen. This does not mean Galaxy Edition is going anywhere. It's coming, and this delay is being implemented to prevent releasing a rushed product.


We're now aiming for a Summer 2017 digital release instead of Spring 2017, with print to follow. Until that time, if you want to get an idea of what White Star is all about you can grab the original White Star and the White Star Companion at a Pay-What-You-Want price for both PDF and Print at RPGNow.com and DriveThruRPG.com.

I appreciate the support and patience everyone has shown the game and apologize for the delay.

Monday, February 22, 2016

Spada Sabre: A New Weapon for White Star

"Challenge accepted." Don Diego Astronomo's perfectly waxed moustache lifted in a sneer as he ran a single gloved hand down his cheek where Captain Orion had struck him. He was no man's fool and such a public outrage would not go unsatisfied from the likes of this rabble.

Orion's blue eyes flashed when he realized what he'd commited himself to in a moment of anger. He steeled himself. Perhaps Astronomo would choose pistols, mono-swords or fisticuffs. But in his heart, the Captain knew it was futile. Astronomo was the best duelist in the Sterling System and here at Lord Adlar's christening ball for the new Galatus Space Station, Orion was about to be made into an example.

Three words sealed Orion's fate as they slipped cool and calm into the air. "Spada Sabres at dawn."

When the galaxy was ruled by more noble men and Star Knights were not outlaws, a small sect of idle nobles from the civilized star systems of the galaxy took up danerous pursuits. Dueling was common enough among the listless rich, but mono-swords were broad bladed weapons favored by military men and did not suit aristocrats looking to play at being swordsmen. They looked instead to the flashing blade of the Star Sword. But whether it was a simple lack of discipline, a desire not to outright kill one another, or simply wanting to set themselves apart from the more genuinely noble Star Knights, these rich playboys and dilettantes developed a new weapon: The Spada Sabre.

Built in a fashion similar to Star Swords, the Spada Sabre appears to be little more than an ornate sword hilt until it is activated by pressing a small button on its grip. In an instant a thin telescoping rod of metal springs forth from the handle and begins to crackle with electrical energy. The weight of the electrical rod allows those able to wield mono-swords and other modern melee weapons the ability to wield the weapon without the training required to fight with the deadlier Star Sword.

In addition, the Spada Sabre does not inflict deadly wounds. Instead it renders its victim unconscious from the shock. This meant that duelists could play at being warriors and retain their honor without killing one another. Soon Spada Sabre Fencing Academies sprang up across the galaxy and numerous fighting styles were developed. Spada Dueling has fallen out of favor over the years, but among some noble circles it still remains the method of choice to solve matters of honor without bloodshed or death.

Any character class able to use the mono-sword or Star Sword is able to use the Spada Sabre. Characters who are not able to wield the Spada Sabre can train at a Spada Fencing School for three months gain the ability to wield this weapon. Such training costs 1000 credits and requires the character to sacrifice 500 Experience Points.


Weapon
Damage
Cost
Weight
Spada Sabre
1d6+1*
100 cr
2 lbs
*Spada Sabres inflict non-lethal damage. Any character reduced to 0 hit points by a Spada is rendered unconcious for one turn. Spada Sabres can have a "inhibiter chip" installed for an 100 credits, which allows them to switch between lethal and non-lethal damage by flipping a switch on the weapon's handle.

Spada Sabre Training Schools
While many different styles of Spada Dueling exist across the galaxy here are a few examples. A character wishing to learn one of the Spada Styles must find a teacher who is already a Master of the style they wish to learn and earn the right of apprenticeship. Sometimes this can be as simple as paying the required fees, but many Master Spada Sabre Fencers require their students to prove themselves worthy through rigirous training, heroic deeds, or by performing a great favor for the Fencing Master. This is in addition to the listed cost in credits and experience points.
After a character has spent the necessary time and sacrificed the listed amount of XP for each rank in a style they gain the benefits described below when fighting with a Spada Sabre. However, a character cannot benefit from more than one style at any given time - though they can change between any known styles at the beginning of each combat round before initiative is rolled.

Spada and Cloak
When fighting in the Spada and Cloak style, the fencer wields a Spada Sabre in their primary hand while using a long cloak for distraction and deception, keeping their foe off balance. Masters of this technique are even capable of wrapping their foe in the cloak in the middle of combat, immobilizing the target before they move in to strike.
Rank
XP
Cost
Benefit
Apprentice
250 XP
500 cr
Catch the Eye: By distracting their opponent with a wave of their cloak, the fencer is able to strike first in hopes of defeating their foe before retaliation can occur. They gain a +1 bonus to Initiative when fighting in one-on-one duels.
Journeyman
500 XP
750 cr
Billowing Cloak: Keeping their cloak in constant motion they are able to make sure their opponent remains unfocused and off-balance. The fencer spends one round waving his cloak about in this fashion. Their opponent must make a saving throw or suffer a -2 penalty on all “to-hit” rolls for the next 1d6 rounds.
Master
1000 XP
1000 cr
Gift Wrapped: The fencer manages to wrap their cloak completely around an opponent, preventing them from attacking for a short period. The fencer spends one round wrapping the cloak about their opponent. The opponent must then make a saving throw or be unable to attack for 1d6-3 (minimum 1) rounds.

Ladron de Spada

This style focuses on leaving an opponent without a weapon. After all, if an enemy has no Spada Sabre he cannot possibly win a duel. This style is highly effective, but is regarded by many as cowardly and dishonorable. Most practitioners simply think of it as pragmatic an effective.
Rank
XP
Cost
Benefit
Apprentice
150 XP
100 cr
Defensive Posture: The basics of Ladron de Spada focus on defense and avoiding being hit while a fencer sets his opponent up for the disarm. The fencer receives a -1 [+1] bonus to their AC in melee combat.
Journeyman
300 XP
500 cr
Disarm: The fencer attempts to disarm an opponent they are facing in melee combat. If the fencer makes a successful melee attack with their Spada, the target must make a saving throw or immediately drop whatever weapon or object they are holding. Targets holding an object in two hands receive a +2 bonus to this saving throw.
Master
1200 XP
1000 cr
Blade-Catcher: This very difficult technique allows a fencer to not only disarm their opponent, but also catch the weapon their opponent drops by sending it sailing into the air and landing in their own hand. The fencer must make a successful melee attack. The opponent suffers no damage if the attack is successful, but must make a saving throw or any object they are holding in their hand is immediately knocked free and lands in the fencer's off-hand. If this object is a weapon, the fencer may immediately make an attack with the caught weapon at a -2 penalty to their “to-hit” roll.

Astronomo Style
Don Diego Astronomo is regarded as one of the greatest Spada Sabre Duelists in the galaxy. He developed his own style which is focused on a relentless assault that leaves an opponent dazzled from a barrage of attacks and unable to keep up with their relentless foe. Only Don Diego himself teaches the style and only to the most promising and dedicated students.

Rank
XP
Cost
Benefit
Apprentice
750 XP
1000 cr
Precise Strike: Astronomo Style begins with mastery of the basics of a powerful offense. The wielder gains a +2 to all “to-hit” rolls made while wielding a Spada Sabre.
Journeyman
1250 XP
2000 cr
Drive Back: By keeping an opponent at bay, an Astronomo duelist prevents themselves from ever being in danger of an attack as well as positioning an opponent in optimal striking position. Whenever the fencer makes a successful attack with the a Spada Sabre, their opponent must make a saving throw or be driven back ten feet.
Master
3000 XP
4000 cr
Whirling Blades: The Master of Astronomo is a whirlwind of attacks, able to make two attacks each combat round while wielding a Spada Sabre.

Pirata Style
Not so much a style as a system of fighting developed by space pirates and Brimlings, Pirata style uses dirty tricks, sucker punches and cheap shots to keep an opponent dazed, confused, and always exposed to new and unsportsmanlike attacks.
Rank
XP
Cost
Benefit
Apprentice
200 XP
150 cr
That's Gotta Hurt: By striking an opponent in a vulnerable area, the Spada duelist is able to inflict more damage than most. They receive a +1 bonus to all damage when wielding a Spada Sabre.
Journeyman
400 XP
300 cr
Cheap Shot: Whether it's a sudden cuff on the jaw, a quick fist to the nose or a knee in the groin, Pirata Duelists fight dirty. They can choose to inflict only half damage when making an attack with a Spada Sabre in order to use this ability. If the attack is successful, their opponent must make a saving throw or suffer a -1 penalty to all “to-hit” rolls, a one-point penalty to their Armor Class, and reduce their movement by ten feet for the next 1d6-3 (minimum 1) rounds.
Master
600 XP
750 cr
Sweep the Leg: By bringing their Spada Sabre around and behind their opponent's knee, the Pirata Duelist puts their enemy on their back. When making a successful attack with a Spada Sabre, the fencer can attempt this manuever. Their opponent must make a saving throw or be knocked prone for 1d6-3 (minimum 1) rounds. Prone opponents cannot move and anyone attacking them receives a +2 bonus to all “to-hit” rolls made against the character.



Friday, January 22, 2016

Shields in D&D and Retro-Clones

In fantasy RPGs the shield is almost as iconic as the sword. The image of a hero raising his shield to protect themselves is something that breaks genre, regardless of how feasible the actual use of a shield in combat seems to be. From the medieval knight the modern superhero to the sci-fi soldier, they're an intrinsic part of the mythic symbolism that is at the root of fantasy roleplaying.
Plus, they make you look so bad ass.
Shields are a key part of a warrior's defense. Essentially they're portable walls that offer a something for the combatant to hide behind. They quite literally make you harder to hit. But in most D&D and its derivative systems shields rarely offer more than a minor bonus to armor class. I understand this is done for the sake of balance and that realism isn't something that is of prime importance when it comes to fantasy RPGs - but this method always struck me as... well... wrong.

Similarly, armor does not make you harder to hit. It makes you less likely to suffer damage from an attack by the protective garments deflecting or absorbing the force of the blow. From padded gambisons to boiled leather to advanced composite armor, it all serves the purpose of preventing a damage from a successful attack.
Some armor is more effective than others...
Instead, D&D gives us a system where both shield and armor provide the exact same statistical effect. For speed of play, this is fine - but when I sat down to think about it some time ago it really started to gnaw at my thought process. So, I got to thinking about how to make something more accurate to the true purpose of armor and shields and, to make shields that were something that players actually had an interest in taking. A majority of gamers I've played with over the years will choose a two-handed weapon for its high damage output or an off-hand weapon in order to make multiple attacks instead of a paltry one or two point bonus to their Armor Class. Shields, for all their mythology and glory, get regulated to a tertiary choice at best. Sure, they're stylish - but when it comes down to hard numbers, they're not a choice if you really want to survive.

So, I propose a different idea for both shields and armor. Armor does not provide a bonus to a character's AC. Instead, it provides a reduction in damage. Depending on how heavy the armor is, it provides more of a reduction. This Reduction Value is subtracted from the damage inflicted by every successful attack made against the character.

Shields, on the other hand, do provide an Armor Class bonus - and a huge one. The combination of the two makes for your classic juggernaut knight type of character, while someone wielding just a shield can easily mimic the agility and tactical movement of a hoplite or spartan. 

So, if I were to implement this mechanic for Swords & Wizardry WhiteBox or White Star I'd do it up something like this.


Protective Item
AC/AAC Bonus
Reduction Value
Light Armor
1
Medium Armor
3
Heavy Armor
5
Shield (buckler, target, round)
-4 [+4]
Shield (kite, tower, energy)
-6 [+6]

This means that a character with a high Dexterity can rely on a shield and the idea that with such a high Armor Class they're planning to not get hit in the first place. Meanwhile, it leaves those wearing heavy armor open to the likelihood of getting hit, but they can take more punishment before going down.

Or you can say "America, fuck yeah!" and throw your shield.
Anyway, just a few thoughts of Armor, Shields, and defense in D&D and its retro-clones. Something I've been mulling over in my head for a bit and that always gets me thinking.


Saturday, January 9, 2016

White Star in 2016

I said in my previous post that White Star certainly had a banner inaugural year. Since it's release in May Barrel Rider Games has only put out two short-form PDFs for the line. I hope no one takes that as me not having any future interest or love for the game - far from it. If anything I'm more in love with the game than when I released it. 

That fact has mostly to do with the amazing community of gamers and publishers that have sprung up around the White Star. This is exactly what I had hoped would happen when White Star was released. An open source OSR sci-fi game that could be used as a launching pad for all manner of starfaring adventures. From Space Monkeys to Star Sailors, One-Shot Adventures to Expanded Rules, I've watched folks grab this game by its Faster-than-Light Drive and go to the edge of the galaxy and back. 

What has surprised me most is that folks are actually developing some pretty large-scale print-on-demand products. +Jason Paul McCartan's The Graveyard at Lus brings space-based hex crawling to the game, while +Kirt Dankmyer boldy goes on a Five Year Mission. Meanwhile, +Matthew Skail takes readers Between Star & Void with his Star Knight supplement*.



I wanted to highlight these three products because they're all things that I never had any intention of doing myself, and they're all wonderful directions to take a sci-fi RPG campaign. Hex crawling has never been something I'm particularly interested in running or detailing, but Jason does it masterfully and brings a helluva a lot more to the table than simple random encounters on a hex grid. Kirt Dankmyer brings classic sci-fi exploration and diplomacy to White Star and is inspired by a type of sci-fi that never quite grabbed me but still appeals to a massive audience. Matt took the Star Knight and gave them his own energy and feel that's something I never would have thought of. The original inspiration for Star Knights in the White Star core rules is evident, but Matt gave them a kind of cosmic feel akin to classic comics - something I hadn't even considered. I've got print copies of all three en route and am very much looking forward to reading through them in the coming weeks.

I love, love, love it. I love watching this game take on a life of its own. I love watching creators and gamers take it in new and unimagined directions. I love that the game belongs to the community and that the community has embraced that.

So, what's in store at Barrel Rider Games this year for White Star? Well, the White Star Companion will be coming very, very soon. New classes, new aliens, new creatures. Rules for skills and a lifepath system. Random planet generators, random encounter tables. New weapons and armor. Basically a collection of options to use at your gaming table if you so choose.

Several more PDF supplements are planned as well. They'll introduce new classes, new gear, new ships and new options to the game - each focused on the anchoring class.

Also in the earliest stages is a grand gazetteer/mega-adventure inspired by formats found in The Temple of Elemental Evil and other classic OSR modules.

It's going to be a great year and the White Star is burning bright.

*I am credited as a co-author in this book, but my contribution was minimal. A variant class, some Star Sword rules and a ship. Matt was kind enough to give me a byline like he did.

Wednesday, December 30, 2015

To the Stars...

In a few days, White Star: White Box Science Fiction will be eight months old. When I first announced the game during last year's Swords & Wizardry Appreciation Day, I didn't do it with a lot of pomp and circumstance because frankly I didn't think it was that big a deal. What began as a twenty-eight page supplement for Swords & Wizardry WhiteBox grew in the writing until it became a 132 page game built upon the foundations of WhiteBox. I didn't really expect that when I sat down and started writing.

All I knew was that I was excited for the then unknown film Star Wars: The Force Awakens, I really wanted a "Spelljammer OSR" game, and that the Flash Gordon soundtrack by Queen was amazing. So, I started writing. Between Freddy Mercury's cries of "Flash! Aaaahhhh!" and the glam metal guitars from the soundtrack of 1986's Transformers: The Movie I just had fun. I thought, "What would be cool and how do I keep it simple?"

In the end, the White Star came in at just over 30,000 words in a first draft that had been written in four weeks. More than I had expected, but still a small game. I talked to a few friends, and showed them some early concepts. I remember conversations with +Adam Muszkiewicz+Pete Spahn+Wayne Humfleet, and +Erik Tenkar. I showed them the early cover I'd mocked up and talked basic concepts. I was keeping it low key, like my other White Box releases. To my surprise, all of them were really enthusiastic about this generic pulp sci-fi OSR game with a bad cover.

Original Cover Designs
Then I showed it to +Jason Paul McCartan. And he said to me "Dude, this game is so much better than that." He spent countless nights helping turn White Star from that simplistic, crude thing you see above into the beautiful book that has exceeded my wildest dreams. He was meticulous, precise and has an amazing eye for detail. Pushing me, Jason refused to let my book be anything other than the best it could possibly be on my limited budget. He became more than a creative partner over these weeks - he became a close friend. But Jason's a nefarious man. His work was so good, raised the bar so high, now I had to hire him for every future product in the White Star game line. By the time I discovered his vile plan, it was already too late.

White Star exploded like super nova. I woke up the morning after it's late night release to find it at #1 on RPGNow, where it sat for about 3 months straight. I couldn't believe when it went Silver in a day and Gold in less than a month. Seriously, this all is weird for me. It all piled on fast. 

White Star changed Barrel Rider Games. Suddenly, I got noticed. It's intimidating, to be honest. I just tried to go back to what I preferred doing: writing. I started work on the White Star Companion and a few other larger projects - some BRG and some freelance. I've tried to release a few smaller products between the White Star core book and forthcoming Companion - little $1 products to let folks know I hadn't forgotten or fallen out of love with the little game. I promise, there's a lot more to come for White Star - both from Barrel Rider Games, and from third party publishers I suspect.

So yesterday I released one of those $1 products: the Combat Medic class. I was shocked to see today that the little book shot up to #1 on Hottest Small Press lists on RPGNow and #2 Hottest Title. Now what left me flabbergasted was the fact that the White Star core rulebook followed in its wake, clocking in at #2 Hottest Small Press and #3 Hottest title. Add to this the fact that White Star has remained in the top 10 Hottest Titles since its release and the whole thing is personally mind boggling.



I never thought my little sci-fi love letter to OD&D and pulp sci-fi would be so successful. What are the odds, ya know? I'm not not sure why the game has succeeded the way it has, but I've just come to appreciate the affection shown for White Star and how the OSR community has, by and large, embraced the game. Every time a third party product gets released, I get downright giddy. It's just so damned cool that people want to play with the toys I made. 

I guess this long, rambling blog post is just to say that it's been a long, strange, wonderful journey so far and I suspect it's just getting started.

Tuesday, December 22, 2015

Sixth Winner of the OSR Christmas is...


We're in the home stretch folks. We've only got two more prizes to give away. But, our winner today is +Matt Hildebrand! Matt has won himself a softcover copy of White Star: White Box Science Fiction Roleplaying! There's only one prize left to give away so be sure to comment on the original post for your chance to win the final prize - a hardcover copy of Class Compendium for Labyrinth Lord!


Wednesday, December 16, 2015

Fourth Winner of OSR Christmas is...


... +Travis Dreher! Travis has won a hardcover copy of White Star: White Box Science Fiction Roleplaying! Travis has already been contacted and his order will be made today. Our next winner for the OSR Christmas will be announced tomorrow. Be sure to comment on the original post for your chance to win!


Friday, December 11, 2015

Third Winner of the 12 Days of OSR Christmas...


...is +Keith G Nelson! Keith has won himself a softcover copy of White Star: White Box Science Fiction Roleplaying. I'll be reaching out to Keith via G+ to get his contact information shortly. Until then, you can be a winner by reading and commenting on the original post!


Stay tuned for the next winner! IT COULD BE YOU!!!!!!!!

Wednesday, December 9, 2015

It's OSR Christmas Time!



Alright my fellow gamers, the illustrious +Erik Tenkar of Tenkar's Tavern let you know that OSR Christmas has started so here's your chance to win a few items from BRG's line of print products. Here's what's up for grabs:

Class Compendium (for use with Labyrinth Lord) (hardcover)
White Box Omnibus (for use with Swords & Wizardry WhiteBox) (hardcover)
White Box Omnibus (two of them!, for use with Swords & Wizardry WhiteBox) (softcover)
White Star: White Box Science Fiction Roleplaying (hardcover)
White Star: White Box Science Fiction Roleplaying (two of them!) (softcover)

But if you want to win, you're going to have to earn it this year! You can only win once and you can only win one product! Here's how ya win: Comment on this blog post with why hobbits or ewoks are the best races to ever grace the pages of fantasy literature and sci-fi film. It's not a contest, but I want to know that folks read the post and didn't just blindly comment. Those who follow these simple rules will be eligible to win.


It's a difficult choice, I know!
One winner will be selected later today (December 9th), with a new winner selected each day there after until seven winners have been chosen. Unfortunately, because I'm not exactly rolling in cash I am forced to limit winners to the United States.

Update: Winners So Far
+Sal Clarino:
Day 1 Winner - White Box Omnibus (Softcover)
+Matthew Skail: Day 2 Winner - White Box Omnibus (Hardcover)
+Keith G Nelson: Day 3 Winner - White Star (Softcover)
+Travis Dreher: Day 4 Winner - White Star (Hardcover)
+Forrest Aguirre: Day 5 Winner - White Box Omnibus (Softcover)
+Matt Hildebrand: Day 6 Winner - White Star (Softcover)

Sunday, November 22, 2015

12 Days of OSR Christmas


+Erik Tenkar is the face of 12 Days of OSR Christmas and he does a damn fine job. Last year, Barrel Rider Games participated. This year, I'm upping the ante and will be giving away the following products:

Class Compendium (for use with Labyrinth Lord) (hardcover)
White Box Omnibus (for use with Swords & Wizardry WhiteBox) (hardcover)
White Box Omnibus (two of them!, for use with Swords & Wizardry WhiteBox) (softcover)
This is open to U.S. residents only, due to shipping costs. Keep an eye on Erik's blog Tenkar's Tavern and Halfling's Luck to find out the winners. Who knows? There might be a special surprise in there...

Monday, October 12, 2015

To Rule A Galaxy: Evil Overlords

Victor Von Doom
Evil Overlord
White Star is a game built on a foundation of Flash Gordon, Star Wars, Buck Rogers, Battlestar Galactica and countless other pieces of pulp sci-fi. Yet, one of the classic pulp sci-fi tropes which seems absent from White Star is that of the evil overlord. These classic villains seemed almost ubiquitous in classic sci-fi. From Ming the Merciless to Supreme Chancellor Palpatine to Emperor Zurg, they absolutely require a band of plucky last-chance heroes to oppose them in the name of galactic freedom.

When the referee has decided to introduce an evil overlord into their campaign, they'll need to do more than throw a few stats together. While the evil overlord is a single adversary in and of themselves, that is not what makes them truly formidable. What makes the evil overlord is the level of resources they have at their disposal - in both material means and manpower. Nations, armies, planets and even entire galaxies worth of riches and soldiers kneel before the evil overlord - willing or not. What's worse, the evil overlord has vision for the universe, for their universe.

Designing an evil overlord is a helluva lot of fun because they are, by nature, larger-than-life characters. The referee will need to ask himself a few questions when developing the villain to help make their vile mastermind a worth adversary.

What Made The Character Become an Evil Overlord?: No one decides at birth that they're going to have and obsessive and violent desire to rule over all known life in the universe. What happened to our evil overlord to make him want to control, literally, everything. Did they become indoctrinated by an evil cult? Were they the victim of horrible suffering that eventually drove them to madness? Do they believe they are somehow entitled, whether by noble bloodline or mystic prophecy, to rule the universe? In the end, the evil overlord is (on some level) insane - but that insanity came from somewhere and knowing that place will help you understand how the overlord sees themselves and their place at the center of the universe?

What Did the Evil Overlord Do to Rise to and Maintain Power?: Very few people will just willingly surrender to a psychopath with only a polite inquiry. What did your evil overlord do to go from simple villain to dark master? Military might? Mystic powers? Political manipulation? It is no easy task to bring countless star systems under your rule and requires a vast amount of resources or power to do so. In the cases of military might and political maneuvering, the overlord undoubtedly has allies who are directly carrying out their will. Are these willing servants who genuinely believe in the overlord's right to rule? Are they mind controlled slaves bent to the overlord's will? Are they conscripts who risk facing death (or worse) if they do not serve their evil master?

What Resources Does the Evil Overlord Have at Their Disposal?: An extension of the previous question, but more material in nature. An overlord with countless servants at their disposal is powerless if they don't have the weapons, medical supplies, raw resources and other means to maintain their empire. No need to develop formulas and economic projections - just something to consider.

"You'll due, kid."
Now that you've got a basic sense of your evil overlord, time to have some real fun. No need to throw the overlord at your player characters in the first session. Draw out the epic confrontation. The overlord begins as distant and powerful personification of evil far beyond the means of the player. They will begin by facing his lowliest minions - whether it be robot armies, zombie slaves, or any other type of basic soldier. These soldiers will undoubtedly have a commander, and that commander will have their own superior. Slowly, as the campaign progresses, the player characters will undoubtedly draw the attention of the evil overlord and be forced to face greater and more terrible threats from their vile adversary. Klytus had to be defeated before Ming could be overthrown. Darth Vader and Grand Moff Tarkin stood between the Rebels and Emperor Palpatine. No overlord is immediately vulnerable and will often surround themselves with the most effective protections possible in most cases. These captains can allow you to add some diversity to your villains and give your players a sense of accomplishment when they defeat one and draw ever-closer to their final confrontation.

Keep in mind your evil overlord didn't likely rise to power simply by being an idle fool. Overlords are, by their very nature, motivated and active. They will work against the player characters, react to the victories of the heroes, and raise the stakes. When the time finally comes for the player characters to confront the evil overlord, the tension should be at its zenith. Not just the fate of the universe is hanging in the balance.

To that end, when the time comes for that final confrontation, don't be afraid to ignore the stats, ignore the dice - in favor of a satisfying climax. That's not to say you should throw the rules out the window. Roll your dice behind a GM screen and if they're going to result an something that's not climatically appropriate don't be afraid to ignore it.

The final confrontation between the heroes and the evil overlord needs to be satisfying needs to be satisfying to the players. That's something different from a satisfying final confrontation in a film. The players need to be active in that conflict, but when we look at some of our epic confrontations with evil overlords in film this is not the case. Luke Skywalker doesn't defeat the Emperor. He lays there while Vader throws him down a giant pit that's clearly in violation of OSHA. When Flash and Ming confront one another, Flash hops out and threatens Ming with the big gold sword and then Ming falls over dead. While that's cool on screen, it's death at the gaming table.

Flashy swords EVERYWHERE
A good example of that, believe it or not, can be found in Revenge of the Sith. Obi-Wan vs. Anakin, while bloated with flashy choreography and bad dialogue, would be a helluva a scene in a table top RPG. Think about it - leaping between platforms while lava gush everywhere and you're trading blows with your vile enemy - that's awesome in your mind, isn't it? Another great example is Kanan vs. The Inquisitor in the season one climax of Star Wars: Rebels which as been built up by lesser confrontations over a long period of time. While neither Anakin nor the Inquisitor are evil overlords, the important thing here is to create a satisfying confrontation at the gaming table - and how that differs from a satisfying confrontation in a novel, film, or comic book.

In the end, an evil overlord is a vehicle for a great story and an opportunity for your player characters to feel like heroes who truly save the universe. That kind of grand vision is worthy of an equally grand antagonist - so don't be afraid to ham it, have fun and give your players every reason to fight with every fiber of their being for galactic freedom with a villain who they love to hate, yet fear to confront.

Hail, Ming!





Thursday, July 16, 2015

There and Back Again: A Long Expected Blog Post

So it's been a few months since my last blog post and I've been a bit busy. White Star has been a monster success - way bigger than I ever expected. Its success and the G+ community for the game have kept me hopping from one foot to another and when you couple that with a few freelance irons in the fire and a toddler it makes for a busy man. Also, I'm delayed on getting Class Compendium available in print due to constant issues with the proofs. Hopefully this - the third pass - will put that puppy to bed.

Class Compendium has been a real beast too. It came out to 230 pages and the inclusion of a spell compendium appendix coupled with formatting errors through out really burnt me out. I was sick of Labyrinth Lord by the time I came up on the home stretch. I think that's what lead me to focus on White Star - which obviously turned out to be a good thing. Still, I was seriously burnt on fantasy gaming.

With both Class Compendium and White Star prints being finalized for print on demand service I have to admit that fantasy itch is coming back. I blame +Joseph Bloch in part. I was taking a look at his Adventures Dark & Deep and there's something about it that really has my interest piqued. I already have a plethora of OSR fantasy games, but the premise for AD&D looks like it'll add a touch of freshness to the traditional fantasy genre of RPGs. Besides, Mad Castle of the Archmage was a great product, so I've faith it'll be good stuff.

Close behind it is the Mutant Crawl Classics because it just looks so damned sweet. DCC blew the doors off for my gaming group and I suspect MCC will obliterate the room. Along with that I've also got Star Wars: Force & Destiny and Call of Cthulhu 7th Ed. on deck.

Sure, there are some great games coming my way on the horizon - but the problem is when will I get the time to play them? As mentioned earlier, I've got a lot of stuff going on and even when Class Compendium and White Star are finalized I've still got a plethora of freelance work on my plate, the White Star Companion in draft (which I hope to get out before the end of the year - but no promises, at this rate), along with a 55 hour a week job and an awesome one-year old daughter. When I'm lucky I manage to squeeze in an every-other-week Star Wars game, I'd love to run or play something in the off week for that, but at this rate I feel like I'm writing too much gaming to actually game.




Friday, April 17, 2015

What is White Star?



I've been humbled by the response when I announced White Star: White Box Science Fiction Roleplaying. I hoped folks would like it, but the OSR community has just been filled with excitement over this product and that's an awesome feeling. That excitement has lead to a lot of questions about the exact nature of White Star. I'm going to try to address a few of those questions.

When is White Star being released and in what formats will it be available?
White Star will be available as a PDF as well as digest-sized softcover and hardcover print-on-demand purchase through RPGNow and DriveThru RPG. The price point on these hasn't be determined yet. Release is planned for the PDF to be available in May, with the print versions to be available a few weeks later. This might get pushed back to June, but right now we're on schedule for a May release.

Is White Star more of a space opera, hard sci-fi, or exploration science fiction game?
The implied tone is one of sci-fi pulp, but White Star is like Swords & Wizardry WhiteBox in that it is designed to be a tool kit. The material in White Star can be used to create a science fiction setting that suits your individual group's needs - all in that old school style.

Can I play aliens or non-human characters?
Absolutely! White Star will feature rules for playing aliens and robots as player characters.

How does White Star relate to Swords & Wizardry WhiteBox?
White Star is based on the Open Gaming License material found in Swords & Wizardry WhiteBox and uses the same mechanics in play. All classes have d6 hit dice, gain levels, earn experience points, can use descending or ascending armor class and have a single saving throw. In short, White Star is 100% compatible with Swords & Wizardry WhiteBox, with no conversion necessary. A fighter from WhiteBox could blast off in a star cruiser, taking your campaign from the dungeon to the stars in an instant.

What kind of new rules will White Star feature?
White Star will include new rules for seven new classes, starship combat, cybernetics, statistics for sci-fi weapons like laser pistols - all written with the simple elegance of Swords & Wizardry WhiteBox.

What's the default setting for White Star?
There isn't one! The galaxy is yours to create! The core book will include a single adventure and a mini sandbox, which will allow referees and players to jump right in!

Will there be supplements for White Star in the future?
Definitely! There are plans for a supplement providing even more aliens to those already featured in the core rulebook, as well as a few adventures.. There's also quite a bit of brainstorming going on around ideas for starship books, equipment guides, and possibly even a campaign setting.

Will White Star be Open Content?
Yes! There are some specific portions that are closed content and product identity, but the vast majority of the content in White Star will be part of the Open Gaming License, giving publishers the option of releasing their own products in the future!