Friday, May 17, 2013

The Demolished Ones (Fate) Update #53


Update Rule


One thing I will be doing from now on is before I update Lords of Gossamer & Shadow is I will be doing the update for Demolished Ones, as right now this project is my #1 priority.

Feedback


I sent The Demolished Ones to a friend of mine who is a reviewer, who has been recovering from a stroke, so that he could practice his writing skills. I have paraphrased a little here only due to other parts of the conversation that were not relevant to you folks.

"So, the Demolished Ones......WOW! That is one seriously great read, and truly epic story for a game.....that has everything you need to truly have an awesome time with friends truly impressive....this is in my very short list of books that I will be wanting to share with the world. It takes a lot to truly find its way into my pile of personal “must” plays, and this one is there....pass on my words .... for crafting a stellar tale. Having never touched a Fate product before, this was perfect for someone to be introduced to the system"

Wrap Around Cover and Printer's Proof


We will be finalizing the wrap around cover on Tuesday rather than today, as our cover layout artist had  to go out of town. The interior file is finalized, but if you have any last minute corrections you have till tuesday 10 EST to post them as comments to this thread. I will send out the updated PDF file after I upload the files for the printer's proof.

Steve

Thursday, May 9, 2013

101 Variant Monsters Update (#9)


101 Variant Monsters Update (#9)


I finished 7 more variant monsters today, getting into the much more challenging CR 19 and 20s; I have just 3 more to do. One of which I know will be the Tarrasque as I plan to make him the King of Kaiju!

Today it was  Cogent (Shoggoth), Kabiri Demon (Demon, Vrolikai), Myrkviðr Linnorm (Taiga, Linnorm), Void Serpent (Deep Sea Serpent), Celestial Serpent (Linnorm, Tarn), Gibborim Behemoth (Behemoth, Thalassic), Maskim Devil (Devil, Pit Fiend)

Today I give a preview of the void serpent. 

Void Serpent (Deep Sea Serpent)


Description This enormous, unsettling flying  serpent is utterly black, seeming to absorb all light save glowing red, bulging eyes and rounded jaws filled with long, jagged black teeth. Sometimes called null dragons and emissaries of annihilation, these monsters are the bane of all existence, particularly dragonkind. Ironically the greatest of all dragonslayers is itself a dragon as they hate all dragon kind even themselves. Some sages claim that spheres of annilation are really void serpent eggs.

Subtype extraplanar this replaces the deep sea serpent’s aquatic subtype

Speed 10 ft., fly 90 ft. this replaces a deep sea serpent’s normal speed and surge ability

Abrogate (Su) The void serpent negates the benefits of its opponent’s strongest offensive combat ability (subject to GM adjudication). This can be either some personal power (such as the highest level class ability or a creatures highest level of spell-casting or spell-like abilities) or simply the beings highest ability score, which no longer provides any bonus while within range (no save). This ability extends to a range of 1,000 ft. This ability affects eidolons and intelligent magic items (but not intelligent artifacts), treating them as separate enemies. However, it has no effect upon non-intelligent magic items.
This replaces a deep sea serpent’s elusive defensive ability.

Entropic Wounds (Ex) The void serpent’s physical attacks cause damage that is resistant to healing. Natural healing, supernatural healing and extraordinary forms of healing (such as fast healing and regeneration) of healing require the subject to make a successful Fort save (DC 30) each time they attempt to heal the damage. Failure means in that damage cannot be healed by that particular form of healing. Healing via spells and/or spell-like abilities requires a successful caster level check DC 30 as do the use of spells or effects that would return a creature to life, and those returned to life gain an additional negative level (even those raised by true resurrection). The save DC is Constitution-based.
This replaces a deep sea serpent’s capsize special attack.

Wednesday, May 8, 2013

101 Variant Monsters Update


101 Variant Monsters Update


I got seven more done today (91 done in total) this time it was Phansigar (Demon, Maralith), Beast from Beyond (Kraken), Chaos Serpent (Linnorm, Cairn), Norn of the Solstice Court (Norn), Prismcrawler (Nightshade, Nightcrawler), Volcano Behemoth (Behomoth, Thunder), Force Golem (Adamantine Golem)

Here is a preview of the Volcano Behemoth

Illustration by Nicolas Cloister 

Volcano Behemoth (Behemoth,Thunder)


Description Through the black ash and smoke, you make out an enormous beast that looks like it has an exploding volcano on its back, its entire body covered with obsidian and basalt armored plates.

Lava Burn (Ex) A volcano behemoth’s melee attacks deals 2d6 fire damage in addition to damage dealt. Those affected by the lava burn ability must also succeed on a Reflex save (DC 30) or catch fire, taking 2d6 for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a volcano behemoth with natural weapons or unarmed attacks take fire damage as though hit by the volcano behemoth and must make a Reflex save to avoid catching on fire. If a volcano behemoth is hit with a melee weapon it takes fire damage as though hit by the volcano behemoth and must make a Reflex save (DC 30) to avoid catching on fire. This affect does not avoid or ignore hardness. Weapons that deal additional cold or fire damage are immune to this effect (such as a flaming or icy burst weapon). The save DC is Constitution-based.
This replaces a thunder behemoth’s grab, fast swallow, and swallow whole special attacks. 

Pyroclastic Aura (Ex): a volcano behemoth exudes a smoky poisonous gas in a 30’ radius,
Pyroclastic aura—inhaled; save Fort DC 30; frequency 1/round for 10 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round, but the smoke returns after 1d4+1 rounds.  
This replaces a thunder behemoth’s rock spitting special attack.

Breath Weapon (Su):  Once every 1d4 rounds as a standard action, a volcano behemoth can expel a 60’ cone, that deals 12d6 points of fire damage and 12d6 points of magical bludgeoning damage. A successful Ref save (DC 30) results in half damage. Creatures with damage reduction that is not overcome by magical bludgeoning damage apply their listed damage reduction amount per die of magical bludgeoning damage. In addition, the cone of gas is poisonous.
Breath Weapon—injury; save Fort DC 30; frequency 1/round for 10 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
This replaces a thunder behemoth’s mighty roar special attack.

Tuesday, May 7, 2013

101 Variant Monsters update

101 Variant Monsters update 


I completed 7 more over the last two days we have the Congealing Devil (Horned Devil) Force Ooze (Plasma Ooze),  Prismwalker (Nightshade, Nightwalker),  Glutton Beast (Bandersnatch),  Geysir Linnorm (Linnorm, Ice) , Shokujinki (Wendigo) and Sparkwight (Winterwight)

Here is a preview of the Glutton Beast


Illustration by Nicholas Cloister 

Glutton Beast (Bandersnatch)

This foul looking hog-like beast stalks forward with a bewildering grace it should not possess, two disgusting ear like tentacles lifting bits of food up to its horrid maw. Unlike a bandersnatch a glutton beast only likes easy prey, and will wait and stalk its pretty waiting for the perfect moment to take advantage of a foes weakness.

Melee bite +32 (2d8+13 plus grab and ravenous starvation), 2 tentacles +32 (2d6+13/19-20 plus ravenous starvation), tail slap +27 (2d8+19/x3 plus ravenous starvation) this replaces a bandersnatch’s normal melee and ranged attacks.

Reach 15 ft. (20 ft. with tail slap and tentacles)

Special Attacks rake (2 claws, +32, 2d6+13/19-20), rend (2 tentacles, 2d6+19) this replaces a bandersnatch’s normal rake and melee attacks.

Ravenous Starvation (Su) Any creature that is hit by a glutton beasts natural attacks or  strikes a bandersnatch with a melee attack, unarmed strike, or natural weapon must make a Will save (DC 29) or  instantly begin to starve, taking 1d6 points of nonlethal damage and are fatigued. Nonlethal damage from starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage. The creature also requires five times the normal amount of food in each 24-hour period (so a Medium creature requires 5 pounds of food, and small creature 2.5 pounds). The Save DC is Constitution-based. This is a curse effect as bestow curse thought the DC to remove the curse is increased by +5.
This ability replaces a bandersnatch’s pain, quill defense, and quills special abilities. 

Saturday, May 4, 2013

8 Ways to promote your RPG product and not spend any $





8 Ways to  promote your RPG product and Not Spending Any $


These are in the order of what generates the most number of sales beyond people just stumbling across your product. 

Direct Mailing
Generate a free preview of your Product and upload it to DriveThruRPG/RpgNow (I do this every month with Pathways) before you release your Product. Then when you release your product, use DriveThruRpg/RpgNow’s email a customer feature. You will generate an email to almost every customer who has ever downloaded a copy of one of your products including that free preview. (Don’t send an email like this more than once a week).

Social Media
Facebook, Google+, Twitter, (in that order of importance). You need to be active on it every weekday. You need to be talking about your products and not just  posting links to your products on sales, you need to engage your fans. If all you do is post releases people will stop watching your feed even though they may “like it”

Your Website
Focus on one thing. You can have links to your sales sites and other product lines but your front page should be the product you want out the most, and it should be your most recent release.  A website that is not updated with some regularity is useless.

Message Boards/Rpg related sites
You should be active on the message board that is the most popular for your product! Do not just post press releases, engage your fans. But you do need to post press releases to every message boards and sites that allow announcements and news.

Blogs
You should be blogging about your product, before it comes out,  design notes, art previews, anything that relates to its behind the scenes productions, and even snippets of stuff, You can link to this from your social media. I prefer blogger, but wordpress is also good.  Visits to your blog can drive your sales as people become interested in what you write about and want more. This needs to be updated every weekday.

Podcast/video cast
You should be doing a podcast or a video cast, audacity is free so you can edit your podcast and blogger has a very simple way to get your stuff set up for Itunes. Heck, we do a live streaming videocast with the Demiplane of Gaming via google hangout; this takes no real tech skill. Also ask other podcasters and videocasters if you can be on their show! They need guests and you need promotion, so don’t be afraid to ask for things.

Advanced Review Copies
This one is harder to gauge with level of importance because one cannot do it with PDF only releases because no one can preorder a PDF, but having a review available the day it goes live is extremely helpful to sales. Anytime after that the review is not nearly as useful. An advanced review can also point out problems and give you time to fix them don’t be trigger happy to activate your product as soon as you upload it (I am bad about this.) Good consistent reviewers generally need two weeks advance to review a book (some are much cooler than this but it’s a good rule of thumb).

Now you do have to spend your time doing all these. 

Thursday, May 2, 2013

New Print/Distribution Partner: Chronicle City

Just an announcement that Rite Publishing has changed print/distribution partners after the publication of Heroes of the Jade Oath. Our new partner is Chronicle City, who will start up with Publishing The Secrets of Adventuring which will be out in September though we will have copies at their booth at GenCon. 



We maintain a good working relationship with Cubicle Seven they have just outgrown the need for print partners and are being more then generous in our transition.

Monday, April 29, 2013

Rob Donoghue says some nice things about Lords of Gossamer and shaodw.

This is copied from Rob Donoghue's post you can find the original HERE

So, the very first use of the Evil Hat brand was for running Amber.  Fred & Lydia had the chance to play in some amazing games up at Ambercon Northwest, and we decided to join forces and run some games.  "Evil Hat" was the umbrella that we ran these games under (and they were awesome).

Notably, the guy who ran the games that Fred & Lydia were most excited about was a gentleman named Jason Durall. They came back with props from these games, and excited stories, and largely created in me a profound envy.

I mention this because this Jason Durall guy is the lead writer on Lords of Gossamer and Shadow, an RPG currently being kickstarted.

Now, Amber is a weird (and awesome) community, so there are plenty of folks who already know who Jason is, and why an Amber-ish book by him is a big deal, but I want to take a moment to speak to you folks who don't already know why this is great.

So, the Amber Diceless Roleplaying Game was kind of a big deal.  It was never a huge game, but it was broadly influential and it inspired a very enthusiastic community. It was not the only diceless RPG, but it was fairly unique in what dicelessnes meant.  Previously, dicelessness largely meant some sort of non-random dice replacement (like spending tokens), but Amber went whole hog.  It's a game of GM fiat paired with very powerful characters that produces a strange and wonderful alchemy.  Perhaps most importantly, it put a huge emphasis on GM (and player)  *technique*, and that puts it in direct contrast with more system-centric designs.

I don't mention this in an attempt to assert superiority - that's nonsense.  Rather, I mention it as a valuable, potent alternative perspective, and one which I personally put a lot of stock in (even when I disagreed with specific implementation bits).

The kicker is, the IP end of the Amber DRPG has become something of a morass.  No need to delve into the details, but the bottom line is that it pretty much vanished from the world for a long time (though the PDFs are, I believe  now available on drivethru). The prospect of reviving the license was spoken of in hushed whispers.

Skip forward a bit, and you come to the Rite Publishing guys.  They had a fairly clever idea - pull out the mechanical elements of the ADRPG and serve them up separate from the Amber IP so that there was a framework for player contributions (a huge part of Amber culture).  The initial goal was modest - little more than a booklet - but it's grown.

Now, I have no insight into the why of it, but I can make a guess. One reason the ADRPG worked so well was that the mechanics were profoundly tied to the fiction of the books. Peeling out the rules from the IP is more than just an exercise of filing off serial numbers.

The solution was to build a new framework of fiction, one which captured thespirit of the original material (as well as its playability) without simply renaming known elements.  

Now, I'll totally cop to worrying about this.  Amber has a LOT of love, and any project that runs for a long time gathers a bit of a doom cloud (couhg FRPGcough), but that's only part of it.  See, Amber is almost defined by the multiple ways it might be interpreted, and some of those interpretations will not be to your taste.  Would LoGaS be so much someone's individual vision of what Amber "should be" as to make it useless to me?

And this is why we come back around to Jason Durrall being awesome.

I'll be writing some expansion material for one of the (already hit) stretch goals for the game, and that's meant I've had a sneak peak at the manuscript.

He nailed it.

It feels right.  It's full of grand sweeps and petty violence, but more, it feelsobvious to me that i can seize upon these pieces and make it my own game.  

It's not Amber, but that's a good thing, because It's Amber Plus all the things that have been built upon that foundation. It's a Well Favored Man. It's Merchant Princes. It's all the best parts of the Amber Legacy, and all the right bad parts too.

If you dig Amber, it'll be a good investment, and that's good.  But if you don'tknow Amber, and this whole dicelessness thing sounds interesting to you, then it's definitely a good investment.

Just my opinion, of course, but I'm all ready to start playing.


http://www.kickstarter.com/projects/937759598/lords-of-gossamer-and-shadow-diceless-role-playing