Friday, July 31, 2020

Reminder: Backer Poll on the Fourth Bounty Hunter Lodge

Whenever I introduce a new faction, I like to run a Backer poll on it too. Once the poll is done, I'll cobble together the results, and turn them into a faction that is present in the setting.  Previous polls have resulted in:
  • House Tan-Shai
  • The Traders
  • The current depiction of House Alexus
  • The Emperor and his organization
  • Domen Khemet and Domen Tarvagant, the competing Death Cults of the Divine Masks religion
Now we have a poll on the Bounty Hunter Lodge.

Of course, my real purpose with these polls isn't to come together and create a particular, cohesive faction. Instead, the intent is to inspire you, to show you some of the things I think about when creating these groups, and to get you to think about creating your own.  Thus, even if you don't want to vote, it might be worth reading over the ideas, just to create your own faction.

The current leaders in the polling are:
  • They are located in the Sylvan Spiral
  • They primary hunt Communion users (they are "anti-Templars")
  • They hunt for money, and only for money
  • They are trained experts in Neurolash weaponry
  • They are secretive (you don't contact them, they contact you)
  • In addition to Bounty Hunters, they make heavy use of Spies
  • Unsurprisingly, most of the Galaxy has never heard of these guys.
But there's a lot more nuance than that in the polling results and the comments, and your own vote could change that too. The poll is open to $5+ Backers. If you're such a backer, remember to vote!

Review: GURPS Magic: the Least of Spells

As I perused Warehouse 23 one day, I noticed this little gem had popped up: GURPS Magic: the Least of Spells.  Without thinking, I ordered it (I perhaps should have waited until the Backerkit survey for the PDF challenge dropped and ordered it at an effective discount, but oh well, we can review it now).  I've read it, so let's review it.

TL;DR: Is it worth your time and money? No, probably not. I actually enjoyed it, but I can't see how most of you will get much out of it.

The Breakdown

So, the Least of Spells has three chapters:
  • Thinking Small: which introduces the concepts of the Least of Spells
  • Clever Tricks: the spell list
  • Making the Most of the Least: character concerns and how existing skills and advantages interact with the Least of Spells.
"Thinking Small" introduces us to the idea of the Least of Spells: they're IQ/A spells that anyone, even non-mages, can use. It includes new Mana rules that govern the Least of Spells (effectively, they count as one degree of mana higher), and they follow all other normal rules. It discusses the possibility of introducing these as prerequisites (and mostly dismisses the idea), a topic I'll revisit in my conclusion.

In Making the Most of the Least, they talk about a few standard tricks from Thaumatology, like invoking a particular language, and add a new Expert Skill that gives you detailed knowledge of the Least Spells; it also states that Thaumatology also knows all this information, and is also IQ/H, so I don't know why you'd ever buy this Expert Skill unless forced to.

Thursday, July 30, 2020

The State of the Blog (and its future): August 2019

I've lost some Patrons recently to two things, both of which I feel I need to address.  I'd also like to talk about some decisions I've made about how I'm going to handle content moving forward, as best as I can, and manage expectations in general.  Don't worry, this is not a "I'm out!" post, just a discussion pertinent to anyone thinking about supporting my blog, and a broad roadmap for content I'd like to work on and remain focused on, as well as pushing back some stuff I know you guys want to see, and why I'm pushing it back.

For a TLDR, I also have a list of projects that I'm working on behind the scenes for all backers, both to give you a sense of what I'm working on, and to invite feedback on what you'd like to see. It is, of course, not entirely exhaustive

Backers: Patreon and SubscribeStar

COVID 19

The first thing that's hit me has been that I've lost some backers to failing finances due to layoffs from COVID 19.  I think this is hitting the GURPS community harder than people realize. At least one big blogger lost his job and is blogging/producing content full time right now to support his family.  And I've lost a few backers to this, as has Chris.

I want to be clear about something here: I'm a computer programmer who works in the health insurance industry in the Netherlands, with a permanent contract.  You have no idea how hard it is to fire someone in the Netherlands with a permanent contract, and how hard it is to get a good programmer these days.  So I'm about as finacially stable as you can reasonably get.  Sometimes I use my backer donations to take my wife out to dinner or to buy a game, but for the most part I just funnel them back into Psi-Wars. I use them to buy art and to pay for books (this month's fund mostly went to the Kickstarter).

This is to say: I don't need your contribution.  I like it!  It's nice! We're making art together! I buy GURPS books with them! You're helping Psi-Wars! But I don't ever want anyone to feel like they must contribute to keep me going. If it's a choice between you and me, please choose you.  There are some writers that depend on this income for food.  I am not one.  If you need to go, go.  If circumstances change and you want to come back, I will welcome you with open arms.

Engagement

I've had at least one backer leave because I was not as engaged as he would like.  And let's admit it, I am less engaged than I was a  year ago, or even earlier this year.  It used to be we had at least two polls a month, usually several major polls a year, and lots of content streaming out.  Now, I've also seen worse Patreons, but mine could use a bit of a shine on the current content.

A lot of the change has to do with family life.  It's not the sort of thing I trot out often, because it's not really relevant to you.  I also don't want to this to sound like an excuse.  It's an explanation.  I have a very active 3 year-old son, who is charming and delightful, but needs constant monitoring so he doesn't rip the curtains from their rails by swinging on them, and an adorable 1 year-old daughter who loves to clamber onto chairs, bounce against their backings while doing her best impression of a very loud duck until the chair tips over and she runs crying to mommy.  Also, the fight over toys.

One of the things I've learned about parenthood is the inevitable zero-sum game of time management: every moment I spend here, writing a post, is a moment I don't spend taking my little girl on a bike ride and showing her more ducks (or birds or flowers) or taking my son on a walk through the woods, or swimming in "the big pool" as he calls it, or letting him tell me about his school day.

More than that, my wife is constantly exhausted from the fact that they get up all hours of the night, so any minute that someone can watch the kids is a minute she can sleep longer, or perhaps get a chance to unwind and play.  They've been worse than usual (my daughter is really at a point where we should sleep train her by letting her cry, but that wakes up the boy, who then must be helped back to sleep too, so one kid waking up can turn into an hour of putting the kids back to sleep, and this can happen 3-4 times a night!), and with school and daycare out because of COVID, my wife doesn't even get a flicker of time in the day to herself while the girl naps and the boy is at school.  Thus, slowly, I've found myself giving her more and more time to sleep, rest and recover and to be herself (like, getting a chance to play one of her favorite games for once).

This naturally cuts down on the amount of time I have to generate content.  Again, this is not an apology.  This is not meant to make you go "Awww," and be okay with the level of engagement you're getting, it's my explanation as to what's going on, and when it'll be fixed, which is "not soon." My wife is very aware of my writing, and she argues I need it to relax (and she's not wrong), and she does what she can to give me that space, but this level is probably going to be it for awhile.  Decide if you want to stick with backing me based on that.

That said, there are some things I can do to improve engagement, which is mainly about focusing on quick wins and what matters, which brings me to:

A Blogging Road Map: Iteration 7

The single greatest thing slowing everything down has been me working on space monsters and their environments, such as the Labyrinth (but also the Skairos, the Eldothic Deep Engines, the Dark Mothers of the Gaunt, etc). I've gotten very lost diving down that rabbit hole, and I've generated pages and pages of unreleased content. Given that, why not release them? I think the core problem here is that I've gotten ahead of myself and this is not what I should be working on right now.

The point if Iteration 7 is to build upon what Iteration 6 laid as a foundation.  We have the basics of Psi-Wars, such as the major factions and ideologies. Now we need to move those templates to the Wiki, round out all the major races, work out the major elements of technology, and hit up some of the major planets and factions, all with an eye towards standard Psi-Wars, the 250-300 point gameplay focus.

A lot of you really want to see the 500 to 600-point level, with Templars and Tyrants, Akashic Knights, the Skairos, the Saruthim in their full glory fighting the Anacridian Scourge or the undead minions of Domen Tarvagant. I'd like that too, it'd be a lot of fun, but I think we need to finish this base.  If you're going to play an Imperial Knight uncovering a conspiracy that uses a criminal organization as a catspaw, we need to know the stats of your armor, your ship, and the criminal organization and what their ships and gear and vehicles and robots are, as well as the planet they operate on, before we need to think about the structure of the conspiracy or what full-powered Imperial Knights look like.

Given my short time and the need to prioritize, I'm going to focus my attention on this baseline and leave the "Epic Psi-Wars" material for "Iteration 8."  I'll still take requests and I'll still talk about it, but if I let myself delve down there, I'll lose focus and things will seem to seize up while I do so.  So, for now, it's not the priority.  Instead, I'd like to focus on:
  • Finishing up military technologies (Trader Tech and perhaps a few other factions)
  • Civilian/Spy/Law-Enforcement tech (some vehicles and spaceships that don't get involved in big space battles, but are still important)
  • Alien Races (filling out the remaining aliens, and adding more detail to the ones that already exist)
  • Factions and organizations (criminal cartels, pirate warlords, corporations, etc)
  • Some planets (not all, but a few)
  • Answering some long standing issues and questions (like navigation and travel times)
  • The Wiki
    • Finishing established templates and rules
    • Expanding out with a few new templates whose need has become obvious by now, or who need some sort of lens structure to address (the Mechanic, the Psion, the Pirate, etc)
I'd like to get back to polls, but mostly with a focus on "what to do next" and perhaps a few more "Let's build this together," especially when I get back to alien races and organizations.  But this should keep us busy for awhile.

Hopefully,  you're still enjoying it. I'd like to hear from you one way or the other.  I do this mostly for fun, but I do want it to be useful to you, and I definitely want to hear if some of my material is or isn't useful so I can adjust accordingly.

I will have more playtests in the future, but that depends on how much time I can get in large, useful blocks, and given the constraints and issues, they'll have to focus very tightly on timeboxed ideas, such as a singular adventure premise (like a heist) rather than a sprawling campaign idea.

Wednesday, July 29, 2020

Games I Didn't Run: The Calmquist Chronicles Finale: the End of the Galaxy

This is the final installment of Calmquist's one shot.  I've gone back through and put some links up in places so you can get more insights into what he's talking about, though he notes in his final conclusions that a lot is left off the wiki at the moment (There's just a ton of material to consolidate and edit), so not everything is well explained without diving through the whole blog (and avoiding that is the whole point of the consolidation).  Even so, I'm really impressed by how well Calmquist knows Psi-Wars.  He did a pretty nuanced and detailed version of Psi-Wars that I wouldn't dare spring on a new set of players, but they enjoyed it and the enjoyed Psi-Wars, and that says some good things to me about the quality of the setting.

It also explains why my readers seem more interested in consolidation than new material (new stuff is great, but they want a convenient way to access the old stuff first).

Note: Rosa’s player was absent.

Back to the Throne Room

The heroes were brought to the throne room with Astanya Xakkar the Dark and a few mook guards. Nathram was still loyal to the Tyrant. Raja was confused to see a Keleni Tyrant and succumbed to his charisma (the player chose to go along with it rather than opposing with a penalty). Milmeowna decided to go along with the Tyrant assuming she got paid well enough until she was ordered to take blood samples from the Princess.

Fighting Back

The Princess was able to reduce the Tyrant’s hold over the heroes, but only Milmeowna took advantage of the situation at first. Milmeowna attempted restraining or “binding” the Princess in order to give her a symbolism bonus, but it wasn’t enough to overcome Dark Communion’s hold over the desecrated room. Milmeowna grabbed Nathram’s blaster and tried firing it at the throne, but Nathram never fixed the malfunction from the previous session (Nathram’s player reminded me of this fact), so the attempt was futile.

Seeing his would be assailant fail, he decided to give Milmeowna on more chance to live as his slave. Milmeowna refused, convinced Raja to distract the mooks while she pulled the crown of the Tyrant’s head. Raja succeeded at his task but received a hit with a pain glaive for his reward. As Milmeowna approached the throne, the Dark Tyrant entered the (greater) Avatar State. Milmeowna did not succumb to his majesty and resisted his dreadful mental assault (Rule of 16 has it’s benefits).

Milmeowna managed to grab the cables connecting the “crown” to the throne and yank on them. Xakkar was stunned for a second but suffered no additional trouble. After recovering, he drew his blade and attempted to attack Milmeowna. She attempted to interpose the cords and force the Tyrant to sever them, but the plan failed due to the “blade” being a telepathic psi-sword. Milmeowna fell unconscious and had to make a death check (it did a lot of damage) but survived (for a little while). With no one left to oppose him (and this being the final session), Astanya Xakkar the Dark won the day.

The Storm Came

With the Dark Tyrant’s victory, he amassed enough troops and Alexian artifacts to challenge Emperor Valorian. I never really decided if taking the “Throne” Ship to (or at least close enough to) Styx did what he wanted. Either way, a war was waged, the Cybernetic Union was allowed to expand and the Alliance was forced to fight for real. With the major powers weakened by the war, the Anacridian Scourge was able to return with no power strong enough to stop it. Rosa’s prophesy came true.

The Retrospective

What Went Well

Overall, the (multi-session) one shot went well. The players (including the GM) had fun and all had a reasonable amount of spotlight.

There was a good amount of action that was exciting.

We got to experience some space adventure without complicating things.

We had some fun duels, an exciting chase and clever con artistry.

The players got to experience Psi-Wars and GURPS for the first time.

What Went Poorly

It went longer than I anticipated. It was good that the players were happy continuing, but it meant my planning was off.

It was disappointing that the heroes failed and the galaxy was destroyed.

I think the players may have felt powerless at the end and hesitated for a while before the final struggle. I believe that Rosa would have tried to be heroic earlier if her player was present.

There was more combat than I normally like.

Other Thoughts

Given my players’ lack of GURPS experience (and books), the scattered state of the Psi-Wars material (currently being consolidated) and the current inability to meet in person, I would have a hard time doing a longer campaign. I usually like my players to make their own characters (even if I give significant help or do most of the mechanical work).

I think Psi-Wars is certainly done enough to play and have fun, but it requires a decent amount of familiarity with GURPS.

Metabarons, Incal and other Jodorowski Works on Humble Bundle

Humble Bundle is running a special on Humanoids comics right now.  You can pick up quite a lot of the Jodorowski-verse for slightly less than $13.  I bring it up because someone once compared my work to Jodorowski's, and this turned me on to the Metabarons, which became one of the founding inspirations for House Kain and a lot of the concepts of Ancestor Worship in Psi-Wars.  This is not to say that Psi-Wars is straight up Jodorowski, but you might find it interesting to explore. If you're interested, you're unlikely to get a better deal than this. 

Disclaimer: Before I steer you wrong, note that Jodorowski is weird, the comics are typical of french comics, with gratuitous nudity that often gives me a "creepy old man" feel, and they're wildly over-the-top with violence, and a lot of the art pushes towards the gloriously grotesque.  I invested in a full hardcover collection, but I'm into really, really weird things.  It might not be for you.  But if it is, again, you're never going to get a better deal.



Tuesday, July 28, 2020

Games I didn't Run: The Calmquist Chronicles Part 2: the Rise of Xakkar!

A continuation of yesterday's gripping tale!


Note: Session 2 was abbreviated and ended in a big cliffhanger, so the two sessions are reported to gether.

The Foes

Astanya Xakkar the Dark

Astanya Xakkar is Keleni Tyrant who is allegedly was originally a priest of Annara during the rule of Ozamanthim. His community was heavily oppressed and worked and abused to death - he was the only survivor. He attempted to get revenge, but he was captured and tortured. He eventually escaped and turned to Dark Communion and became a Tyrant, but Ozamanthim died before Xakkar was able to obtain his revenge. He has spent his time plotting and perfecting his mastery of his psionic powers and Dark Communion until the present day.

This story may or may not be true. He might be immortal, but he might have body swapped through the ages or might simply be insane (possibly with help from ancestral memory). In any case, he is powerful enough to override the Mithna Edict by becoming the new master (and applying the Path of the Devoted Slave) of individuals and taking slaves from lesser Tyrants.

He has captured the “Princesss” and has used her to activate a throne ship that he found in the Morass and take the ship “close enough” to Styx to become the heir of Ozamanthim (since it is a throne ship). He also plans to use her to activate other lost Alexian artifacts that will help him in his grand plot to overthrow Valorian and become the true galactic emperor.

Delia Khalli

I created Delia Khalli because Rosa executed “her brother” in the first session. Since Rosa’s action was sufficiently ignoble, I decided that she deserved an enemy.

Delia was sick of being ruled by the Mithna Edict. Astanya Xakkar promised freedom by becoming his slave (in addition to being able to issue orders to Mithanna). She took the princess to the throne ship while her brother (who doesn’t have a name because I didn’t plan for them to become important) finished taking care of business at the hideout on Sarai. Rosa executed Delia’s brother, so Delia desired revenge. Delia finally gained Dark Communion and the Path of the Devoted Slave by the time the heroes arrived.

Journey to the Throne Ship

The heroes contacted their employers (specifically the group affiliated with Jace Elegans). Raja knew that his previous fast talking would not survive scrutiny, so he decided to leave the room while the Rosa made the call. Rosa was played dumb when she was told that their pilot was not the correct pilot. In a real campaign, I would have pressed this more, but it was a one shot, so I let it slide. If they survive, there may be an arrest (especially if they don’t return with the princess).

Raja is Con Artist and not a dedicated pilot like a Smuggler, but he was an effective navigator. The 15 IQ helped. He rolled really well, and the heroes found the star chart, so he didn’t have any trouble navigating to the destination.

Thalline Filaments and Tractor Beams

The heroes exited hyperspace in an area with dense thalline filaments. Despite being a mediocre pilot, Raja avoided the filaments with a great roll. They traveled for a few hours before locating the target. Raja attempted approaching stealthily, but he had no real EW skills, so the heroes were located quite quickly. They tried to avoid the tractor beam, but they were captured fairly quickly.

The heroes decided to hide in the smuggling areas of the ship and pretend that their ship was uninhabited and was simply drifting. Three Tyrant’s troopers checked the ship but found no lifeforms. Rosa used Deep Scan (at default and in a twisted psionic area) to spy on the troopers. Milmeowna summoned a ghost who shot the troopers with their own blasters.

Milmeowna learned that the ghost was a member of the crew when the ship was disabled. The heroes tried to get more assistance and information from the ghost, but they quickly learned that the ghost was stuck in a loop. After a long debate, the heroes decided to use don the trooper armor and have Rosa as a “captive.”

Locating the Princess/Disabling the Tractor Beams

Raja’s great acting and telepathy got the heroes the location of the princess. He learned that the princess was allowed to roam mostly free but was wearing a locator beacon. Nathram volunteered to sneak off alone and “disable the tractor beams.”

Milmeowna and Raja took Rosa to the the princess with Raja doing all of the talking. It took a while, but they arrived with Rosa and the princess noticing each other rather easily (they are both blind and Awareness is an active sense). Milmeowna’s character misunderstood my description of Awareness and though the effect was the same as the locator beacon. They heroes explain the situation to the princess, and she reveals herself as Wren Alexus, heir to the Alexian Empire. She never revealed herself before because she had a weak claim, but now was the time to make it public.

Shortly after removing the beacon, Delia appeared and yelled at Rosa: “YOU KILLED MY BROTHER!” and hurled her force sword. Rosa avoided the attack. Milmeowna attempted to reason with Delia and offered to help her escape. Given the circumstances and her culture, Delia wouldn’t relent.

Encounter with Xakkar the Dark

Nathram ditched his disguise and made his way to the throne room. Assassinating his master’s enemy was a higher priority than disabling the tractor beams. That could come later. He arrived to find Xakkar the Dark sitting on the throne. Xakkar commended Nathram for making it to the throne room. He showed that he knew that Nathram was sent by his master and was being overzealous. He continued by reminding Nathram that he has never actually seen his master and offered to be Nathram’s new master and teach him the ways of Dark Communion.

Nathram initially refused the offer, but Xakkar’s Aspect and Dark Majesty had a strong effect on him. Xakkar sent his guard to deal with the intruder.

Nathram tried shooting the guard, but his first shot missed, and his second shot malfunctioned. After his gun stopped working, he tried throwing it, but the guard parried that without trouble. The guard approached slowly with a defensive grip. He kept Nathram at a distance for most of the fight and struck him with pain glaive and afflicted Nathram with a minor wound, terrible pain and max fatigue damage. Nathram used an IP to return to the fight. The guard attempted Reminder of Place, but Nathram critically succeeded his dodge causing the guard to lose his balance. Nathram defeated the guard with a all-out (double) dual-weapon attack. Two attacks hit, but the third missed (with a 17).

After Nathram defeated the guard, Xakkar told him to kill him. Nathram did it, and Xakkar offered Nathram to take the guard’s place. This time, Nathram considered the offer. He asked what the Xakkar would do to the princess. Xakkar said that he wouldn’t harm her and only needed her to activate certain “mystical artifacts.” Nathram also asked to be allowed to not harm his companion. Xakkar agreed, and Nathram to make Xakkar his new master. Xakkar performed a ritual to break Nathram’s oath to his former master while Nathram made the oath to his new master. Xakkar ordered Nathram to bring him the princess unharmed.

Escape Attempt

While Nathram was “disabling the tractor beams,” the other heroes tried to escape.

Arrival of the Tarvathim

While Milmeowna attempted to convince Delia to leave her master, Delia called the troopers to her location. Milmeowna’s attempts failed. The heroes heard marching and smelled the stench of dead flesh, and one player remarked “When did space zombies become a thing?” The players suspicions were largely correct. A half dozen Gaunt troopers appeared.

The Gaunt troopers who arrived were not terribly heavily armored (otherwise Milmeowna’s pistols would be entirely useless), but they were still incredibly tough. Delia started chanting, and Milmeowna and Wren ran (Raja’s player didn’t make it for session 3). The Gaunt troopers laid cover fire to let Delia finish her prayer (none of the characters knew anything about Communion).

Rosa vs Delia

Since Delia was insistent on killing Rosa, Rosa ran to start the attack. Delia switched to a defensive stance, and Rosa made her attack. Delia parried with TK-Grab. She released her hold and attacked with her force sword (also with TK-Grab). Rosa’s Combat Sense allowed her to defend against the attack from behind. They fought for a while, and Rosa was forced to spend an IP. Rosa finally got a lucky critical hit and finished the duel.

The Chase

The chase started with Milmeowna trying to defeat the Gaunt troopers. She defeated most of them with plasma grenades and fully unloaded, dual wielded pistols, but many more troopers appeared. Trying to fight them all would be pointless.

Milmeowna was far more dexterous than the Gaunt, but Wren (a Mystic) made the chase difficult for the heroes. Milmeowna’s Serendipity helped a lot. It caused old ventilation to fall and a missed shot to close the blast doors blocking the pursuer’s paths. Communion defended Wren with Armor of Communion, and Broken Communion defended Milmeowna with Shroud of Broken Communion.

They Betrayal

Nathram asked some troopers where the others were, and they gave him directions. When he arrived, he saw Milmeowna and Wren (and Raja in the background). He tried to convince them that Xakkar was actually a good guy and was only trying to overthrow the Empire. The truth was the Xakkar believed what he was doing was moral (Megalomania and Tyrannic morality), and he was trying to overthrow the Valorian Empire (and create his own utopia). Milmeowna was confused but got a sense that Nathram was under some sort of psionic influence (critical success on perception).

After Rosa finished her fight, she arrived and was able to confirm signs of some sort of psionic interference. Wren tried commanding Nathram with her psionic abilities, but Nathram got a critical success on his resistance. I let the player choose if it applied to breaking free from Xakkar’s influence (although he was still bound by an oath) or resisting Wren. He chose resisting the princess.

Troopers were on their way, and there was no time to lose, so Milmeowna tried to wrestle Nathram (which would have been difficult if she ever hit since Nathram was quite strong and Ranathim). Nathram tried grabbing Milmeowna and draining her energy (to subdue her with minimal injury). Their defenses were both too high, and nothing really happened.

This is where things began going comically wrong.

Rosa tripped and fell while trying to escape. Combined with the fact that the princess was a Mystic, this meant that capture would be inevitable.

Milmeowna tried running, but Nathram was faster and would catch her easily. She tried to drop a tangle grenade to catch both of them, but Nathram dodged, and she only caught herself. She tried a stun grenade which almost worked and with blaster set to stun, but she wasn’t able to hit in time.

The heroes were surrounded by troopers and captured (except for Nathram of course).

The Retrospective

What Went Well

Raja’s player was engaged with all of his con artistry.

Despite being an action heavy segment, there were opportunities for dialog and problem solving.

I gave some of the lore information before the third session started while waiting for the last player to arrive.

Despite the comical failures at the end, it was fun. Everyone laughed.

Nathram got to make some interesting and important choices. He did a great job at roleplaying his character and had fun.

What Went Poorly

We never really started on time (which is normal), and session two had to be abbreviated. That led to a little rushing.

Milmeowna’s player isn’t proficient at dialog, and she got stuck in a position where she was forced to do the talking. I like giving players the opportunity to exercise their skills, but I don’t like to make them too uncomfortable.

Session three was supposed to be the end, but crazy circumstances necessitate another one to reach a conclusion.

The reporting to base scene was unsatisfactory. It hoped Raja would have made an excuse for not reporting or something.

Ideas and Improvements for Next Sessions

The galaxy (or at least Humanity) might be doomed. I did not plan for this, and I need some time to think.

Other Thoughts

The Pain Glaive was quite effective against the Force Sword/Force Blade combination. It would have been easy for agony to end the fight against Nathram. In a fight to the death, it is basically the same as dying (it is the same for unconsciousness, so it makes sense).

I think throwing a force sword is probably a common enough trick to be worth some detail on the wiki. In Delia’s case, it was more of a trap anyway, so getting the specifics correct didn’t really matter.

I expected that Nathram might betray his master, but I didn’t anticipate that he would turn into a “he’s actually a good guy” fanatic. I also didn’t expect the rest of the party to be captured so easily (or comically).

Monday, July 27, 2020

Games I Didn't Run: Calmquist's One Shot: Part 1

I love it when people other than me run a Psi-Wars game.  I hear rumors of most, whispers and questions, but sometimes, someone will straight-up tell me about a session, and when I get very lucky, they'll post their notes so I can post them here.

This is from Backer "Calmquist," who played as Xerxes, the Morathi pirate in the Tall Tales of the Orochi Belt.  I've not reformatted or edited anything (though I may post links to some elements for reference, if I get time).

Without further ado:

Friday, July 24, 2020

Psi-Wars Monstrous Preview -- The Horrors of the Flesh: the Gaunt

While working on the Saruthim, I had to construct the things with they fought and defeated.  I already had "Gaunt monsters" from back in Iteration 6, but I wanted to update them for Iteration 7.  Alas, I was unable to finish them on time, and I've decided to put most of the "bestiary design" on a back burner for now, so these won't be finished soon, nor wikified for awhile.  However, I thought those interested in the Saruthim might like a sneak peak at the things that the Saruthim fight, thus I've put what I have below, with some of the half-finished material removed.  This is "take it as it is" material.


Wednesday, July 22, 2020

Wiki Highlight: Bounty Hunter Lodges

As I was working on Bounty Hunters, I thought about organizations that might support them.  Star Wars has its Bounty Hunter Guild, but I wanted more possible variety than that.  In principle a bounty hunter needn't be part of an organization (and so "rogue" and "independent" hunters are valid options), but I wanted to give Hunters the option of belonging to a dedicated group with an interesting tradition, and why not more than one?  After all, I draw inspiration from the Mandalorian and Killjoys and the Witcher which are all, in their own ways, different traditions of bounty hunting.

Thus was born the idea of Hunting Lodges, something on which to hang the organizational hat of the Bounty Hunter.  The premise here draws more from the Mandalorian and Killjoys than from what I see in the rest of Star Wars: a broker does the work of tracking down the bounty and handling the hassles of payment and exchange, and you can focus on hunting.  Different groups might have access to different resources, areas of influence and secret knowledge to help the Hunter along.

There are four signature Lodges in Psi-Wars:
  • The Hydra Lodge, which is just "the generic lodge."  If you want the benefits of being part of a lodge, but don't want to dive into deep lore, this is the Lodge for you.
  • The Exilium: diplomatic bounty hunters who handle sensitive assignments and bridge the gap between the Empire and the Alliance, serving neither.
  • The Saruthim: an ancient tradition of monster-hunters dating to the First Tyranny, who are experts in a unique parasitic weapon, the Ferthe Dapolor, or the Flesh Carapace.
The fourth signature lodge, with a placeholder name of "Wyrmworks Cleaners" will be the last remnants of the Wyrmwerks corporation located in the Arkhaian Spiral who are experts in defeating the mad-genius AI that their corporation unleashed in their last days, rogue cyborgs and the last remnants of the Anacridian Scourge, who make excellent use of advanced Wyrmwerks technologies, such as Battlesuits.  I need to put more work into the sort of opponents they fight before I can properly put them together.

I'd also like to put together a poll at some point for a fifth bounty hunter lodge, if my Backers are game.

Monday, July 20, 2020

NPC Highlight: Chet Starbeam and his Blazers

Chet Starbeam
The Design Diary

I'm not usually a fan of pre-generated NPCs, as I generally prefer to make bespoke campaigns with my own particular NPCs.  I have noticed, though, that people do make use of them.  They can be a nice way to quickly illustrate a particular element of a setting, and as an immediate encounter.  So, I thought I'd try a new series, wherein I outline an NPC that I've whipped up.  I usually make them for playtests I run, or to make sure a particular template "makes sense."  But they might prove useful to you, so I've created a new entry on the Wiki for them.

Of all the opponents that PCs might meet, I think Bounty Hunters are likely the most universal.  We can justify them fighting just about anyone.  In Jedi: Fallen Order, they sprinkle encounters with Bounty Hunters across the map as your adventure progresses to keep  you on your toes.  Having access to a variety of ready-made bounty hunters, then, could be useful to any Psi-Wars GM as someone to bust in the door and shoot up the place.  After the initial encounter, the PCs can try to piece together who put the bounty on them.

I've started the series with an NPC that I created as part of my "Let's kill Everyone" series, which was designed for the NPCs of the Tall Tales of the Orochi Belt.  We never got to encounter them, but you can use them in your campaign.  The first is Chet Starbeam, celebrity bounty hunter and total bro. I started with him because he is the most generic of the Bounty Hunters I've created, and he makes a nice, fun "first step" into being bounty hunted, as he's not especially difficult to defeat, and can be entertaining to fight.

See what you think of him, and I'd love to hear if you think the series would be useful to you, and if there are particular sorts of NPCs you'd like to see.

Thursday, July 16, 2020

Template Highlight: the Bounty Hunter

So, I had a poll running on Patreon about which template you guys would like me to wikify next, with a focus on "Rim" templates, though this highlighted to me just how few of the original Rim templates I have left to wikify!  In any case, you guys let me off the hook and chose Bounty Hunter, which was especially easy because it's already done.

What will follow will be a discussion of how the Bounty Hunter template has evolved and what I've added to it. This will kick off "the month of the Bounty Hunter," because one of the reasons I've been so quiet lately is I've been building up material on the Bounty Hunter.  It's still not completely done, but you go to campaign with the material you've written, so here we are!  I have plenty of material to show, so I think we'll be busy for awhile!  But if you'd like to skip all that and just look at the template, here it is:

The Bounty Hunter.


Monday, July 13, 2020

The GURPS PDF Kickstarter Completes Today


The GURPS PDF Challenge Kickstarter ends today. If you're at all interested in getting those 12 PDFs for $3 and you have not already pledged, this is your last chance to do so.

With that out of the way, especially given that a lot of you will see this after the fact, let's do what I enjoy most, and dive into the numbers!

Friday, July 10, 2020

On the "Erasing" of the Sequel Trilogy

I like to pay attention to corporate boardroom drama, because I find management successes and failures to be profoundly interesting, likely because I'm a computer programmer by trade, and "automating procedures" is what I do, and studying how companies fail or succeed at these things are interesting.  So one of my side hobbies has been tracking the management, and mismanagement, or Star Wars since Disney bought it.  I'm more interested in the tales of woe from behind the scenes (such as the stories behind why nearly every director for a Star Wars film has been fired before completion, leading to often expensive reshoots and reworks), and it's not just Star Wars that interests me, but studying up on the stories behind (for example) the Snyder Cut has been very interesting to me as well.

This means I sometimes delve into the rumor-monger parts of Youtube, as that's where you'll get these stories, as what comes out in official memoirs is always carefully sanitized.  My preferred channel here is Midnight's Edge, as they tend to be fairly professional and look into the parts I'm most interested in, which is the management stories themselves.  There are others, such as Doomcock above, who prefer to focus more on bashing on what they perceive as failures of the franchise, and condemning what they feel are bad narrative choices or "abusing the audience." To be clear, I think that's happened, and I think there's an interesting discussion to be had about the creator/audience interactions on platforms like twitter, and how they go sour, and how the platform itself interferes with those discussions, but that's not the core topic that interests me.

However, recently, something has happened that I find remarkable.  Doomcock, who reports rumors, that he claims to get from inside sources have suggested that Disney might be preparing to "erase the sequel trilogy from canon."  Midnight's edge hears similar rumblings, but they report it in a more nuanced way.  This is not remarkable, as rumor outlets like this are always reporting the demise of their hated foe, Kathleen Kennedy. What is remarkable is how much traction it's getting, when "mainstream" Star Wars commentators, like trades or Eckhart's Ladder, start responding to these rumors, and not to "their own sources" but effectively just to Doomcock's report.  That is, we're getting papers reporting on someone reporting on rumors.

So the first thing I want to say before I go further is to make sure it's clear what the state of this is: some guy who likes to talk crap about Disney's Star Wars discussed an unconfirmed rumor he heard from a source who may or may not be lying that Disney is considering erasing the Sequel trilogy, and people are talking about that guy.  There is nothing, nothing, confirmed about this.  I'll let you decide for yourself what this says about the state of modern journalism that it's getting picked up some widely.

Nonetheless, given that it's hip to talk about, and it touches on several themes important to why I do Psi-Wars, I thought I'd talk about it a bit myself, and what it says about audiences and how you can translate that to your own games.


Design Diary: the Akashic Form and Cosmic Kung Fu


Cosmic Kung Fu

When I wrote the Akashic Form, it was quite some time ago, near the beginning of the design of the Labyrinth, and it became obvious to me as I wrote it that it might change as a result of the designs of the Labyrinth, so I parked it while I worked on labyrinthine monsters. As the posts turned from days to months of writing I naturally lost track of my original thought process when writing them. I have some notes, but it seems I am missing the specific designs of the Labyrinthine Revelations techniques. Some people have asked for them, or expressed skepticism or concerns, and that’s fine (the reason to post these to a blog is to elicit feedback), but given how interesting they were to design, I thought it might be useful to you, dear reader, to see how it worked so you could do the same yourself, if you wanted (say, for a Wuxia campaign).

This is all an exercise in Modifying Existing Damage, from GURPS Power-Ups 4: Enhancements, staring on page 9. I think most people are familiar with the idea of modifying unarmed damage, but you can modify armed damage too. The caveat here is that it only modifies the damage of one weapon, but it allows you to swap it out if you change primary weapon. I think the intention here isn’t to prevent people from using their modifiers with a variety of armed weapons, but to prevent the overhead of working out the specifics of a ton of weapons. That is, if you apply a modifier to a broadsword, you shouldn’t also apply it to a greatsword or a staff, because the point value would be different and, ugh, it’d be a whole thing. However, with force swords, we don’t have that problem. We know how much damage they do: 8d(5) burn. That’s it! We could make the argument, then, that characters who use these modifiers can’t deal more damage than 8d(5): no weapon master bonus, no extra effort, no power blow. But we can safely allow them to apply it across all such weapons, especially given how we’ll limit it.

So, now we need to calculate the damage: 8d (5) burn is 60 points, ignoring the melee modifiers, which Power-Ups tells us to do. All we’re worried about is the base damage. Now we can work with our modifiers.

Okay, so can we apply cosmic modifiers? Yes we can! We’re not allowed to apply “penetration modifiers” other than (among others) Cosmic. Thus, we’re allowed to buy Cosmic Modifiers. And this makes sense. In the previous section on Cosmic modifiers, they talk about indefensible attacks vs cosmic defenses! I can buy an indefensible, innate attack that ignores DR. Why could I not do the same with the weapon I wield?

So, given that, we can look at the modifiers. We apply our particular modifiers to the cost of the weapon and take the value that comes out and apply it as our advantage cost. We can also apply limitations, but if the intention is to only apply to the enhancement, then we apply it to the enhancement only. If we did something like “Cosmic +50%; Limited Uses Once per day -40%”, then you need to follow the rules on page 10 of GURPS Power-Ups 4: technically, the limitation should be divided by 5 and applies to all attacks. That is, if you take this, then you can only attack ever with a force sword once per session. What we want instead is this idea of a mode, attacking in a particular way. Thus, what we actually want is a limitation to an enhancement: Cosmic (Limited Uses Once per day -40%) +30%.”

Labyrinthine Revelation of Crowns

So, here we have a fairly straightforward version of the +300% version of cosmic, making an attack indefensible. It requires an All-Out Attack (-25%) and it has a limited impact against non-Maradonian styles (We’ll call this a nuisance effect at -10%; this is somewhat arbitrary but we could argue that this only works against maradonian styles and apply an Aspect at -20%, and in this case, we halve it because you can sort of use it against non-Maradonian styles). This gives us a -35% to the +300%, which gives us a total of (about) +200%. 200% of 60 is 180, but we ignore the original 60, and it drops to 120. We should further note that innate attacks in Psi-Wars are 1/3 the cost, so this drops to 40, and then we make it cost an impulse point, which drops it to 8.

We can make further arguments to lower it further. Technically the advantage we’re buying is a “permanent” one. It’s like buying flight or invisibility: “my attacks always enjoy this bonus,” is what we’re saying, which means we need to limit the maximum duration, which will be -75% to -80%, which drops us down to a minimum -80%, and means all additional modifiers are pointless, which is less fun and it’ll disrupt some mechanical parallels I’d like to draw. It also drops the advantage cost to 2.5 points. If you didn’t like 8 points, you really won’t like 2.5. If you go above and beyond the -80% to make sure they can “be different,” you’re looking at a perk.

So what value is fair? Should it be 1 point? 3 points? 8 points? These all feel low, especially given the cosmic defenses we’ll see in a bit. I think offense should cost more than defense. So I think I originally doubled it in price, but perhaps 10 points is fairer.

Labyrinthine Revelation of Swords

This is the same as the above, except we’re changing the 150% armor modifier to a 300% armor modifier for a net increase of +150%. We’ll add a +50% to allow it to bypass limitations like Unkillable, and we’re at +200%. That means it costs the same as Labyrinthine Revelation of Crowns, which makes it conveneint.

Labyrinthine Revelation of Staves

This one is different. Here’s we’re looking at Cosmic Active Defenses. This is intend for parrying with the force sword or blocking with the shield. This naturally varies based on the skill of the user, but we can pick a “sufficiently high” value, such as skill 20. This makes the base cost of block 25 points, and the base cost of parry 25 points. We’re adding a +50% modifier, so +50% to both comes out to 25 points; if we divide that by 5, we get 5 points.

Is that fair? It seems to be. Characters could go higher, but they’re not going to double that value. We’re quibbling over a value that will be between 4 and 8 (at the extreme high end of skill 30 in both). So I think 5 is probably a nice, pentaphilic value. We could go with 10, but that’s definitely overcharging.

Note that it talks about “enhancing Enhanced Defense advantages,” but this is only if you’re actually basing your numbers on your actual skill. If you pay close attention, the cost of the advantage is priced as though you bought it up from 3 using enhanced defense alone, so our values should be fine.
Given the lack of utility in 90% of cases with a cosmic parry, I’ve also tossed on a “halve defense penalties” benefit for free.

Labyrinthine Revelation of Hearts

This one is different. Here’s we’re looking at Cosmic Active Defenses. We’ll look at Dodge, and we need to determine the Dodge of the target, because that will determine the core cost. We don’t know what that is, of course, and we’re trying to create a static advantage, so it might be enough to take “a sufficiently high value.” If we want to price it like Staves above, for 5 points, we’re looking at a Basic Speed of ~6.5, which is a little on the high side for a starting character, but not much. If we went with a 10 point advantage, that would cover up to ~13.25, which is excessive. I can’t imagine someone going higher than a Basic Speed of 10, maybe 11. If we’re pentaphilic, 5 seems closer to right than 10, which is definitely overpriced. You’re getting a bit of a deal here at 5, but I think it’s fair and, more importantly, pentaphilic and similar in value to

Given the lack of utility in 90% of cases with a cosmic dodge, I’ve also tossed on a “halve defense penalties” benefit for free. Perhaps I should ditch that to bring its cost “more in line” but the utility of spending 5 character points for the privilege of spending 1 character point for the privilege of dodging the Revelation of Crowns seems excessive to me, so I’ll keep the bonus.


Disappeared Signature Moves

One question I got was "why did you remove the flavorful moves from the original?" One of the problems I face with these updates is that most of the signature moves from the previous iterations don't cost anything. They're just things people with the style often do.  I don't think that's a bad idea at all; it's a perfectly reasonable approach, but if you're shooting at players spending 5 points to get "a kung fu trick," you need to come up with something.

Accept Fate: This was functionally an "Evaluate while using Combat Sense," which we've folded into the new Accept Fate.  It didn't do anything except stand there and look at your foe before either.

Mirror Fate: This allowed you to turn the natural defensiveness of the technique into an attack. This is still a pretty valid approach, though this runs afoul of the fact that Ripostes don't cost anything.  We could create a new technique, of course, but then what are we buying off?  The point of this signature move was to collect a lot of defensive bonuses and then turn them into an offensive bonus.  However, the new version of Accept Fate does that anyway, making this redundant.

Challenge Fate: This was a Stop Hit, which is the signature trick of the Serene Form.  We could use it here too, but I see no reason to step on the toes of the Serene Form.

Open the Third Eye: So, in the original Akashic Form, I borrowed heavily from Third Eye Fighting, which introduced this variation of Combat-Sense-As-Enhanced-Time-Sense, and that's what this move handled.  However, once again, perfect reactions (which is what this gives) is the bailiwick of the Serene Form, and it already has a move that gives Enhanced Time Sense. It's also not really a "move" as you don't really do much.

So most of the Akashic Form moves either did nothing that players could spend their points on, or were already handled by the Serene Form.  We could ditch the Serene Form in favor of the Akashic Form, but I feel like the Serene Form fits the motiffs of the Templars better than the Akashics and the new model better suits the idea of the Akashic Knight as a super-Maradonian who listens closely to fate.

Thursday, July 9, 2020

The Akashic Form

Ages ago, I finished transcribing all the Force Sword forms over to the Wiki. I dusted off my hands, patted myself on the back and announced I was done.  At which point, my Psi-Wars faithful said:

What about the Akashic Form?

Sigh.

Right, I had forgotten that one.  One especially faithful Psi-Wars faithful, calmquist, tried his own hand at it, creating his own updated power-ups.  They were not that great, though, and when I finally settled down to take a look at his version, and the original version, I quickly saw why: it's not a good martial art; there's just not much you can do with it.  Or, better, it's been made obsolete by the Serene Form.

The central concept of the Akashic Form (and Three-Eye Fighting, from which it draws many of its concepts) is the integration of precognition and Combat Sense into force swordsmanship. It's a nice concept, but that niche has been better filled by the Serene Form.

  • Want to use your precognition to better defend? Serene form does that.
  • Want to use your precognition to draw and attack the instant before your opponent does? Serene form does that.
  • Want to fight blind, relying on your psychic sense? Serene form does that.
The result is necessarily that the Akashic Form as written looks like an inferior copy of the Serene Form that requires you to be psychic while Serene Form doesn't.

Thus, I had to largely scrap most of the original concept and shift to a different focus, not on what the Akashic Form had been, but what it was evolving into. I noticed that it's original description had been about "layering over" Maradonian styles, and that became my central focus for design.  It became a utility style, a bit like the Simple Form, where its moves and exercises folded the religious practices and insights of the Akashic Order into whatever Maradonian form you already had.  This turned it into a "Super-form," a higher-level technique that characters might aspire to, rather than a basic style one might start the game with (though that's an option too).

As I designed the Labyrinth, I tried to add techniques and concepts for defeating creatures of the Labyrinth into the style.  I may revisit it to further update them, to make Akashic Knights into natural "Labyrinth Hunters" as that's their obvious domain.

Tuesday, July 7, 2020

Thoughts on Summons

"How do you handle summons without taking away player agency" --Shinanoki, paraphrased
A long, long time ago, while I was busy with other things, one of my patrons posed this question in my discord. It was so long ago, in fact, that I certainly forgot exactly what he asked, and I might even have the identity of the questioner wrong.  I think the idea was just to spitball some ideas with the community, but nonetheless it caught my eye and it was something I wanted to discuss, but I never had time... until now!


Friday, July 3, 2020

Is Kickstarter the Future of GURPS?

"The part that annoys me is that, given how successful this Kickstarter has been, they're probably going to use the same model for future projects." --A Patron
I promise, I'll get back to Psi-Wars soon. I've build quite a back-log of mostly-finished material, and I took next week off.  Just permit me more armchair-publisher analysis, as I enjoy it.

So when I first started talking about my excitement for this, I saw some pushback, some disgruntled complaining, and I think the comment above captures the fear of these Kickstarter-dissidents.  So I thought I'd talk about my thoughts as to whether or not we'll be seeing more of this sort of campaign and why.  Note that I'm not a publisher, I don't have any contacts in the market (I mean, sometimes Douglas Cole talks to me, but hell, he'll probably talk to you too), all I know is what I read from actual publishers, publicly available material that you can read too, and how I see the market moving, and I can only speculate as to why.  So that's all this is: me speculating.

Yeah, I think this sort of project is the future of GURPS.  If you don't like Kickstarter, you don't need to worry about it, though, other than the fact that you're going to get blasted with hype about twice a year, as that's the point of doing it this way.

Okay, so let's go back in time.  It's the 90s.  All the girls either wear grunge or look like Jennifer Anniston.  Starbucks isn't a thing yet.  Your FLGS is still up. You step in, the bell rings, the lady or the neckbeard behind the counter smiles at you, or glares at you like you interrupted his private meditation, whatever.  It smells of acryllic paints and old books.  Why are you here? To get your preorder.

Back in ye olde days,  we had the three tier model (comics still have it, but I predict COVID and the collapse of Diamond has probably killed it; it's certainly killed Diamond's monopoly on comic distribution). The publisher would write a book, get art, toss it all together, decide how many to print (1,000? 5,000? 10,000? 50,000?) and then send the results to the distributor, who would shop it around to stores, like your FLGS.  But there's a catch here, because the tax man will come for your inventory.  If you print 50,000 copies and send off 5,000 to the distributor, and you're sitting on 45,000 and you give them a price of $20, then you have $9,000,000 worth of inventory that you're sitting on.  It interests the tax man not at all that you didn't even sell the full 5,000 and those most of those books, perhaps even all of them, are worthless. You still have to pay taxes on them.  So, it's better to only print what you know will sell, and pulp any excesses (Yeah, that's terrible; I think it's a horrible law).

So, publishers have been looking for forever for a way to gauge how much interest there actually is.  So you announce your product in advance, perhaps at a convention. You see what the responses are. You have, perhaps, some prototypes to show off. Is your booth flooded? Or is there no interest?  But you can also work closely with retailers, or your distributor will, and get a sense of how many copies each shop thinks it can sell.  And one way to do that, after announcing it, is to suggest that shops could try to ask people if they want them to order them a copy in advance, to pre-order it.

We don't live in that era anymore.  You can't pulp PDFs, and if the tax man comes by and asks how many copies you have, you can say "Well, technically one." He can't even tax PODs that way.  So we've managed to escape the tyranny of the tax man here: we can effectively have an infinite number of copies of our product and pulp none of them, because we don't have to pay for what is not yet real.  We only pay at the moment of transaction (which, frankly, is how it should have always been). BUT the pre-order cycle did something else, something emergent: it drove sales.

By going to the convention and hawking your wares, by talking up your game, by getting stores to talk it up, people knew about it and decided for themselves if it interested them.  And the truth is, most of this stuff interests us.  There's more out there that we like than we can afford, so we only buy what we're focused on.  Pre-order hype focuses our attention and gets us to buy what we might have missed. You don't need pre-orders to know how many PODs or PDFs "to print," but you still need it to drive sales.

This is how the industry works today.  The whole industry.  It's driven by cycles of Kickstarter boom and bust, and the long tail of its PDF distribution.

For example, I follow quite a few other RPGs: 7th Sea, Exalted, etc.  I only began to re-explore Exalted again rather recently, and you can just buy their PDFs or PODs on DTRPG, which is also true of 7th Sea.  And yet every book larger than a couple of pages is kickstarted.  Every one of them.  Now, ostensibly this is for printing, but given that you can buy PODs, this just isn't strictly necessary. What it does do is drive audience interest.  If there's an Exalted campaign, people go "OMG! Exalted is back?  Oh, it's the (splat)! I love the (splat)! I'll go fund for the ultra deluxe version, or eh, I'll just at least back it and track it."  They know it's alive.

Here's the problem with GURPS: GURPS has been alive for a long, long time, but I swear to you, outside of the SJGames forums and the Discord, most of the rest of the RPG world thought it was dead.  There was a lot of surprise about GURPS "coming back" in the form of Dungeon Fantasy.  They thought it was a new edition.  They thought it had been dead for a good 10 years.  The DFRPG was the first they had heard of it again for a long time.  Why? Because the rest of the market is on kickstarter, and GURPS is not.

Now GURPS is.

So here's what I predict, given the likely success of this project, for GURPS moving forward: I think we'll see more of a drive for this sort of kickstarter-hostage model.  I think we might also see some big GURPS books go on kickstarter too (frankly, Vehicles should be kickstarted.  I know SJGames is afraid of it, they think Vehicles is the most despised book they ever created, but it's also the most remembered book, a sort of exposure and market presence you can't pay for, and while the RPG market is pushing towards simpler and more streamlined, there's a counter-push for bigger and more complex.   Yes, it's got a more niche appeal, but marketed right as an aggressively complex work, SJGames can be both cheeky and appeal very strongly to the sort of people they appealed to in the first place).  But I think whatever comes out of these will end up on Warehouse 23 anyway.  They always do.  I highly doubt that if the Kickstarter fails to unlock Megadungeons that it'll never see the light of day: it exists. You'll just have to buy it on Warehouse 23 like all the rest of the peasants, instead of getting it "for free" with the glorious $3.

The point of these kickstarters are the hype and the campaign.  It's marketing.  They need to grab your attention to get you to buy them. If you're here, reading this, you probably already know GURPS, you don't need marketing.  I didn't.  But if GURPS is going to survive, it needs to grow.  You can't just introduce people to it in your FLGS because it doesn't exist anymore. With COVID, you can't even demo it at conventions.  You have to appear to be alive and vibrant and you have to get it in front of people, and you do that with a kickstarter.

Just go look at the numbers!  There's a level for getting the 12-ish PDFs and the basic set.  Just, explicitly, the basic set.  As of this writing, it has 44 backers.  That's forty four people who didn't own GURPS and now will, because of this kickstarter.  And I've seen comments asking if you can buy the basic set with the $99 level. So how many GURPS noobs are actually buying in at other levels?  The last I checked before the kickstarter launched it had ~500 followers.  It has 1500 backers now.  That means there were 500 die-hard "we check the Illuminator or the Facebook group and knew about this already" fans, the sort that would dutifully go to your shop and buy your new PDF when you mentioned it on those places.  This has three times as many backers, and isn't even done yet.  Kickstarter has vastly more reach than Warehouse 23 does.  So, yes, this will be the future of SJGames, I think.  Just like it's the future of just about every other RPG company, and increasingly indie comics and indie computer games.

"Oh no, I don't like that, I don't want to be involved in that." I think you're safe.  Like I said, I can't imagine they won't put these up for sale on Warehouse 23 when all is said and done.  And if you're doing it twice a year, that's 24 PDFs a year, which is more PDFs than we got from SJGames during the better years during the heyday of Warehouse 23 (back when it was e23. Oh, those were the days).  Of course, you're better off buying them via this $3 deal, because $6 for all the PDFs SJGames produces in a year is a steal and it helps people out, which means your wallet is better off following the boom and bust of Kickstarter, and I can see where that puts one in a bind, because if you just ignore the hoopla, you miss out on savings. I can't help you there.  I can understand the frustration.  The best I can suggest is drop $3 on the project and then go dark for the next couple of weeks, collect whatever pops out, and then buy the ones you actually wanted, if they didn't get kickstarted.  If you find that the ones you want regularly aren't getting reached (like if all you want is Megadungeons and it doesn't drop, and that seems to keep happening) then you can safely ignore the kickstarters.
Related Posts Plugin for WordPress, Blogger...