2014 is shaping up to be a busy year. Right now I’ve got four mobile games, two tabletop RPG books, and two nonfiction books at various stages of development, and I’m also trying to keep my promise to myself that I will write more fiction.
With all this going on, I haven’t had time to put together an elegant and well-reasoned thought piece or a vivid and fascinating memory of The Old Days for this update. However, there are a few bits and pieces that might be of interest:
Kingdoms of Camelot: Battle for the North is now in its third year, and still going strong. I’m currently helping develop a great new feature that I can’t really talk about, which will be released later in the year. You’ll see some familiar faces, and I think that fans of deeper Arthurian lore will be pleasantly surprised. That’s the intention, anyway.
In other KBN news, the game is ranked #10 by worldwide revenue in App Annie’s 2013 retrospective. A year ago, it was the iTunes Store’s #1 top-grossing app of 2012. And, of course, it’s also available for Android. I’ve been involved with KBN since the very start, and I’m delighted with its continuing success.
Another Kabam title I’ve worked on also did well in 2013, according to App Annie. The Hobbit: Kingdoms of Middle-earth ranked #8 by revenue in the U.S., #5 in the UK, and #6 in both France and Germany. Over the last year I worked on a narrative campaign feature that allows players to fight the Goblins of the Misty Mountains alongside heroes from the movies – and, in the most recent instalment, lets them take on the dread Necromancer from Mirkwood to Amon Lanc and beyond. Like all of Kabam’s mobile games, this is also available on Android.
Dragons of Atlantis: Heirs of the Dragon has just acquired a great little feature that allows your dragon to go exploring when you’re not using it in battle, and find you all kinds of interesting treasures. I wasn’t involved with that particular feature, but throughout the last year I’ve been working on new dragons, new troops, and various other expansions. More on those when I’m allowed to talk about them. Also on Android.
Beside these three, I’ve been working on localization editing for a whole bunch of games from China that are hoping to build on their success in that booming market and move into the West. Three projects down so far, and two more in progress: more when I can talk about them. There is some good stuff coming out of China, for sure, and many commentators have tagged it as a market to watch. Russia, India, and Brazil are also poised to become significant mobile-games markets in 2014, according to many analysts.
And finally in mobile gaming, I’ve been working on a new fantasy RPG for iOS. I can’t give any details at this stage, but I will say that the setting is interesting and I’ve been having a very good time developing the backstory and advising on some quite intriguing features, both in narrative and gameplay.
The two books I wrote for Osprey Adventures in 2013 have been well received, and I’ve signed up to write two more. Thor: Viking God of Thunder in the Myths and Legends line has been getting good reviews, and the new Templar conspiracy I laid out in Knights Templar: A Secret History has been well reviewed and has inspired both fiction writers and tabletop RPG designers. I’ve been contracted to write two more titles: Theseus and the Minotaur is due to be released in November this year, and I’m just starting work on a yet-to-be-announced Dark Osprey title.
I’ve also been indulging my love for historical fantasy in a few tabletop RPG projects.
Colonial Gothic, the game of horror and conspiracy at the dawn of American history, received a great boost from the release of the Second Edition Rulebook, and that was followed up with the release of the Bestiary in October.
Just open for preorders is Lost Colony, a unique two-period adventure that explores the mystery of Massachusetts’ ill-fated Popham colony in both 1607 and 1776. It is written by award-winning author Jennifer Brozek, whose previous credits for Colonial Gothic include the acclaimed Locations mini-campaigns and the groundbreaking e-book The Ross-Allen Letters, which blurs the lines between adventure and fiction.
I’m working on another Colonial Gothic supplement at the moment. I can’t talk about it yet, but it’s one that has been very long in the planning and it reunites me with a favorite collaborator from my Warhammer Fantasy Roleplay days. We haven’t worked together for more than twenty years, and this project promises to be a lot of fun.
As much as I love Colonial Gothic, I am occasionally tempted by other tabletop RPG projects. When author and roleplaying luminary Robin D. Laws was recruiting talent for his Hillfolk Kickstarter campaign, I was honored to be one of the people he asked to submit an original setting for this fascinating game. I pitched Pyrates as “Firefly of the Caribbean,” and it was a lot of fun to write.
British publisher Chronicle City ran a Kickstarter campaign for their version of the Steampunk classic Space: 1889 – a favorite of mine from the 80s – and I offered an adventure for a stretch goal that, sadly, was not reached. I still hope to write it someday. Their Kickstarter campaign for Cthulhu Britannica saw me contribute to their intriguing postcard-based adventure generator. I was especially happy to be involved with this project because my first commissioned work for Games Workshop, way back in 1985, came when they were developing A Green and Pleasant Land, the first ever British sourcebook for Call of Cthulhu.
Last year I wrote a couple of articles for Steve Jackson Games’ Pyramid magazine, both about obscure guns. The Puckle Gun, a repeating heavy musket, was covered in issue 3/52 (February), while the fearsome Nock volley gun appeared in issue 3/57. I’m planning to adapt both these weapons for Colonial Gothic in the near future, possibly in an unannounced supplement that I have on the back burner. Meanwhile, I have another article – not gun-related this time – being considered for a future issue of Pyramid.
Finally, 2013 was the year I discovered the Oldhammer movement. It seems that there are a lot of folks out there who remember the Games Workshop products of the 80s with great affection, and several of them asked me to give them interviews or to share my memories of working at GW during what some regard as that golden age. I have a couple more interviews lined up, but here are links to some that have appeared so far.
So that’s what 2013 looked like for me, and what 2014 is looking like so far. As always, I’ll be covering ongoing projects in more detail just as soon as I’m allowed to talk about them. But now I’d better get back to work – there’s plenty to do.
Yes, this is a holiday-season filler, but it might be of interest to some readers.
I’ve done a few interviews over the last couple of years, mostly in the run-up to the release of the new Enemy Within campaign for WFRP 3rd edition. It seems a lot of people have wanted my memories of life at GW, the development of WFRP, and gaming in the 80s. I also managed to plug Colonial Gothic a little and mention some of my work in video games.
I hope you find them interesting, and stay warm, safe, and happy over the holiday season.
See you in 2014!
One of the first posts I wrote for this blog was a reminiscence on the early days of Vampire: the Masquerade, prompted by the release of a 20th Anniversary Edition. Well, now I feel even older. I just saw that someone is bringing back the Games Workshop – Milton Bradley fantasy boardgame HeroQuest in time for its 25th.
Jervis Johnson – he of Blood Bowl and Adeptus Titanicus/Space Marine fame – was the designer, but I sat in with him on meetings and contributed some early writing and background. I remember that the man from MB liked the fact that I’d named the Barbarian character Rogar, because his boss was named Roger and he thought that would go down especially well.
As part of the agreement, Milton Bradley developed all the HeroQuest expansions themselves but Games Workshop had the right to develop and sell Advanced HeroQuest, which was a lot deeper and more Warhammer-ish. It’s also where the Fimir found a home after failing as a new Warhammer race. I had a little more to do with AHQ, writing a few expansion articles for White Dwarf and – one of my first freelance contracts after I left the Games Workshop staff in 1990 – an undead-themed supplement called Terror in the Dark.
I’ll be keeping an eye on this new incarnation of HeroQuest. Who knows – maybe I’ll even get the opportunity to write something for it.
The Colonial Gothic Bestiary was released today. You can read the first review here – it’s a very welcome 5 stars from RPGnow.com.
I’ve been pushing for this book ever since I first got involved with Colonial Gothic three years ago. This year, following the release of the second edition Rulebook, the time is finally right. Colonial Gothic’s range of adventures and sourcebooks has always been well received – almost none has averaged lower than a 4-star rating from the industry’s most influential review sites – and now we can release core books to support and grow the system itself. Richard and I decided that the first new core book should be a bestiary, and we plan to follow that up with a Players’ Guide and a GM’s Guide over the next couple of years. Watch this space. In addition, we will continue to support the acclaimed Flames of Freedom campaign and we will keep on producing ground-breaking adventures and supplements like Jennifer Brozek’s time-bending adventure The Lost Colony.
To some, a bestiary may seem a strange choice for the first core supplement. Colonial Gothic is a horror game, after all, and the Rulebook includes a good selection of creatures for horror adventures. Even so, some important creatures were missing: local legends like the Jersey Devil, creatures from Native American tradition like the wampus cat, and local wildlife like the alligator. The book also includes summoned and enchanted creatures like the homunculus, two kinds of golem, and – of course – demons, devils, and undead aplenty.
There are more than 50 creatures in all, but Colonial Gothic fans need not fear that we are turning the game into Colonial D&D. We’re not. Each creature has been chosen with a careful eye to how, why, and where it fits into the Thirteen Colonies and what it can bring to Colonial Gothic adventures. Each creature description includes notes on what it offers the GM, and more extensive notes are given for each creature class. Finally, there are two indices – one alphabetical and one by class – listing the creatures in the Rulebook as well as in the Bestiary, to make it easy for the GM to find exactly the right creature for a particular adventure or encounter.
As I’ve said before, I have a long-standing love of historical fantasy and horror. I thought Colonial Gothic was a good idea the first time I heard of it, and it’s good to know that Richard and I are not alone. There are active groups on both Facebook and Google+ providing us with feedback and discussing everything from real-but-suspicious historical events to TV shows like Sleepy Hollow to the best miniatures and scenery for 18th-century games. You can also find Colonial Gothic news on Twitter (#ColonialGothic).
I think 2014 is going to be a good year for Colonial Gothic. Richard and I have a number of ideas in the works. If you know Cotton Mather isn’t a personal hygiene product and Salem isn’t just a brand of cigarettes, if you ever wanted to save Joseph Curwen and the Whateleys of Dunwich from their own folly, if you want to know how Washington used Masonic secrets to win American independence – and what the Templars thought about his doing so – we think you will enjoy Colonial Gothic.
You can find the Bestiary - and the rest of the Colonial Gothic range – on sale at the Rogue Games online store in PDF, ePub, Kindle, and dead-tree format. The various ebook versions are also available from your favorite download store. If you shop at, or run, a Friendly Local Game Store, please get in touch. Rogue Games is committed to supporting brick-and-mortar game retailers.
I was recently at an SCA event, where I heard the medieval term “gong farmer” used to describe those valiant and unsung heroes who empty and maintain the Portajohns (known within the SCA as “Portacastles”). Through some wierd mental process, this got me thinking about gong farmer as a WFRP career. In many ways it’s tailor-made for the grubby and malodorous Old World setting.
What follows is a mental doodle as much as anything, but I also wanted to see how easy it would be to create a career for all three editions of WFRP: from the ground up, rather than simply adapting from one edition to another. I wrote it for my own amusement and not for GW or Fantasy Flight, so it’s not to be regarded as in any way official. Even so, I hope WFRP fans out there find it useful, or at least interesting.
The Gong Farmer
A New Career for WFRP
By Graeme Davis
Warhammer Fantasy Roleplay and WFRP are trademarks owned by Games Workshop Ltd. WFRP 3rd edition is published under license by Fantasy Flight Games. This article is a fan work and is not intended to be official or to challenge any trademark or copyright of Games Workshop or Fantasy Flight Games.
The gong farmer has the least enviable job in the Old World. In towns and other settlements without a sewer system, the gong farmer gathers up all human waste and deposits it in a communal dump or cesspool outside the walls. Often permitted to work only at night, gong farmers are also known as nightsoil men.
Owing to the nature of their profession, gong farmers are able to remain calm in the face of things that would disgust and even nauseate ordinary folk. They are also well able to resist disease and poison through long exposure to the most noxious of substances.
The job is not without its compensations, but they are few and unreliable. Gong farmers have access – albeit at night and well supervised – to the houses of the great and good and can find themselves privy (pun intended) to household secrets as well as having a unique insight into their state of health. In addition, the by-laws of many communities allow gong farmers to keep any coins, small pieces of jewellery, or other items of value that they may find in the course of their work.
No Sense of Smell (Optional Rule)
A character with this skill or talent literally has no sense of smell. Their olfactory sense has been completely destroyed by long exposure to foul-smelling substances or through some other circumstance. They automatically fail any dice roll that depends upon smell.
First Edition Profile
M WS BS S T W I A Dex
Ld Int Cl WP Fel
Immunity to Disease
Immunity to Poison
No Sense of Smell (see above)
Second Edition Profile
WS BS S T Ag Int WP Fel
– – – +10% – – +10% –
A W SB TB M Mag IP FP
– +2 – – – – – –
Skills: Common Knowledge (local community), Perception
Talents: Night Vision, No Sense of Smell (see above), Resistance to Disease, Resistance to Poison, Strong-Minded
Trappings: Ragged clothing, Shovel, Wheelbarrow, Lantern
Career Entries: Bone Picker, Peasant
Career Exits: Agitator, Bone Picker, Grave Robber, Rat Catcher, Rogue, Sewer Jack (Ashes of Middenheim), Vagabond
Third Edition Profile
Basic Career: Human
Basic, Menial, Social, Urban
Primary Characteristics: Toughness, Willpower
Career Skills: Discipline, Folklore (local area), No Sense of Smell (see above), Observation, Resilience
Action 2 Talent1
Skill 2 Fortune 1
Conservative 2 Reckless 1
Typical Trappings: Ragged clothing, Shovel, Wheelbarrow, Lantern
2nd edition version by Colin Chapman: http://www.scribd.com/doc/156852704/Warhammer-Fantasy-2nd-Edition-Gong-Farmer
As you may know, for the last few years I’ve been working with Richard Iorio II of Rogue Games to help develop and promote their Colonial Gothic tabletop RPG. Historical games and horror games are two of my real passions, and Colonial Gothic combines the two beautifully.
Boiling it down to an elevator pitch, it’s the early history of America through the eyes of H. P. Lovecraft and Dan Brown. Your Heroes can encounter Salem witches, Native American spirits, scheming Freemasons, sorcerous Templars, voodoo, gris-gris, Bigfoot, the Jersey Devil, and much more. I keep teasing Richard that one day I’ll have Ben Franklin construct a lightning-powered mech and go mano a mano with Cthulhu – but perhaps that may be going a little too far. But if you liked The Crucible, Sleepy Hollow, The Case of Charles Dexter Ward, The Last of the Mohicans, The Brotherhood of the Wolf, and the National Treasure movies, chances are you’ll like Colonial Gothic.
I’m very happy at the reception the game has received so far. Most of the supplements have garnered 4- and 5-star reviews on Roleplayers’ Chronicle, DriveThruRPG, and the other major review sites. The release of the Second Edition Rulebook last December was an important step, and we have many plans for the future. Among these is a new campaign, to be created under license by Mystical Throne Entertainment, publishers of Roleplayers’ Chronicle.
Rogue Games’ house campaign, Flames of Freedom, focuses on the shadowy side of the American Revolution. The Mystical Throne campaign (working title New World) is set a generation earlier, in the middle of the 18th century. Rogue Games has touched upon this period in its French and Indian War sourcebook, and it’s very good to see others inspired by the game and the setting to create fresh adventures. The Flames of Freedom campaign will continue, co-written by Richard and me. We have plans for at least two more instalments, possibly more, and the next one, Shadows Upon the Hudson, is scheduled for release later this year.
I’m looking forward to the New World campaign very much. Aaron Huss is a talented writer with a number of impressive credits under his belt, and I can’t wait to see what adventures he has in store for us.
I don’t reblog a lot, and perhaps I should. There are certainly a lot of good ideas out there.
For those who haven’t heard of him, James Wallis is a Man Who Knows What He’s At. I first met him almost 20 years ago when his company Hogshead Publishing licensed first edition Warhammer Fantasy Roleplay from Games Workshop. We’ve been in touch, off and on, ever since, and I’ve found he’s one of those people who is worth watching. His ideas are never less than interesting and constantly challenge the boundaries of what roleplaying is, what a game is – frankly, what anything is. Take a look at Once Upon a Time or The Extraordinary Adventures of Baron Munchausen and you’ll see what I mean. Really, do – even (especially!) if you are not usually interested in card games or roleplaying games. I’m waiting for his latest game, Alas Vegas, with bated breath.
But that’s enough blathering for now. I’ll leave you to read and be inspired.
I was actually told that by Bryan Ansell, then head of Games Workshop. Well, I was working on Realm of Chaos at the time.
For this and more memories of Games Workshop in the late 80s, check out this interview at the RealmofChaos80s blog. And take a look around while you’re there: Orlygg has landed some fascinating interviews with the likes of Rick Priestley, Tony Ackland, and Bryan Ansell among others.
Oh, the memories. Anyway, if you’re at all interested in the period of Games Workshop’s history that produced WFRP, Warhammer 40K, Adeptus Titanicus, Dark Future, Space Hulk, and Advanced Heroquest, you will find this blog absolutely fascinating.
The next entry was going to be about my father, who died April 1st, and the influence he had on my life. But that will have to wait for next time, because there is something far more urgent.
If you have any Games Workshop orc or goblin miniatures from the late 80s, or almost anyone else’s orcs or goblins from any time since, then whether you know it or not, you’ll be familiar with the work of Kevin “Goblinmaster” Adams. He wasn’t quite the first guy to paint them green, but his goblin and orc faces have influenced just about everything since, and not only in the Warhammer family. Since leaving GW he has worked for almost all the UK’s most important miniatures companies. He is also one of the sweetest guys you could ever wish to meet, despite his slightly intimidating appearance. Check out this site to see some of his work.
A few weeks ago, three masked youths broke into Kev’s home in Nottingham. Before robbing him they beat him to a pulp with brass knuckles and stabbed him just for good measure. Kev survived, but if and when the police ever catch up with the culprits they’ll be facing attempted murder charges. There is talk of putting metal plates in his face and reconstructing a crushed eye socket. No one deserves to have something like this happen to them, least of all Kev.
Kev’s friends in the industry – which means just about everyone who ever met or worked with him – have banded together to found Goblinaid. A PayPal account has been set up for donations (goblinaidATfenrisgamesDOTcom), and there will be raffles and other events. A lot of Britain’s best designers are creating custom goblin figures for the cause. I don’t have the talent to do that myself, but I’m contributing some of my own Warhammer Fantasy Roleplay books (The Hogshead editions of the 1st edition rulebook and all the Enemy Within adventures), which I’ve signed with a message of thanks for supporting Goblinaid.
Keep an eye on the Goblinaid Facebook page for the latest news, and details of how you can help. Below are links to some other pages with more information.
This morning I received my author’s copy of Fantasy Flight’s The Enemy Within campaign for 3rd edition Warhammer Fantasy Roleplay. I have to say they’ve done their usual great production job.
I knew the book would be thick, but it surprised me just how thick it was. If you’d like a look at what’s in the box, I found this unboxing video.
It’s been 26 years since the first Enemy Within campaign was launched for 1st edition WFRP. It’s a bold move by Fantasy Flight to use the same name for these all-new adventures, but their reasoning is sound. The new campaign explores the same themes through new adventures, and I was very happy they asked me to contribute to it.
I know that for some people nothing will ever live up to the original: for them, Fantasy Flight’s re-use of the name is akin to blasphemy. All I can say in response is that I wrote the best adventures I possibly could in both campaigns, and I hope you like the result.
It’s also true that the WFRP community is going through its own edition wars right now, and some diehard 1st or 2nd edition fans might regard a 3rd edition campaign called The Enemy Within as adding insult to injury. Having read 3rd edition – indeed, all three editions – in depth, I must respectfully disagree. While the mass of components that accompany 3rd edition products may be unfamiliar and even intimidating to 1st or 2nd edition grognards, the rules themselves work pretty well. The components, for the most part, are there to help make things run more smoothly: in a lot of cases, they hold text that would otherwise have been in the rulebook, so players and GMs can have it close to hand during a game.
I made a conscious effort, when writing my two chapters, to write a good WFRP adventure rather than a WFRP 3rd edition adventure. Very little of my design depends heavily on mechanics, and I hope that GMs will be able to adapt the campaign for use with earlier rules editions if they wish. It is even possible to add adventures from the original campaign and produce a grand “Total Enemy Within” mash-up that would work fairly well.
Anyway, it’s here, and I hope people like it.