Nazi Moonbase – The First Reviews

May 21, 2016 1 comment

51BTZYvV4nL._SX369_BO1,204,203,200_

 

My Dark Osprey book Nazi Moonbase has been out for a couple of weeks now, and is starting to garner some good reviews. If you’d like to know what other people are thinking about the book, here are some links. I’ll add more in the comments section below as I come across them.

Amazon.com: currently rated at 4+ stars. “A great read,” “great dark fantasy … good fun!” and “very well melded fact and fiction” are among the comments.

Goodreads.com: Currently rated at 3.5 stars. “…for those of you who like science fictional worldbuilding (or Nazi Moonbase-building), you’ll have quite a treat.”

Suvudu.com: A nice background article on my book and its place within the greater realm of Nazi superscience conspiracy theories. It sums up very nicely how this became such an irresistible topic for conspiracy fans.

As a lifelong vintage aviation geek who was lucky enough to grow up during the hottest part of the space race, I had a lot of fun researching and writing this book. There are some wild conspiracy theories out there, from Nazi flying saucers to the hidden Antarctic base to the faking of the Apollo moon landings, and I set myself the task of constructing a narrative to support the proposition that every one of the conspiracy theories was true. I also snuck in a few references to movies and video games for people to find.

Whether you use it as a systemless game sourcebook or just as an entertaining read, I hope you enjoy reading this book as much as I enjoyed writing it.

Click here to order Nazi Moonbase and my other current books from your favorite e-tailer.

 

 

My Complete and Utter Video Gameography

April 15, 2016 10 comments

space_invaders

 

Although I’m best known for my work on tabletop games, electronic games have been my bread and butter for the last 25 years. Like a lot of “names” from the golden age of tabletop RPGs – Mike Brunton, Jim Bambra, Zeb Cook, Lawrence Schick, Ken Rolston, Paul Murphy, and many more – I found in the early 90s that the electronic games industry offers writers and designers something that the tabletop games industry cannot: a chance to actually make a living.

So far, I have worked on more than 40 electronic games that made it to market, as well as quite a few that didn’t, and a handful that have not yet been announced. Below is a list of the first category.

If you are interested in finding out more about my services and availability as a game writer, a good place to start is my LinkedIn profile.

 

Metal Skies (Arcade, iOS/Android), Kabam 2014 – Localization Editor

Blades of Excalibur (Arcade, Web), Kabam 2014 – Localization Editor

Ravenmarch (Strategy, Web), Kabam 2014 – Localization Editor Ravenmarch.com

Wartune (Strategy, Web), Kabam 2014 – Localization Editor Kabam.com

Wartune: Hall of Heroes (Strategy, iOS/Android), Kabam 2014 – Localization Editor Google Play iTunes Store

Heroes of Camelot (Card Battle, iOS/Android), Kabam 2013 – Story Designer/Writer Google Play iTunes Store

Dragons of Atlantis: Heirs of the Dragon (Strategy, iOS/Android), Kabam 2013 – Writer Google Play iTunes Store

The Hobbit: Kingdoms of Middle-earth (Strategy, Mobile), Kabam/Warner Bros. 2012 – Story Designer/Writer Google Play iTunes Store

The Hobbit: Armies of the Third Age (Strategy, Web), Kabam/Warner Bros. 2012 – Writer

Arcane Empires (Strategy, iOS/Android), Kabam 2012 – Story Designer/Writer

Mobile Command: Crisis in Europe (Strategy, iOS), Kabam 2012 – Story Designer/Writer

Kingdoms of Camelot: Battle for the North (Strategy, iOS), Kabam 2012 – Story Designer/Writer Google Play iTunes Store

Imperion (Strategy, Web), Travian Games 2011 – Writer/Editor Imperion.com

Viking Tales: Mystery of Black Rock (Casual, iOS), AiLove 2011 – Writer/Editor iTunes Store

Ruse (Strategy, PC/Console), Ubisoft 2010 – Story Consultant

Empire: Total War (Strategy, PC, SEGA 2010 – Writer/Designer

Dragonica (MMORPG, PC online), THQ/ICE 2009 – Localization Editor Dragonica Online

America’s Next Top Model (Casual, Mobile), PressOK Ent. 2009 – Writer/Editor

Houdini’s Infinite Escapes (Casual, Mobile), PressOK Ent. 2008 – Writer/Editor

Parking Frenzy (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor

Parisian Puzzle Adventures (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor

Detective Puzzles (Casual, Mobile), Reaxion Corp. 2007 – Writer/Editor

Men in Black: Alien Assault (Casual, Mobile), Ojom 2006 – Writer/Editor

Online Chess Kingdoms (Casual, PSP), Konami 2006 – Design Consultant

Call of Cthulhu: Dark Corners of the Earth (RPG, Xbox/PC), Bethesda Softworks 2005 – Pickup Writer

Spartan: Total Warrior (Action, Console), SEGA 2005 – Writer

Rise of the Nile (Casual, PC/Mac), Evil Genius 2005 – Design Director

Rhiannon’s Realm: Celtic Mahjongg Solitaire (Casual, PC/Mac), Evil Genius 2005 – Design Director

Medieval: Total War – Viking Invasion (Strategy, PC), Activision 2003 – Writer/Researcher

Nightcaster (Action, Xbox), Microsoft 2002 – Voice Talent

Em@il NASCAR Racing (Casual, Email), Hasbro 2000 – Designer

Nomads of Klanth (MMO Sim, PC online), AOL 1999 – Lead Designer

The SARAC Project (MMO Sim, PC online), So-Net Japan 1999 – Writer/Designer

Microsoft Fighter Ace (MMO Sim, PC online), Microsoft 1997 – Writer/Researcher

Air Attack (MMO Sim, PC online), VR-1 1996 – Researcher

G-Police (Sim, PSX/PC), Psygnosis 1997 – Writer/Designer

Beyond the Limit: Ultimate Climb (Adventure, PC), Microsoft 1996 – Designer

Touché: The Adventures of the Fifth Musketeer (Adventure, PC), US Gold 1996 – Writer

One Small Square: Backyard (Edutainment, PC/Mac), Virgin 1995 – Writer/Designer

The Legacy (RPG, PC), MicroProse 1993 – Pickup Writer

Fields of Glory (Strategy, PC), MicroProse 1993 – Writer/Voice Talent

Harrier Jump Jet (Sim, PC), MicroProse 1992 – Writer/Designer

B-17 Flying Fortress (Sim, PC), MicroProse 1992 – Writer/Researcher

Castles: The Northern Campaign (Strategy, PC), Interplay 1991 – Writer

 

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Myth and Monsterography

 

 

 

It’s Deja Vu All Over Again

March 9, 2016 1 comment

gamasutra_logo

 

Ubisoft’s AAA shooter Tom Clancy’s The Division is making a big splash in the industry, and this article from Gamasutra caught my eye.

It’s a question that becomes more significant as games become more photo-realistic: how to justify the gore and high body counts that are part and parcel of a high-end shooter. Another question, asked less often, is how to develop additional and alternative ways to create tension and challenge the player so that body count is not the only leg on the stool.

the division

It reminds me of a crossroads that tabletop games faced in the mid-80s.

D&D was all about kicking in doors, slaying monsters, and collecting treasure, and then Call of Cthulhu came out, in which combat was almost never a good idea and the focus was on investigation, uncovering a backstory, and figuring out the best way to resolve a situation.

For a while, the tabletop RPG hobby was split into “irvings” (a British term of the time, equivalent to today’s “munchkin”) who loved to boast about their best kills and the obscenely high level of their character, and “rolegamers” who loved to boast about how they gamed for an entire weekend and never touched the dice once.

Wfrp_logo

One of the things we tried to do with Warhammer Fantasy Roleplay, and the Enemy Within campaign in particular, was to take the best of both worlds. The deadliness of the combat system was a major tool in achieving this goal, since it forced players to think of more creative solutions to problems. The other vital components were a game system (range of skills, character types, spells, and equipment) and a design mindset (communicated through scenario design and, in our case, advice to GMs) that gave players a wide range of potential actions to choose from in any given situation.

Now I know that there are some fundamental differences between tabletop games and electronic games, but it is very interesting to see AAA shooters facing a choice, as a genre, that tabletop games encountered 30-odd years ago. Maybe there are some useful ideas from that time that can be used now, and maybe there will be some new solutions that leave everyone stunned. I can’t wait to see.

 

My Complete and Utter Myth and Monsterography

February 27, 2016 2 comments

jason-and-the-argonauts

The skeleton battle from Ray Harryhausen’s movie version of “Jason and the Argonauts.” This was the start of my interest in mythology and monsters.

 

I was about six or seven, I guess, when I first became aware of mythology – Greek mythology, to be specific – and the wealth of monsters it contained. In rapid succession, I discovered a children’s version of Homer’s Odyssey in my school library, and I saw a Saturday-morning screening of Jason and the Argonauts (dir. Don Chaffey, 1963) on my parents’ black-and-white TV. Ray Harryhausen’s monsters entranced me, especially the skeletal Children of the Hydra’s Teeth.

DnD Blue book

A decade or so later, I discovered Dungeons & Dragons. In my first game I ran two characters, both thieves and both killed by a minotaur in an epic battle. I bought a copy of the Games Workshop “blue book” printing, with John Blanche artwork on the cover and illustrations by Fangorn and others inside. While I appreciated the Tolkienesque elves, dwarves, and so on, it was the creatures from myth that caught and held my imagination. Now it was possible to see whether a mummy could beat a gorgon (a medusa according to the book, “gorgon” being a bull-like creature; that bothered me at the time, and still does).

To me, the monsters have always been the stars of myth, folklore, and fantasy. In  search of new beasts for my D&D games I plundered my collection of mythology books and ransacked the local library for anything on myth and folklore. Along the way, I became especially interested in the undead and in Celtic faerie lore, although I still devour all kinds of monster tales from all over the globe.

Over the years, some of my favorite work has been on monsters. As well as collections for tabletop roleplaying games, I have consulted on monster concepts for historical-fantasy video games and written books and articles on some of the classic creatures from myth, legend, and folklore.

Among other things, I have created:

  • Seven mummy types based on the ancient Egyptian concept of multiple souls;
  • Five classes of werewolf drawn from folklore, movies, and medieval trials;
  • A dozen classes of faerie encompassing creatures from all over the world;
  • Over 60 types of walking dead from A (aptrgangr: Scandinavia) to Z (zmeu: Eastern Europe).

For a recent videogame project (sadly canceled and subject to a non-disclosure agreement) I defined over 400 monsters from Greek mythology, including physical descriptions, broad definition of abilities and attack forms, and notes on affiliations to particular gods, titans, and other powers.

I plan to keep researching monsters in the future, but here is a list of everything myth and monster related so far.

Books
Werewolves: A Hunter’s Guide, Osprey Publishing (Dark Osprey), 2015.
Theseus and the Minotaur, Osprey Publishing (Myths and Legends), 2014.
Thor: Viking God of Thunder, Osprey Publishing (Myths and Legends), 2013.
More information on my books

Tabletop Games
Colonial Gothic Bestiary, Rogue Games,  2013 – co-author. Buy it here
Pathfinder Bestiary 2, Paizo Publishing, 2010 – contributing author. Buy it here
Mythic Vistas: Eternal Rome, Green Ronin Publishing 2005 – author. Buy it here
Creatures of Freeport,
Green Ronin Publishing 2004 – co-author. Buy it here
GURPS Faerie, Steve Jackson Games, 2003. Buy it here
Atlas of the Walking Dead, Eden Studios 2003. Buy it here
Mummy, Second Edition, White Wolf Publishing, 1997 – co-author. Buy it here
GURPS Vikings, Second Edition, Steve Jackson Games, 1991 and 2002. Buy it here
GURPS Middle Ages 1, Second edition, Steve Jackson Games, 1992 and 2002. Buy it here
AD&D Celts Campaign Sourcebook, TSR, Inc., 1992. Buy it here

Articles
“Mummies: A New Approach,” Fenix (Kickstarter special edition), January 2016. Buy it here
“La Llorona,” personal blog, 2015. GURPS versionColonial Gothic version
“Mummy Amulets.” Pyramid #3/17, March 2010. Buy it here
“Bloodlines,” Adventures Unlimited #6, Summer 1996.
“Black Dogs, Church Grims and Hell Hounds,” Roleplayer #30, Jan 1993. View here
“Norse Trolls,” Roleplayer #24, June 1991. View here
“Fimir,” White Dwarf #102, Jul 1988. More on the Fimir
“Monsters from the Folklore of the Philippines,” Imagine #25, Apr 1985. Download here
“Haunters of the Dark,” White Dwarf #67, Aug 1985.
“Sobek, God of Marshes and Crocodiles,” Imagine #16, Jul 1984. Download here

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

 

 

 

Normal Service will be Resumed Shortly

January 20, 2016 2 comments

test card

 

Apologies for the long silence. I have a lot of work on at the moment (hooray!), which means I haven’t had time to work on new blog posts (boo!).

Right now, I’m working on an exciting fiction project, and I’ll tell you all about it just as soon as I can.

In the meantime, here’s what I’m planning for the near future:

The Outsider Hero: It has often been said that villains are more interesting than heroes. Mythology and folklore beg to differ – and offer great opportunities to develop the kind of internal conflicts that how-to-write books tell us are vital.

Of Gods and Mortals – Thor: It’s been too long since I wrote about OGAM. Following on from my earlier post on the Theseus myth (and my Osprey book Thor: Viking God of Thunder), I’ll be delving into the mythology of Thor for more OGAM fun.

Warhammer Memories – The WFRP Rulebook: My memories of Games Workshop seem consistently popular, so I’m kicking off a new series going through my work on first edition Warhammer Fantasy Roleplay book by book. I have no idea what will come back to me as I open the books again, so we’ll find out together.

My Complete and Utter Monsterography: The bibliography project takes a detour as I look at my lifelong love of monsters from myth and folklore, and how it has shaped my career in fantasy games.

Stay tuned!

Categories: Admin, Uncategorized

My Complete and Utter Dark Future Bibliography

December 22, 2015 16 comments

Dark Future

 

Dark Future was released in 1988, the same year as Adeptus Titanicus. At least part of Games Workshop’s strategy was to get better at plastics before introducing them as a major part of the Warhammer and Warhammer 40,000 product lines. It has been claimed that Bryan Ansell was also testing the competition’s tolerance by producing games that were very similar to two major titles of the day: Steve Jackson Games’ Car Wars and FASA Corporation’s BattleTech. I don’t know if that is true, but no lawsuits resulted.

The title Dark Future came before the game. After reading William Gibson’s seminal cyberpunk novel Neuromancer, Jervis Johnson became very excited about the potential of a cyberpunk RPG. Cyberpunk was a very new sub-genre at the time, and no cyberpunk games existed. Marc Gascoigne and Jervis developed a whole setting for the proposed game, but the tide in Games Workshop had already turned against new RPGs and so far as I know the project never received an official green light.

Dark Future was developed by Richard Halliwell at the same time as Jervis was working on Adeptus Titanicus, and the work done for the cyberpunk RPG was grafted onto the car combat game. The spaces between Warhammer Fantasy Roleplay products were growing longer and longer, so I was drafted in as an editor/developer on both games.

Initially, no link was planned between the Dark Future setting and the Warhammer/WH40K mythos. This changed around 1990 when the first Dark Future novels appeared, with some stories featuring demons based on Realm of Chaos.

Another departure from the GW norm was the scale. This was so that players could adapt commercially-available toy cars for use in the game. The boxed set came with two types of cars: the Interceptor used by the Sanctioned Ops (the good guys), and the Renegade used by wasteland gangs such as the Mad Max style Maniax. GW never released any other cars for the game, but the line of metal miniatures included accessories for adapting other toy cars.

Dark Future was a modest success initially. A supplement, White Line Fever, was released later in 1988, and another was planned under the title Dead Man’s Curve. When sales plateaued, the Dead Man’s Curve material was published in White Dwarf 124-125. After that, the novels puttered on as a minor GW fiction line, but nothing was done with the game until 2015, when Auroch Digital announced an electronic version subtitled Blood Red States. It remains to be seen whether this will help revive the IP.

There are still Dark Future fans out there. I recently discovered the Oldhammer: Dark Future Facebook group, with over 500 members who are still modeling and converting vehicles and playing the game. There is also a fan-made wiki.

My involvement with Dark Future was brief and peripheral, but I’m still happy with it. It was a fun setting to play with during that time when cyberpunk was still new and cutting-edge, and I enjoyed writing a lot of the flash fiction and text vignettes that went into the two supplements. Here’s what I did:

Products
Dark Future (1988) – developer, color text
White Line Fever (1988) – developer, color text

Articles
“The Sand Cats,” Challenge #52, 1991 – author Buy it here
“Dead Man’s Curve” White Dwarf # 124-125, June-July 1990 – developer, color text
“Saint Louis Blues,” White Dwarf #112, May 1989 – developer, color text
“Redd Harvest,” White Dwarf #104, Sep 1988 – author

 

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Video Gameography

Cthulhu 1776: Converting Colonial Gothic to Call of Cthulhu

December 15, 2015 Leave a comment

CoC logostacks_image_32_1

 

 

 

 

 

A few months ago I posted about the release of the Colonial Gothic: Lovecraft sourcebook. The shadow of the Colonial period looms over much of Lovecraft’s writing, reflected in his descriptions of Innsmouth and Arkham and taking a more active role in stories like The Case of Charles Dexter Ward and The Dreams in the Witch-House. At an early stage in its development, Colonial Gothic itself was pitched to Chaosium as Cthulhu 1776. With the release of Colonial Gothic: Lovecraft, players can experience black-powder fantasy adventures against the horrors of the Cthulhu Mythos.

With the return of Greg Stafford and Sandy Petersen to Chaosium, the original Lovecraftian tabletop RPG looks set for a new lease on life. Based on Chaosium’s excellent Basic Roleplaying ruleset, Call of Cthulhu has been the leading Mythos-based RPG since it first appeared in 1981. Colonial Gothic is new by comparison, but the game’s core books can offer Call of Cthulhu players and Keepers the chance to explore the dark past of Lovecraft country.

One of my major concerns while developing Colonial Gothic: Lovecraft was ensuring that the game stats for the Mythos creatures were accurate and playable. I’m not ashamed to admit that I used the Call of Cthulhu rulebook as a reference, and while it was not the only factor in developing the creature stats, it proved a very useful numerical benchmark. I came up with the following rough system for converting between Call of Cthulhu and Colonial Gothic, and I am sharing it here because I think it could be useful to players of both games.

Download PDF version

Colonial Gothic to Call of Cthulhu

Using this system, the Call of Cthulhu Keeper can turn many of Colonial Gothic’s adventures and sourcebooks into resources for an 18th-century Call of Cthulhu campaign, or just for a time-traveling side-track from one of Chaosium’s established timelines. The following titles are of particular interest to Call of Cthulhu fans:

  • Second Edition Rulebook: contains general historical and setting information, equipment, prices, common character types, etc;
  • Gazetteer: describes each of the Thirteen Colonies up to 1776, with notes on local mysteries and other items of interest;
  • Boston Besieged: includes a detailed sourcebook on Boston during the siege of 1775-1776;
  • The Philadelphia Affair: describes the city at the time of the Second Continental Congress and the drafting of the Declaration of Independence;
  • Player Companion: includes detailed templates which are easily adapted to create period Investigator types for Call of Cthulhu;
  • The Bestiary: presents a range of non-Mythos adversaries for rounding out Colonial-era adventures;
  • Many other sourcebooks and adventures are available in print, PDF, ePub, and Kindle formats.

STR = Might * 1.67

CON = Vigor * 2.27

SIZ: generate from scratch, referring to similar characters/creatures in the Call of Cthulhu rules.

INT = Reason * 1.75

POW: generate from scratch, referring to similar characters/creatures in the Call of Cthulhu rules.

DEX = Nimble * 2.17

Skills and spells are hard to convert directly because of differences in the two game systems. However, with a little imagination an experienced Keeper should have no difficulty in coming up with numbers that work, based on the attribute scores, the overall concept and the relevant Colonial Gothic skill, spell, and Trait descriptions.

 

Call of Cthulhu to Colonial Gothic

A Colonial Gothic GM can use this system to help convert additional Mythos horrors from Call of Cthulhu sources: the copyright status of the Cthulhu Mythos is complex, and limited the range of creatures that could be covered in the Colonial Gothic sourcebook.

Might = STR * 0.6

Nimble = DEX * 0.46

Vigor = CON * 0.44

Reason = INT * 0.57

Resolution: generate from scratch, based on Reason score and POW * 0.5.

Vitality = (Might + Vigor) * 2.5, rounding down.

Skills, spells, and Traits can be adapted from Call of Cthulhu descriptions. Several new Traits, specific to the Cthulhu Mythos, are listed in the Colonial Gothic: Lovecraft sourcebook. The GM will find additional Traits in the Colonial Gothic Bestiary.

 

Converting Dice Rolls

The AnyDice converter provides a useful tool for examining probabilities: it converts the results of any dice roll into percentages. To see the probabilities for a 2d12 roll, enter output 2d12 in the top window and click the Calculate button immediately beneath.

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