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The Twelve Books of Christmas: Part Six

December 18, 2018 11 comments

My sixth book of Christmas is the third title I wrote for the Dark Osprey line. Knights Templar: A Secret History was actually my first contribution to that series.

Templars cover

I first read The Holy Blood and the Holy Grail back in the 80s, and I was amused when The Da Vinci Code turned the same basic story into a blockbuster success. I had a lot of fun chasing the Templars through a maze of history, rumour, conspiracy theory, and wild speculation, and I crafted the device of Dr. Emile Fouchet as an overarching structure to hold everything together, and create a fiction within which everything – absolutely everything – was true. I have since been approached a couple of times by people wanting to get their hands on Fouchet’s research, which I take as a sign that my fiction was a successful one!

Here is what some reviewers said about the book:

“It all makes for a fascinating read, and like the best fiction, leaves that nagging thought that it just might be true.”
– RPGNow.com

“…the most interesting retelling of the Knights Templar history I’ve seen …  this is the first time that I’ve seen the dots connected so flawlessly.”
– Weirdmage’s Reviews

…and here’s a link to the book’s page on Osprey’s web site. It is available in paperback, ePub, and PDF formats.

Tomorrow, and every day until Christmas, I will be covering another title. If you’re not done with your Christmas shopping, or if you are expecting to receive some gift tokens, take a look: you might find something you like.

Click here for Part One: Colonial Horrors.

Click here for Part Two: Nazi Moonbase.

Click here for Part Three: Werewolves – A Hunter’s Guide.

Click here for Part Four: Theseus and the Minotaur.

Click here for Part Five: The New Hero, vol. 1.

Click here for Part Seven: The Lion and the Aardvark.

Click here for Part Eight: Thor – Viking God of Thunder.

Click here for Part Nine: Tales of the Frozen City.

Click here for Part Ten: Blood and Honor.

Click here for Part Eleven: The Dirge of Reason.

Click here for Part Twelve: More Deadly than the Male.

My Complete and Utter Colonial Gothic Bibliography

November 23, 2015 15 comments

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Are you a fan of black-powder fantasy? Do you enjoy the backstories of movies and TV shows like Sleepy Hollow and National Treasure? Do you prefer Joseph Curwen and Keziah Mason to Randolph Carter and Charles Dexter Ward? If so, you might like Colonial Gothic.

I haven’t worked on tabletop roleplaying games much over the last few years. While the industry has always been rich in ideas, it is increasingly cash-poor. This earlier post goes into some of the reasons why. But when I came across Colonial Gothic back in 2009, I was intrigued. Thanks to mysteries like the disappearance of the Roanoke Colony, events like the Salem witch trials, and classic American horror fiction from writers like Washington Irving and H. P. Lovecraft, the Colonial era is a rich environment for historical fantasy, and historical fantasy has always been one of my favorite genres. Add in the extensive body of conspiracy theory surrounding the Templars in America, the Freemasons and the American Revolution, Franklin’s alleged occultism – not to mention local legends and Native American lore – and you have a setting that can support just about any kind of fantasy and horror adventure.

The game can be played as Cthulhu 1776 – which was one of its earliest incarnations. It can involve nerve-wracking investigations of the great and powerful. Players can fight an occult war for America’s freedom, confront witch-cults and monsters, and even seek the hiding-place of the Holy Grail in lost Templar colonies.

While Colonial Gothic has received some great reviews and built up a small but passionate following, it has yet to break out from the pack of indie RPGs and achieve the success I think it deserves. But check it out, and judge for yourselves.

Products

Lovecraft (2015) – co-author More Information
Bestiary (2013) – co-author More Information
Locations (2012) – developer
The French & Indian War (2012) – developer
Flames of Freedom: The Philadelphia Affair (2011) – developer
New France (2011) – developer
Organizations Book 1: The Templars  (2010) – author More Information
Templates (2010) – author
Flames of Freedom: Boston Besieged (2010) – co-author, developer
Gazetteer (2010) – author

Articles

“Converting Between Call of Cthulhu and Colonial Gothic,” (2016) – author Download article
“La Llorona: A Legend of New Spain,” (2015) – author Download article
“The Puckle Gun,” (2014) – author Download article

Also Visit

The Rogue Games Colonial Gothic page
The Rogue Games Store
The Colonial Gothic Facebook Group
The Colonial Gothic Google+ Community

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 Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

My Complete and Utter Bibliography: Odds and Ends

 

The Bundle of Holding

August 26, 2015 Leave a comment

The latest Bundle of Holding features seven titles from Osprey’s Osprey Adventures line: just $16.95 gets you all seven PDF ebooks with a retail value of $104.00. A couple of them are mine, and I’m in some very good company, including Chris Pramas, Phil Masters, and series chief Joseph A. McCullough. Here’s a link: take a look and I think you’ll be impressed.

Thor

Thor: Viking God of Thunder retells the Norse myths and covers Thor’s history from 6th-century Germany through the Viking Age to Marvel’s Avengers. Here’s a link to some of the great reviews it’s received.

Templars cover

Knights Templar: A Secret History is a roundup of history, rumor, and conspiracy theory surrounding the Templars and the Holy Grail. It even includes a brand new conspiracy theory that I made up, based on actual events and relationships, that could provide a great setting for all kinds of games. You can read more about it here: scroll down to the comments for links to reviews.

The Osprey Adventures line includes a lot of well-researched titles that are ideal as systemless sourcebooks for games. Take a look: you won’t be disappointed.

The Obligatory Black Friday Post

November 28, 2014 1 comment

Colonial Gothic: Player Companion

November 1, 2014 Leave a comment

Yesterday was Halloween, and Rogue Games took advantage of the occasion to open preorders for Colonial Gothic: Player Companion.

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If you don’t know Colonial Gothic, it’s Rogue Games’ tabletop RPG of intrigue and supernatural horror at the dawn of American history. If you’re a fan of Sleepy Hollow – the TV series, the original story, or any of the movies – and you enjoy tabletop RPGs like Call of Cthulhu, you’ll find a lot to like about Colonial Gothic.

I call it “the American Revolution as imagined by H. P. Lovecraft and Dan Brown,” but that’s just a starting point. It can be played like a tabletop version of Assassin’s Creed III, or as “Cthulhu 1776,” or even as “WFRP 1776.” We’ve heard from teachers who use it as a classroom tool, discarding all the supernatural elements to give students a first-person perspective on the birth of the nation.

Rogue Games’ website offers more information about the game, and there are active fan communities on Facebook and Google+.

As you’d expect, The Player Companion includes a lot of new player options, including skills, weapons, spells, and combat. There are also completely new systems for character advantages and disadvantages, social level (very important in those times), plus an updated version of the character templates from the old ebook release to make character (and NPC) creation quicker and easier. It comes in both print and PDF versons.

Following on from the Bestiary, this book is part of an effort that has been close to my heart for a while: to build out from the 2nd Edition Rulebook and provide Colonial Gothic with a strong suite of core books that give players and GMs the ability to tailor the game to their own preferences. Richard and I are already talking about a GM’s book to complete the set.

Richard is also working hard on the third installment of the Flames of Freedom campaign, to follow on from the critically acclaimed Boston Besieged and The Philadelphia Affair.

As for me, I’m working on a super-secret project that will see me working with an old friend from my Warhammer Fantasy Roleplay days. All I can say about it for now is that it’s going to look amazing, and I expect it will cause quite a stir when I can finally talk about it.

So if you like the idea of facing down scheming Freemasons, monsters from folklore, and Things Man Was Not Meant To Know as you uncover the secret history of the 18th century, give Colonial Gothic a try. We think you’ll like it.

2013 and Beyond

February 10, 2014 Leave a comment

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.

Here Be Monsters

October 21, 2013 4 comments

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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.

Knights Templar: A Secret History

October 9, 2013 17 comments

After I finished writing Thor: Viking God of Thunder, Osprey Publishing asked me to write a Templar conspiracy title for their Dark Osprey line. Knights Templar: A Secret History is due for release later this month, and pre-orders are open on your favorite online retailer. The first review I’ve seen tells me the finished product lived up to my intentions, which is always nice to know.

I had a lot of fun writing this book. As well as poking about in the dark corners of history, I was able to spend time reviewing the history of the Templar conspiracy phenomenon and add a brand new one of my own devising. I deliberately refrained from making up any historical facts – that would be too easy – but I really let myself go when drawing conclusions from them. It was something like kitbashing, a modeling term for the process of assembling parts from different kits in a way the designers never intended and producing an entirely new plane, tank, or whatever.

This isn’t my first book on the Templars. The Colonial Gothic Templars sourcebook was a similar exercise on a smaller scale, geared to the needs of the game and focusing on Templar activity in the North American colonies during the Revolutionary War era. This new book suffers no such restrictions, and I trace the Templars – and the Holy Grail – across the Atlantic and back again as they engage in a three-way secret war with the Vatican and the Freemasons. Are the Templars using the European Union to create a global state ruled by a heretical religion? Read the facts and judge for yourself.

A New Colonial Gothic Campaign

June 18, 2013 2 comments

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.

The Mystery of the Templars

January 13, 2012 2 comments

An order of devout warrior knights? An arrogant multinational, accountable to no one? A cabal of diabolical warlocks? Saviors of lost wisdom? Guardians of a secret that could bring down the Catholic Church? Victims of a plot by Popes and Kings?

The Knights Templar have been called all these things and more. I grew up on the Roger Moore Ivanhoe TV series (before he was The Saint, and way before he was James Bond) and a subtitled import of the French series The Accursed Kings, as well as fantasy and horror sources like the TV drama The Dark Side of the Sun and late-night showings of imported movies like Tombs of the Blind Dead. I also read everything from Enid Blyton’s retellings of stories from the Crusades to The Holy Blood and the Holy Grail and The Da Vinci Code. Somewhere in the middle of all this I started playing D&D, which probably didn’t help my obsession with medieval mysteries.

About a year ago, I wrote a roleplaying sourcebook on the Order of the Poor Knights of Christ and the Temple of Solomon, to give them their full name. It covers the history of the Order and the various legends and conspiracy theories that have grown up around it since its suppression in 1312, as well as an outline of the role that surviving Templars play in Rogue Games’ Colonial Gothic historical horror RPG.

The book was originally released in various electronic formats, but Rogue Games owner Richard Iorio II has decided that it merits publication in printed form. More than that, it’s getting a new layout and and added section: an excerpt on the Templars taken from Thomas Wright’s resoundingly-titled opus The Worship of the Generative Powers: During the Middle Ages of Western Europe. Published in 1865, this remarkable work takes a sweeping view over practically the whole of religion, including “the study of certain abnormal practices incidental to membership in secret orders and societies.” Needless to say, the Templars were accused of plenty of those during the torture and trials that preceded their dissolution.

A 10-page preview of the book is online at the Rogue Games web site, and the book itself should be available later this month. Meanwhile the original PDF and Kindle versions are still downloadable, sans the chapter from Wright.

I’ll never forget an exchange from the 80s TV series Robin of Sherwood, in which the Sherriff of Nottingham finds a lone Templar operating on his patch and tries to warn him off:

Sherriff: I represent the King!

Templar: And I, the King of Kings.

Sherriff: (pause) Ah.