Showing posts with label The Esoterrorists. Show all posts
Showing posts with label The Esoterrorists. Show all posts

August 07, 2014

Finding Me at Gen Con

Once again that mammoth wave of sensory overload we call Gen Con,wherein we all magically remember again that gaming is fun and community brings joy, approaches at its typical barreling speed.
I’m very much looking forward to this year’s event. My top priority during exhibit hall hours is to chat with the people who read my books and play my games. By all means, please feel empowered to swing by and strike up a conversation or get a book signed. That’s what I’m there for. My newest game, The Gaean Reach, would look very nice with my signature on it. So would Hillfolk, The Esoterrorists 2nd Edition, or any number of fine products, recent or classic.
When I am not palavering at a panel, I’ll do my best to be at the Pelgrane Press booth during show hours—with the usual gaps when I am pulled away for interviews and business entreaties, or succumb to the cruelly inevitable exhibit hall pizza slice. That’s the auspiciously numbered Booth 101.
My public events sked goes like this:
Thurs 4 pm, Feng Shui 2 panel
Join the Feng Shui 2 team for scoops, teasers and art previews, including announcements regarding the upcoming Kickstarter campaign. (Crowne Plaza : Conrail Stn)
Fri 1 pm, Ken and Robin Talk About Stuff Live
Robin D. Laws and Kenneth Hite talk roleplaying, history, conspiracy, occultism, writing, food, movies and whatever you ask them about in this live edition of their award-winning podcast. (Crowne Plaza : Victoria Stn C/D)
Seminars don’t generally require tickets, but people have been grabbing them for KARTAS Live, so if you’re the cautious type you might want to pop over to the Gen Con site to reserve.
Fri 11 am, Pelgrane Press panel
Lob questions at the Pelgrane conclave regarding GUMSHOE, 13th Age and more. (Site TBA)
Note new time!
Sat 4 pm, GUMSHOE Adventure Masterclass
Learn to structure investigative scenarios with the GUMSHOE gurus. (Site Westin)
The last two events have yet to propagate to the Gen Con site. I’ll update when locations become available, and spread the word via social media on the day.

August 15, 2013

Time to Hit That Gen Con Floor

It was a delight to behold the obvious joy that Diana Jones award winner Wil Wheaton exuded as he accepted his mysterious Perspex pyramid for Tabletop. In his speech, after lofting the trophy above his head in happy triumph, he talked about gaming as the refuge that got him through his early, lonely awkward stage. In other words, he told the same gaming origin story many of the thousands of people gathered here at Gen Con this weekend could easily echo.

It may be the unexpectedly moderate weather, it may be that I have some new posse members to introduce to their colleagues, but whatever it was I can’t say I’ve enjoyed a Diana Jones party more. The sense of reunion that comes from seeing the gang together in one place washes away months of self-imposed stress and nonsense.

But that was last night and at least one shot of tequila ago. Now I steel myself for the glories of the exhibit hall. I have been told that Hillfolk and Blood on the Snow have in fact manifested in physical form but have yet to run my paternal fingers across their hardcover surfaces. After a year heavily dominated by the process of making these, I could not be more stoked to finally see them reaching you, the gaming  public. If you’re a backer picking up the show I will feel an extra frisson of satisfaction to see them move from the booth table to your capacious bags o’ loot. I will be haunting the Pelgrane booth (101) pretty much through the day today.We have one of our two mega signings this afternoon at 3 PM so if you can swing by for that we have Sharpies ready and waiting to personalize those pages.

Hillfolk and Blood on the Snow are but a fraction of the bounty that you can grab at the Pelgrane booth. The Esoterrorists second edition is here. 13th Age is here. Eternal Lies is here, which I didn't even know to expect! And I have it on good authority that there might be other game products at other booths.

Now if you'll excuse me I have a date with some piles of books…

August 09, 2013

Finding Me at Gen Con 2013

Once again it’s the time of year when hobby game designers start posts by telling you it’s that time of year. Gen Con is right around the corner, luring us in with the scent of fresh polyhedrals and keeping us there with the glow of community and creative renewal.

My big focus this year, barring catastrophic tinkering by the print gods, will be on the arrival of Hillfolk and its companion, Blood in the Snow. I had this largely designed by Gen Con 11, was plotting initial Kickstarter moves at Gen Con 12, and now look forward to see it finally realized as a physical object. Backers have been playing the game for a while, based first on their preview editions and then with the finished PDF. But there’s nothing like a tangible item to infuse one with a sense of completion. Swing by the Pelgrane Press booth to pick it up, at its new upsized digs: #101, across from the Paizo booth.

Also at the show, the GUMSHOE game that started it all, bigger and more unremitting than before—The Esoterrorists 2nd Edition! I am stoked to see that hit the trade table, too.

When not otherwise booked I’ll mostly be haunting the Pelgrane booth. I’m there to chat, so don’t be shy. I’m happy to sign any of my books for you, not just Pelgrane stuff.

To catch me in a more structured circumstance, join me for any of the following events:

Thurs

3-4 pm

Hillfolk Signing #1, with Jennifer Brozek, Paula Dempsey, Steve Dempsey, Dave Gross, Rob Heinsoo, Ryan Macklin, Michelle Nephew, Jeff Richard, Rob Wieland & illustrator Rachel A. Kahn

Pelgrane booth

Fri

1-2 pm

Campaign Doctors Panel with Jack Graham, Luke Crane & Amanda Valentine. (Posthuman Studios)

Crowne Plaza Ballroom A/B

Fri

3-4 pm

GUMSHOE and Investigative Roleplaying Panel with Kenneth Hite & Simon Rogers. (Pelgrane Press)

Crowne Plaza Ballroom A/B

Sat

Noon-1 pm

Table to Page: Narrative Gaming Panel with Corey Reid, Gareth Skarka, Emily Care Boss & Kirin Robinson (Scratch Factory)

Crowne Plaza Victoria Station, C / D.

 

Sun

11 am-Noon

Hillfolk Signing #2, with Keith Baker, Emily Care Boss, Steven S. Long, TS Luikart, Andy Peregrine, Wade Rockett & Pedro Ziviani,

Pelgrane Booth

July 30, 2013

Hillfolk, Blood on the Snow, The Esoterrorists 2nd Edition Now Available to Pre-Order

Gen Con fast approaches, and you know what that means. A number of projects I’ve had on the go for a good while are now coming out at the same time!

Which in turn means that Hillfolk and Blood on the Snow, and The Esoterrorists 2nd Edition are all on their way and now available for preorder.  Click the preorder buttons on the above-linked product pages or go straight to the Pelgrane Store.  (Eso 2 has actually been on preorder for a while but is now at the printers.)

These orders include instant PDF access.  This is your first chance to get Hillfolk or Blood on the Snow since the Kickstarter closed in November. PDF-only purchases will follow after a suitable window to highlight the print release.

For the benefit of those headed to Gen Con, the pre-order function will give you the opportunity to arrange to pick up your copies of Hillfolk and Blood on the Snow at the show. The Gen Con pick-up option will also allow you to pre-book Pelgrane’s notoriously generous 4-for-3 deal, otherwise available only in the fever of the moment at the Pelgrane stand.

January 27, 2012

The Forest Game

A Ripped From the Headlines Plot Premise For The Esoterrorists

When viral videos appear on the Internet documenting a mystery sound heard in farflung locations throughout the world, skeptics declare them obvious fakes. It doesn’t take a sound engineer to tell that they’re electronically generated, possibly from a sample of the Godzilla scream.

But the Ordo Veritatis knows that a hoax, no matter how transparent, can touch off supernatural events, if it opens vulnerable minds to the possibilities of the supernatural. As its governmental contacts take the videos down, the PC investigation team heads to the Alberta first nations reserve where some joker has been broadcasting weird noises in the forest. But as they attempt to triangulate his location, they realize that a portal to the dreaded Outer Dark has already opened—and they’ve just walked through it. In a borderland mixing qualities of Earth with that of the terrible beyond, hunted by predatory entities, they must find and neutralize the hoaxer’s speaker setup—and hope they wind up on the right side of the gateway when it closes.

December 08, 2011

The Two Fundamental Elements of RPG Design

Or, How To Design RPGs the Robin Laws Way (Part One of Several)

I've been asked to describe my process of RPG design, so let's kick off what will surely be a series of posts illuminated by your further questions. Should this need be said, this is my process and not a commandment for others to do likewise. If it sometimes seems like I'm making Olympian pronouncements it's because qualifiers are boring and I will have no truck with them.

Sometimes I pitch a game to a publisher (Feng Shui, Mutant City Blues, Ashen Stars); other times I am presented with a brief and asked to develop an approach (The Esoterrorists, Rune, HeroQuest.) The distinction between these two starting points is not always clear-cut.

The first step is to refine the initial brief, by identifying the design throughline and the core activity. Without the second, resulting game will be hard to pitch to gamers and to play. Without the first, it has little reason to exist in the first place.

The core activity I've talked about before. It tells you who the characters are and what they're doing. You're heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality. You play troubleshooters for hire on a war-ravaged fringe of an interstellar empire. You lead an isolated tribe of raiders at the dawn of the iron age.

The design throughline is the central concept underlying game play, and your reason for creating a new rules set (to the extent that you are.) The game evokes the spirit of Jack Vance's stories of the Dying Earth. Or streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together. Or provides a simple framework for the building of dramatic storylines.

August 15, 2011