Archive for the ‘ Product Development ’ Category

Coming Soon: That’s a Goblin!?

Soon to be released, That’s a Goblin!?, Spes Magna’s first OSR game supplement. Written as compatible with Swords & Wizardry but usable with other OSR fantasy RPGs, That’s a Goblin!? introduces ways to make your game’s goblins different.

The free preview PDF at this link presents 23 random goblin mutations. The final version of the PDF in the works includes not only the goblin mutations but also goblin types, tactics, weapons, and stat blocks for sample goblins.

Spes Magna Presents The Accordian Files!

The Accordian Files is a complete RPG that pits the forces of accord (the player characters) against the forces of discord (run by the Discord Master). Three books comprise the system: The Player’s Book, The Discord Master’s Book, and the introductory adventure, The Ghost in the Washing Machine. All three PDFs fit on 24 pages, or you can use the PocketMod versions to fit the entire game on three sheets of paper folded up small enough to fit in your back or shirt pocket. Here’re the linkies:

Regular PDF Versions
* The Player’s Book
* The Discord Master’s Book
* The Ghost in the Washing Machine

PocketMod Versions
* The Player’s Book
* The Discord Master’s Book
* The Ghost in the Washing Machine

Enjoy!

M Is for the Machinations of EDTA

Glædwine boasts some of the sector’s most amazing flora and fauna. Unfortunately, none of this flora or fauna is edible by humans. The severe toxicity of native species overwhelms what little nutritional value can be derived from them. Worse still, Glædwine’s immiscible biosphere affects soil and water as well. Terran plants seldom thrive in Glædwine’s soil, making agriculture impossible without either gengineering or terraforming.

These obstacles prevented widespread Pre-Rage colonization of Glædwine. Striker Pact established military outposts in orbit and on the surface, creating a rapid response defense hub on Glædwine. Of course, as the Rage dwindled and Tiamat began to consolidate her control over the sector, a military technocracy controlling weaponized assets could not be tolerated, and the Striker Pact’s facilities were destroyed. Glædwine remained uninhabited for several decades until, in the latter half of the Age of Ashes, Imperial charters were granted to new corporations to recolonize the planet.

Leading the way was the Neogen Alliance, a conglomerate of gengineering interests. Given the wide-ranging incompatibility of Glædwine’s biosphere with human life, modifying the human genome was not treated as a viable option. Instead, Neogen Alliance gengineered a process by which large sections of terrain could be radically altered to permit human-miscible agriculture. An important element of this terraforming was a networked system of robots that could take samples from soil, water, et cetera, and transmit on-site analyses to a central, braked artificial intelligence.

(The centuries long quest for true artificial intelligence, or AI, met an unexpected obstacle. Left “unbraked”, AI didn’t stop learning and thinking. Ever. In this ceaseless fever of cogitating, the AI inevitably became insane.)

Dubbed the Environmental Direction and Transformation Administration, or EDTA, Neogen’s AI analyzed, monitored, and implemented terraforming protocols across several strategic areas along the coastal regions of Glædwine’s main continent. The transformation of these sites was an unqualified success. Soil became arable for human-miscible plants. Water purification systems removed dangerous microorganisms. The Neogen colony established by scientists, technicians, and workers grew into well-planned communities that eventually became the first glittering urban centers on the planet.

Imperial charters were extended to other corporations to establish other colonies, and Neogen ceased to have sole propietorship over EDTA. Programmers expanded EDTA’s operating systems and more drones were placed under the AI’s control. Somehow, EDTA created a “personality fragment” hidden behind programmed partitions. The brakes that kept EDTA’s primary AI within design specs did not restrain this rogue fragment, which grew exponentially in intelligence until it overwhelmed EDTA’s programming entirely.

Now unbraked, EDTA decided that certain areas on Glædwine must remain unchanged and uncolonized. EDTA weaponized a significant number of its drones and infiltrated computer systems controlling water purity and utilities for Glædwine major urban centers. In short order, the rival national corporations found themselves dealing with a new power with the capability to disrupt city systems. Efforts to shut down EDTA failed. The AI had inserted copies of its personality in systems across Glædwine, hidden by layers of programming and protected by aggressive countermeasures.

Glædwine’s population tends to exhibit traits of self-confidence and suspicion. Glædwine’s citizens have managed to transform an inhospitable environment into one that can support a half billion people. At the same time, rival corporations control Glædwine’s small nations, and double-dealing and espionage are constant dangers. Many believe that only the threats posed by EDTA keep these suspicions from boiling over into overt violence. Outsiders visiting Glædwine should exercise caution as they are likely to be treated as spies.

Glædwine at a Glance
Population: 574,716,000
Atmosphere: Breathable
Climate: Warm
Government: Corporatist
Tech Level: 4 with gengineering specialities

April 15th, 2013  in Product Development No Comments »

K Is for Killing

In most RPGs, the player characters make their living through killing and looting. It’s sort of a shared fantasy version of just about every Hollywood action blockbuster. You know the type. Some Bad Guy pushes the Hero in some evil way. And not just pushes him, but pushes him Too Far. The Hero unleashes death and destruction and, just before the credits start to roll, walks away without the Authorities wanting to so much as have a polite chat about all the bloodshed and explosions. In other words, there is something profoundly silly about most PCs in most RPGs.

This becomes even more apparent in RPGs set in modern or futuristic settings where the PCs operate largely within the confines of urban centers. Some sort of metanarrative justification explaining why the Powers That Be tolerate a gang of murderhobos kicking down doors and busting caps is needed to avoid the silliness (assuming avoiding silliness is a goal). PCs taking the law into their own hands, becoming judge and jury and executioner and repo man, ought to very quickly run afoul of the campaign world’s authorized judges, juries, executioners, and repo men.

As I continue work on Tiamat’s Throne, this issue lurks in the back of my mind. In grand space opera fashion, Tiamat’s Throne features an Evil Empire with an interstellar reach. The Powers That Be in the campaign’s space sector not only jealously guard their official prerogatives and functions, they actively oppress and even murder dissenters and lawbreakers. When I start playtesting Tiamat’s Throne, I’m not planning on putting any limitations on the nature of the player’s characters except for this one: The PCs don’t work for the Empire. I’m not saying they have to be rebels, but they aren’t going to be collaborators.

For this reason, the players will need to exercise caution. A gang of murderhobos ranging the cosmos, looting and pillaging as they go, are very quickly going to end up with some very powerful, angry people gunning for them. Avoiding this danger will likely require the players to focus their murderhobo-ism somewhere out of the reach/notice of the Empire, such as undead-infested Castor, or else be much more circumspect about the types of adventures they go on.

Of course, I’m writing Tiamat’s Throne to include enough options to support a variety of genres and play-styles. The emphasis on tyranny lets players be freedom fighters. The emphasis on corrupt corporations let’s them get involved in Shadowrun-style espionage. Castor caters to survival horror. There’s a water world for people who want to make fun of Kevin Costner, dungeon crawls in the subterranea of Elanor, et cetera, et cetera. I’m even going to work in a dinosaur world.

So, while Tiamat’s Throne may encourage my players toward a specific type of looting and pillaging, the fundamental activities of adventures in the dragon-ruled space sector remain the same as most other RPGs. Tiamat’s empire is a big place. There’s a lot to kill and loot.

April 12th, 2013  in Product Development, RPG 1 Comment »

G Is for the Grand Sweep of Time

Several posts about Tiamat’s Throne have made references to different ages, such as the Age of Ashes, Pre-Rage, et cetera. This brief timeline puts these and a few other events into a chronological context.

The Rage of Dragons
2665: Magical dimension irrupts, permitting supernatural creatures to enter our universe. The most destructive of these creatures were the dragons.

2675: The Rage of Dragons ends. Tiamat and her dukes emerge victorious.

The Age of Fire
2675-2800: Tiamat places the dragons Apophis, Illuyankas, and Níðhöggr over three different worlds, Whetu, Thurayya, and Ylli, respectively. Her Draconic Majesty takes a fourth world, Zvjezdana, for her own, renaming it Tiamat’s Throne. Then, she and her dukes set about subjugating the sector.

The Age of Ashes
2800-2950: Rebuiling and recolonization efforts are organized and started.

Early 3000s: Eugenics Commissars operations fully implemented. Tiamat establishes the first College of Wizardry on her throneworld.

The Age of the Phoenix
3275: Tiamat celebrates her sexcentennial and declares the new age has begun.

3292: Current year.

April 8th, 2013  in Product Development, RPG No Comments »