Due to total gaming burnout I have decided to sell all of my gaming material and leave the hobby for good. As part of the process of separating myself totally from the hobby I have decided to close this blog as well.
I will start the process of selling off my game books, deleting my game .pdfs and shredding character sheets and totally rid of and game material in my possession. If you are gaming and you still enjoy it then I am glad, but after 25 years I have reached total burnout and have to move on to something else.
I appreciate all the readers who have stopped by and posted comments, your contributions have helped make this blog a better place. I will leave the contact us form up in case people would like to contact us. I am closing all of the comments on all of the posts. Since the comments all go into moderation there is no point in having them held in a moderation queue I am not going to check. Which is bad news for the spammers (who have already wasted their time trying to comment spam us).
If your gaming enjoy it. I am going to move on to something else, something that brings me the same joy and passion gaming used to bring me.
A project to create 28mm Goblin Classes and Character Miniatures for RPGs, War Games and Fantasy Games.
***UPDATE 7/8 First Stretch Goal Reached! ***UPDATE 7/8 Packrat Add-on! ***UPDATE 7/13 2nd Stretch Goal Reached! ***UPDATE 7/15 FREE Rat Familiar with Pack II! ***UPDATE 7/19 FREE Goblin Minion w/ Pack I ***UPDATE 7/28 FREE Snail w/ Civilian Pack ***UPDATE 7/29 NEW Stretch Goals!
Welcome to Rebel Minis 28mm scale Goblin Kickstarter. We created the Dark Hold Goblin project to try and fill what we see is a void in RPGs and Tabletop Games, namely Goblin characters, personalities and classes.
The projects main goal is to fund the creation and production of 18 Goblin personalities and characters to be used in RPGs, Tabletop Games and even War Games. We have hired industry veteran Bobby Jackson to head the sculpting on this project.
So let’s talk about the Miniatures
We have broken the 18 Goblin character miniatures up into 5 packs or pledges. Each Goblin will be cast in lead-free white pewter metal (We just love the classic feel of metal miniatures!) and ship unpainted. We are going to look at various sizes in the Goblins (like Civilians having a smaller stature) so you get a lot of diversity and we are also, as you can tell from the images, going for a fun and unique look. Here is an example of a Goblin up against our current 28mm miniatures. Some Goblins will be bigger, others smaller.
The images, by John Dotegowski, represent our plans and look for each model. Here is painted piece of the warrior to give you an idea. We had a master made and painted by Martin Jones.
Now, this has a sculpted base (we are only including slotted bases) but I think you get the idea. These really have a lot of character!
So on with the Sets!
Goblin Adventurers Pack #I
Goblin Adventurers Pack #1 contains 4 Characters, a Warrior, Wizard, Witch, Rogue and 4 slotted bases. This is a great pack for dungeon crawls and some new RPGs even have these goblins as playable classes.
Goblin Adventurers Pack #II
Goblin Adventurers Pack #2 contains 4 Characters: Barbarian, Druid, Ranger, Paladin and 4 slotted bases This is a another great pack for dungeon crawls and some new RPGs even have these goblins as playable classes.
Goblin Villagers Pack
The Goblin Villagers Pack. Why don’t we see that many regular Goblin Villagers in minis or games? These are great for interaction and sometimes for fodder. We are going to try and make the Villagers a little smaller than and not as beefed up as some of the fighting goblins. We are also adding a little humor as well.
Goblin Militia Pack
The Goblin Militia Pack. For the Village Militia we are going with some bigger Goblins that take their jobs seriously. Led by the Militia Commander, they protect the village… well most of the time.. when they’re not squabbling with each other.
Goblin Knight Jousters Pack
Goblin Knight Jousters Pack. Features our two wanna-be Goblin Knights with Pig Mounts. Each Goblin Knight has his own crest on his shield and a unique helm. The Pig mounts will also be in metal. This is a multi-part pack.
The “I Want It All!”pledge
One of each pack and eligible for any stretch goals (see below). Here is a image of all that is in this pledge.
If we reach our funding goal, that will open up the stretch goals
Ok, so let’s talk about stretch goals. The following stretch goals are based on us reaching a particular sales goal. If we reach these goals, the Figure for that goal will be added to the “I want it all!” pledge level (and only to those backers) for Free. That’s right, Free! Here are the Goals:
Here is an interesting kickstarter you should look at:
Inspired by “Akira” and “Firestarter,” Psionics is a DicePunk System Tabletop RPG about troubled youth with tremendous psychic powers!
“March 2nd, 2014. We first brought in the subject today. He still refuses to speak with staff.
The circumstances of his acquisition are, in a word, fascinating. Out of a High School student body of 1,158, the subject is the only one still possessed of higher brain function at this time. All others remain on life support and are not expected to recover. Local media and law enforcement have of course been sanitized according to protocol.
Field reports seem to indicate that the subject – and his incredible gift – might be the cause of his classmates’ loss of higher functions. The subject has scored off the charts in all intelligence tests and preliminary GREEN aptitude tests, and staff are optimistic. Who knows what subsequent testing will yield?
As a personal note, I hope I’m not getting ahead of myself when I say I think we’ve found something really remarkable here. It may not be too extreme to report that this subject may in fact be…
…the next stage in human evolution.”
“Let’s start a fire.”
Psionics is a tabletop RPG that is played with six-sided dice, paper, pencils, and your imagination. In various incarnations, it has been in the making by one person for over a decade. Inspired initially by the PS1 game Galerians with an eye towards everything that inspired it, a half dozen comprehensive rewrites and unpublished reboots later,this game follows in the footsteps of films and novels like Akira, Carrie, Firestarter, andScanners.
Psionics is set in the real world, in the present day, or 20 minutes into the future (if you like). The players take on the role of troubled teenagers and young adults who have just had an enormous power hidden inside them - psionic talents - unlocked by external tampering.
The PCs – called Espers - will gain the ability to solve the mundane problems in their lives with the superhuman abilities available to them; they will also be confronted with questions about the costs of their powers, from using telekinesis or pyrokinesis to get revenge on the bullies that tormented them, or using mind control to convince their crush to give them a chance.
Moreover, while the talents that Espers can access give them awesome problem-solving tools to play with, overusing their talents and pushing things too far can result in a catastrophic meltdown that is spectacularly fatal for everyone around them.
Meanwhile, the PCs are hunted by a multitude of shadowy Conspiracies. These competing Conspiracies are seeking to control and manipulate the PCs into advancing their sinister agendas, and have enormous resources at their disposal.
So the story becomes: how do you buck the system and defy these groups seeking to capture and indoctrinate you, while coming to grips with your psionic talents?
As a “typical” Esper, you’re a ticking time bomb of teenage angst, with enormous psychic powers; the Man, in various incarnations, is constantly shadowing you and trying to screw with you, taking away your agency and making you a foot-soldier in their cause. What could possibly go wrong?
Psionics uses the DicePunk System, a very streamlined and flexible rules set with only four character attributes – Strength, Speed, Wits, and Will – and with player-defined skills augmenting the set list of skills. The DicePunk System is also used in our fangame,Phantasm (2010), which was nominated for an Ennie award for Best Free RPG in 2013.
On top of the basic DicePunk chassis of Attributes, Skills, and Combat Techniques, we’re going to overlay an in-depth set of rules for psionic talents. These will range from the “bread and butter” psionic powers like telekinesis (moving things with your mind, all the way from being able to levitate a coin to being able to throw or crush a city bus), pyrokinesis (starting fires with your will alone), and psychokinesis (mind-reading and mind-control) to exotic psi talents like magnekinesis (weather control), somakinesis (manipulating your body to enable superhuman physical feats), technokinesis (psionically ‘hacking’ mechanical systems), and necrokinesis (causing a cardiac arrest with a thought). The result is a tabletop RPG that will look and play out a lot like recent movies Push(2009) and Chronicle (2012).
Ok, now let’s talk briefly about why we are asking for your money for this product. Much of the writing is actually already done (I would estimate around 45-55%). This book is in fact being written in its entirety by one person. This is a rarity in the mainstream RPG market, but is anything but in the indie RPG scene.
Devon Oratz, the author, is not going to be paid up front for writing this book, and Mikaela Barree, the other half of End Transmission Games, is not going to be paid up front for laying it out. Either out of the Kickstarter funds or at all. Instead the money we’ve come to Kickstarter to raise will be used for two things.
a) Paying freelance artists for interior illustrations, to ensure the best possible production values.
b) Paying for the actual production costs of publishing the book. Namely, printing and, where necessary, shipping. This is where the bulk of the money will go.
As usual, if we hit our goal, then we can talk fun stuff like stretch goals. Naturally, we already have a few ideas.
As mentioned above, Psionics is set in the real world, either around now, or about twenty minutes in the future. Now of course in several secret ways it actually differs from the real world as we know it. But PCs aren’t aware of those secret differences when the game starts. Only the GM is. So every way in which the world of Psionics secretly differs from the world we live in is in fact a minor spoiler. This may seem strange, but probably shouldn’t. The World of Darkness, Unknown Armies, and Call of Cthulhu all use the same conceit, to one degree or another. Anyway, it doesn’t mean that we can’t hint at how Psionicsdiffers from the real world… and how the lens of the Psionics game sees the real world.
People in the nice parts of North America and Western Europe have it pretty darn good, but complain endlessly on their blogs and social media about their first world problems. People in third world and developing countries don’t have it so good, and are often beset by sectarian and ethnic violence, famine, and drought, but they tend to whine less on the Internet, and take less selfies. Increasingly heated arguments about gun control and birth control and religious and sexual freedom rage throughout the civilized world, an endless spectacle that grinds on with neither entrenched side gaining a millimeter of traction, as the major political parties preach increasingly irreconcilable differences, while practicing increasingly identical policies.
At least… that’s what everyone in the world thinks, with the blinders over their eyes firmly in place. When those blinders get cut away, things start to look mighty different. The secret history of the world that hides in the shadows of the world we know begins to come into focus. The world’s superpowers have been locked in a paranormal arms race that dates back to the end of the Second World War and Operation Paperclip. During the early cold war, the U.S. government secretly conducted mind control experiments to compete with those of the burgeoning U.S.S.R.. We could not, gentlemen, allow there to be a mind control gap.
Since the fall of the Berlin Wall and the end of the Cold War, the psychic think tanks of the great powers have balkanized, splintered, and gone rogue. Gone underground, and gotten smarter. People think that the coldhearted barbarity of Operation MKUltra was the disastrous end to the government’s mind control research. In reality, it was the glorious beginning.
SAN DIEGO (AP) — Amid the costumes and fantasy of this weekend’s Comic-Con convention, a group of young women drew widespread attention to a very real issue — allegations of sexual harassment at the annual comic book convention.
Geeks for CONsent, founded by three women from Philadelphia, gathered nearly 2,600 signatures on an online petition supporting a formal anti-harassment policy at Comic-Con.
Conventioneers told Geeks for CONsent they’d been groped, followed and unwillingly photographed during the four-day festival.
Meanwhile, what Geeks for CONsent and others regarded as blatant objectification continued at this year’s convention. Scantily clad women were still used as decoration for some presentations, and costumed women were described as “vaguely slutty” by panel moderator Craig Ferguson. When Dwayne Johnson made a surprise appearance to promote “Hercules,” 10 women in belly-baring outfits stood silently in front of the stage for no apparent reason.
Groping, cat-calling and other forms of sexual harassment are a larger social issue, not just a Comic-Con problem. And many comics and movies still portray women as damsels in distress. But Geeks for CONsent says things are amplified at the pop-culture convention where fantasy and character costumes play such a large role.
“It’s a separate, more specific issue within the convention space,” said Rochelle Keyhan, 29, director of Geeks for CONsent. “It’s very much connected (to the larger problem) and it’s the same phenomena, but manifesting a little more sexually vulgar in the comic space.”
“Comic-Con has an explicit Code of Conduct that addresses harassing and offensive behavior,” said Comic-Con International in a statement on Sunday to The Associated Press. “This Code of Conduct is made available online as well as on page two of the Events Guide that is given to each attendee.”
Earlier, Comic-Con spokesman David Glanzer told the Los Angeles Times that “anyone being made to feel uncomfortable at our show is obviously a concern for us.” He said additional security was in place this year, including an increased presence by San Diego Police.
Keyhan’s focus on Comic-Con began with a movement launch
While this is at Comic con, this can happen at RPG conventions like Gencon and the like. How much of a problem is this really? Or do you feel like this is overreacting? I have to be honest, I have only been to two conventions and I never saw this type of behavior (though I am not denying that it does happen).
What do you think about the whole situation? A major problem or just isolated incidents? Post a comment and discuss it
There is one gaming fallacy I hear repeated every once in awhile and it drives me crazy every time I hear it
I am talking about the people who post on role playing game forums that we need Friendly Local Game Stores in order to bring people into the hobby and help the hobby grow. This is a fallacy that is repeated time after time and despite being untrue and providing these people facts to back the fact that this is untrue, it doesn’t stop people from repeating it anyway.
New Gamer’s are brought into the Role Playing Hobby by being introduced into already established game groups. That’s how I learned how to game, that’s how all of the people I have taught the hobby were introduced and that is how ever gamer I have ever talked to has been introduced into this hobby.
I understand where many of these people probably get this idea, the go into their local friendly game store and the FLGS owner tells them that people need to support them in order to give people a place to learn how to game and pick up supplies. Sadly, this is just a lie the game store owner tells to justify their existence and allow them to keep their business based on an outdated business model going.
While I am not going to say that no gamers have learned how to game at a game store, I am going to dispute that many if not the majority of gamers in the hobby stumbled into a game store, saw all the games and say to themselves “Wow! I want to learn this hobby!” Again, some people may have learned to game this way, but the number of people who learned this way are a handful or two and best, not the majority of the hobby.
What really happens is that an already established gamer (an active gamer) has a group and they have a friend/classmate/colleague that they think is a cool person and they ask them to join. If the person is interested they join the group, learn the rules and the rest is history. Some will stay with the group, small numbers won’t but that’s how it works for this and any other hobby. The role playing game hobby is not built on tons of people randomly stumbling into a game store and learning how to game.
Game stores do have their purposes, don’t get me wrong. I am not saying they all should go out of business tomorrow, I am just saying that attracting new gamers is not their strong point. They are great if you want to pick up a game today and also want to socialize with other gamers, or you don’t have enough room where you are living to run a game at your place. If you run a game at your local FLGS you should be sure to support them and buy their products as well as drinks and snacks, since tables are generally free to use. If they are giving you the space and you are using it, then you should support them.
Game stores have their purposes and are useful for the hobby, but what they don’t do is bring in gamers in droves. This is a fallacy I wish people would
What are your feelings on game stores? Post a comment and let us know
I hate to do this but because of spammers and their normal criminal behavior I need to set the comments so they are moderated. For the most part this won’t be a problem because we check the comments many times a day so comments won’t sit around forever waiting to be moderated.
We are going to look into a options so we can set the comments back to real time without worrying about spam getting through, for for now there will be a delay on comments being posted. For you spammers out there, be warned, if your goal is to use us to get your site placed higher on search engines it won’t work. You are criminals and we will stop you.
If anyone knows of any good anti-spam options for WordPress please send us a email through the contact us page and let us know.
Here is a kickstarter for a great looking Zombie horror game called: Fear the Living
The world you knew is gone, consumed by the hungry dead. This is the story of what happens next.
Fear The Living is a tabletop roleplaying game where you and your friends portray the badass, dysfunctional, and codependent survivors of a zombie apocalypse. You all cooperate to decide on the details of the apocalypse your survivors will struggle to survive, from the tongue-in-cheek splatterpunk of Evil Dead or Planet Terror to the grim melodrama of a zombie series like The Walking Dead.
Players are thrust headlong into the roles of capable, passionate survivors whose personal relationships and priorities in the midst of the zombie apocalypse are just as important as their training with a rifle or their trusty machete. Relationships give you extra dice in conflicts where you’re fighting for or because of what you love, what you fear, or what you hate. Just be careful that someone doesn’t use your feelings to manipulate you; the ties that bind can also strangle.
You’re Talented. Player-defined Talents further flesh out your character, detailing capabilities as diverse as “Wiccan Dabbler” and “I’ve Killed Before, and It Shows”. No Talent, however obscure, is useless. The more narrowly applicable the talent, the more bonus dice are granted when it applies.
Your character’s priorities are power! How your survivor sees the world now that it belongs to the dead is captured by their Attributes: Ruthlessness, Will To Live, Authority, and Humanity. When you act according to your Attributes, you gain crucial extra dice at the cost of temporarily depleting the Attribute. Even the most cold-hearted bastard can only be Ruthless for so long. Attributes are renewed only by acting the part, so if you want to keep taking strength from your inner core of Humanity, you’d better be acting Humanely.
No endless equipment lists! Your survivor’s Gear, whether it’s as grand as a stolen Hummer with a custom paint job or as humble as a memento from a happier time, a solid cricket bat, or a distinctive sheriff’s hat, is all handled through one easy mechanic. Gear grants you automatic successes in conflicts where it applies, but the more successes it grants when the chips are down, the more it can complicate your life. Hummers need gas, your wife’s old ring isn’t likely to be appreciated by your new lover, and machine guns have a tendency to attract the attention of the undead.
Your character’s flaws, failings, and injuries are just as important to them as their gear and talents. With the Liabilities system, anything you can think of that could complicate your character’s life can be made into a Liability – from a crippling fear of commitment to a bum leg from a tour in Iraq. You’re rewarded for playing to your character’s Liabilities, and you’ll gain crucial Experience when the GM uses them against you, which can mean the difference between a near miss and a bite that spells your infection. More than anything though, Liabilities grant you a choice: will you restrain your Horrible Temper when faced with the man who killed your son if it means you’ll lash out later at those you love, or do you trust your character’s self-control?
Everyone’s got a type. Your character’s way of doing things, or MO, shows what special role they play in the zombie story unfolding at the table. Is your character a Necrologist, obsessed with learning about the walking dead and uncannily good at figuring out what makes them tick? Are they a font of compassion and kindness in the midst of horror, possessing a Heart of Gold? Decide, then watch as your character grows and changes as they’re nominated for new MOs by your fellow players for their breathtaking heroism, their blood-curdling savagery, and their compelling idiosyncrasies.
Gain control over your character’s story with Advancement. Gained by suffering from your Liabilities, dealing with Risks, and playing to your Attributes and Relationships, the Advancements in Fear The Living offer a temporary respite from the deprivation and danger of the zombie apocalypse. Learn something new, grow callous (or for that matter, grow a conscience), get over your old war wounds and neuroses, find an NPC ally when you need them most, unearth a helpful stash of Gear, get a respite from undead and Entropy for a time, or just get a second chance and tell the GM “My character’s come too far to die now.”
This was brought up on a game forum that I like to frequent and I thought it was an excellent question. So what I want to know is are there role playing game rules that are deal breakers for you? What are some of the game mechanics that totally ruin your fun and make an otherwise interesting game setting not so fun.
I will start off by posting some of mine:
Games where story comes before everything else. This is one of the main reason I dislike FATE because Fate is very much rules light/rules barely and is more about creating the story then playing the game and having the story come out of it. Even in the rules it talks about Narrative. I prefer traditional role playing games over Story Games, that’s why I will never play FATE.
Games that require me to use playing cards. If an RPG requires playing cards (which I don’t own) the game gets put back on the shelf never to be considered again. I don’t care how great everything else is, that’s a deal breaker and my interest in the game is automatically done. I don’t own cards and I don’t want to play a rpg that uses cards. I know game designers want to try to be cool and edgy when doing game design but this is very much a deal breaker for me.
Games with over complicated game mechanics, which is one of the main reasons I dislike the D20 system. I find the more over complicated the game is, the more time that is spent (or wasted in my point of view) with the game stopped and the players and the Game Master looking up rules in the game book. I have a limited amount of time to game and I want to spend it actually gaming, not looking up some obscure rule
Finally and most frustrating of them all. Random Character Generation. This is a deal breaker for me because in the end I am playing a character that the game wants me to play, not the character I want to play. Role playing games are supposed to be fun and playing a really sucky character that is nothing like the kind of character I want to play means I am playing for the sake of gaming and not for the fun of gaming. Which is what gaming is supposed to be about.
Do you have any role playing game rules line in the sand? Are there specific mechanics that just drive you crazy? Post a comment and discuss it
The D20 system was a system that was very popular a few years ago mainly due to Dungones and Dragons and still remains popular with some people today , but it’s not quite as popular as it once was. Back when the OGL was released people were taking their product that had it’s own game system and made a D20 version of the game.
I understand the logic of doing it from a business point, but the problem is not ever game can be shoehorned into a system. Sure, you can always throw a setting into a system but is it going to run as well as it could? Is it going to have the look and feel of the setting?
I am very much a System Matters kind of person. I know there are people out there who disagree with this, but it doesn’t change the way that I feel about it. Since the D20 glut people have gone back to creating games with a system that fits the setting better and makes more sense. There are still D20 products being made but nowhere near as much as there used to be.
Another thing that always bothered me about the D20 system was how over complicated the system was for doing even the most basic tasks. I have always found the more over complicated the system was, the more time was spent stopping the game and looking up some rule, no matter how basic the rule. For me this is wasted time, time better spent gaming and having fun which, after all is why we game in the first place. Not to mention I just don’t have the time I once had to read through hundreds of pages of rules to learn a game. I don’t like games that are way too rules light, but I hate over complicated games even worse.
Give me something in-between and I will be happy.
What do you think about the D20 system? Do you think it is over complicated? Does system matter to you? Leave a comment and discuss it
While I am a few weeks behind posting this, the new version of Dungeons and Dragons has been released as a basic pdf which can be found here
The PDF is 110 pages and has character creation, rules and even a character sheet. I am still reading through it (I most likely will need to print it out in order to properly give it a read through, as reading .pdf’s on a computer gives me a headache.
I am curious if anyone has read through the .pdf and what your thoughts are on the new rules? Have you played the new version of Dungeons and Dragons? What did you think about it.
I will review the new version of Dungeons and Dragons ones I have properly read through it.
What do you think? Will the new version be the version you play? If you stopped Dungeons and Dragons because the other versions turned you off will the new version bring you back? Let me know.