Mourngyre is a setting I've had for play for a great number of years, a few adventures here or there, and a longer campaign all written out, but with no play group entirely suitable. Part of it is that the setting is more modern than classical fantasy--it is set in a gothic fantasy/horror world. I've been thinking of it as an alternate setting for High Valor's "Feat" system, despite the fact I didn't really intend to name the system it just happened accidentally.
I've gathered a few trusted people together who know my aims, and I think could work out as suggesting directions for the game to go. I am trying not to walk onto the same stage as Ravenloft (since there is a nodding similarity thanks to Dracula, Frankenstein, and other similar literature.)
Instead I want to create a world that is dark, but not stark, one wrapped in shadows and fog, where even good intentions can turn foul, and trap someone into monstrous acts. (Like in some ways the original and actual Vlad Tepes.) Who is a hero to his nation--yet walked a very dark path to get there. (I don't want to step into the place where I'm condoning or condemning him. What he did was probably appropriate for his time, and his losses.) I do want to make sure that part of the stories Mourngyre explores is the path to hell being paved with good intentions.
Yet at the same time, I want to make heroism as something that can still fight back in the dark.
High Valor is still not in print. Thanks to the the fixes I need and the person needing to do them going of to Gen Con.
I'm working on a deal to get softcovers as well once I get the fixes and have them carried somewhere so gaming stores can get them.
Other than that, I'm still working on Tribes of Mother Night, and working on other things to get done. Just kind of writer's blocked at the moment. I think its the fact I've not got to game much lately. Unlike some my game writing is reduced when I'm not playing as much.
Tuesday, August 10, 2010
Wednesday, July 07, 2010
[High Valor] Coming (Really) Soon.
After a very long wait, I've recieved the print file layout of my FRPG High Valor. It's being sent off to be printed, and soon enough I'll have a protoype book in my grubby little hands.
I'm still waiting on the e-file for download as currently the for print file is huge, and not printer friendly for at home printing, wish me luck on seeing it soon enough! The print book will retil for 35.00USD, and the PDF for 12.95. I Hate charging to much for things, so I'm hoping those will be solid price points for them, without being too high for poor game writer's like myself
The game itself doesn't do anything wild and crazy--but it does do dark age versions of vanilla tropes quite well, in my opinion. The setting is on the cusp of crossing from the dark ages to the middle ages, spears and mail defend the land from terrors that still haunt the forests between small villages. Even greater evils gather beyond the Free Kingdoms to wage war against mankind. It gives a lot of stuff to do, and thats something important to fantasy games--not just "go kill things and take their stuff.." but to fight, show your courage, and maybe even die in glory for your people and your world.
I'm still waiting on the e-file for download as currently the for print file is huge, and not printer friendly for at home printing, wish me luck on seeing it soon enough! The print book will retil for 35.00USD, and the PDF for 12.95. I Hate charging to much for things, so I'm hoping those will be solid price points for them, without being too high for poor game writer's like myself
The game itself doesn't do anything wild and crazy--but it does do dark age versions of vanilla tropes quite well, in my opinion. The setting is on the cusp of crossing from the dark ages to the middle ages, spears and mail defend the land from terrors that still haunt the forests between small villages. Even greater evils gather beyond the Free Kingdoms to wage war against mankind. It gives a lot of stuff to do, and thats something important to fantasy games--not just "go kill things and take their stuff.." but to fight, show your courage, and maybe even die in glory for your people and your world.
Monday, June 28, 2010
Hearts & Souls 2E: Presenting The Flea!

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A rough prototype of the the Hearts & Souls 2E PC Sheet, set up for one of our smallest, but not least, iconic heroes.
I appreciate any feedback and suggestions. I've tried moving some elements around but it results in to much crowding and complexity back to back.
Monday, June 21, 2010
Why do I like superheroes?
Why do I like superheroes? It what about them moves me to enjoy reading about them, or in the case of games, playing and writing about them?
It's not an easy thing to narrow down. I guess at heart its the simplicity of a person who properly motivated can go forth and punch evil in the face. Sure its not always that simple. Complexity adds spice and flavor. Yet at its heart, its this "The desire and will to go out and make a difference, in the world."
We have real heroes too--though we forget them I think because they lack the capes, cowls, and other costume accouterments. Some of them are police officers, some are emergency workers, others teachers, lawyers, and just plain folks. They choose to make a difference in the world, they choose to step forward, especially when it isn't easy.
Now no one of any job or profession is guaranteed to be a hero. Many are in the profession but abuse it, others simply don't go beyond the absolute minimum they must do like any day to day job. It is grueling, terrible work, they face. No matter which profession we speak of in the above lists. Yet heroes are not the same as superheroes, and of course masked crimefighters are a relative but not exactly the same.
Masked Crimefighters began farther back--Scarlet Pimpernel, Zorro, and the Reverend Dr. Christopher Syn, the Scarecrow of Romney Marsh. They're heroes in their own way, they fight crime, they do so with skills and abilities a real world person can learn. Maybe they're better at them because they're protected by the fiction they dwell in of course. Yet at the core they are heroes, not superheroes. One could argue Batman is in this vein, but its questionable if he doesn't push narrative protection into the realm of even that being a superpower.
Superheroes are a bit more recent, or eons older depending on where you put culture heroes. Yet superheroes have created an existence all their own in popular media. Costumes, cowls, and all.
Yet when you get down to it--the desire to make a difference, and the will to go out and implement it, is why I like superheroes and their kindred spirits.
Why do you like superheroes?
It's not an easy thing to narrow down. I guess at heart its the simplicity of a person who properly motivated can go forth and punch evil in the face. Sure its not always that simple. Complexity adds spice and flavor. Yet at its heart, its this "The desire and will to go out and make a difference, in the world."
We have real heroes too--though we forget them I think because they lack the capes, cowls, and other costume accouterments. Some of them are police officers, some are emergency workers, others teachers, lawyers, and just plain folks. They choose to make a difference in the world, they choose to step forward, especially when it isn't easy.
Now no one of any job or profession is guaranteed to be a hero. Many are in the profession but abuse it, others simply don't go beyond the absolute minimum they must do like any day to day job. It is grueling, terrible work, they face. No matter which profession we speak of in the above lists. Yet heroes are not the same as superheroes, and of course masked crimefighters are a relative but not exactly the same.
Masked Crimefighters began farther back--Scarlet Pimpernel, Zorro, and the Reverend Dr. Christopher Syn, the Scarecrow of Romney Marsh. They're heroes in their own way, they fight crime, they do so with skills and abilities a real world person can learn. Maybe they're better at them because they're protected by the fiction they dwell in of course. Yet at the core they are heroes, not superheroes. One could argue Batman is in this vein, but its questionable if he doesn't push narrative protection into the realm of even that being a superpower.
Superheroes are a bit more recent, or eons older depending on where you put culture heroes. Yet superheroes have created an existence all their own in popular media. Costumes, cowls, and all.
Yet when you get down to it--the desire to make a difference, and the will to go out and implement it, is why I like superheroes and their kindred spirits.
Why do you like superheroes?
Thursday, June 10, 2010
The Wonders of an Unfocused Mind
Lately I've not been getting much writing done. It has more to do with health issues than other concerns. Though hopefully with one of them handled things will move forward.
Sadly High Valor has had to be moved to another layout person. No response from the previous layout person for over a month, and regardless of it being 99% through, I simply have no choice but to find someone else and start again. It's not something I wanted to do, and I held off far longer than I should have, but the person is good at what they do, and a friend. That made the whole need to move on, all the more despairing.
In the meantime Derelict Delvers is coming along. I now need to get some names for the sub powers for the Medic class. I need a side bar on "Engineer vs Scientist" in the book. I mean the Engineer is both, but he's a practical scientist. The go build something that works and kick it when it doesn't sort. Not the stay in a lab and create hypothesis type.
E.o.N's setting and work is getting more and more solid. I've really got a hold of the new direction both visually in my head, and more solidly in my rules. While I'd love to make custom rules for everything, that doesn't always work out so it will be similar to high Valor but with tweaks. Other games in the works will often have their own system, though some will use my fallback one. (High Valor's system.)
Now onto contemplating Tribes of Mother Night :D
Sadly High Valor has had to be moved to another layout person. No response from the previous layout person for over a month, and regardless of it being 99% through, I simply have no choice but to find someone else and start again. It's not something I wanted to do, and I held off far longer than I should have, but the person is good at what they do, and a friend. That made the whole need to move on, all the more despairing.
In the meantime Derelict Delvers is coming along. I now need to get some names for the sub powers for the Medic class. I need a side bar on "Engineer vs Scientist" in the book. I mean the Engineer is both, but he's a practical scientist. The go build something that works and kick it when it doesn't sort. Not the stay in a lab and create hypothesis type.
E.o.N's setting and work is getting more and more solid. I've really got a hold of the new direction both visually in my head, and more solidly in my rules. While I'd love to make custom rules for everything, that doesn't always work out so it will be similar to high Valor but with tweaks. Other games in the works will often have their own system, though some will use my fallback one. (High Valor's system.)
Now onto contemplating Tribes of Mother Night :D
Friday, May 28, 2010
Chinese Translation...
I am still looking for someone able to do English to Chinese translation, accurately enough for a game. I don't know when I'll find em--and at the same time the writing isn't done, but I figured a word here or there is better than waiting until the whole thing is almost done.
I need to wrap up Derelict Delvers, its an RPG I'm working on and its so close to completion, but one thing after enough has kept me busy. Mostly health concerns.
I got to play--actually play, the start of a campaign recently--of Talislanta. Was very fun. I hope it continues. One of my favorite games.
In the mean time I'm still pondering Tribes of Mother Night, E.o.N elements. Visually, I've very strong cues in my head. Game mechanics though need some examination.
I need to wrap up Derelict Delvers, its an RPG I'm working on and its so close to completion, but one thing after enough has kept me busy. Mostly health concerns.
I got to play--actually play, the start of a campaign recently--of Talislanta. Was very fun. I hope it continues. One of my favorite games.
In the mean time I'm still pondering Tribes of Mother Night, E.o.N elements. Visually, I've very strong cues in my head. Game mechanics though need some examination.
Sunday, May 16, 2010
Tribes of Mother Night
Believe or not, I've been dwelling on one of my first published works. The setting "Tribes of Mother Night," because of the ease of use of the system used in High Valor, and its flexibility. I've been considering using a variation of it for the setting for a 2E version.
The problem is--what Feat pools will it have? I'm pretty sure we need Fate (connection to Mother Night, or Haelot, Magic use.) Yet what do we do for fighting and thinking? The game can focus on duels and the dueling circle, as well as traditional conflict. I've been thinking on that quiet a bit. So "Warfare" and perhaps "Wits?"
Although I might go with Fate, Wits, and Warfare?
It flows well, but I'd be glad to see and think upon other ideas.
The problem is--what Feat pools will it have? I'm pretty sure we need Fate (connection to Mother Night, or Haelot, Magic use.) Yet what do we do for fighting and thinking? The game can focus on duels and the dueling circle, as well as traditional conflict. I've been thinking on that quiet a bit. So "Warfare" and perhaps "Wits?"
Although I might go with Fate, Wits, and Warfare?
It flows well, but I'd be glad to see and think upon other ideas.
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