We are pleased to announce our newest product; Crew Quarters!
Crew quarters is a boardgame and card game in one. Players take the role of....well how about you read the back of the box too:
The roles you can play are:
The Captain - they steer the ship, give out awards and general get to boss the others around and give speeches.
The Executive Officer - the XO is the manager and human resources guy. They organise and sort cargo, finances and ensuring the ship has fuel etc.
The Chief Engineer - repairs, maintenance, damage control, and making sure the ship's toilet flushes
The Professor - studying the universe on the way through each mission, coming up with all manner of wacky intruments and experiments. Some of them are even helpful!
The Colonel - controlling discipline and readiness, the ship's meagre fighter screen, and organising Away Teams
The Doctor - in charge of the general health and wellbeing of the crew, as well as ensuring everyone follows quarantine measures.
Stay tuned for more information!
Wednesday, 14 August 2013
Sunday, 21 July 2013
Birthdays, Book Blocks and Behind the Throne!
So it’s my partner’s and my birthdays this week, and I’ve gotten myself a neat little present (the missus has already been sorted). This week should herald the availability of the Print on Demand option for the Core Rules! The book is already available from Lulu.com however their printing costs are rather high and the end price of the book is far above what I envisioned our customers having to pay for the hardcover. This will all change with Lightning Source having accepted the book block files and I eagerly await imminent arrival of the print proof this week. As meticulous as we have been, I hope there are no major flaws with the design and layout and I anticipate the POD option being activated shortly after I have the hot little number in my hands.
So, stay posted and I may even debut the release with a special discount in celebration for this milestone.
In other news:
· Behind the Throne – Enchantments Supplement for HoF is in development. There is still tons of work to do on it, but already there’s plenty of source material to explore and expand on. We introduce several new factions, a plethora of new spells, a sinister back story to the shadowy Oculus bogey men, and an introduction to the mysterious Fae of Karth.
· The Book of Artefacts. Work in progress introducing a multitude of Artefact type magical items to HoF. From Plot Device level of power all the way down to the everyday items sold by street vendors, the variety of Artefacts in the Hands of Fate universe deserves its own supplement to do it justice.
· Animism and Benedictions Supplement still in concept phase. We envision exploring the Shaman faction of Karth, as well as touching on their ancient enemies, the diabolists, and the coming darkness that’s been hinted at in other parts of the fiction sprinkled about the Hands of Fate books. For Benedictions we plan to have more religions detailed and to add some fiction to support their implementation into Karth.
· Softcover editions of Monsters of Karth and Ars Academia planned. Now that the whole process of book block creation is no longer a mystery it should be fairly easy to put together the required typesetting. We plan on releasing all supplements as softcover standard colour in order to keep costs as low as possible.
A Note on Costs:
Low costs = low prices, which is everything we stand by here. This endeavour (I’m talking about Audio Samurai Games) does not have making money as its end goal; our end goal is to provide quality gaming products that are affordable to just about everyone. As a gamer myself I know how expensive it can get trying to collect as many gaming books about your favourite systems as possible, and that’s something we want to alleviate here at Audio Samurai Games. In order to create quality products, however, we need quality artwork to break up the walls of text. We’re always on the look-out for decent, yet affordable artwork, especially if it’s free! If you have a doodle of a cool character from your favourite games (and they don’t look like someone trademarked) and you’d like to see it in print we’d be happy to accept donations. I can’t promise you much in the way of cash but you’ll definitely receive a mention in the credits and we’re happy to give out complimentary PDF’s of our products (or possibly a Core Rules if the artwork is exceptional). Tell your friends; tell your family; or anyone you know that can draw either digitally (preferred) or on paper and wouldn’t mind giving away some free time.
Wednesday, 3 July 2013
What to Expect...
So the Print on Demand version of the HoF Core Rules is nearing completion, and I thought I would take some time to let people know what to expect. Well, first of all, as mentioned previously all the artwork has been reconsidered and it now has several magnificent full page splashes of fantasy art courtesy of Joe J. Calkins of Cerberus Art. We’ve used a few pictures from the Wyn D’mere Art Pack from RPGNow.com and by Shield of Faith Studios / Matt Jordan and some of the artwork available from the Arcane Monthly e-magazine. A few of the original pictures made it into this iteration of the Core Rules as well. It’s not that the previous artwork weren’t good, it’s more that the pictures were just littered through the publication to fill space and break up the walls of text. Not much in the way of theme.
I’ve talked enough about artwork (did I mention that it looks brilliant?), what’s going to be different?
I’ve gone through and revised about 60% of the rules. This revision included rewrites to clear up confusions about some of the information, reordering sections within the chapters to make more sense and outright adding more goodness.
Some examples of new content:
· Rules clarification about using Aces and Jacks to activate Talents, and Aces not able to activate Combos
· Grammatical fixes for some entries
· Introducing the concept of ‘0 Value Cards’ – when defending against an attack with more cards than you have, you may still apply your modifiers to Effect against those pesky low valued cards that always seem to do the damage as they’re undefended. Now you can pop that errant +1 to Effect onto an imaginary card with a value of 0, essentially defending a card with nothing more than an Effect bonus
· Added the Dazed and Confused Conditions.
· Reworked Enchantments – added 2 new types of Enchantment spells; Divinations and Cantrips. These new spell types introduce a new way to cast Enchantments, and offer more flavour and versatility to this magic style. Cantrips are effects that affect the physical world, such as telekinesis, rope tricks and orbs of light. Divinations allow for gypsy like fortune tellers and mind reading abilities. Several new spells!
· Animism has a few new Spirits of the Wilds added. Some of the process of summoning and communing has been streamlined a little. More information on Diabolism, including 3 Demon Types to summon and serve…I mean befriend.
· Games Mastery has had a fair bit of re-write done on it, to clear up the wall of text that used to be the Interactions section about NPC reactions and diplomacy or intimidation. Re-ordered the sections on Narration and Passing the Narrative. Added better information regarding weather effects.
· Creature Features – Added several new Features; Tough – add points to tough creature’s Hand without increasing Expertise, Shapeshifter – change the creatures appearance slightly, such as facial features to appear as someone else, True Shapeshifter – change the entire body, size and shape of a creature, Heroic – Changed to remove the reference to Second Wind (oops), Acid – removed reference to Chemistry (was meant to be Alchemy) and changed the way it operates, Fleet – add movement to creatures without having to increase their POW, Plant – changed the references to include notes about movement and Immunities and Vulnerabilities, as well as discussing INT scores.
· And more that I can’t think of right now
So, tons of new stuff, we’re pretty excited about the completion of this task, and will keep you informed of expected changes in the near future.
Stay Sharp!
Wednesday, 26 June 2013
School's In!
Ars Academia went live this morning on RPGNow.com! This is our 4th product in the Hands of Fate series, this one focusing on the roles and abilities of Sorcerers. It offers an in depth look at life in the Academia Alchemica, the Empire’s elite school for Sorcery and Alchemy, from Apprentice level all the way to Arch-Mage; the masters of Sorcery.
We’ve got more complex methods for casting spells, such as Rituals, which are spells that are cast through successive rounds and take a toll on the caster. Once committed to a Ritual the Sorcerer faces a very real risk of literally blowing themselves up or tearing themselves to pieces with their magic as they channel excessive amounts of Aether, the substance of magic. The same process can be applied to Benediction spells, and will be extrapolated in an up and coming supplement focusing on Benedictions.
Ars Academia offers insight into the various power plays and political manoeuvring going on within the tome lined walls and dusty bookshelves. It details a few of the factions within a faction that are the cause of much turmoil and strife for Sorcerer characters. There are adventure hooks suitable for Sorcerous adventurers and their minions…I mean party companions…and a whole slew of magical themed monsters to throw at them.
For the budding crafter there are new magical properties to apply to weapons, armour and trinkets. New potion and scroll effects, and ways to give the Alchemist and Scribe an advantage in his or her field.
Lastly, as the greatest challenge in playing a Sorcerer is thinking up ways that their free-style magic can affect the world, the supplement offers over 30 example spells; from 1 or 2 Modification spells all the way up to 10 Modifications!
So…What’s next, you ask?
· Due to much anticipation and demand for an extrapolation of the Enchanter and their abilities I’ll be working on the Enchantments Supplement, Title TBA, so stay tuned for info on that little gem.
· Animism deserves as much treatment as the other magic styles and I can’t wait to see what we can come up with, providing new tools and Spirits for our warriors of the great spirits!
· A book devoted to new religions, providing a framework for Benediction characters or GMs to either build their own religions, or adopt one of the ones in the book. It should also have a ton of flavoured information for the game world, for those who wish to focus their games around religious turmoil.
· The Book of Artefacts is in production; this supplement will provide GMs with everything from small powered, everyday magical items that people take for granted - such as ever burning candles - to truly world shattering artefacts of terrible power – such as Lokan’s personal Spear. Devices that can be used as flavour in campaigns, or as pivotal plot devices that drive the characters to do what they do.
Monday, 24 June 2013
HoF Print on Demand version in the works!
So the repertoire of Audio Samurai Games is growing, and the more I write, the more I come up with great ideas. I think they're great, anyway, and so do my gaming buddies. But offering just electronic versions of the games we make isn't enough. Not for me. I dream of one day lining one of my sagging, overburdened bookshelves (I really should look at getting another one) with hard copy versions of my own games.
PDFs are convenient at the gaming table, with bookmarks and hyperlinked references, but nothing quite captures the genuine feel of a true RPG experience like a hardcover edition of the game your playing, sitting within reach of all the players. Or better yet, one for everyone.
The artwork in the hard copy books is appreciated more, I believe, as PDFs are usually just used as references. It is much easier to look up something when the chapter is bookmarked, or there's a link to the table in the contents. I think having a hard copy version of HoF is just a pride thing, but it's something I'm working towards.
I've been using the opportunity to take a good hard look at the state of the game, also, not just reformatting and adding new artwork, but going through each and every rule and notation to see if it can be tweaked just that little bit more. I've made some changes, and found some stuff that SHOULD have been changed but wasn't (I'm looking at you, reference to Second Wind in Creature Features section!) and on the advice of some of my regular players added tutorials to some chapters with pictures to better explain the use of Effects, activations of Talents and how to Trump during combat.
So it's taking a little longer than expected to get the printed version ready, but as I'm now about 30% done I've come to realise that I should not rush through this regardless of how excited I may get about holding the dead tree copy in my hands.
For anyone who's interested, here's a link to what's been done so far, just so you can compare with the PDF version and see what I'm talking about :)
Thursday, 20 June 2013
Monsters of Karth
Another Add-on for Hands of Fate goes live!
Finally finished the Monsters of Karth booklet for the Hands of Fate RPG, and there's some amazing artwork from Joe Calkins, Cerberus Art, and a few others from the Golden Age of RPGs. As you can see, the cover work looks fantastic!
I had purchased an art pack from Cerberus Art and guessed there would be 2 or 3 pictures in there that I could use, as is usual with an artpack that I pick up, but was very impressed with a lot of the work therein. The pictures were from the artpacks Cerberus Stock Art: A Decade of Fantasy and Cerberus Royalty Free Clip Art Pack, and are of excellent value. I drew a ton of inspiration from these pictures, and was pleased to find that almost all of my monster entries in the book were able to have pictures matched from the art packs.
More on the book itself;
- Several Dragons!
- More Orc and Alfari enemies
- Ogres and their war against the Bolfi
- Tons of Undead, both corporeal and incorporeal.
- Wild Men
- Many creatures from Karthi myths and legends
- New Armour and Weapons, plus a new Animism Spirit of the Wilds!
Tuesday, 18 June 2013
Why a Dungeon?
So, I was thinking the other day while writing up stuff for the Monsters of Karth add-on for Hands of Fate and I came across a question that I asked myself and I don’t think I’ve been able to satisfactorily answer. So I’ll write down my thoughts and see where they take us.
Thinking of ideas for dungeon themed monsters, while trying to steer clear of clichéd D&D critters, I thought about what a dungeon means in my games, and are they really something that makes for fun gaming still? My games tend to be more story related, with encounters based around what the party discovers while acting out their characters, and I realised that I haven’t run a good dungeon crawl for a long time. I feel that simply laying out a labyrinthine structure and populating it with monsters sounds like an unimaginative way to spend my precious game time, that the story elements that would be strongest in this gaming environment would be reduced to questions like “What’s through the next door?” or “What does this lever do?”.
This may be enticing enough of a plot for many players out there but the storyteller in me begs for more of an element of mystery and excitement than mapping rooms and killing the bad guys in them. One or two rooms after the first and the party falls into a careful, methodical approach to opening doors (listen checks, trap checks, magical trap checks and then carefully opening the door). Yes, I realise I may be over-simplifying the process and that there are plenty of exciting dungeon crawls out there, especially for the Old School Gamer , but it’s a thought that keeps nagging my creativeness, that doesn’t see the fun in just running room encounter after room encounter. There isn’t enough character interaction, enough character building, or enough ROLEPLAYING for me.
So I struggled to come up with critters for my dungeons, simply because I find encounters out of dungeons to be far more complex and story driven than simply ‘because the monster lives in this room’. There must be a story related reason why the encounter occurs.
This is important in a game like Hands of Fate, and a few others, because it doesn’t reward players with a bounty of xp for each monster slain. It rewards the players on good roleplaying, on furthering the storyline, and for collaborating with the GM to create fantastic stories. A horde of mad Orcs killed to the last gives you just as much xp as a duel with a single, dangerous foe. The game doesn’t need multiple combat encounters, it needs a story. Combat, while fun, can bog down game play significantly; especially if you run with groups of 4+ players. This is one of the reasons why I wanted Hands of Fate to be fast paced, and the result is a very deadly combat system where the players are rather nervous when facing off against a GM controlled character or monster, one well timed dagger thrust to the goolies and it’s goodnight, Sunshine. Combat means a deadly encounter, for one side or the other, and there are consequences for letting a sword thrust go unchecked, even if the party has a healer.
So far, we’ve had great success in wilderness encounters and city borne combat, with a small dungeon crawl that was mostly puzzle solving Indianna Jones style more than room clearing. We’ve done a cave crawl to clear out an Orc lair, but once again, it was mostly just a few rooms with story elements in between. I think the ‘Passing the Narrative’ mechanic makes room mapping and maze running obsolete, as a player who thinks up a good way to use their character’s skills can gain the Narrative off the GM and hand wave the maze away, saying that the party navigates the passageways for a while until they hear an approaching patrol. For raiding fortifications, the party can come up with battle plans ahead of the fight, and they end up choosing where the encounters occur.
I dunno, maybe I just don’t get dungeons.
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