Hard times at Hero Games

Hero Games’ Jason Walters made the following announcement on the Hero Games website and the Hero Games discussion boards a few minutes ago:

Changes At Hero

Hero Games has been around for 30 years with ups and downs. The economy’s been pretty rough lately, as has the gaming market. With declining sales and fewer releases, Hero has reached the point where it’s no longer possible to maintain a full time staff of three, so it’s scaling back.

Darren and Steve will be departing December 2nd, with our thanks for a decade of hard work that gave us 108 books, and best wishes for their future endeavors, which may include producing new books under a Hero System license. We’ll keep you posted on that.

Jason will remain to continue shipping books and handling day-to-day matters. Existing books will continue to be available for purchase, and the company will continue in business, just a bit more slowly. The online store remains open. Steve will continue to answer rules questions on the Hero boards as “the guy who wrote the rulebook.”

We’re looking into doing a Kickstarter to print Book of the Empress, since it’s complete and ready to go.

For the near future Hero would appreciate your kind thoughts and your patience. Transition periods of this sort take time, and Jason has a lot of work cut out for him, so the support of our fans is much appreciated.

Posted by Jason Walters, General Manager

Needless to say, this is something of a shock. Hero seemed to be going from strength to strength and, although it’s very early days, it’s hard to envisage the firm without Darren and Steve.

And the highly prolific Steve has written or co-written the vast majority of Hero’s output over the last decade.

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Unchivalry & Sorcery: C&S Redbook

There is a document being promoted around various filesharing sites under the name C&S Redbook, aka C&S 6th edition. I don’t know who’s behind it, but it would appear from the title that is considers itself some sort of successor to Wilf Backhaus’s C&S Redbook, which he tried to sell in the late ’90s until stopped by lawyers representing his former writing partner Ed Simbalist and his associates.

How this came about is a sorry, perhaps even pathetic, tale.

Way back in the 1970s, when Original D&D was still thought of as a skirmish wargame, a couple of wargaming buddies in Edmonton, Alberta, Ed Simbalist and Wilf Backhaus, figured they could do better. They produced a game called Chevalier which they took to Gencon 1977 to offer to Gary Gygax. At the convention, they decided to take up an alternative publication offer, from Scott Bizar, of Fantasy Games Unlimited. After further development, the game was released as Chivalry & Sorcery.

At the time it came out, there weren’t very many roleplaying games. D&D was first, in ’74. There were a number of D&D derivatives, but by around ’77-78 there were only four distinct new games I’m aware of (ie, not mechanically derived from D&D): Ken St Andre’s Tunnels & Trolls, Chaosium’s Runequest, GDW’s Traveller, and Simbalist & Backhaus’s Chivalry & Sorcery.

Only by the time it was published, it wasn’t Simbalist & Backhaus’s Chivlary & Sorcery. It was Fantasy Games Unlimited’s. FGU had a rather acquisitive policy towards IP rights of the games it published.

Nevertheless, the hobby was small, and Ed and Wilf were probably happy to get paid at all – and likely even happier to see their baby in print. They worked with FGU to bring out more supplements and, in 1983, a second edition of C&S (with more supplements and even a couple of modules by the prolific Keith brothers). Ed even wrote a second game for FGU, Space Opera.

We can assume that at this stage Ed, at least, was happy with the way things were working out.

Wilf produced a second game of his own, the Archaeron Games System, for which two small rulebooks were produced – Warrior and Mage. They’re worth a small fortune on the second-hand market these days, but I woudn’t part with my copies.

By this time, the early to mid-80s, the hobby was bigger. Much bigger. Everyone and his uncle was trying to produce RPGs. Even Corgi (now HarperCollins) produced Dragon Warriors in paperback-sized rulebooks. There were tie-ins to big movies, comic franchises, and to the kind of novels gamers read – ICE had managed to acquire the licence to produce its Middle-Earth line, and Chaosium had Call of Chthulhu and Stormbringer. And the D&D juggernaut kept rolling on.

By the late 1980s the crest of the tabletop RPG wave was breaking. The indie games had always been fly-by-night operations, but even established RPG companies were feeling the bite. By the mid-90s the rot was well and truly set in. Companies were scaling back production drastically or going to the wall.

FGU scaled back. It scaled back so drastically that it was releasing games only to keep its IP. Yes, it appears quite a number of those contracts FGU had eager young game designers sign had a rights-reversion clause – if the game ever went out of print, they got their IP back, so FGU put out just enough cheaply printed copies to prevent that happening (if you ever see softcover single volume editions of Space Opera, for instance, that’s the reason). It’s no different to sports teams who put out-of-form players on the field because their contract stipulates they’ll be played a minimum number of times a season or the contract will be void.

Whether that clause applied to C&S, I’m not sure. But what did eventually happen is that Ed Simbalist, in partnership with a new firm, Highlander Games, raised the money to buy back the Chivalry & Sorcery IP and, in 1997, during a resurgence of RPG populariry as gamers around the world found each other through usenet and mailing lists, a third edition of Chivalry & Sorcery came out.

Ed and Wilf were, at that time, both active in support of C&S3 on the now-defunt Loyal Order of Chivalry & Sorcery (LOCS) mailing list, which is where I first encountered them. Ed and Highlander licensed a couple of fledgling fan-run companies, Mystic Station in the US and Britannia Game Designs in the UK, to produce official C&S products.

But the relationship between Ed and Highlander soon soured. Fans complained the new edition dumbed down the game, made it too like D&D; the publisher started disregarding Ed’s input. After a few short years, the relationship was irrevocably broken. Wilf withdrew from the debacle.

So there was another IP buyout (these things involve real money, people). Ed went into partnership with one of the two official licensees, Britannia Game Designs. And, as they were putting together a new edition of the rules (the fourth official edition, taglined The Rebirth), Wilf began circulating his own reworking of the first edition of C&S, calling it C&S Redbook.

He didn’t, of course, have the IP rights to do so. Why he did it is beyond me – although he did email me a copy of it and a system he called KISS (Keep It Simple, Stupid) when I asked if he was doing anything new with the Archaeron Games System. It wasn’t very much like the original 1st edition at all, and nor did I think it a particularly good game.

By the time The Rebirth came out, Wilf was openly selling PDFs of his version on CD, calling it the Redbook 5th Edition, and so it had to go to law. Wilf eventually stopped.

No one would ever devalue Wilf’s contribution to C&S. He’s the co-creator, for heaven’s sake. But if he wanted to use the name he should have chipped in to buy the rights back. And if he wanted to produce a new system (which is pretty much what he did), he could have very easily called it a new name and, on the cover, described himself as co-creator of C&S. Nobody would dispute his moral right to do so. But to call the game Chivalry & Sorcery? That was not only illegal, it was unchivalrous.

Both Ed and Wilf are dead now. Who is putting the unofficial ‘sixth edition’ under Wilf’s name, I don’t know. But I do know they have no right to do so, and so do they.

I do know the people who have the IP rights. People who invested their own hard-earned cash in acquiring them, working with Ed, because they are fans of C&S. And I know they are working on a new edition themselves. I have high hopes for it.

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Poser Pro 2012 – initial thoughts

One word review? Wow!

I’ve been using Poser since version 5. I think this is probably the most significant upgrade I’ve experienced since then, although it’s something of a toss-up with the indirect lighting introduced with Poser 8/PP2010.

And the only new toy I’ve played with in any depth is subsurface scattering (SSS). It adds a whole new level of realism to renders. And realism is something I’ve shied away from, because there seemed to be so much additional work involved. SSS does it simply.

In basic terms, SSS is translucency. It doesn’t seem that big a deal, until you realise skin and flesh is translucent (hold your hand over a bright light – see how the light passes through the edges of your fingers? That’s translucency.)

Here’s an example. The first image is rendered with SSS. The second is without SSS.

V4, Vanilla Sky texture with SSS on the skin

V4, Vanilla Sky textures, without SSS

The difference is subtle, but important. In the first image, Vicky’s skin seems to glow. In the second, it’s a little lifeless. In the second, the shadows are a little harsher.

These little differences help you navigate safely through the Uncanny Valley.

And it’s amazingly easy to set up a shader system to help SSS work at its best.

In a future post I’ll look at the shader I used in the SSS image above and how to use it – with full credit to shader guru Bagginsbill, who developed it.

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Poser 9 and Poser Pro 2012 on pre-order

The new versions of Poser and Poser Pro are due to ship on September 20, and Smith Micro are now taking pre-orders at a significant discount.

Poser Pro 2012 (retail $499.99) is going for $249.99, or $149.99 if you’re upgrading from Poser Pro or Poser Pro 2010. Sidegrading from Poser 6, 7 or 8 is $179.99.

Poser 9 (retail $249.99) is going for $149.99, or $79.99 if you’re upgrading from Poser 6, 7 or 8, or either version of Poser Pro.

But what’s new? A full features list is here.

My pre-order for PP2012 is in, and I get a spiffy early adopter badge as well as my coupon. Obviously, I can’t review the product, but here’s what I’m particularly looking forward to:

Subsurface scattering

Subsurface scattering (or SSS) is one of the things make high-end renderers stand out. When light hits a translucent object it penetrates a short distance; how and in what manner depends on the material properties of the object. Candle wax does this, as does skin, and Poser’s inability to handle SSS in earlier versions was a major bar to achieving greater realism in renders. There were workarounds (both face_off and Bagginsbill have scripts that emulate SSS), but they weren’t ideal.

SSS will be present in both P9 and PP2012.

Light emitters

Even with the indirect lighting system (IDL) introduced in P8 and PP2010, it was difficult to show an actual light in the scene. No longer. With P9 and PP2012 you’ll be able to make an object emit light: headlights and running lights, flaming torches, lanterns, lightbulbs, lightsabres. No more faking it by sliding an object’s ambient light up high and using IDL, or postworking the lights in.

Weight mapping

The hot new thing in 3D. Poser’s lagging a bit behind in this (hey, if you want the hot new 3D software, go spend thousands of dollars on Studio Max or Maya).

Weight mapping is a new way of morphing targets and bending joints. It’s more advanced (and realistic) then the capsule zones used in P8 and PP2010, and will do things like making muscles bulge as joints are moved. Weight maps will also cross body zones, so moving an arm can affect a shoulder and collar.

The latest version of DAZ Studio already uses this for DAZ’s Genesis figure; word on the web is that Poser will implement weight mapping somewhat differently to DAZ Studio, so Genesis will not be 100% compatible with Poser. Shame, but there you go. DAZ have been trying to move away from being mere Poser content providers since DAZ Studio came out, and it’s working well for them. It’ll be interesting to see if a third-party vendor comes up with weight maps for M4 and V4. If they don’t, you’ll be able to make your own in PP2012 (but not in P9).

PP2012 will carry the concept further into weight map rigging and autotransfer: if you have a figure with a weight map, you take a set of clothes, apply the same weight map and the clothes will now fit the character and whatever morphs you’d applied.

The downside is that the figure and the clothes have to be prepared with this function in mind.

Weight mapping is the new feature which bothers me the least. I may try it and find it’s wonderful and I never want to go back to joint rigging and fall-off zones, or I may think “meh.” I’ll have to see.

Object grouping

Oh, dear god, yes. You’ll be able to incorporate several objects into a group and move of modify them as one. Group clothes and hide/unhide the whole group. Create a background of multiple objects, group them and move them round as one to fit a change in camera angle or lens length. This will clear up one of the most frustrating, boring aspects of working in Poser.

This will be operational in P9 and PP2012.

Other features

Most of the other features promises are incremental changes in the background. Fatser rendering. Some rationalisation of object menus. Tablet support for the morph tool. Improved library.

Differences between PP2012 and P9

PP2012 runs in a 64-bit environment and does gamma correction. P9 doesn’t do gamma correction (you’ll have to postwork it later, or use extra lights to light shadows) and, even though it runs on 64-bit systems, it does so as a 32-bit programme.

PP2012 comes with queued rendering, network rendering and background render options; P9 doesn’t.

PP2012 comes with software to help move full Poser scenes into Studio Max, Maya and Lightwave. P9 doesn’t.

I took the Pro plunge late (PP2010 was my first Pro version), primarily for the 64-bit support and the gamma correction. I don’t use the other Pro features, though a professional outfit probably will.

Since I got Pro, I’ve hardly used Poser 8. I can’t see myself getting Poser 9 as well as Poser 2012. At least this time they’re coming out at the same time, so we don’t feel the need to get both (Poser 8 came out months before PP2010, and its introduction of IDL was so significant that many PP users ended up getting it for that, only to have to upgrade again when PP2010 came out).

If you have the cash, I’d go Pro.

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Review: Glasshouse, by Charles Stross

I picked up Glasshouse in my local Borders a couple of days ago (yes, we still have Borders here). It was the only Stross they had, but I was overjoyed to find any — I’ve been on the lookout for one of his books for five years. Ironically, it was published five years ago, and has only just made it to these shores.

(Yes, I could order through Amazon. But transcontinental post & packing rates are not to be sneered at. And I like bookshops.)

I enjoyed it more than I’ve enjoyed a science-fiction novel in a very long time.

I don’t mean that it whiled away some free hours, giving me some nice escapism, I mean genuine delight. Glasshouse is extremely intelligent, tightly written and, in places, very darkly comedic. Like all the best SF it’s something of a social commentary of our times — which is where the dark humour comes in. In many ways, it reminded me of Philip K. Dick’s more paranoid and better-written pieces, and I regard that as very high praise. Was Stross channelling A Scanner Darkly when he wrote this? With a touch of The Forever War?

There are subtle pop-culture references throughout. Pop culture? Make that geek culture, with a hefty dose of history nerd thrown in (yes, I got why the tank’s username was liddelhart, and it gave me a little grin — a shared gag between author and reader).

The basic setting is transhumanist. Humanity travels through the stars through gates which record and destroy the body and mind, reassembling it at the destination through nanotech.

A censorship war has taken place some years before the novel. Someone released a virus into the gates which selectively edit people’s memories. Now there are large chunks of history missing.

Our hero is one of the anti-censorship warriors, now retired, but he appears to have excised parts of his memory himself. And then he gets an offer to take part in an archaeology experiment: to live life as it was in the dark ages of the 20th-21st century, a period little is known about.

Cue main round of dark comedy as our hero wakes up as a desperate housewife. Stross lays bare the ridiculous rules of modern society mercilessly and wittily, but never forgets he’s telling a story.

All is not as it seems, however, and here’s where the Dickian mind-fuck begins. When memories can be edited, how can we ever be sure who we are? What we’ve done? Why we’ve done it? Or if we really control our actions? When we can change our appearance, our sex, our species at will, how do we recognise each other? When I can assume your body, how do people know whether it’s you or me they’re talking to?

When Stross postulates authentification protocols as the absolute foundation of future society, transhuman society should the singularity come to be, he is very, very convincing. And still the memories disappear.

Glasshouse delighted me on its own merits. It’s a brilliant work. Having read it, I will have to bite the bullet and use the online ordering system Stross made possible (in an earlier life he was a pioneering internet programmer – you can read about this on his website here) and order some more of his books.

But it gives me an extra delight. You see, Charlie and I were at school together.

We weren’t schoolfriends, or much more than nodding acquaintances. He’s got a couple of years on me, and sixth-formers do not hang around with snotty third-years (American terms: seniors do not hang out with junior high-school students).

I first became aware of him on a school trip to Italy – Marina di Ravenna. Charlie was the older boy in our dorm-style hotel room, presumably to be the responsible one. I don’t know how effective this was: that holiday was the first time I got drunk. It’s amazing how two glasses of wine will affect a 12 year old. I have vague recollections of Charlie draping a duvet over his shoulders like a cape, making ghostly moans and trying to freak my wine-sozzled brain by crying: “I’m a scary Jewish vampire!”

What I remember far more clearly is the drawing he was working on at that time. It was an intricate pen-and-ink image of some kind of two-headed demon, made up of alternating black-and-white rhomboids, against a background of black-and-white rhomboids on a slightly different base. You had to squint to see the figure of the demon in it. I was hugely impressed by this picture – hell, if I can remember it 30 years later, you’ll realise the impression it had. I wonder if he still has it?

A few months after that holiday, me and my schoolmates discovered a game called Dungeons & Dragons. It fitted in perfectly with our home-grown Mazes game, which we played in the back of class, and I took to it like a duck to a wetland  sanctuary. A few months after that, we discovered Advanced Dungeons & Dragons, and it was when I flicked through a copy of the Monster Manual I recognised what Charlie had been drawing: Demogorgon.

Demogorgon

Demogorgon, from my copy of the 1st edition Monster Manual. Game stats blurred in some vague attempt not to infringe a trademark and claim Fair Use...

I realised Charlie was a gamer. I think I got a dose of hero-worship. I knew he was smart from our time in Italy (hey, I’m smart, Charlie’s Really Smart). I thought he was pretty cool, too. But his cousin Rob, who was in my class, never gave me the way in to Charlie’s gaming group (and if Rob had tried, sixth-formers don’t hang out with snotty third-formers, do they?)

I seem to recall Charlie was a Warden, though I may be wrong. Our school had an odd two-tier structure of schoolboy enforcers (yes, it was a single-sex school). The Wardens were the low-grade version, who wore a little badge like the Wombles symbol, which gave them their nickname. They were allowed to dish out lines. (The high-grade enforcers were the Prefects, who could give detentions and wore black academic gowns – yes, kids, like Harry Potter.)

Anyway, if Charlie was a Womble, that would help explain why I was reluctant to approach him without a friendly introduction. My self-image at that time was of a heavy-metal renegade, a maverick, an outlaw. Hell, it still is. And rebels are wary of The Man.

(Having read Charlie’s version of his academic and subsequent career on his website, I am chuckling at the image of him discovering he was ever thought of as The Man.)

Either way, after that holiday in Italy, I barely swapped a dozen words with Charlie. Five years ago, I heard him mentioned as an up-and-coming writer on a gaming fan site; a bit of google-fu confirmed it was the same Charlie I remembered. We traded an email – he thought he remembered me vaguely. And I’ve been after his books since. In bookshops, see, because I like books.

And damn you, Charlie, Glasshouse is so bloody good, I think that dose of hero-worship is recurring.

Next time I’m in Edinburgh (hell, next time I’m back in the UK), I think I’ll have to try and introduce myself. I can buy a hero a pint at least.

As a side-note, it’s a matter of record that Charlie contibuted some monsters to the first edition Fiend Folio. I didn’t realise this at the time — being a free-thinking rebel (yeah, right), I’d already decided that the DMG, Player’s Handbook and Monster Manual were enough. The Fiend Folio was, I reckoned, over-egging the AD&D pudding. I picked up my copy dirt cheap years later.

The slaad were his own invention, I think, and still a major part of D&D monterism at least until 3.5. They certainly gave me much grief in Baldur’s Gate 2. I wouldn’t know if they’re in 4th edition. I use a computer when I want to play a computer game (and my MMO of choice is Eve Online – it reminds me of Traveller).

1st edition Fiend Folio

Charlie's githyanki on the cover of my Tippex-splattered 1st edition Fiend Folio.

The githyanki made the cover. Them and the githzerai he drew from George RR Martin’s novel Dying of the Light. And that gives us another gaming connection… is it time to play Six Degrees of Gary Gygax?

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The social contract

Reading an old thread on the Hero Games discussion boards, I came across this post from a contributor with the handle RDU Neil (post trimmed slightly).

Game Contract… I call it a social contract… and it is the most integral concept in role playing. It is the agreed upon parameters for what is acceptable behavior by all players (GM included). It is integral to creating a consistent/coherent “shared imaginary space”…

The social contract is absolutely essential for determining “what is fun” because it isn’t just about you. It isn’t just about C– deciding what is fun and what isn’t… what will be run, and what won’t. It is the group consensus about what is fun… about how people communicate in the group… about what is acceptable for the current game (western vs. star wars), etc.

Without a social contract or game contract… you don’t have a game at all.

Granted, most people don’t consciously think about such things… but that is why problems and arguments and immature “me vs. him” kind of stuff comes up… because nobody has examined the true social dynamic going on, and nobody is understanding that the root cause of the disfunction is a violation of this social contract.

Neil’s right, of course – and particularly about the fact that we don’t usually consciously think about such things, causing disfunction (which causes unhappiness with the game and/or group).

This is one of the reasons Chris Chinn’s Same Page Tool is so valuable. Used as Chris intends it (as a basis for group discussion and – hopefully – eventual agreement, rather than as a questionnaire to be filled out by individual players), it helps bring these unspoken issues to the forefront, and gives everyone, including the GM, a chance to talk about them before the game even begins.

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I got cited!

No, not for the blog – at this stage in a young blog’s life, regular readers are as rare as unicorns (maybe I can catch some with a virgin).

Nope. It’s for the medieval farming calendar I first wrote back in the last century.

It got cited in a paper presented to the 2009 annual conference of the Economic History Society (you’ll find me in the footnotes on page 12).

Needless to say, I’m chuffed. It isn’t often an amateur gets an academic citation, and even if this one isn’t in the Journal of Economic History, I’m plenty happy about it.

Not bad for an article that began as a simple game aid (I have mentioned that I tend to over-research for games, haven’t I?)

 

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Hida Province map

This is a work in progress – the province-level map for the Chrysanthemum War campaign.

I’m drawing this with Campaign Cartographer 3 and Fractal Terrains 2.3, both from Profantasy Software.

Hida Province map

Hida Province - a work in progress

I took the GTOPO30 data I used for the central Honshu map, then focussed in on the Hida area in FT by trial and error (ideally, the southern border of Hida wouldn’t touch the map border, but this was the fourth or fifth attempt at getting the area view right, and I rated it ‘good enough’).

I couldn’t use the trick of drawing over the satellite data that I used in the Honshu map, as it’s far too pixelated at this resolution, so I had FT output CC2 contours.

I found some details of rivers, notable peaks and main 19th-century settlements in an academic report on historical Hida fisheries, drawn from a detailed 18th-century survey, the Hidagofudoki. Fortunately, the map in that document was using the same Mercator projection as my FT export.

I extracted the map from the PDF using PaintShop Pro and brought it into a temporary layer in CC3, then played with sheets so it overlay the filled contours but the rivers, province border, peaks and settlements would sit on top of it.

Tracing complete, I figured the map was becoming nice enough to display, so I chose some sheet effects for various layers:

I applied a paper texture to the filled contour and contour bar sheets.

I duplicated the province border onto a mask layer, drew a box matching the map border, and combined the two into a filled multipoly, coloured mid-brown. A 50% transparency dims out the surrounding provinces and leaves Hida nice and clear.

I put an Alpha Blur on the politcal border sheet to emphasise Hida even more.

And I added a couple of locations my googling of the Hida area had thrown up – the gorgeous Kamikochi Valley, just outside the borders, and Shirakawa-go, a Unesco World Heritage site.

Still to do:

Name the main rivers. I may also hide some of the smaller ones (it’s a bit cluttered at the moment).

Add agricultural and vegetaion details found in another academic study, also drawn from the Hidagofudoki, which maps the 19th century villages and their agricultural speciality (rice only, millet only and rice/millet combination), and the prevailing forest types throughout the province. It’s in Japanese, but Google Translate gets me the map key.

Then I’ll begin the game elements, which will be largely fictitous – campaign daimyo’s provinces, fantasy elements, etc.

I’m very much looking forward to this game. Hida has a lot going for it as a setting. It’s rugged (mountainous on its borders) and gorgeous and, in the early Sengoku period, contains mostly minor daimyo who didn’t leave much of a mark on history – it’s rife for fictional exploitation.

Hida Takayama Folk Village

Hida Takayama Folk Village, by Eckhard Pecher, released by him under a Creative Commons Attribution licence.

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The Chrysanthemum War: a short campaign idea

After a discussion with my buddy Cameo Mo, I’m working on a short campaign to run during Ramadan, when we hope to persuade some of the card-playing suhoor crowd from the majlis to have a stab at tabletop roleplaying.

Now, we’re not sure how many people (or who) will make it to any given session. Suhoor during Ramadan is like that. The campaign has to be designed as a series of interlinked standalones – whoever turns up can play. We’d also have to use pregen characters.

That’s when the idea of a communal character pool struck.

With maybe four or five players, a pool of a dozen or so characters to choose from for any given mission or scene would be nice. It can also give the players a chance to play both the daimyo’s advisors, and the mission-running samurai.

The same character might end up played by different people at different times, but that’s OK (it may be better than OK – it may be great). We can create the characters in such a way that they each have particular specialities, mannerisms, rivalries with other characters from the pool and so on.

M0 likes the idea of a Sengoku-period game, and assures me it will be popular among the suhoor crew, so we’ll attract some first-timers. He also wants a large-scale battle to be involved, something he’s never played before.

The initial idea for campaign structure was to have the players running missions in preparation for a major confrontation between their daimyo and a rival. Success in the preliminary missions should make the battle easier to win in the finale. Players could then select their prominent characters from those still left alive in the pool and have at it.

With a character pool, PC death shouldn’t be much of an issue – the character is removed from the pool and the player chooses another from the pool.

Then a bit of thought about what else we could do with this kind of format… it could be structured something like a movie.

I figure a prelude scene: players are a party of samurai escorting a gift from their daimyo to help woo a powerful daimyo into an alliance – the near-legendary Chrysanthemum Blade, hundreds of years old. On route they’re attacked by bandits.

Cut to our daimyo’s palace. The players are now the hatamoto (elders/advisors) planning how to handle the attack (and what it means for the alliance) in the face of increased threats from their bitter rivals.

I plan on this being a little like those murder mystery dinner party games – just giving players the broad outline of their character (one’s cautious, one’s impetuous, one’s worried about the cost, another about honour, etc) and letting them freeform it, answering their questions and perhaps putting out with occasional notes with stuff their character knows, suspects or mistakenly believes. I may do pregens for the hatamoto in case they decide one (or more) of them should go on a mission, but I woudn’t hand them out for the freeform.

There are other clans who might be persuaded to help (or at least not interfere). Mercenaries, even ninja, could be hired. And then there’s the rumours of the special characters who might be persuaded to help.

When they’ve decided the immediate mission, players can pick their ‘mission runner’ characters from the pool and off we go with a more traditional RPG scenario.

A good suhoor session might see two or three missions completed (or attempted and failed).

At some point I’d like to do another freeform scene – the period-movie classic roadhouse scene, where the players will be commoners discussing the coming war, the chances either side has of winning, the likely fates of the characters the players have been using, prospects for the forthcoming harvest, what war will mean to their families and so on. I’d like it to be a counterpoint to the blood, glory and honour of a typical samurai game.

We will, I hope, have time for three preliminary sessions before the big battle scene. If the players have managed to win over any of the major hero characters they can play them for the battle (or earlier missions after they’ve recruited them).

And then we have at it. There are a couple of curve balls I may throw, but I’ll keep those to myself for now.

We’ll be using Hero System for this one. Both Mo and I like it, it has a mass combat system which allows for prominent characters wielding influence over the outcome, and its core mechanics are fairly simple (Hero’s reputation or complexity largely comes from character generation, IMO).

I’m figuring the initial characters and and the mission runners (which may include some of the hatamoto, particularly for diplomatic missions) as competent normals (100 points), with the special heroes as either standard heroes (175 points) or even powerful heroes (225 points).

I’m not certain whether to introduce fantasy elements into this game. It could work well as a historical game, with the fantasy elements being mere myth and superstition. On the other hand, an encounter with a tengu or kappa might be nice, and perhaps one of the special hero characters could be a mahotsukai (magic-user).

 

 

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Sengoku-era Honshu

Here’s a work in progress for a game I’m planning to run during Ramadan, a few weeks hence.

Central Honshu - Sengoku era

Central Honshu - Sengoku era

I’m slowly refining my technique for creating shaded relief maps in Campaign Cartographer 3 .

The technique
I imported GTOPO30 data into Fractal Terrains and created a lighting file customised to the map – one to show the mountains as brown and the peaks grey/white.

I saved the results as a CC2 file (oh for a proper CC3 export), measured the dimensions of the CC2 map, and then exported the PNG from FT at a resolution of x5 the CC2 dimensions.

In PaintShop Pro I selected and deleted the sea to make it transparent (I wanted the CC sea to show). I also reduced the luminance and tinkered with the dark/mid/high levels – I wanted the terrain to be visible, but not overpowering. I find this much easier to do in PSP than using CC3 sheet effects, which are somewhat cluncky for this kind of work, and prone to crash on this sort of thing.

I then inserted the PNG into CC3 and started creating and ordering sheets, moving elements between them to make what I wanted visible and prepare for the eventual sheet effects.

Province borders were traced off a public domain map I found on wikipedia, and names added from another online map. Yes, I know I’m claiming this as a Sengoku=era map, and that the provinces were virtually non-existent in the Sengoku period – but they’re still useful divisions for creating more detailed area maps.

Finally, I worked on sheet effects until the province names were legible over the terrain, and made the province boundaries transparent.

Work to do

I need to rework the contour bar to give it fewer divisions, and come up with an appropriately Japanese cartouche and other decorations.

Also need to add a few towns and label notable features like Fujiyama (that’s it, down in the bottom right).

And I’m debating about making Lake Biwa the same colour as the sea, and I’ll probably make the province names black.

I’ll then start on a more detailed map of Hida province, which will have more fictional elements in it (I simply don’t have enough historical information to make it a historical map – which is probably a good thing as far as my players are concerned; I have a terrible tendency to get sidetracked by research instead of actually preparing a game).

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