All posts by Ed Jowett

ADAPT: About Ready to Launch Into Space! – https://www.kickstarter.com/projects/shadesofvengeance/adapt?ref=e342ey

Hi everyone!

You may already be aware that ADAPT is currently live on Kickstarter, and I am very excited to say that, as I write this, we are extremely close to being funded.

We have some great rewards available, including a very affordable pledge level that offers multiple copies of the game for just £3. This is designed to help us reach the minimum print run, while also giving you extra decks to share.

If you want to go all in, there is also a limited reward that includes a metal card alongside the game and rules.

ADAPT is a fun, easy-to-learn card game where you create your own alien space cadet and try to survive the hostile environments they encounter as one of the first of their kind to venture into space. It is light-hearted, quick to play, and suitable for ages five and up.

I genuinely think you are going to love it, so if that sounds like your kind of game, please do take a look at ADAPT on Kickstarter.

– Ed

On Kickstarter Now – ADAPT! Become an alien space cadet and change your body to survive acidic atmospheres, high gravity and lava worlds… are you the best there is? – https://www.kickstarter.com/projects/shadesofvengeance/adapt?ref=e342ey

Not every game needs a campaign, a huge rulebook, or hours at the table. Sometimes you just want something quick, silly, and strategic!

Adapt is a game you can play between RPG sessions, at conventions, or with family and friends.

This is a fast-paced survival card game where you play alien space cadets competing to prove who is best suited to survive the hostile environments of another world. You’ll change your arms and legs to survive floods, earthquakes, freezing storms, crushing gravity, and more — all while trying to outlast the other players.

Quick Facts:

  • Hand management, 15–30 minutes playtime
  • Fully playable solo
  • 1-4 players (all ages 5+)
  • No app, no moderator, no setup hassle
  • Everything fits in one small box

Each turn, a new environment appears. If you can adapt to survive it, great. If not, you or take damage.

Last cadet standing wins.

Simple, right?

Adapt is now live on Kickstarter! So join us there: https://www.kickstarter.com/projects/shadesofvengeance/adapt?ref=e342ey

– Ed

Preparing for Conventions… (http://www.con-tingency.uk/)

Hi everyone!

Today I want to talk a little about preparing for large conventions.

My Januarys are often consumed by this, between myself and the other Games Masters who will be running at Contingency, which remains my favourite UK-based convention.

There is a lot to organise – over 30 sessions – and while I don’t need to write the other GM’s sessions, I do need to make sure that all the character sheets, sign-up sheets and any extra materials are printed and ready to go before anyone sits down at the table. Not to mention planning all the streams and interconnections for the multi-tables.

Each session is different, which means there is no such thing as a standard set of characters. With up to six players per table, sometimes more, that already means around 30 x 6 character sheets at an absolute minimum. For one of our multi-table games, there is a very real possibility that characters will die, so I have an additional 15 spare character sheets prepared for that campaign.

It would be possible to reuse sheets, scrape off names, and keep going. But I think it is important to give players the best experience possible when you bring a session to life on the tabletop. That is why weeks of preparation go into every convention game long before the first dice are rolled.

So when you are at a convention and chatting to a GM who is trying to deliver you a great experience, it is worth remembering that a lot of unseen work has already gone into making that happen.

I hope you are having a wonderful start to the new year, and I hope to see you at a convention soon if you are here in the UK.

– Ed

P.S. Come to CON-Tingency! If not this year, then next year! You will not regret it!

Era Games – 2025 in Review

Hi everyone!

When things move as fast as they do around here, it can be surprisingly hard to remember what happened at the beginning of the year. That, I think, makes it even more important to occasionally stop, take stock, and look back. We have done a huge amount of work this year, delivering multiple projects and laying the groundwork for several more.

I wanted to take a few minutes to walk you through what we have delivered, and what is coming very soon.

First, I delivered Era: The Consortium 10th Anniversary Edition, alongside Time Travel Campaign’s Part 6. I am still working on the Armoury, which is now about 50% complete, and the Company Handbook has proven more challenging than I initially anticipated. I am hopeful both will be finished and delivered not too far into the new year.

Secondly, I delivered a game that was completed at the end of last year: Era: Sharkninja. In this game, you play a genetically modified humanoid shark fighting dieselpunk robots that have enslaved humanity. You are not doing it out of altruism, though: humans taste better when they are free range!

I also completed another year of The Era Zone, with two issues – Era: Soulmist and Era Pex. The latter may see an expansion in the future, but for now my creative focus is firmly on the Consortium expansions mentioned above, as well as the full Core Rulebook for Era: Soulmist.

This year also saw the completion and delivery of Era: Survival 8th Anniversary Edition. I am particularly happy with how that one turned out, especially the final cover image. That release closes out my immediate expansion plans for Survival. I will continue supporting it with new campaigns and materials, but if you are looking for the definitive version of the game, the 8th Anniversary Edition is it!

I would also be remiss not to mention Era: Crueltide. This slightly mad game, involving Jack O’ Lanterns attempting to stop Christmas with help from other holiday mascots, was funded in November and is already delivered to backers.

Looking ahead, the new year brings brand new games, including Adapt, a card game I originally wrote during COVID and am finally bringing to release, and Era: Marscape, a Doom-inspired roleplaying game.

Outside games directly, I completed two more books this year: the novel The Dark Reaches In, and Voices from the Void, a practical guide to writing, directing, and producing audio drama.

Aside from a small booklet of additional material for Era: Crueltide, that rounds out the game-related work. That said, I have also been busy in comics and audio, which I will cover in separate posts following this one.

All in all, 2025 has been a hard year for many people, myself included, but I am proud that I did not let that get in the way of creativity or productivity. If you have managed the same, you should be proud of yourself too.

Thank you, as always, for your ongoing support – I could not do any of this without you.

I hope you have a wonderful new year, and that the things you are working toward come to fruition.

– Ed

Doom Patrol Part 4: I Think We Were Playing a Game or Something?https://www.twitch.tv/shadesofvengeance

Hi everyone!

It has been a full week since Leo and I last plunged headfirst into new levels on Doom Eternal which means I have forgotten absolutely everything about the game.

Pretty sure quite a few things exploded. Pretty sure the Marauder guys were really annoying. Pretty sure I missed a collectible and we had to teleport back. I remember making a joke about Doom Patrol in the title and having to explain it to someone who was unimpressed with my sense of humour (to say the least).

Also, something about Samuel Hayden telling us what to do and me not being even slightly suspicious of his plan. Because I trust him. He’s a brilliant scientist, and he was so helpful on Mars. 10/10 ethics, zero red flags. That’s my memory of it.

I did mention the memory problem, right?

Anyway, today we return to the demon slaying, the complaints about first-person platforming, and whatever impossible enemies the game wants to throw at us.

Join us at https://www.twitch.tv/shadesofvengeance to experience the fun first-hand!

– Ed

Crossing Genres to Find Your Audience – https://www.twitch.tv/videos/2632534908

Hi everyone!

I am reasonably well-known not just for creating tabletop roleplaying games, but also for expanding those universes into comics, novels, card games, and other formats.

Recently, I have been streaming one of the inspirations for my upcoming tabletop RPG, Era: Marscape, Doom Eternal.

Not everyone who might love your work is actively looking for it in the place you expect. Someone might not be browsing indie RPG releases at all, but they might be looking for interesting streams on Twitch. They might already love roleplaying games, they might even be actively wishing someone would make a Doom-inspired RPG that treats the source material with respect.

Well, I hope so, anyway!

By showing up in a space like that, even casually, you reach people who would otherwise never hear about what you are doing.

For me, streaming with Leo has also just been fun. I have genuinely enjoyed playing Doom Eternal, which has been on my list for a long time anyway.

In summary, do not feel confined to the industry label you think you belong to. If you want to spread the word about your work, do things you already enjoy doing and talk about it.

Spread your wings a little wider, and you are far more likely to find the people who want what you are making.

– Ed

Doom Patrol Part 3 – Operation Punching Mars (with a BFG-9000) – https://www.twitch.tv/shadesofvengeance [ONLINE NOW!]

Hi everyone!

Leo and I are diving back into Doom Eternal today for Part 3 of what is rapidly becoming the most scientifically inaccurate research project ever attempted by Shades of Vengeance.

Last time, we rescued Samuel Hayden, which was obviously the correct decision, because nothing suspicious has ever happened in any story when a megacorp names a CEO called Hayden who can’t seem to die properly.

I am sure he does not have a master plan and we are not dancing merrily to his tune. I’m like… 10% sure of that.

Mission Location: Phobos
Objective: Punch a hole in Mars
Scientific Justification: Zero

Will that stop us? Absolutely not! Leo’s more excited as a result.

If you missed Part 2, it’s right here:
https://www.twitch.tv/videos/2633306641

Join us for more demon shredding, first person platforming-induced regret, and the occasional moment of accidental competence.

“Operation Punching Mars” is a go.

– Ed

Doom Patrol Part 2 – Doomguy Rising (utilising first-person platforming!) – https://www.twitch.tv/shadesofvengeance [NOW!]

Hi everyone!

Era: Marscape is coming in January, so naturally Leo and I are continuing our extremely serious and highly professional research by diving straight back into Doom Eternal today! You can join us at https://www.twitch.tv/shadesofvengeance for the stream live, or a highlight later.

Part 1 was a four hour expedition into pure chaos, screaming, first-person platforming misery, and ONE MISSED COLLECTIBLE that drove me insane. Also some questionable science and lots of ineffective Demon punching. You can watch the carnage here if you missed it: https://www.twitch.tv/videos/2631859976

So today, I am off work (have to use up that annual leave for something!) which means we can return for Part 2: More demons, more explosive barrels, killing these weird doomcult priests who are a thing for some reason. Also, more of Leo complaining loudly about first person platforming and eventually getting it right.

We are starting right now, so join us to laugh at our pain and get excited for Era: Marscape, which promises fewer platforming sections and more satisfying demon removal techniques.

“Proceed with aggression” is going to be a catchphrase in my next session of the RPG!

– Ed

Doom Patrol: Preparing for Era: Marscape by Punching Demons! – https://www.twitch.tv/shadesofvengeance

Hi everyone!

I am doing a livestream today to celebrate the upcoming release of Era: Marscape at the start of January.

The game is very Doom-inspired, so naturally the best strategy to grab your attention is to go straight into the demon-infested deep end!

5 years ago, Leo and I streamed Doom (2016) together and had far too much fun:

  • I wrote a complete parody of “The Times They Are A-Changin’” called “The Doom Guy, He’s A-Ragin’”
  • We discovered a character called Samuel Hayden was responsible for everything, looking for profit… (explained so much about the Doom universe and how it interacts with Era: The Consortium)!
  • We encountered the same “vape guy” multiple times. The game told us they were dead other soldiers, but we’re confident it’s wrong! He was just chilling.
  • And much more…

So today, we are returning to the chaos with Doom Eternal.

Purely for research purposes, obviously. Not because we like explosions, or ripping Demons apart.

We will be live this afternoon at https://www.twitch.tv/shadesofvengeance

It’s likely to be the first in a short series, so join in the fun: come along, say hi, laugh at how terrible I am at FPSs (despite somehow still completing them), and get hyped for Era: Marscape with us!

– Ed

“Stay On Target…”

Hi everyone!

I am often asked how I make sure I finish the projects I start.

This is one of the reasons I wrote How to Be Creative (and more recently Voices from the Void): so I can describe some of the techniques I rely on.

No technique matters, however, unless you understand one core principle:

You must know your target!

Years ago, the CTO stated a company objective that simply said: “Stay on target!”

As a sci fi geek, I obviously knew the reference and if you’re reading this, you probably do.

It stuck with me because it helped me realise something: I tend to do exactly that. It’s not laser focus (or even “proton torpedo focus”…!), other things can also exist. It’s knowing what “done” looks like, and then a level of commitment to do the things that you have decided you will.

Importantly, this isn’t about other people, it’s about yourself – your destination, your aspirations and your own measures. Most people lose focus right when they are closest to the finish line. They stop looking at the goal and get distracted by new ideas. You need to find that motivation in the right place… and usually that’s from inside. Extrinsic motivation will often push you in new directions before you finish.

That is why so many techniques in How to Be Creative focus on understanding what you are trying to achieve, what completed looks like, and how you will measure success: if you do not know your target, you cannot stay on target.

Before any creative endeavour, or almost any endeavour at all, take the time to define your goal clearly. Decide how you will know when you have reached it.

Only then can you determine how you are going to achieve it.

– Ed

A few words about Fulfilment!

Hi everyone!

Today I want to talk about fulfilment, which I seldom talk about… and nor do many of the industry contacts I speak with.

Whenever I do speak with someone in my position, they tend to recommend handing it off to one company or another – “More hassle than it’s worth”.

I tried that once! I used a UK-based fulfilment service which will remain nameless.

This company sent everything Royal Mail second class with no insurance (no proof of postage) and about 30% of packages went missing, which I had to replace from my own stock.

When I fulfil orders myself, less than 5% go missing, including any that show up damaged (which unfortunately does happen in the postal service).

Deeply disappointed, I instead perfected my own method for fulfilment, something I am following now for both Era: Survival 8th Anniversary Edition and Era: Crueltide’s Kickstarters, along with the odd orders I get from the website.

I thought I’d share with you what I do, because I wish someone had told me this from the start:

Buy proper packaging from suppliers – sometimes Amazon, more often not: there are quite a few companies out there that send out packaging for small organisations. Get a decent book box for a large hardback. Trust me.

Pick and package each item individually – I didn’t even mention the picking issues with the other company. At least I know which books are which and actually care about getting the right ones to my backers / customers!

Take everything to the post office – where I get a receipt and insurance for the postage based on a proof of postage (just ask for that at any Royal Mail Post Office when you send your items.

This gives me the ability to let the customer decide whether they want tracked or untracked (given costs), as well as avoiding a 50% increase on the price just for sending packages as 2nd Class mail.

It’s a simple process, but it’s consistently reliable. Even during years of postal disruption, this approach has worked far better than outsourcing.

If you’re fulfilling up to around 200 packages, seriously consider doing it yourself, especially if you’re in the UK. What keeps people coming back is giving them what they wanted.

– Ed

Stretch Goals – Why I keep doing them “Wrong” (and why I’ll keep doing them “Wrong”) – https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=cksn75

Hi everyone!

Stretch goals are a funny thing in crowdfunding. I always get the balance wrong.

I get excited about any project I bring to Kickstarter, and my stretch goals end up being: too ambitious, too time-intensive, too expensive… and I never feel right about charging people extra to unlock them.

From a strictly business perspective, that’s “wrong”. And you could easily argue that I should be more measured or more commercially minded.

But here we are with Era: Crueltide, and we’ve now unlocked 20 pages of stretch goals. This is material I’ve written specifically for this Kickstarter, still committing to deliver everything (including the extras!) in time for Christmas. Maybe that’s too ambitious. But I’m confident I can make it work.

So should Stretch Goals even be a thing?

The reality is that even though £10 for a full tabletop RPG is an excellent deal, many people want further incentives. There’s a belief that stretch goals increase total funding. I don’t know whether it’s dogma or backed by hard data I haven’t seen.

Era: Crueltide hasn’t been my biggest ever success on Kickstarter, but it’s done respectably well, and I’m proud of what it’s become. And the stretch goals matter to me because the community helped create them. From John McClane to The Guilty Snowwoman Ava Launch, backers spoke up about what they wanted to enhance their game and the world.

The result is a 20-page booklet: Digital for all backers and Physical for anyone who wants it. Physical copies do cost a little extra because of print costs, but many people have still chosen to add it.

I suspect any marketing expert would tell me I’m making a mistake giving so much away. Here’s the reality:

I care more about creating an amazing game and a brilliant experience than I do about squeezing every pound out of a campaign.

Maybe that’s wrong.
Maybe I should be more “business smart.”

But I’m willing to be wrong. I’m willing to put the time and effort in to make something special.

Era: Crueltide ends in just over 24 hours, if you’d like to get these extras.

– Ed

Rules Build Worlds (more than you think)

At a recent convention, I ran a Creator Clinic to help people improve their games and storytelling. One thing I had to emphasise several times is rules are not an afterthought.

If your entire game doesn’t hang together through its rules, it’ll be unplayable for most people. A good test is:

Can someone read your rules once, set them aside, and still play the game correctly about 80% of the time?

That’s what you should aim for.

I’ve seen players who couldn’t find a specific rule, made something up, and later discovered their version was exactly what was written. There’s no higher compliment for a designer.

When you build a game, you should be constantly asking yourself: “Do my rules strengthen my world, or fight against it?”

Art and visuals draw players in. Rules and playability make them come back for more.

– Ed

“Slack Time” in Kickstarters – https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=42narb

Hi everyone!

I think I can argue that I am something of an authority on Kickstarter: I have run over 100 funded projects, and a enough that have not made it!

I may not be the biggest earner on the platform, but I know how it works and what usually happens, especially for newer creators.

Today, I want to talk about the “Slack Time”!

This is a period that makes up most of your Kickstarter campaign that most creators do not expect initially. Backers do not really come in and your number does not move very much. It usually happens between the first two or three days and the last forty-eight hours of the campaign.

I would be misrepresenting things if I said that there is no growth in this time – there usually is a slow upward trend. However, the vast majority of people will join you outside of this “Slack Time” period. Admittedly, I have had a few projects that broke this rule, but nothing I have been able to repeat reliably – if I could, I would be doing it every time!

Don’t give up during Slack Time!

The important takeaway here is that you cannot give up when you see your project grow to three times its funded goal in the first two days. It feels like it could go fifty times higher, but that is not how it works. My general rule of thumb is that your final total will be roughly double what you have after forty-eight hours.

So when things go quiet, do not cancel your project or think you are doing something wrong. This is normal for almost every Kickstarter. Keep going. Do more interviews. Reach out to more people. Keep posting and talking about your project. It is an uphill struggle, but everyone experiences it.

Right now, I have two projects in this stage: Pulse of the City (https://www.kickstarter.com/projects/erascapes/pulse-of-the-city/) and Era: Crueltide (https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=42narb). I am doing exactly what I am telling you to do. Keep pushing, keep sharing, and keep asking your backers to help spread the word.

How can you improve it?

One thing that I like to do during this time is create small stretch goals for both backer numbers and monetary values. It gives people achievable targets and a reason to share. If you are £500 away and ten people pledge £1 each, you still hit your backer goal. It keeps the campaign moving and gives your community something to celebrate.

If you are running a Kickstarter or thinking about starting one, remember that this pattern is normal. Expect a strong start, a quiet middle, and another burst at the end that may not be as big as the first one.

Good luck with your projects, and I hope they all find success. If you would like to see an example of this in action, take a look at Era: Crueltide (https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=42narb), our latest tabletop RPG, or visit our Patreon (https://www.patreon.com/SoV) for monthly roleplaying game releases.

– Ed

Yuletide’s not what is coming… it’s “Crueltide”! – https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=ah8owr

Hi everyone!

The fated day is finally here! Era: Crueltide is now available on Kickstarter. For the craziest, most pun-filled game I’ve produced to date which also offers a deep world where the only limit is your imagination, get to the Kickstarter right now and bag your copy!

You can get the Digital, a Paperback or signed version (which include Digital) or even become a playtester of this game before its release. Now’s the time, don’t miss out:

https://www.kickstarter.com/projects/shadesofvengeance/era-crueltide?ref=ah8owr

– Ed

About printing large books…! https://kick.com/ebonivon

Hi everyone!

Today I’m going to talk to you about printing. I think this is something a lot of people don’t understand very well, especially when it comes to the difficulties of producing a very large book. Anything over about 300 pages – which is quite common in tabletop roleplaying games – presents certain challenges.

For starters, you will probably not be able to do a paperback version. The pages collectively get heavy and tend to pull away from the cover. Many companies, as a result, don’t even offer a paperback option once you exceed 300 pages.

So, with Era: Survival 8th Anniversary Definitive Edition, which comes in at just under 400 pages, I had no choice but to find a printer willing to do a hardback version. That is more challenging than it might seem.

Here are a few things you might want to watch out for if you’re looking for a printer for your own game.

Many companies these days don’t print your pages at full A4 size. Instead, they trim the pages slightly smaller so that the hardback cover is A4. This approach has become increasingly popular (because it uses cheaper printing machines, I understand) but it can cause serious issues if you’ve already designed your layout to be full A4.

One of my favourite games (that I didn’t make!) – Eclipse Phase – suffered from this: many of its titles had the tops sliced off because the pages were trimmed down by about 6–8 millimetres compared to what the layout was designed for. Unfortunately the layout was never adjusted so the result was a lot of cut-off text.

This can become a costly problem because you may need to redo the layout and possibly rewrite almost every page of the book! That’s something I prefer not to have to do for obvious reasons.

Secondly, you need to think carefully about the binding. With so many thick and heavy pages – and luxurious paper being what we all want in a tabletop RPG – the binding has a lot to support. Sometimes the entire weight of the pages is held only by a single sheet on the inside cover. Be very careful about that – the last thing you want is for the book to fall apart in someone’s hands when they open it!

I always ask for a sample before committing to any printer and handing over several thousand pounds.

You’ll also want to consider colour balance, as it varies from printer to printer and even machine to machine. I printed with one company for a long time and they eventually changed from toner to ink. The toner gave very close what’s called a “silk finish” on uncoated paper at a cheaper cost. When they switched to ink (without telling me!) the colour began to soak into the page, leaving all of my once-vibrant glossy images looking dull and matte. It didn’t do justice to the beautiful artwork in my games.

Make sure you understand as best you can what your final book will look like. Sometimes that means ordering a printed proof; other times it means asking for sample work or a printer’s example book. Usually you can get these fairly easily, although I have had to pay postage a few times for 400-page samples!

Whatever approach you take I wish you the best of luck out there bringing your own book to life.

– Ed

“Does a Tabletop RPG really need an index?”

Hi everyone!

Today I’m going to talk about indexing!

I know, boring, right? It’s certainly something that many creators don’t think is terribly important, judging by the indie roleplaying games I see. And yet, a good index at the end of a book greatly increases usability for anyone who wants to play that game.

I’ve always included indices in the games I create (as long as they’re not the really tiny pocket rulebooks). Recently, I’ve been re-indexing the Era: Survival 8th Anniversary Rulebook. It’s quite a big job – about 400 pages – but it’s incredibly important because, at the end of the day, I believe the usability of the book is one of the highest duties of a game creator. If I make a book that you can’t easily use, even if the game itself is brilliant, I haven’t really created anything of value for you.

You can hire indexers fairly inexpensively from platforms like UpWork or Fiverr, or you can do it yourself. Some proofreaders also offer indexing services, and the amazing Calyie Martin has indexed many of my books to date!

In short, if you’re a roleplaying game creator, yes, you should make an index! The number of people who flip to the back of my books, notice it, and say “Oh, an index! That’s great!” always leaves a positive impression.

It proves that you care about the book you’re producing, not just the game world you’re trying to sell.

Every little thing helps… and this one helps a lot.

– Ed

RPG Session Design (especially for a big convention)

Hi everyone!

Today, I am preparing for my next big roleplaying game convention. That made me think I would share some tips with you about how I prepare. At that convention, I usually run around 13-15 games from Tuesday to Sunday (16 last year!). I thought it might interest people to know how I design these sessions and make sure I’m as prepared as possible.

Although I run a lot of games, I don’t think there’s any point in sitting at a table and running complete garbage! I like to make sure all of my sessions are somewhere between “Good” and “Excellent”. If I can’t look at my notes and believe they will be, I usually completely re-think the session.

First, I think about what the main story points I need to hit are; those make up the majority of my notes. I want players to have as many choices as possible… but that can also be a double-edged sword. If you just say, “Here’s a problem, go investigate,” you won’t know where they’re going or what they’ll do, especially with an unfamiliar group. So, for a convention game, I create a series of clues that lead them toward specific locations.

My aim is to make sure that certain events happen, specifically ones that will move them emotionally. Whether it’s joy, triumph, frustration, or sorrow, I think that’s ultimately why people come to my table: to feel something.

So I plan key events that will have emotional impact, then arrange them in a way that ensures they’ll occur no matter what path the players take.

I think of it a bit like a hurdles race. You can run however you like between hurdles – in this race, there’s an order, but no time limit! I know players will cross around ten hurdles. They might even skip one, which is okay most of the time.

Occasionally, I’ll need to guide them gently back on track to make sure they don’t miss anything important, but that’s fine too!

Set up your sessions like this and your game becomes unstoppable. You don’t have to railroad anyone, but you’ll always be ready for whatever happens. If you’ve never tried this approach before, I recommend giving it a go.

– Ed

P.S. Whether you’re a GM or not, I highly recommend CON-Tingency (http://www.con-tingency.uk/) – in my opinion, it’s the best RPG convention in the UK: more personal and focused than UK Games Expo and less rushed than Dragonmeet’s one-day programme. It’s my favourite convention of the year!

Why Initiative Matters!

Hi everyone!

Hi everyone. Today I want to talk about one of the most important moments in a tabletop role-playing game: the moment you enter combat. You’ve realised the enemy is too much, you’re not going to be able to negotiate – you’re going to have to fight.

Then… you do whatever initiative mechanic your game calls for.

Sometimes that breaks you so far out of what you were doing that you lose the feeling of the moment. You’re no longer excited: suddenly you’re doing arithmetic or scrambling for a deck of cards.

I do want to recognise that the way the Games Master presents it absolutely has an impact. The way it is presented can promote the excitement is not to be underrated.
It’s worth mentioning that I believe a good GM can fix almost any game! I just believe that they should not have to!

But a lot of games (and I’m somewhat guilty of this myself) simply do what everyone else does, without really thinking about how to promote the best feeling in gameplay.

So that’s what I’ve been revisiting! I’ve never been totally happy with my initiative rules, which are more or less the same as everyone else’s: roll one die, add your initiative number, that’s the order.

From the very first times I introduced RPGs to brand-new players, I noticed it was a problem: they’d done a few non-combat rolls and then bam! Initiative!
“Why is this the mechanic?”
It made no sense to them in context, it didn’t fit. I did it because it’s what everyone does.

For years I’ve been asking: What can I do better about initiative? and What feeling do I want to evoke by changing it?

I’m not going to tell you what I’ve come up with because it isn’t final yet! I’ve got ideas, but the point I want to leave you with is this:

The feeling your mechanics evoke is everything, initiative or otherwise.

Good luck out there, whether you’re a Gamer, a Creator, or a Games Master.

Don’t forget: the vibe is everything.

– Ed

Era: Marscape… and more!

Hi everyone!

Today, I thought I’d talk about Era: Marscape, which is a game I came up with some time ago.

It was prompted by a conversation with another enthusiastic creator. He’s used to home brewing, he had some suggestions and he wanted to use Era d10 to do it. So he very politely (and unnecessarily*) came to me and asked if I was okay with it.

* Of course I’m okay with anyone home brewing anything that they would like to with Era d10; as long as they’re not selling it, trying to make money off my ideas, then it’s no problem by me. Games are made to be played, and I encourage that.

So he had a number of really interesting ideas around initiative for this specific game, which is inspired by doom. And I’ve got to be honest, this happened during COVID, and I have not really made significant progress on it since.

However, I have recently laid out the book and begun writing it in earnest.

It’s going to be a pocket edition when it’s complete, so not enormous, but it’s been a lot of fun to write out so far. Some time ago, I commissioned artwork from the amazing Volodymyr, who worked with me on Era: Soulmist, as well as a few other bits and pieces such as the cover image for the Company Handbook Expansion for Era: The Consortium.

I’m looking forward to bringing this new game to you all for your enjoyment.

I’ve got another game that’s waiting to be released, also, which is called Era: Crueltide – that one’s really intended for sometime between Halloween and Christmas. So we’ve got a lot going on right now!

I’d be remiss to not finally mention Era: Survival, which is currently on Kickstarter. We are significantly beyond funded, so go ahead and check it out at this link: https://www.kickstarter.com/projects/shadesofvengeance/era-survival-8th-anniversary?ref=75sray

Thank you for reading, and I hope you have a lovely weekend!

– Ed

Era: Survival 8th Anniversary Edition is on Kickstarter now – https://www.kickstarter.com/projects/shadesofvengeance/era-survival-8th-anniversary?ref=btnehg

Hi everyone! Ed, here!

Today we take a brand new step in the world of Era: Survival:

The 8th Anniversary Definitive Edition is on Kickstarter now. [https://www.kickstarter.com/projects/shadesofvengeance/era-survival-8th-anniversary?ref=btnehg]

So join us and enter the world of Gaia like never before!

What’s in the 8th Anniversary Edition?

The 8th Anniversary Edition contains the all of the content from the Era: Survival Definitive Edition rulebook, along with a number of upgrades from running the game for an extra five years.

We’ve also decided to include several of the expansions, which we’ve found to be vital to gameplay – at least the way I run it! – so you will find both Settlements and People (30 settlements with laws, people in charge and fully named population lists) and Encounters En Route (100 options for encounters that aren’t “A zombie appears!”) within this brand new version of the rulebook.

This 400-page rulebook is available in Hardback and in Digital Formats, and you can also grab the Karma Cards and any Expansions you are missing at a discount, so I hope you’ll join us over on Kickstarter and help bring this dream to life!

– Ed

An Experiment: Using AI to help plan a Tabletop RPG Session

Hi everyone!

I think if you’re going to have a position on AI, you need to have tried it, used it and understood what the limitations are.

I am broadly against AI in creativity. I’ve had all the horror stories you can imagine: writing submitted by people claiming it was theirs, artwork…

I wanted to talk today about something that I did to try out using AI, just a little in something I would argue doesn’t matter creatively: session prep! This just results in bullet points that I then use to guide me through the events of the session.

I had an idea of what I wanted to happen: the mood, the events.

And what I did was I asked the AI (in this case Chat GPT) to assist me with coming up with how it smells and looks, what sounds you can hear, describing murals what civilians say as you walk past and so on.

Now, I think what I got was far too over-specific compared to what I really needed, and I scaled it back significantly, but it meant that it took me half an hour to prepare a session, rather than perhaps an hour. I think I threw out about 3/4 of what it wanted to do.

It also relieved me of intense thinking so I could do it alongside other stuff that I had to do.

As this was an emergency session where I was stepping in for a GM who couldn’t make it, I would say it’s been a broadly successful experiment.

This comes with the normal caveats that I would give to AI: don’t let it do the thinking for you! Let it offer you ideas, yes, but don’t let it decide for you what you’re going to do. Use this tool to prompt the ideas in your own head

As a games master, your job is portraying a world. Some people like to know what they can smell, what it looks like that there are trailing wires you might trip over, whatever. And some people (like me) don’t think about that when they describe an environment. I prefer to let people imagine.

It’s all about your choice of what you want to include. Make sure you keep it that way!

– Ed

Creating a Tabletop RPG in an Hour!

Hi everyone!

I’ve recently been running a couple of workshops at MCM Comic Con, attempting to create Tabletop RPGs in an hour.

These have been generally successful and tend to go the same way: there are loads of ideas, and some of them can be combined together into something that’s really quite interesting and exciting – Era: Sharkninja actually came from this process!

I thought I’d take you through briefly what it is that we do, just in case you’re someone who may decide to turn up to one of our future workshops. I think that we’re improving every time (we’ve run three so far).

So I start by asking the attendees of the workshop, the people who are going to work together on this game, for some ideas on what we might do. So I take the ideas and I combine them together to make – and this will be of no surprise if you listen to my general advice about creativity – is a project paradigm.

Then we split up into groups! Each group has a set of things to work on and decide:

One group works on mechanics, weapons, what equipment is available and such.

One group works on the world – what is it like to live in it? What locations and factions are of note?

And one group works on the character aspect – what do people play as, and how do they play?

The next big part of it is actually the world building groups – sometimes one table, sometimes two – stand up and explain to everyone what it is that they have decided only a few minutes in, so that everyone can align.

At the end of an hour, we have a fair amount of material, and we use it to go over well, we go over it briefly before ending.

From there, it’s up to me to put together the ideas that we have, make sure the mechanics are sound and tweak when necessary, and then get artwork, put it together and deliver a game like Era: Sharkninja.

It’s a great process, and I’m really pleased with the way it helps people understand their own creativity.

So if you’re around in London or another MCM when we’re doing this workshop, drop in, join us! Let’s see what we come up with.

– Ed

Convention Panel Preparation: Some Reflection

Hi everyone!

I’ve been doing panels at major conventions here in the UK for almost 15 years now and I thought it might be a good time to give some thoughts about it.

Delivering panels at conventions are an interesting experience, and always have been.

I’ve done them with different individuals (Jonathan Lewis and Leo Cosh) and I have always found myself to be the person giving information rather than the person making it fun. While that is an important skill, if it’s not made fun, then people will not engage with it.

I’ve learned a lot over the years that I’ve been doing this.

I’ve learned to make my points concise and be wordy in the right places. Using the stories that I have experienced during my time in a way that’s constructive to the points rather than just throwing them out.

Learning these things been a very long journey: it’s not something you learn overnight, it’s taken me years to master it. Ultimately, as I lead up to my major convention season, when I’m giving a lot of panels, these are the things that I am doing in order to make sure that I have the best chance of succeeding.

1. Rehearsal

I am rehearsing every panel that I’m doing at least three or four times, even if I’ve done it multiple times before.

I found that not doing so often means that you are winging it from vague memories from years ago and you don’t know what you want to say.

2. Refining My Notes

After each rehearsal, I’m actually thinking carefully about what did I say that was different. I try and take a transcript of each rehearsal using otter, which is a program I’ve had for years for recording and kicking out a transcript. I use that to go through and find out whether I (or the person I’m practicing with!) did something that isn’t in the notes that I want to add to the notes or remove the notes because we skipped something repeatedly.

While you’re at it, keep your notes short!

You don’t want to read them out. In fact, the shorter your notes are, the better! One word that prompts you to say three sentences is better than three sentences written down that you’re going to read to people… that will just make you sound like a robot.

3. Repeat

I cannot emphasise this enough: you don’t just do 1 and 2 once, you do it every single time you’re rehearsing. You are always trying to improve what you’re doing.

4. Think carefully about what the title is and what people are expecting!

So “How to be creative?” Fine, very simple for me (as I wrote a book about it), but as soon as you change it into “How to Finish your Creative Project”, your notes out the window: they aren’t actually what everyone wants to hear anymore.

Now what people want to hear is, “how do I deal with this thing that I ran into on my project?”.

And so…

Following these steps has allowed me to make sure that my performance at conventions is the best it can possibly be, and has meant that I’ve come back and back and back. And that’s amazing, because being able to help people be creative is why I present panels.

I know that some people believe that it’s an opportunity for self aggrandizement. That’s not for me.

I want to help the people who are there, teach them what I know and help them avoid some of the pitfalls that I’ve fallen into during the time that I’ve been creating.

If you’re trying to learn to speak, think about these things! Practice.

Good luck out there, and maybe I’ll see you at MCM!

– Ed

Why did I start making Card Games?

Hi everyone.

I reached a point in game creation some years ago now where I still felt that tabletop roleplaying games are fantastic – I love them, I play them a lot – but they are a large time investment!

Sometimes you just want something that’s going to take you somewhere between five minutes and half an hour, just something that’s going to be a bit of fun. Something slightly more predictable and require less thought from me as a games master, but I can still play it with friends, and that’s where Champion of Earth came from.

Champion of Earth is a game where you are one of the last heroes of our world, trying to defend the planet from aliens who invaded. But the aliens also know that they usually lose, so they have raised the undead and brought forth creatures from the shadows.

This was always supposed to be a bit of a joke, and I was able to deliver something which I think is a fun light game that takes about 20 to 30 minutes to play. Since then, it has proven popular enough that I made a couple of expansions for it as well, and there’s been a couple more perpetually in the works!

Champion of Earth is an opportunity to let go and have a bit of fun, while even the more comedic universes that I create need a lot of thought, time and effort into running games in them. With champion of Earth, I created the concept, and then just started doing funny things, and that was a creatively liberating experience.

If you’re someone who’s struggling – maybe you’re a writer and you’re struggling with a big novel, for example – try doing a short story that’s just something totally different to what you would normally do!

I found it very creatively fulfilling to change things, and I found it significantly improved the larger, more serious projects that I was doing.

So I’ve kept doing it! Evil Overlord, Era: Survival – Colony, The Internship, Adapt and beyond, I have kept making card games. Not all of them have seen the light of day yet, but most of them are actually ready to go, and I just haven’t put them on Kickstarter yet.

So, in summary, watch this space for more card games from me, and don’t be afraid to experiment a bit with something slowly outside of your normal creativity!

– Ed

Dragonmeet Spring – A Genuine Delight!

Hi everyone!

It’s been a long time since I wrote about a convention in detail on this blog. That’s okay; to be honest, I think these can get a bit samey.

When I was invited* by the incomparable John Dodd to Dragonmeet Spring (also referred to as “Call to Adventure”, I think?), I said yes – an opportunity to exhibit and run my games as demos is not something I often fail to take, as many of you know.

I knew it would be a well-run event – Ten years of attending Dragonmeet in December has taught me that the team is experienced and dedicated, and I consider more several of them friends (and those I don’t know well enough I still have enormous respect for!).

What I wasn’t ready for was how much joy it brought me to demonstrate my games, particularly my relatively under-exhibited Card Games, to people who were so happy to be there and have something to try out. It was a genuine honour to meet so many awesome people who wanted to learn more about my games, whether they were already gamers or looking for something new!

All in all, it was a thoroughly enjoyable day and I’m hopeful that there will be another one next year. Thank you to the convention team and all of the guests who chose to join us!

– Ed

* This might have sounded more glorious or directed than it was – I believe it was a group Email! 😀

Busy, busy… ADAPT, Era: The Consortium expansions, Era: Survival project and more! – General Update

Hi everyone!

I’ve been working hard for the last week at the day job, but still doing my best to find the time to look at various other things that need progressing.

I’ve spent a lot of time working on Era: The Consortium expansions, especially the Armoury expansion, which now has several pieces of artwork complete and is moving onward rapidly! If you’re a Kickstarter backer for the Consortium 10th Anniversary project, check the update there for more details.

Of course, I can’t only be working on one thing!

I’ve been thinking a lot about Adapt, a card game I posted about last week, and I’m almost ready to launch that Kickstarter!

And, in a fresh reveal, I’ve been working on another book for a little while now – see the image that comes with this post for a quick teaser…

Add to that the work to make our character creator for Era: Dragonsong both look better and to extend it to other games (Era: The Consortium is next on the list!), and I’m keeping myself pretty busy with everything!

I’m always happy to answer questions, so join us on Discord and reach out if you have any: https://discord.gg/6C4H9Cv

See you around!

– Ed

“Adapt” Card Game (Coming Soon) – https://www.kickstarter.com/projects/shadesofvengeance/adapt?ref=4u7u3e

Hi everyone!

To tell you where Adapt came from, I have to take you back several years, before COVID-19, to a world that was a little different. At the time, I was doing a lot of conventions, including a lot of people sitting down to try out our games.

Our Tabletop RPG sessions were a huge hit, perhaps unsurprisingly. Maybe more surprisingly, our card games – especially Champion of Earth – were also in high demand, to the degree that some of our team who were focused on talking rather than running actually cleared areas of table of other products to offer a demonstration of this incredibly simple game.

Now, obviously, there’s a limit to how far you can go down the road of enhancing an existing game. To be honest, I think it’s better to stop before you hit it, rather than after.

So I decided to make a new game, one inspired by something I had as a child – “I’ve Created a Monster!”, which was effectively Happy Families, but had a fun gimmick of putting together your monster from body parts.

Instead, I went a different direction:

Alien Space Cadets who have to face a variety of simulated environments to prove they are the best choice to be the first of their kind to go into space!

Yeah, a bit odd, I know! But it’s quite me, right? There was even someone I worked with once who referred to me as “a bit of a space cadet”!

It was very well-received by people at work who tried out my games and, despite the fact it was quite random in its gameplay, people started to develop tactics.

I refined and improved it, and that’s what I’m offering on Kickstarter soon. I’m just waiting for the last of my graphic design stuff to launch this project, so I hope you’ll consider joining us when it does happen: https://www.kickstarter.com/projects/shadesofvengeance/adapt?ref=4u7u3e

Thank you for reading and let me know if you have any questions in the comments! I’ll see you next week with another update!

– Ed

So… what should these posts look like?

Hi everyone!

Anyone who knows me directly knows that I’m a bit introverted and often struggle to reach out to people proactively – I can talk about my work when prompted, but I have difficulty starting things off.

So I’ve had uncertainty about what these posts should look like for as long as I can remember.

“Keep your Social Media active!” say all the marketing people. “Keep up your marketing and reaching out to the world.” I’m pretty sure they are right, but, as I said, it doesn’t come easily to me. I’ve tried a few things – having reminders to write something, having my friend Amy (“The Oracle”) write posts to make people excited…

But in the end, we’ve reached a point where, despite the fact I am working as hard as ever on producing amazing books, games and more, the website looks like it’s not had any activity since November. Actually, the two are likely related – the more time I spend focusing on creation, the less time I have for marketing and reminding people I still exist.

So what to do?

I’m not sure, but I’m sure that I need to do something, so I’m going to start posting here weekly again.

It’s likely to be whatever thoughts I have about current projects, a few details about things I’m working on and any other various thoughts about game design or the industry that I have.

Potential topics right now include:

My progress on Era: The Consortium 10th Anniversary

The Era Zone

Our next card game, Adapt (due on Kickstarter soon!)

AI in Tabletop RPGs and how I’ve come across it recently

Thoughts about marketing (like this one!)

Having recently looked for interviewers and found shut down websites, I think it’s important that everyone knows that I’m still here, still working and still care about everything I’m doing, including what you can see of it.

I’m going to also say the same thing I always do: join us on Discord (https://discord.gg/fWnH7z7Jbu). I think that any questions or uncertainty you have, you can find answers there – the community is relatively quiet when unprompted, but they are fantastic at answering anything that people want to know!

So, I’m going to say goodbye until next week… but also that you should expect to hear from me next week!

– Ed

Era: The Consortium 10th Anniversary! Get 3 brand new Expansions free with the rules!

Hi everyone!

It’s an exciting day, because the Era: The Consortium 10th Anniversary Kickstarter is here!

We’ve got some awesome rewards, let me take you through what’s going on:

Handy graphic by the ever awesome Leo Weiss!

So what are you waiting for? Get into Era: The Consortium‘s vast universe to play any sub-genre of Sci-Fi that you want, or grab the Pocket Edition to join us in the Living Campaign!

Don’t forget that you can join us on Discord to play the game.

See you on the Kickstarter!

– Ed