All posts by Ed Jowett

Kickstarter update! – The Oracle

Thank you to everyone who jumped in and decided to try Era: Silence! We’re really encouraged by the interest you’ve shown and can’t wait to give you this game. If you haven’t had a chance to check it out remember there is a Quickstart Guide which will let you play 3 challenges and get a taste for the game.

Ed is a fanatic when it comes to developing unique ways to play an RPG. Era: The Consortium created an impressive depth of playable history. Era: Lyres allowed the players to control the telling of the stories. Era: Survival implemented a dose of karma in its dark world.

Now, Era: Silence will challenge your perception of the very nature of roleplaying. Using only body language, there’s no end to the sort of fun and mischief you’re capable of getting yourself into with this game.

So get in there and see what it’s all about, grab a few rewards and remember to share this with your friends. We’d love to hand out some of those Stretch Goal bonuses.

See you next week!

-A

Era: The Consortium expansion line-up – The Oracle

Several of our Consortium expansions are coming together and nearing completion. So far we have the Revival expansion which I’ve shown you an image of; a Eulutian woman being dragged off. I’ve also shown you an image of Psionics and we have a hacking expansion that’s coming along nicely. However, all of these fabulous games will have to wait because the first one to hit kickstarter will be the Fifth Race.

Shortly after the Era: Silence Kickstarter ends, Ed is going to bring you an opportunity to expand the universe with another playable race. The Pliangrathalon have arrived and they’ve brought with them some very interesting technology. Some of it’s going to be a game changer for our characters and I think you’ll enjoy what those new weapons can do. So, in honor of that expansion practically knocking on our doors Ed has decided to give us a few new images. You get to see a few great examples of Pliangrathalon, with and without their mechanized legs. They’re going to be an interesting new addition, I can tell already.

Pliangrathilon

 

Before I leave today I wanted to let you know that Ed is currently producing another Consortium comic. This will be a 24 page story about Hai-Xang Hayden; one of the most important figures in the Bug War and how a personal tragedy changed her life. The comic is more than halfway through and Ed tells me it’s looking fantastic. Can’t wait to see it.

That’s it for today. See you next week with more news and updates!

-A

Era: Silence Kickstarter launching soon! – The Oracle

It’s nearly here! Your first chance to get your hands on this revolutionary game is only hours away. We realize that this new game is quite unique so Ed has come up with a way for you to try out a small sample. There will be a Quickstart Guide available during the Kickstarter which will give you three challenges. It won’t take long for you to realise how much fun this is going to be.

This game really isn’t like anything we’ve ever done before. Era: Silence is about completing challenges, it’s about working together as a team, and it’s a game that encourages players to use their body language instead of speaking. That may sound like a crazy mix but Ed and the playtest group have found that it’s an incredible good time. You will definitely have to try it out and see for yourself.

Set on the mythical Isle of Silence, you and your party must earn the letters of your name. With each successful completion of a challenge you will achieve a new ability. This could be anything from an armor bonus to the ability to grow wings and fly! So many things are possible in this unique new world.

If you have any more questions about what the game play is like definitely shoot us a message or hop online to our website for more details.

I’m getting ready for new game day, how about you?

-A

Game Details for Era: Silence – The Oracle

I promised you a few days ago that I would gather up some additional details about the Era: Silence game. For those of you who may be just joining us or perhaps haven’t checked in for a while… here’s the premise.

Era: Silence is a game based around the quest for your name. During character creation you create your name and then have to earn the letters by completing challenges. Those challenges are taken as a group and many of them can only be solved by working as a team. The big catch is… you can’t speak!

Sounds a bit crazy, right? This different approach to RPGs leads to characters making wild gestures and players really embracing the essence of roleplaying itself. During the game you can’t actually say “My player communicates this to the others.” It’s all done with body language which leads to a whole new playing experience. It’s really great fun and we know you’re going to love it. This game will be coming out on Kickstarter very soon so don’t miss out!

Ed tells me we should be able to see a new image next week so be sure to come back and I’ll see you then!
-A

A Few New Consortium Writers – The Oracle

Ed is always working hard to bring you new games with the absolute best design and content. Whether it’s a unique playing experience, high quality artwork, or immersive story and world building; he’s dedicated to making these games amazing. In an effort to continue that tradition, Ed has been out recruiting some writers who are well-known in the tabletop industry. He’s already signed contracts with two and is negotiating a third. These new writers, coupled with Ed’s own expansions in partnership with the original creation team means there’s going to be an explosion of awesome new stuff! Every time I finish one project I turn around and there’s another one waiting to be written. It’s an exciting time to be a part of Era: The Consortium!

The expansions are each moving along right on schedule. Artwork is coming around for the Fifth Race and we hope to get that out to you on time. I’m told I can pass along a new image for you next week so be sure to come back and check that out. Our other expansions are also plugging along in development. Ed playtested the new psionics and advanced hacking mechanics last weekend and he tells me that they both went over extremely well. Won’t be long now and you’ll have a wealth of content to explore in the Consortium.

Be back next week with more news!
-A

Era Silence and a Request for a Beta Tester! – The Oracle

Thank you to everyone who helped make our Lacuna comic a successful kickstarter. We ended at nearly 200% funded and because we got so close Ed has decided to go ahead and give out the £600 Stretch Goal! That’s great news and will give everyone a chance to explore the Era: Empowered game further. There’s so much to enjoy about this new universe I can’t wait to see what you think.

Our next project coming to Kickstarter will be Era: Silence. This will be your first opportunity to check out a whole new playing experience with RPGs. Ed and the development team have worked hard to bring you something truly unique. I’ll have some more detailed information on Monday about this innovative game so come back in a few days and you can find out more before it goes live.

While we’re waiting for that to happen I have a special request for all you fabulous game players out there. Do you remember our in-development card game, Champion of Earth? This is our first strictly card based game and is about defending earth from aliens who have resurrected the undead and brought creatures out of the shadows to subdue humanity. Sounds like fun right? The goal of the game is to defeat more of the enemy than the other players so even in defeat you can still win! If you’re still with me and this game sounds like something you’d like to try then we’d love for you to be on our beta-tester team. The mechanics have been fixed up and we’re ready for you to take it on a spin. Email Ed at ed.jowett@era-games.com for more information.

One last update for you today. Ed is working as fast as he can to get out our new website. He’s going at this on his own so it’s had to be squeezed in between conventions and new game developments. Right now the site is created and the structure is being filled with our content. It’s coming along and I hope to be able to show you something in a few weeks.

That’s all for today. See you again next time!
-A

Era: Silence is coming to Kickstarter soon – The Oracle

Are you ready for a new game? Ed tells me that Era: Silence should be moving ahead to its Kickstarter debut on around 1st July! I’ve given you hints, images and some tantalizing details but the only way to know for sure what you’re in for is to see it for yourself.

The book has been written, the artwork is complete and the only thing left is the layout, which we expect to have some samples of by the time we’re at the Kickstarter. This game is primed, polished and ready to be played! Ed and the team are excited to show you what playing a game with no speaking in character is like. From what the playtest group has experienced… it’s loads of fun!

Back next week with more details!
-A

Our Second Consortium Expansion – The Oracle

By now you know not to get too comfortable around here, right? Ed keeps a fast paced development schedule and just about the time one project is finished we’re off to the races with another one. The second Consortium expansion is nearly ready!

You can expect the Fifth Race will be coming out for a Kickstarter release fairly soon now. The artist is just finishing work on the last of the images and everything else is already complete. Your first opportunity to jump in on this expansion should be August or September depending on the art schedule. I’m excited for you all to meet the Pliangrathalons. They’re not exactly cute and or loveable but I think you’re gonna like them.

Be prepared because we’ve got several more expansions also scheduled to come out this year yet!

See you next time!
-A

Next Step for The Empowered Comics… – The Oracle

We are entering the last few days in our first Era: The Empowered comic Kickstarter. Thank you to everyone who came out to support us! We are over 100% funded and there’s still time to join us so please spread the word.

Ed has decided that these comics are going to have a permanent place in the Empowered universe. There are many more stories we plan to share with you and some of them will continue to be told in short story format in the rulebook. However, Ed plans to include all of our Empowered comics into the full rulebook as well! These stories will talk about some of the more important aspects of the overall history and help to build that immersive environment we love creating for everyone. As those stories move through development you’ll hear about it here first so stay close.

Ed has plenty of other things slated for production the next 6 months including our first card game! The artwork will be coming along and we hope finished in time for this newest concept to be released before the end of the year. Wish us luck!

Before I leave today I want to say congratulations to our giveaway winners from MCM and UKGE! A few awesome folks walked away with a copy of our game during the event. Ed tells me they were surprised and happy to have won which was exactly what we were hoping. Have fun playing the Era games!

I’ll see you all next time!
-A

The Latest Image of Era: Silence – The Oracle

Alright, here it is. This is the last in my pledged series of images for Era: Silence. I hope you’ve enjoyed getting a little glimpse of the world of Silence. So far we’ve seen an armor plated warrior who looks ready for anything and an armor plated spider who could give him a run for his money. What’s next?

How about a cover image featuring three badass warriors? If you ask me, I think they could easily take that wicked spider.

Era Silence Front Cover

We’re back to regular news starting next week. I hope you’ve enjoyed our artwork series.

See you next time!
-A

More Consortium Expansions – The Oracle

I mentioned last week that The Consortium was going to be bursting at the seams with all of its expansions and now I’m here to tell you that we have yet another expansion in the works! Ed’s let me in on just a bit of detail and it sounds like it’s going to be a blast.

Ed and the playtest group are as I type this running through initial playtest games of something he calls “immersive hacking”. His plan is for this latest expansion to be released around the same time as our new psionic addition. That’s double the content, double the fun, and hardly any waiting around at all!

Things are moving along well in the Consortium and Ed promises that he’ll have some more big reveals for us in the near future so come back soon to find out what he’s got planned.

See you next time!
-A

A New Website and 100% Funded on Lacuna #1!

Coming soon you should notice some changes in our website. Ed is working hard to make the Shades of Vengeance site a great place to get more of what you love… games! RPGs are our passion and we want to make sure that everything we do reflects our primary focus. We believe that great games are good for everyone and we want to share that with you. So, keep coming back and you’ll notice some great changes.

My biggest news today is that we’ve reached our funding goal for the Lacuna comic Kickstarter! Thank you to everyone who supported us or took the time to share our project. Success takes you, the fans of our work, to help spread the word and we couldn’t have done it without you. Creating an indie comic is a challenging experience but one that we’ve enjoyed and we’re thrilled to see so much support. Now, just because we’ve reached our goal doesn’t mean there aren’t more things planned.

Lacuna is the first in an exciting series and we really want to show you so many of our other heroes and villains from the Era: The Empowered universe. There are characters from all over the world with their own stories to share and we hope to bring them to you with several other comic books.

For now, the Lacuna Kickstarter is heading to Stretch Goals like wallpapers and posters of the great artwork that you’ve seen already. We also have the chance to give Lacuna #2 a boost! There’s time yet to jump in and support us, share the project with more people and lend a hand to expanding this great series of stories. We have so much more to show you!

Before I leave you today I want to give a great big thank you to everyone who came out to MCM and UKGE! Both events were fantastic, inspiring and altogether a wonderful time. Ed and the team loved playing games with all of you and they were absolutely exhausted by the end of it all!

See you next time!
-A

Another image for Silence

As promised, here is another image for Era: Silence. A noble warrior if ever there was one and certainly looks to be doing some serious business. From what we’ve seen so far, I think we can expect big adventures for our characters in this world. Perhaps a knight like this would be a match for our armored arachnid from last week?

Era Silence

More news and updates next time!
-A

More Expansions for the Consortium – The Oracle

I know that I’ve told you Ed has loads of content planned to come out this year for the Consortium but I don’t think you understand just how much I’m talking about here. Every time I talk to him he’s come up with another handful of good ideas for expanding the universe, delving into a new section of the history or exploring a hidden theme of the world.

This latest expansion is coming to you by popular demand and will bring Psionic abilities to players. I don’t have details to give you just yet but I have been authorized to share this image with you. Now you’ve got something to think about over the weekend. Would love to hear your ideas on how these new abilities will tip the balance of the Consortium.

Era The Consortium - Psionics

UKGE is happening right now so don’t forget to stop by our booth!

See you next week!
-A

UKGE Coming Soon! – The Oracle

Thank you to everyone who showed up to play games with us and hang out at MCM Comicon. It was a great event and Ed and the team had a blast meeting old and new friends. They spent so much time running games and answering questions that they’re simply exhausted but the fun doesn’t stop here because coming up this weekend Ed will be back in action at the UKGE event. I think this proves that there is no rest for the wicked.

UKGE will be another great opportunity sit down and talk with our team as well as run through some sessions of our best games. We’re particularly excited about this event because Era: The Consortium has been entered for a new RPG of the year award! I’m crossing all fingers and toes for this one.

During the event Ed will be giving away more free stuff, including some very cool dice bags so be sure to stop by early. This event is also going to be the first public release of the Era: Lyres Pocket edition. This edition was supported by over 200 backers in its Kickstarter event and I can’t wait to see what you think of it.

Stop by the event, take some pictures of the team and remember to tag us in all your social media posts so we can connect with you.

Until next time!
-A

An Image of Silence – The Oracle

I have to apologize. I was hoping to show you the game play video for Era: Silence but due to some technical issues and the fact that Ed is bonkers busy with conventions (are you coming to UKGE?) the video is delayed.

However, we’re not entirely heartless and Ed has decided that for the next couple Monday posts we’ll make it up to you with eye candy. Here’s the first of a series of images. What could be more frightening than a giant spider? One with armor and a taste for human flesh!

Era Silence - Arachnia
See you next time!
-A

New Consortium Primer and Patreon Sneak Peeks! – The Oracle

So, you know we’ve got a summer full of expansions heading to the Consortium universe and you’re thinking to yourself, “How can I get in on this before everyone else?”  I have the answer.

Ed has started to give out sneak peeks of upcoming expansions to our Patreon members. It’s our exclusive club for fans who want to get in on the latest content. There are rewards each month and you should definitely check it out.

Along with the expansion material, Ed is going to introduce a brand new version of the Consortium Primer. It will include character creation, with a limited number of options, more background than ever before and an edited and improved rules section. This will be a complete re-tailoring of our best game’s primer! There are so many things coming out for Consortium over the next several months that it’s going to keep you playing for a very long time.

I’ll be back next week with some new expansion information and an image!

See you next time.
-A

Coming to MCM and Comic Kickstarter – The Oracle

Ed is pulling out all the stops for this year’s MCM Comicon in London! He’s going to bring along all of our games and give you the opportunity to try out sessions of your favorites. He is also planning to give away some free stuff during the event so be sure you stop by early before it’s all gone! The team is always ready to answer your questions or take you along for a test run of one of our fabulous games so don’t be shy and come say hello.

For anyone who didn’t get a chance to join in on our last kickstarter you’ll be happy to hear that MCM is the public launch of Era: Survival. Ed will have loads of information and content for anyone who’s curious to know how to survive the Infected apocalypse.

In rewards news; Survival Kickstarter rewards have been heading out to backers all this past week. Ed has told me that all of the paperbacks and hardcovers for Europe are complete as well as all the physical cards and digital rewards. The U.S. proof has made it’s way to my doorstep and I had a chance this week to look it over. I can tell you that it is fantastic! The layout is crisp, the content is tight and all the images absolutely make this a top notch game. It won’t be long until all of the rewards are handed out and we can call this Kickstarter another successful endeavor.

Time doesn’t slow down around here and even though we’re winding down on one project we’re just starting up with another. Our first Era: The Empowered comic has hit Kickstarter! This is the story of Chris “Lacuna” Jameson and his path to finding out what kind of hero he will be. Ed has many more comic stories lined up to help fill out the Empowered universe and we hope that you’ll stop by and check out these indie comics.

We’ve got loads of options for rewards including artwork postcards, bonus material, physical copies and even the opportunity to get your face or the face of someone you choose drawn into the background of the comic!

Back with more updates next time!
-A

Playtests are essential! – The Oracle

There’s no way to tell exactly how all the rules and mechanics of a game are going to come together until that first moment when you sit down around a table and start rolling dice. Ed has a long history of taking our games through many test runs to shake out the bugs and see just where a game might need a little adjusting. This last playtest was a great example.

The team had a fabulous time, in fact Ed says that every time they’ve gotten together to play Era: Silence it’s been a blast. During the session, they did find an area where they could make a bit of a change. Due to their findings, the rulebook is going through a minor adjustment to fit a few more enemy stats which is something they decided from the last playtest that they wanted. Developing an RPG takes time, loads of effort, as well as flexibility and the end product is always changing and adapting. That’s how we make great games.

I promised you a gameplay video, didn’t I? I’m happy to report that it is currently being worked on and hopefully will be available soon. From all the great things Ed has told me, I can’t wait to see what this game looks like.

That’s it for me, see you next time!
-A

Can images get any better? – The Oracle

The answer is… yes they can. A few days ago I had the chance to show off our Empowered comic cover art and I think you’ll agree that it looks great. So, how could we possibly do better than dark and brooding in a midnight alley… how about this?

Ailoche Small

This is an image from Ed and John’s latest collaborative project, an Era: The Consortium expansion with the working title “Revival”. For anyone who might have forgotten, I’ll give you a bit of a Eulutian primer. Eulutian’s are an alien race who, in their natural form, display changes of skin color to communicate emotions. Their human-like body coverings still retain that same ability.

If you’ll notice carefully around the edges, our friend here is highlighted with cyan. Now, get out your handy Eulutian skin changing color wheel and follow along. Cyan means scared… really scared.

Then again, maybe you already guessed that from the terrified look in her eyes. The questions is… what’s she so afraid of?

More on this expansion coming soon!
-A

The Comic is Coming – The Oracle

Is there anything as fabulous as getting to see a sneak peak image of an upcoming project? I didn’t think so. It’s Cover Art Day over here at Shades of Vengeance and I’ve decided that I’m going to make that a real holiday. We’re going to have cake and everything.

Lacuna Cover

What I love about this Era: The Empowered comic cover is that it gives you plenty of emotion without all the clutter and seems to be asking all sorts of questions. Where are we? Who’s in the background and why can’t I see her face? What’s so special about that brooding guy in the hoodie? If you’re interested in finding out answers to any of those questions come back in a few days to check out our upcoming Kickstarter.

The Empowered comic will be launching its Kickstarter event either the end of this week or the beginning of next so you don’t have long to wait. There’s still plenty of work to do to get things ready but Ed and I have been working through it as fast as we can. This last week we went back and forth with some great voiceover material that will go into the video. After a couple of takes it’s sounding smooth and ready to get paired up with images and background. We’re really hoping to have this out to everyone very soon so keep your eyes on this page and you’ll be the first to know when it’s available!

For all those who have been waiting on Survival rewards you’ll be happy to know that all digital rewards are now sent off. Ed ran into a slight snag last week due to a massive technology failure and he has been without a computer for over a week which caused a couple of delays. Everything should be back to normal now and thankfully Ed won’t have to continue working through his phone!

I’ll be back next time with more news!
-A

Development Blog – Post One – How I Came to Understand Survival Horror

Hi everyone!

For a while now, I’ve been offering help to people who want to create their own games – pretty much ever since I realised how difficult it can actually be, how much money can be wasted, and how underrated most of the really reliable artists are. I have thought a lot about why I actually wanted to do this, and it didn’t take me long to find an answer that resonated: I wanted to help new, great games get to the market. One of the things I could do to make that happen was to offer the benefit of my experience to people that asked for it. I don’t think that’s everything I can do, though. So I’ve decided to start a development blog.

I might not be posting every week, or I might – I don’t really know yet. What I will try to do is post every time I make some sort of decision that affects the development of the games I’m working on. In some cases, of course, I won’t be able to name specific names (or even games!), but I will try to give some insight into the core of what’s happening in my mind, as a game developer.

I have no idea if people want to see this, to read it, but if even one person gains benefit from each post, I’d say that it was worth it!

I’m going to kick off with a bang – something that really made me rethink my rule set – which, anyone who’s ever met me or played with me knows, is something I am really proud of. I don’t believe in massively crunchy rules, stuff that take half an hour to look up and then is worded so oddly that there’s then an hour of debate. I believe in rules providing a framework to the roleplaying, something that stops you being too powerful but really is just an engine to support the development of your character. Why? Because that’s how I play (on the rare occasions I get to do so!).

Some of you might know that I christened this month “EraWriMo”* – a month to write Era Games material. I had initially aimed at 1000 words per day but am now floating at around 50,000 words total and it’s not even the end of the month yet!

During this month, I’ve worked on three games primarily: Era: The Consortium (mostly writing sessions for the ongoing Time Travel Campaign), Era: The Empowered (mostly writing stories for the upcoming full rulebook, describing the history and fleshing out the characters) and Era: Survival.

Era: Survival is my newest game and my first foray into the RPG world of Survival Horror (outside of the computer-based likes of Resident Evil and similar). My Era d10 Rule Set works in a certain way. Fundamentally, the mindset is to ignore the petty, pointless details that slow down gameplay. A punch is a punch is a punch – you can narrate it how you like, and I certainly encourage people to do so, but the mechanics don’t change depending on whether it’s an uppercut punch, a flying kick or charging headlong into the enemy**. I figure that any person with skill attacks in the way that their fighting style allows – something that, oddly enough, I was inspired towards by Buffy the Vampire Slayer fighting alongside Angel!

So, get to the point. I don’t encourage people to monitor ammo for every shot, or count experience points for every kill, or figure out the difference between a flying kick and a punch. The minutiae of administration of combat, I find, are generally extremely boring!

In a Survival Horror game, a genre which is defined by a constant teetering on the edge of death, this makes no sense. You have to run out of ammo, your weapons have to break when you hit that random enemy, meaning you have nothing for the next one. You have to run away and risk being grabbed by the massive alien, which will mean certain death… or it’s not Survival Horror. So many of my normal aims with the rules have to go out the window to make this game work.

I think what I’m trying to say is this: Sometimes, you have something that’s perfect for you. It applies to everything, it works, as my rule set does for me. And then you apply it to something and it works. But it applies in such a way that it hurts the overall game.

I’m not getting rid of the Era d10 Rule Set – I’ll talk sometime about core mechanics and how to design them and why they work (in my opinion) – I am just removing some of the principles I’ve been using until now. In Era: Survival, guns will have limited ammo, grenades and home-made molotov cocktails will be very limited in number, and every weapon you use (including guns!) will wear out after being used a certain number of times, meaning you have to repair it at a proper facility with proper tools. It just wouldn’t be Survival Horror otherwise.

Thank you for reading my blog. I hope you consider coming back for more sometime. Until then, may all your rolls be 10s, and may the explode more times than you expected!

– Ed

*Random comment: I was intended to do NaNoWriMo, but the amount of outstanding work (2 new games, 3 expansions, a significant proofread of a major book, an extension of another game, 3 games I’m actively helping developers with and a convention right after this month ends!) I had made it feel silly to work on a novel at this time. I plan to come back to my novel next year – hopefully things will be a little quieter in terms of development then.

**Before you recoil in horror, a grapple is different to a punch!

Development Blog – Balance versus Reality

Hi everyone,

So I am, instead of my normal weekly post, going to write an entry in my development blog today. I might do this a bit more often – I seem to be echoing the words of the Oracle all too often lately!

I had a very interesting conversation with one of my playtesters after the last Era: Survival playtest we did, and I thought I’d share the dilemma we were discussing with you.

First, a bit of a framework. Era: Survival is a Survival Horror game. One of the primary factors that differentiates it from an action game, in my definition of the genre, is the massive risks involved in combat – people who constantly get into combat in a survival horror game should be dead pretty quickly. One of the ways a lot of games in this genre achieve this is to limit the utility of weapons – baseball bats break, guns run out of ammo, you know the type of thing. So you end up running around or away from zombies, demons or whatever, rather than fighting them head on, because getting bitten in hand to hand combat is very bad.

This was the basis of the disagreement – it was around weapons and how much they could be used. The playtester, who will remain totally nameless, felt that it damaged the suspension of disbelief that a standard sledgehammer would be damaged and need to be repaired after only 5 or 6 hits against an enemy.

In response, I explained that there were story reasons around this – the world that Era: Survival is set in is not at modern technology levels – it’s living off the bones of a once-great human civilisation. To make a metal hammer, they don’t mine metal, they get a chunk of metal, melt it and then pour it into a hammer shape. Impurities abound, the materials are not always the best for the job, etc. Therefore, it seemed to be logical to me that the hammer could become unusable after 5 or 6 hits, particularly if it hit something hard. It was agreed between us that if it hit something hard then that was possible, but what if you swing the hammer horizontally and take someone’s head off? that isn’t really on the same scale as hitting the ground.

And that’s where the interesting point lies: I had made the assumption that it always hit something hard, for mechanical reasons – otherwise, you instantly double the complexity of hitting something with a hammer – did it hit something hard or soft? if one then it takes this much durability damage, if another then this much. So why did I make that choice for the mechanics?

What happens when it’s neither hard nor soft, but average – surely that should be catered for as well? The rules will inevitably grow in complexity if you follow that line of reasoning: before you know it, you will have 10 hardness scales for targets and making a dice roll to decide how much damage it takes. I resist this in a rule set – I try to make the rules easy to understand and usable.

In the Era d10 Rule Set, I’ve had to make a few choices for usability that I am not 100% happy with on realism grounds. I have had to think very long and hard about where the line lies, though, and I’ve come to the conclusion that the real thing that destroys suspension of disbelief is having to look at a flow chart every time you hit something. You don’t just hit or miss any more in this scenario, you have to follow through a process and slow the entire game down by doing this, not just for the person swinging the hammer, but also for the other players, who have to sit and wait while that process is followed.

Okay, so let’s say that you hypothetically have chosen to do hard and soft and leave it at that. You now have two ways of swinging your Melee Weapon, so why attack in any way except that which means a soft target? So now people are changing their gameplay, their approach to combat, to keep their weapons going longer, so they can survive longer combats. Perhaps you make it more difficult to hit when attacking so that it is a soft target, to discourage that behaviour? Of course, that adds yet more complexity to Combat, which is the slowest part of any game’s process.

Hopefully, you can see that this is exactly the wrong direction for a Survival Horror game to be going – I want to discourage Combat, and to encourage teamwork and strategy (including retreat!) over running in with a hammer and hitting things.

Not only that, you automatically increase the power of Melee Weapons relative to firearms. Firearms, both in Era: Survival and in other Survival Horror games, have extremely limited ammunition. You’re always worried, always counting your shots and wondering if this is the best time to use the shot or whether you should wait. That edge-of-the-seat nervousness is something that I want to capture with this game, it’s a fundamental part of the genre to me. If anyone with a melee weapon can (say) last 20 Combat Rounds without their weapon breaking, while anyone with a firearm has perhaps 2 or 3, how is that going to affect the game? Everyone will become a melee combatant, and use their weapon as often as they like.

Finding the balance between reality and mechanics is one of the hardest things to do in ano rule set, not just Era d10. The key is to decide what you want from your rules. I am trying to be realistic but not too realistic, to provide enough complexity to keep people interested but not so much that the rules become hard for new players to use. It’s intended to be approachable but not as high-level as systems like FATE… and it is a very tough line to walk.

I stand by my decision to keep the durability low on all weapons for thematic reasons on this occasion, but I would not use this mechanic in the other game. I came up with various methods to explain it – the low-grade materials and poor construction, the fact that if Humanity is isolated from each other with no memory of modern technology, they might not know that hammers can last longer than that or expect better, the fact that an unusable weapon doesn’t necessarily mean that it’s snapped in half, the fact that the weapon could be nearly 100 years old in the setting… but none of these satisfied this playtester as reasons for the weapon breaking.

So what do you do at this stage? You take another long, hard look at what you want to achieve with this game. What do I want? A game where people have to think rather than rush in guns (or sledgehammers!) blazing. Did I make the right decision? I think so. Will it please everyone? Demonstrably not.

The playtester in question did 100% the right thing by bringing this perceived issue to my attention. It was a problem for them, so it will be a problem for others. And it’s a problem that I can’t solve without hurting my game.

So, you are probably wondering, in a game, where do you draw the line between mechanics and reality, especially in a situation like this, where a playtester has a negative reaction? The answer is simple: wherever you, as a creator, can justify. Follow the right feeling for the game you are creating and make it true to your vision – you really won’t go wrong. Just make sure you have a vision and a set of things you want players to do in this game, something you want it to feel like.

Also, always take playtester’s feedback very seriously and question why you made your decision about whatever they raise. Come up with an answer that satisfies you, both as a story answer and as a “creator reason”. It won’t satisfy everyone, but most of the people who ask the question will understand you had a reason for it.

In my case, I came back to the fact I simply don’t want melee to be more powerful than ranged – I want them both to have risks. I don’t want people to enter combat, so I want to discourage that. How? By making weapons last only 3 or 4 turns in Combat, so you either have to be a Human arsenal, or you have to be careful.

– Ed

Development Blog – Hiring Artists: A Minefield, but one with a few Flowers

Hi everyone,

Again, instead of my post this week, I thought I’d write a little in my Development Blog.

Very recently, I’ve been working to find an artist for a graphic novel I’m working on in the Consortium Universe. At 100 pages, it’s a lot of work, a lot of cash in someone’s pocket. This is not a new experience for me – I’ve had similar experiences multiple times on every book I’ve made with one exception – with Era: Lyres, I used an artist I already knew and therefore I knew could do the work well.

So I thought I’d give you a little insight into the sorts of messages, traps and verbal abuse you receive as someone who’s offering to pay a large amount of money to someone else to create artwork for you (and, note: this is hiring artists. This is nothing to do with the horrors which can happen when you’ve hired them and made an agreement! Well, I might add a little of that.).

So, where to go? I’ve found DeviantArt is the best place to find genuinely good artists and even writers as well. The Job Offers forum there is pretty much guaranteed to get you some hits, no matter what it is you want. So make sure, when you post, that you explain what it is you want, post a link to an example style you like, give an idea of the budget you’re looking for and an indication the amount of work you’re offering (because nearly everyone will give you a discount for a large amount of work – freelancers have to live between jobs, which is why they charge a lot for individual pieces).

Then, you sit back and wait for the replies. Comments like “That’s a stupid project” doesn’t really happen too often, you don’t need to worry about that sort of thing on any practical level. Personally, I ask people to E-mail me (and provide my E-mail address) so, inevitably, half a dozen people post on the forum thread or message me on DA. I follow those up as I feel necessary, but don’t feel obliged to reply, personally, as they didn’t bother to follow my request for contact: usually a very good first indication.

Those that do E-mail you will range from the low-priced and amateur to the massively high-priced and genuinely impossible. Obviously, you’re looking for something in the middle.

With comics more than illustrations, you’re likely to get offers from people who want to do just the pencils or inks (watch out for the inks only in particular – it may be me, but I sometimes find it hard to tell when they are offering just inks from most initial attempts at contact). That can make it very hard to judge their portfolios (again, particularly if they are just inks – how good was the inking on that page of Green Lantern’s Blackest Night? And how do you judge the inking without judging the pencils?). Personally, I’ve found it a lot safer and that I get better results with someone who does pencils, inks and colours – the whole job.

With illustrations, if you post a fair bit, you’ll find the same people apply and apply even after you have told them that you’re very sorry, but their style doesn’t fit what you’re looking for: there are certainly spammers on the forum.

So, you start getting responses and going through them. When I first started, I had an artist that helped me with a few things, and he told me “If this artist can do this, then he can definitely do [whatever I was looking for], it’s much easier…”. I found there was no bigger mistake than to make that assumption. It’s my strong recommendation that you don’t hire anyone who doesn’t have a piece of work similar to what you’re looking for in their portfolio – most people who claim to be able to do any style are not being totally straight with you.

Watch out for copied work from photos – people who copy from photos and post it all over their portfolio seldom have the skills to do anything else, anything creative with a pose. Using references is one thing (and something all artists should do, really), but you’ll fall foul if you get someone with apparently great work that can only copy photos.

Also check for consistency – some people do one piece of good work and never seem to be able to match up to it again – that’s a problem I’ve had a few times in the past, particularly with Consortium Illustrations.

Check their English (or French, or whatever language you speak). A lot of people use a copied and pasted post written by someone else, which can hide real problems with communication. Nothing is worse than trying to direct people how to fix what they’ve done when they can’t understand the words you’re using because Google Translate doesn’t really handle that particular word well. Communication is very key with an artist to realise your vision.

And, inevitably, you’ll get some who you’d love to have but one look at what they are asking for, money-wise, makes it very obvious you can’t afford it.

I had a similar encounter with someone today – they wished to charge almost 3 times the budget I’d set aside for my 100 page graphic novel. So, I politely replied to their E-mail that I was sorry, I could not afford that, that I’d thought that his price would be lower when I first contacted him, considering the volume of work here (and, you know, the fact I’d put a guide budget…?). What followed was a massive tirade about how I was expecting all artists to live in ditches and eat… well, you can imagine, I’m sure. I was quite taken aback, to be totally honest (something that sort of surprises me – I’ve experienced this quite a few times now), but I tried to retain my professional composure. I replied that I would just have to accept some lower quality work that possibly took less time, in that case. The response was equally unpleasant.

Should I have not replied? Probably. Everyone knows conversations can get out of control much more easily on the internet. However, maintaining good relations with the artistic community is very important when you commission a lot of work, so I usually try to explain my reasoning, and I try to reply to every offer rather than just deleting them from my inbox and ignoring the people who took the time to apply.

Everyone wants to talk to you when they think you’re going to give them thousands of dollars for their work. That’s not surprising. What I find surprising is how many artists – they run a business, after all, they are creating artwork for money – become offensive when you tell them that you’re sorry but they aren’t what you are looking for (whether it be because of money, style, whatever). The fact you can’t afford an artist right now doesn’t mean you will never be able to, doesn’t mean you want to sever all ties and never consider working with them again. As time goes on, most people who order lots of artwork up their quality targets (and budgets) to improve – that’s only natural! Someone who’s out of your league today might be the very person you want next year. I recommend trying to keep that in mind when you interact with artists… just a thought!

How do you get the best results from freelance artists? Sadly, the only answer I have is “Get a good one”. Sometimes, doing concept artwork can help you find someone who will actually work that little bit harder for you when it’s needed. Being fair with money can really help as well – but don’t get fooled into large (like 50%) non-refundable deposits for artists who you haven’t worked with before: that way lies a lot of wasted money.

Finally, watch out for studios. I’ve never had a good experience with an art studio… though I still hope I might one day. Many of the ones on DeviantArt use their most experienced artist to win the contracts and then assign a junior artist to the project, because they have the money now, relying on you to be honest. And, anyway, they’ve usually taken at least 50% by then.

Now, I’ve said a lot of bad things about hiring artists. I have been working with Sofia over 4 separate projects over about 3 years, the time I spent working with Victor Minguez on Consortium was fantastic and Keith Draws is a great bloke with a brilliant work ethic. There have been a couple of others as well; enough for me to be still looking in the same place. But for every one of them, there have been 50 applicants and 10 total failures that I’ve worked with. My best advice is to know that going in, expect it, and allow for it, along with some wasted money.

Well, I hope I’ve been informative or helpful in some ways to anyone looking for artists.

Of course, there’s one way that’s even easier to find artists for RPGs… ask me! I have a collection of solid, reliable artists who I work with frequently.

Until next time!

– Ed

Development Blog: Editing, Proofreading, and the importance of each!

Hi everyone!
I am just coming to the end of a proofreading cycle on Era: The Consortium’s Core Rulebook and I thought, as a result, now might be a good time to write a Development Blog entry about all the stuff that happens after you fiNash the actual writing, so here we are!

When I started writing Era: The Consortium, with 3 other writers, I commented on their stories as they wrote them and showed them to me, right from the first draft stage. I don’t count this as editing personally, though I know others who disagree with me; I count this as part of the Creator/Lead Writer job – maintaining the integrity of the Universe, making sure that every story contained the right technology, the right characterisation and so on.
As time went on and we reached a final version, I started adding the stories into the book and, as I did, I gave them a “proper edit”. I was looking for things like sentences that didn’t quite make sense, places where the length was excessive or not quite enough (which became particularly important in some places – the page split for stories in a book and where they end up relative to full-page images can be crucial!), and places where I could improve the stories.

A good friend of mine told me once that editing is making sure that the whole book is written in the same voice. If that is the correct definition, I don’t think there was much editing in Part One of Era: The Consortium: The story is written as a timeline with short stories expanding on the different events. As these short stories are “written” by people who are involved and are from all kinds of individuals, different voices is almost a must! Of course, the timeline needed editing and I did that, but the main focus of the editing was on the Rules.

Rules in an RPG being consistently presented is absolutely vital! If the way they are stated changes every page, they can become very confusing. That was where the majority of my editing work lay. It is worth noting that it is most certainly possible to both write and edit your own work – that is not something you need to be concerned about.
I do, however, recommend that you edit the entire work within as small a number of continuous days as possible – if you are anything like me, your voice might change over time, depending on what else you are working on!
Which brings us nicely to proofreading. I strongly recommend that you do not try to do this yourself. Why? Because if you do, and you wrote and edited, you will skip over bits of text that should be fine, miss spelling errors and even miss some serious issues (as I did!).

I initially started by getting a number of friends to look it over. They turned up a number of errors, which we fixed.

However, it was not long after we released that we realised there were still significant errata in the book. We raised them on the website to advise people who had bought it, of course.

During this year, I have almost sold out of Era: The Consortium rulebooks. When I noticed, after Dragonmeet, how few I had left, I decided that I would do a full proofreading run and really bring the quality up another notch.
I was fortunate enough to find and hire two excellent proofreaders for Era: Lyres (not that it was easy – I hired five terrible ones before I found these two), and one of them volunteered to look over Era: The Consortium.
We are coming towards the end of the proofread now, and it has been a lot of work but the book is much better for it. Having a pair of eyes that is looking for issues rather than just enjoying the story is really helpful.
So, my advice on Editing, Proofreading and what they mean to you? Editing is making sure the material, whether it was written by you, others or a combination of the two, fits together with what is next to it and the rest of the book. You can do it yourself, and as a game creator, I personally wouldn’t have it any other way. Proofreading is vital if you want to have a high quality end product, but you should not try to do it yourself – it just doesn’t work.

If you want a good proofreader, let me know through the Game Creator section on the website – I will be happy to point you at one in your price range!

Thank you for reading my rambles, and I hope it provides a little more insight into this aspect of the creation and writing of books!
– Ed

Development Blog: Why is Artwork important?

Hi everyone!

It’s been a while since I did my last development blog entry – I have been crazy busy with several things recently – but here we are now!

Today, I’m going to talk artwork – why is artwork important in games? Does it make any difference?

Before I make the obvious reply to that question, I’m going to start with a little bit of science. Humans are visual creatures – a beautiful sunset is something that people (as a generalisation) remember more clearly and are more drawn to, than a page of text describing the same sunset. Pictures, when used properly, can stimulate immersion in a way text on its own can find challenging.

So, let me present you with this image, a brand new one from my latest game in development:

Silence-Demo-Image-websafe

From this image, I am willing to bet you can pretty much instantly see a few things about this game:

  • This individual is wearing leather and cloth in a sort of medieval type style – probably a fantasy game of some sort?
  • She’s wielding what appears to be a magic sword – more strength for the fantasy series.
  • The sword is stronger than steel and doesn’t strike like a lightsaber does, so it’s not cutting through precisely due to heat – more likely to be magic.
  • It’s a stone statue with a good level of detail – helps place the period.
  • etc…

And this is an image which shows a person hitting something with a sword. That’s all it is.

An image can tell you a lot about a game instantly – if anyone has been by a convention or seen pictures of our convention booths on Facebook, you’ll see that we cover it with images from our games. I often study which image catches peoples’ eye, I think that’s very interesting.

The right image can make someone pick up your book and start to look at it. This is what you want, as a game creator – it doesn’t matter how good your game is or how many shelves it is on if no-one picks it up to find out more.

The wrong image can give a similarly negative impression – it can make a book look low-quality, or instantly give people a different impression about what the game is about thanks to getting a few details wrong. The artists that work for me are used to me being very specific with many details in order to get the “feel” of an image right – a wrong or inconsistent item in the image, the wrong clothes on one of the characters, an incorrect piece of furniture in the background… these things can ruin the feel of an image.

A lot of game developers also choose to go with greyscale images, because it’s much cheaper. I, personally, feel this is a mistake – we don’t see the world in black and white, and if you want to get a genuine feel for the game, I think that colour is important.

Of course, all of this is just my opinion, but I’ve had a lot of compliments on the layout, artwork and general presentation of the books I’ve written.

What do you think? What’s the minimum level of quality you would buy for $30 or $20 or $10? And how do you assess that – it’s very hard to assess the writing of a book when you first pick it up, but very easy to flick through and look over the pictures.

I think artwork matters. Artwork is what gets people to pick up your book, quality writing, quality rules and a strong hook is what gets them to buy it.

– Ed

Development Blog – What do you think about when going to Kickstarter?

Hi everyone!

I get asked about Kickstarter more often than I get asked about anything else apart from the truth behind Era: The Consortium’s mysteries!

So, today, I thought I’d write a little bit about Kickstarter, some of the process and things to watch out for as someone who posts their game there.

I’m going to kick off with a few cold, hard, and less than pleasant facts:

  • Kickstarter is a platform which caters to a lot of people. A lot of projects make tens of thousands of dollars. Unless you have an overwhelming army of supporters before you launch or get lucky enough to be a Staff Pick, I’m sorry, but your first project is not likely to. Be aware of this going in and you have a better chance of not being crushed.
  • There are a huge number of “services” out there which promise you’ll get Kickstarter success through Twitter or Facebook advertising, claim they have never failed, etc. I’ve not yet met one worth working with or entrusting my money to (and I have spoken to several and worked with one). My advice is to ignore them.
  • Which brings me to paid advertising in general. I’ve found it is, mostly, not worth it, but I have a fairly niche product in a Tabletop RPG. I guess some products (travel cases that I keep getting spammed with ads for, for example) might be worth it, but I’d say Tabletop RPG books, it is not.

Okay. So… not nice facts, but facts, from my experience. Kickstarter is not a quick and easy way to get tonnes of money. It’s a lot of work, preparation, and trust-building. You need to be consistently solid and honest, before people will begin to back you in large numbers.

People are becoming more wary of Kickstarter as time goes on and stories of people cheating people out of their money become more common. A staggeringly large number of projects don’t deliver on time (an old article, but I believe it’s still true, as a backer of over 50 Kickstarters myself). So plan. Allow for problems, give yourself an extra window when you’re committing to a date.

Most important, though, is having something to show beyond vague images and a promise you’ll do something. I try not to go to Kickstarter without a “nearly finished” book, and I’ve been criticised heavily for that in the past, but I have not had a single Kickstarter fail since my very first (which is where I learned quite a lot of this…).

At the end of the day, no matter what you do, people are going to say bad things about your book, claim what you’re doing is pointless/a waste of money/tome/effort. That’s really the primary thing you have to be prepared for when going to Kickstarter, I’m afraid – a lot of people really suck. With any luck, by the time you get to Kickstarter, you have dealt with enough of those people to not have it stop you.

So what can you do to help your Kickstarter do the best it can?

  • Have your product as near to finished as possible with the maximum amount to show to potential backers.
  • Have rewards that genuinely thank your backers for what they have done to help you – they are giving you the money you need to start. Value that and show you value them, because without them, your product would not exist.
  • Get reviews, preferably before you start the Kickstarter but definitely before you finish. Most reviewers only ask for a review copy of the book (they can’t be paid, it makes them look biased), and it really does make a difference.

That’s all I have time for today… I have to go launch a Kickstarter! ?

– Ed