All posts by Ed Jowett

Developing Game Cards – The Oracle

It’s no secret that Survival will be our first ever Era game to utilize cards. I know I’ve talked about them before but perhaps you still don’t have a great idea of how they work. These cards are going to be an integral part of the game, so  let me explain.

In Survival, these cards are linked to a specific (also new!) mechanic in the game, the Karma mechanic. There are “Good” cards and “Evil” cards.

The “Good” cards will make good things happen, like your weapon staying usable, even though you thought it was going to break.

The “Evil” cards will make bad things happen but give you some sort of reward, like making an enemy Infected mutate… but because of that you would be able to harvest special bone claws and sell them.

It’s a complex system and the team is still working to make sure there is a balance between to the two sides.

Right now, Ed is also busy designing and styling the cards and he will be getting a few options printed up for the next playtest run in the early part the new year. Hopefully we can get a glimpse of them soon!

See you next time!
-A

The Secret War is Wrapping Up! – The Oracle

Our first expansion to the Consortium universe is nearing the end of production! All the images will be completed within a week or so from this post and we will start work on the Kickstarter. Ed tells me that we can expect to see the Kickstarter event up and running in the new year so you can look forward to getting your copy at that time. It’s going to be a great addition to the game but we’re not stopping there!

We have more plans for the Consortium. This first expansion, The Secret War, introduced us to Shades and Phantoms. These elite operatives assist the efforts of the Consortium or Resistance respectively and complete some of their more “hidden” objectives. This addition will also include specialized new equipment for our operatives.

There are more exciting things waiting to be developed for Era: The Consortium and we plan to bring you two more expansions after The Secret War. This next one will include an entirely new playable race which will come with unique technology (so of course the Consortium will be adapting this for fresh weapons!). The third will include a little more history, a hint at the things to come, as well as a bunch of new items that we’ve had requests to include in this game, one of them being Plasma Weapons!

(Disclaimer: if anyone thought Ed actually had his mind changed about something, you’re wrong – he had planned plasma weapons arriving at this stage from the first image made for the rulebook!)

So it’s an exciting time to get in on the Consortium and continue learning about this expanding game.

See you next week!

-A

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

Taking on a New Game – The Oracle

Raise your hand if you remember me talking to you about Ether! This game, which was being developed by one of our independent creators, is now coming onboard to work more directly with Ed and the team at Shades of Vengeance, becoming an “Era Game”.

Our games are known for high quality art, storytelling, and a fun and intuitive rule system which Ether’s designer has decided is the best way to fully realize his vision. We’re excited to add Ether to the list of amazing Era games that we’ve already created and are currently working on. Production will be going on for some time yet, as this game still needs quite a bit of work but expect to see more regular updates as we take Ether under our wing.

If you’re interested in the process of game development and design or you’d just like to keep up with the many different facets of what Ed does each week, you should check out his development blog. This is a brand new area of our website where Ed lets you in on what goes on inside the mind of a game creator. He’ll be posting anything and everything as it comes up and as interest in this area grows. He won’t be working on a time schedule and wants to let it develop organically, largely due to the fact that he tends to be very busy. So, if this interests you or you’ve got game development questions that you need answers to stop on by and post in the comments to let us know you’re out there!

That’s about it for today. One last reminder before I go, Dragonmeet is this coming Saturday. Ed will be there ready to play some sessions and talk games so make plans to come and see us!

Until next time!

-A

The Final Bell has Rung! – The Oracle

Put your pencils down and pass your papers to the left. The first official Kickstarter for Era: The Empowered has come to a close. At over 200% funded, this event was a clear success! Thank you to everyone who supported us. We keep making games just as long as you keep enjoying them.

Rewards will be going out as soon as the payment comes in so keep watching here and I’ll get you the information the minute it’s available.

Back next week with more updates!

-A

Playtesting our way to Success – The Oracle

The second playtest for Era: Survival was a big hit. Ed tells me that during the game they were getting a real feel for some of the less straightforward rules. They took some time to work on filling in those areas throughout the session which led to a new rule involving the trading of cards. Things are being hammered down, nailed in and tightened up.

Artwork is coming along well and Ed has agreed to give us another image to fill our imaginations! I’ll give you a little background to get you started. The Sisterhood of Pyrus is a group dedicated to finding abandoned underground bunkers and repurposing them to help their members survive. That certainly sounds like a group I’d be interested in joining. No seriously, if you know where I can sign up, let me know!

 

Sisterhood of Pyrus - websafe

 

Until next week!

-A

The Sounds of Silence – The Oracle

I’ve been talking a lot these last few weeks about work being done in the background. Quite often when I don’t have much news to give you it’s because our independent creators are busy working quietly on their own and at their own pace. We never want to rush our creators into developing a game that they aren’t absolutely thrilled with.

So, going forward, we’ll only be sending out a news post during this slot on weeks when we’ve had some action we can share with you. I look forward to following along with our new games as they develop!

Until next time, keep those dice rolling!

-A

Nearly Done – The Oracle

Our first major expansion to the world of the Consortium is close to completion. Ed is working with our artist on the final two pieces and he’s agreed to give us a bit of a sneak peak at one of them. It won’t be long before we’ll have this exciting addition available!

SHADES final revisions-websafe

As work continues on this expansion Ed has begun development of a new book. This piece can be paired with either the Primer or Core Rulebook and will be a campaign book of the time travel campaign. It’s going to feature brand new images and extra content. Sofia, one of the artists from the original game, will be taking on the artwork for this book. It’s going to be a great addition!

That’s it for today, I’ll be back next week 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!

Surviving!

Hi everyone!

Just a brief note today – I’m really busy with Era: Survival items for the playtest on Saturday.

Keith and I have been doing some design lately, and I wanted to share that we have created some really cracking designs for the game’s cards! I’ll be hoping to show you shortly, but I think you’ll be pleasantly impressed!

– Ed

P.S. Don’t forget Dragonmeet on Saturday next week!

Tough Decision to Make – The Oracle

It’s official. Ed told me just the other day that we are entering the UK Games Expo Awards! One of our games will have a chance to win this fantastic award. The question now is: which game will it be?

We are only able to enter one of our games into the competition so we have a really difficult decision on our hands. Both Era: The Consortium and Era: Lyres are eligible for the award and they’re both great games so we don’t know which one to choose! The Consortium has a vivid history with complex structure and playability but Lyres has a truly unique vision with a fun twist. So, we’d like to ask you for help. Which of these two amazing games do you feel should get a chance to compete? Leave us a message in the comments or let us know through the Contact Us > General Enquiries form on the website!

Hopefully, I will get Ed’s decision soon so that I can pass it along.

In other news, I can tell you that additional work will be happening for Lyres during 2016. I can’t tell you what or when but it is confirmed that you haven’t heard the last of daring escapes and even more daring rescues. I’m personally excited to be working on this game again. It was a fabulous project to write and I’m looking forward to more beasts, more danger, and more unbelievable stories.

The last thing I have for you today is a short announcement. The brilliant folks at Dice and Stuff have come up with a holiday inspired card game which is now available through Kickstarter. Escape the Pole is a strategy card game in which you play one of Santa’s elves trying to escape the North Pole. The game has great graphics and a fun concept so go on over and check it out.

I’ll be back next week with more news!

-A

Filling Out the Universe – The Oracle

Our team of dedicated writers are working hard to fill in the gaps and push the boundaries of the Era: The Empowered world. They’ve started to really dig in and turn out some great ideas for all the stories that need to be told, origins to develop and battles to plan. Right now I’m working on a rather special character whose disability is actually a protection against their own power. It’ll be some time before I have all the angles worked out but it’s a great challenge.

Story writing is one of the most time consuming areas of development and we want to get it just right. Ed’s vision is that this game will include everything you always imagined in a 90’s animated superhero TV show. Hopefully we can give you another glimpse into this universe soon!

I’ll be back with more news next week.

-A

Our Very First Survivors – The Oracle

It was a difficult journey, but Ed tells me that everyone who got in on the first Alpha playtest group of Era: Survival made it out alive. Of course, not without some damage!

Freddie, the co-creator with Ed, was a great GM and even though the session wasn’t particularly loaded with enemies, the team was still nearly dragged off into the darkness. According to Ed, there were no shortage of terrifying moments while the team was fighting drop bears, burning revered trees and stealing chainsaws from zombies that *ahem* someone armed, using their evil cards! Overall the playtest was a success, everyone had a great time, and he’s looking forward to their next session in a week or so.

The cards I’m talking about are part of the new Karma card system in Era: Survival. There are Good and Evil cards with free, transferable Skill points for Neutral. Good cards will make you find items or perhaps an ally will appear whereas Evil cards will improve your enemy, but also improve the loot you gain once you’ve defeated them. It’s a risk and an interesting line to walk. Zombies with chainsaws are not what I’d want to see coming at me!

In a short bit of time we’ll be looking for Beta testers so do some deep thinking about whether or not you think you’ve got what it takes to survive and keep checking back here to catch our call to action.

Until next week!

-A

Game Distribution – The Oracle

I’m pleased to announce that another one of our creator inspired games is available on DriveThru RPG. Marked for Death is now on the shelf and ready to be played! You can also check out our previous games while you’re shopping for that perfect holiday gift. Both Amazing Space Adventures and Order of the Link, as well as a few pieces of Era: The Consortium, are available. Stop in to check them out and we’ll be busy back here making more games!

Ed is working hard to help all our developers progress through their vision. Right now, Frontier is making some good headway, the rules are being developed and improvements are being made to the armour system. I’m looking forward to seeing what they’ve created when they’re ready to show us something.

Along with the games we already have in process, Ed informed me a few days ago that he’s been approached by several more creators with ideas for new games. 2016 is shaping up to be another busy year!

More news next week!

-A

Passing the artistic torch! – The Oracle

Throughout the production history of Era: The Consortium we’ve struggled to find artists who could create and maintain the high quality we demand for our games. I’ll be honest with you, that’s part of the reason why Ed started working with our independent creators. For an indie developer, it’s incredibly difficult to find quality artwork consistently and at a reasonable price. The artists we work with have been great and those that have worked with us successfully sometimes continue on to several other projects.

So, why am I telling you all this?

Our latest artist working on Era: The Consortium has had to leave us for other commitments. We’re sorry to see him go and we certainly wish him well in everything he does. But where does that leave us, you may ask?

For those of you who have been following our many other Era games, you’ll recognize the name Keith Draws. Keith is one of our hardest working artists and you can see his efforts displayed in Era: The Empowered as well as Era: Lyres. He will be taking over the artwork for the balance of the Secret War project. Ed tells me everything is looking good so far and he hopes to show us all something very soon. Personally, I can’t wait to see what he does with the Consortium.

Until next time!

-A

Friday, 20th of EraWriMo

Hi everyone!

It’s been yet another very busy week for us all here at Shades of Vengeance. One day, I won’t say that and you’ll be surprised… (Yeah, I’m waiting for that day too!)

So what’s going on? A lot!

We’re looking at several things, mostly focused on 2016 activity now.

I’m doing EraWriMo, as you will all know by now – I am aiming to write at least 1000 words per day for Era games, whether it’s rules stuff, stories for the books, whatever. I’m pleased to be able to let you all know that I am way ahead! I’m at just under 30,000 words on day 20. So I’ve pretty much finished what I aimed to do in terms of volume. That doesn’t mean I’m going to stop, of course – I’ve written loads of sessions, I’m ahead of all the other writers on Empowered stories, Survival is looking fantastic… and I have 10 more days to work on everything!

I’m looking at all our games and what we can do with them in 2016.

Era: The Consortium is going to have some expansions next year. We’ve been talking about the first, “The Secret War”, for some time now. That is having the last few images completed – one in sketch and one more to be done and we’re finished! That will then be ready well ahead of our projected Kickstarter dates early next year. We can’t wait to bring you more from the Consortium universe, though, we’re planning two more expansions during next year. One will be bringing a fifth playable alien race, which comes with some information about what comes next and the other brings loads of new equipment and weapons, along with rounding out the story to 450CE!

We’re looking at Era: Lyres and wondering how we can improve the already excellent and unique game. We have some requests from Kickstarter backers, and we’ll be definitely adding to the Bestiary and more stories about Lyres! We’re still looking for more ideas, so contact us if you have any thoughts!

Era: The Empowered’s Core Rulebook is aiming for next year. It’s going to be tough, but we’re working hard to deliver on that schedule! It’s going to be epic, possibly even larger than Era: The Consortium’s Rulebook!

Era: Survival is moving forward nicely, with more artwork every week! We’ll be continuing to update you and will be trying to aim for early next year as well!

And there’s loads more on the horizon. It’s an exciting time to be working here!

Thank you so much for all your support. We wouldn’t be here without you.

– Ed

Great Things coming in 2016! – The Oracle

The list of amazing things happening next year keeps getting bigger and bigger. Just last week Ed was approached by a few new creators looking for help with their game ideas. He’s going to be sitting down with them soon to hammer out some details and I look forward to passing them along to you!

We’ve also been busy filling up our convention calendar and along with AnimeCon in February, Ed is looking at attending the UK Games Expo in June. I’m particularly excited about the UKGE because Ed tells me that both Era: Lyres and Era: The Consortium are good candidates for an award given during the event. That’s great news! I’d love to see either of those games get some much deserved recognition.

Aside from new games and conventions, Ed has been tossing around the idea of expanding the Lyres game further in 2016. I think it’s a brilliant idea; there is still so much of that world to explore! It’s fast becoming a popular game and we’d like to give more content to the fans who are excited to play. The feedback we received when we ran the Kickstarter was a great jumping off point to give us ideas of where we can expand. Ed and I have been talking about new creatures for the Bestiary, more locations for the Traveller’s Guide, new stories featuring unique adventurers and more! What would you like to see in this special, Super Deluxe Edition?

If all that talk about Era: Lyres has you wishing for another way to enjoy the game sooner than next year, I’ve got just what you need. Next week, on Wednesday Nov. 25th at 9pm GMT Ed will be running a Lyres session on a Twitch channel! The channel is Encounter Roleplay and you can watch them real time as they try to charm and hustle their way into the hearts of the people of Yarnolth.

See you there!

-A

Don’t Miss Out! – The Oracle

We’re heading towards the last few days of our Kickstarter event. There isn’t much time left to get in on some of the best rewards we’ve made available yet.

You can choose from rewards that let you make your own character and have it painted by the artist of the rulebook. There are opportunities to get extra stuff in the book, including the chance to get you own name in there! Don’t forget, we also have catch-up bundles for folks that would like to grab paperback and hardcover copies of our two previous games; Era The Consortium and Era: Lyres. There’s literally something for everyone so take a moment and stop on by!

That’s it for today, I’ll be back next week with more news and updates.

-A

Dice and Stuff – Cowl Cops Part 4 – The Villain, Revealed (Emphasis on the “The”)

Hi everyone!

If you want to know what on Earth the title is referring to, listen to the latest episode of Dice and Stuff!

It’s great; it involves the most juvenile way of disabling an enemy, some poetic justice and a villain with the… ummm… second best… name ever.

This is part 4 of 5 in this series, so now’s the time to catch up for the big finale!

– Ed

Surviving the Infected – The Oracle

Mutants_fight_3-websafeI hope that none of you ever have to come face to face with one of the Infected. But let’s be honest, that’s kind of a long shot. So, when the time comes there are a few things you need to know if you want to keep from joining the ranks of the deadly masses.

  1. Infected can be slow and shambling or fast and agile but either one will track you down without mercy. Don’t hesitate when you come across any of the infected, wasting precious seconds could mean the difference between life and death.
  2. Can you spot an Infected from across a cornfield on a hazy morning? Check for signs like; awkward listless gait, unhealed sores, and shifty searching gaze.
  3. Be prepared! Everyone knows that Infected will attack at any time, day or night and rain or shine. So, don’t make the mistake of letting your guard down no matter how safe you might think you are.

With any luck you might just make it through the week!

Until I see you again, keep your crossbow handy.

-A

Working at the Creator’s Pace – The Oracle

Some days it feels like the progress of one game just races along while others slowly plod ahead towards an unseen finish line. Every game creator has their own timeline and sometimes that doesn’t match the hectic pace that Ed has set with his Era games. We strive to keep our creators moving forward at the level which works best for them. Unfortunately, sometimes that means we don’t have much to show you.

Things are happening, unseen in the background, and soon as I have solid details to give you I’ll post up the progress from these games. While we’re waiting perhaps you’ll consider joining our team of successful creators. Maybe you’ve got a great idea for a game and we can help you bring it to the world. Have a talk with Ed and see what Shades of Vengeance can do for you!

I’ll be back next week with updates and news.

-A

The Start of a Bad Day – The Oracle

Car trouble on your way into work? Forgot to study for those end of semester finals? There are a lot of reasons why you could be walking into a really bad day… I guarantee this isn’t one of them.

Title Page Websafe

The artistic geniuses behind The Secret War expansion have just released one of their latest images. All you hardcore Consortium fans will recognize this as the planet Verbeia. Which means everyone inside that dome has under 60 seconds to make their peace with the eternal afterlife, because that atmosphere is lethal!

Was it a simple tragic mistake or something much more sinister? Well, that’s something you’ll just have to wait and find out for yourself.

Until next time, keep those dice rolling!

-A

EraWriMo!

Hi everyone!

I’ve been super busy with writing a minimum of 1000 words per day every day of November! Amy talked a little about it in a recent news post.

I’ve also been working on a couple of things for The Secret War – the logo, the book itself and, if I can get them all finished in time, the possibility we might do some 3d miniatures of Stiletto Unit for backers!

I can’t stay too long, I have so much writing to do! I’m having a great time, though, and it’s doing wonders for the books we have on the go.

– Ed

Have Dice, Will Travel! – The Oracle

The team here at Shades of Vengeance are gearing up for the last event of 2015. In just a few short weeks we will be arriving at Dragonmeet for a one day convention. You can listen to me talk all day long about how fabulous these games are but you really need to sit down at a table and play with us!

We will be bringing all our favorite sessions as well as copies of rulebooks to get you started on your own games. Come with all your questions and we’ll be happy to talk with you about everything from game creation to the Consortium’s rich 500 year history. If you miss out on this event you’ll have to wait until February 2016 when we’ll be attending AnimeCon.

In production news; Ed has recently invented “EraWriMo”. He has proclaimed this November will be Era Writing Month. As an extension of all the great ideas, inspiration and enthusiasm that came out of MCM Comicon, he is personally writing 1,000 words every day through the month of November. Whether it’s rules, story content for Empowered and Survival, or even campaign sessions for the Consortium; he has vowed to write something every day! The dedication to these games runs deep and I hope Ed will let us take a look at some of the great new stuff he’s been working on.

I’ll be back next week with more news and updates.

-A

Filling Out The Universe – The Oracle

Now that our Kickstarter is well underway (and completely funded!), we’re turning our attention to the start of the production of the full rulebook.

This book is going to be a massive collection of everything you ever wanted to know about the Empowered universe; its quirks, its rules, its dramatic and witty characters. Ed has gone over all the stories we’re anticipating writing for this book and assigned them each to one of our fabulous writers.

If you’ve read any of our previous games then you’ll be familiar with where we’re heading. You’ll recognize the writing styles of Ed, myself, and the rest of the team as we work to pin down the mysteries of the Empowered. While things move along I’ll be sure to share with you as much as I can.

Then again, you don’t have to wait for the full rulebook. The primer is currently on Kickstarter and already funded so be sure to slip by and pick up a copy to tide you over before the full book is finished!

Back next week with more news!

-A

Dice and Stuff – Case of the Mystery Meat (Era: The Empowered Campaign) – Episode 3: Is this Beverly Hills Cop?

Hi everyone,

I strongly recommend giving the latest episode of Dice and Stuff’s Era: The Empowered campaign a listen this week.

Monkeypaw gets chucked out of the restaurant… I am picturing something a bit like Beverly Hills Cop, when they throw him through a window and he gets arrested!

The guys over at Dice and Stuff are having a hoot with these, they really are quite fun.

Simeon is my favourite character!

– Ed

P.S. If this isn’t your thing, don’t worry, Era: The Consortium will be back soon now!

“Infecting” your Inbox – The Oracle

Now that our artist is complete with the landscapes, area-based artwork, we’re going to get started with more personal images.

The Infected images.

Know your enemy, I always say, and there’s nothing like a full color in-depth glossy picture to really bring out those hidden details. How do you like your post-apocalyptic zombie Infected? A bit on the gruesome side or more sneaking and shadowy? We’ll find out what Ed and Freddie’s vision is soon enough!

The whole team is having a great time working on this game and we can’t wait for you to try it, we know you’re going to love it!

Stop by for more news next week!

-A

Early Development – The Oracle

Things are in the works. Right now, Ed is busy discussing rules, art, ideas, and all things game related with the creators of both Ether and our newest game. This is the difficult part, the part where we don’t have art to dazzle you or stories to mesmerize you. Work is being done and progress is being made but you’ll just have to take my word for it.

While you’re waiting on news for our latest games consider checking out some of the games that we’ve already completed. Order of the Link, Marked for Death, Frontier and Amazing Space Adventures are all available on our website.

See you next week!

-A