All posts by Ed Jowett

#RPGaDay2020 – Day 4: Vision

Hi everyone!

I’m back again today, and there’s only one thing I want to talk about based on the “Vision” prompt. It probably is somewhat linked to the fact that this game has been on my mind for several days for a variety of reasons!

Era: Forbidden was a game I put together with my wife, Immaculate. You might have noticed that she is credited in the Special Thanks in every book – that’s because she does a huge amount behind the scenes that lets me to continue to create. Well, this time, I got to sit down with her and build a world which was a vision made by both of us.

This world is dark and harsh, but there are heroes, too. I’ve run and played a lot games of it recently, and it’s always a treat: the game is designed for a small group, as few as 1-3 players and a GM. That gives you an opportunity to explore the characters in detail, as well as keeping the fear in you – facing an army won’t go well!

Well, I’ve just released it on the Shades of Vengeance Store, so you can get a copy of your own for the first time, if you missed the Kickstarter.

This shared vision of the world will always be special to me, perhaps more so than any of the other games I’ve created. I believe you’ll all thoroughly enjoy it, so consider checking it out.

– Ed

#RPGaDay2020 – Days 1-3

Hi everyone!

I like to do this every year – #rpgaday2020 being the latest – and give my thoughts on various aspects of RPGs, and my experiences within the community. I’ve missed days 1 and 2 because of GenCon, so I’ll do the first three days quite briefly right here and move onto the next days properly!

Day 1: Beginning

Everyone I’ve seen posted has been about how people got started in the industry. I think most people reading this know that story already, so I thought I’d mention a new beginning.

This weekend, I did GenCon Online. I’ve never been to GenCon – I don’t have that kind of budget for convention visits, sadly! I was able to introduce several new people to the Era games for the first time, through Era: The Consortium, Era: The Chosen and Era: Forbidden. I’d like to thank all of those individuals, and I hope that it’s the “beginning” of a load more awesome players joining our little community!

Day 2: Change

Throughout my time creating Tabletop RPGs, I have gone through phases of what specific weighting interested me. From the creation of Era: The Consortium and Era: The Empowered, where I wanted to tell a towering story with every sub-genre available, to the creation of Era: Lost Legend and Era: Balam, when I was thinking about dualities, I think the core of any creative process is change.

What’s interesting you right now? Make something about that, because that will change… and that will mean your work always feels fresh.

Day 3: Thread

This word just means one thing to me, as a writer and creator – what happens when you lose the thread (of your idea / conversation / whatever)?

I struggle a lot when this happens, personally. I don’t like to try to pick up halfway through something because I was interrupted – it wastes a lot of time for me. As a result, I try to stay away from distractions: I play music to drown out the world and distractions, I go away into another room (or a corner of a room, to be more accurate!) and do my thing. I come out when I’m ready for a break, so that this space is dedicated to working.

That works for me. What works for you?

I’ll be back tomorrow with Day 4, so I’ll see you then!

– Ed

Shades of Vengeance is hanging on!

Hi everyone!

We’ve been super, super busy during lockdown – like all of you, I’m sure!

I wanted to take a moment to reassure everyone we’re very much still here and talk about a few things we’re doing that might interest you!

Our team is running daily games (and have been every day since the lockdown began!) on our Discord! You can join in here if you like:
https://discord.gg/pDFnCdN

As there are very few conventions at the moment, Leo and I are doing gameplay streams a few times a week, where we discuss what we think about the worldbuilding, characterisation and design of a variety of games. You can find our streams here: https://www.twitch.tv/Sandworm4
Our next one is on Thursday, so hit Follow and we’ll see you there for some Heavy Rain!

I’m still writing every day, working on Era: Lost Legend and the Era: Survival Expansions, along with a few other cool projects, including an upcoming Audio Drama, a couple of comics and more!

Keep an eye out and stay safe, everyone! And don’t forget to check out the store… things are tough all over, but we have some great games for awesome prices there.

You can also join us on Patreon for monthly goodies: https://www.patreon.com/SoV

Thanks so much for your support.

– Ed

Living Campaign – An Update!

The Era: The Consortium Living Campaign has now been running for just under 3 months and we’ve seen a lot of changes to the Consortium as a result!
(Asking “What is the Living Campaign?”? – read this! https://www.era-games.com/era-the-consortium/living-campaign/)

We’re about to publish the first official update of the position in The Era Zone Issue #5, and I wanted to share it with all of you first! Here’s what’s happened:

  • A strange group of Sentient Beings, not matching any known race of the Consortium was reported arriving at Ceridwen. They disappeared from the station after shutting down various areas, seemingly taking nothing with them.
  • The same group of creatures were spotted shortly afterwards on Gateway 2, the Resistance station in the Outer Damara System. They killed several individuals and took Dr Phil Adams hostage, along with several of his weapons prototypes.
  • A riot occurred among the prisoners who were building warships at the shipyards in orbit of Clota. This was contained with minimal damage, and the stolen ships were returned by Admiral Bryce Christoffer.
  • A Consortium Task Force, with members from each of the Big Eight, destroyed Gateway 2, the Resistance base in Outsystem Damara. Two parts of this space station remained intact and escaped, though not without Resistance casualties.
  • Several of this Task Force flew a ship full of children to the Outsystem Combine, and Consortium relations have improved with them as a result.
  • Several Consortium personnel defected to the Resistance during the Task Force’s activities, changing the balance of power in this region.
  • Commander James Lynks was captured and handed over to Hardcastle Haulage, which was a significant blow to morale for the Resistance in the Damara system.
  • Zweihander Unit recovered Dr Amanda Charles and a mysterious ship for the Resistance after boarding Ceridwen station. Their base was later destroyed through unknown means, and the ship was lost. The personnel assigned to the unit itself survived, as they were on a mission.
  • An Open Technology base on Belisama mysteriously exploded, with the loss of all base personnel. This has been assumed to be a Resistance attack, which has damaged their reputation in some areas and improved it in others.
  • A building in the Geso District of Taranis is first breached by Smertios Security, with numerous personnel lost, and then is bombed to destroy it. This is a public relations nightmare for the Consortium, increases the Resistance’s foothold on the homeworld of the Consortium.
  • The Consortium carried out an elaborate sting attack near Labbonus against the White Scythe. By having the Resistance capture a decoy ship, rigged to self-destruct, and hand it over, they eliminated a number of key leaders of the pirate organisation, strengthening their position in the region.
  • Falcata Unit, of the Resistance, managed to steal a transport full of artifacts leaving Sirona and convert some of the crew to the Resistance.
  • A Senate-funded team investigated and eliminated pro-Resistance smuggling operations on Abnoab, strengthening the Consortium’s grip on that planet.
  • Falcata Unit used the stolen ship to destroy a patrol in the region of Andastre, but raised suspicion on the Lugus Smertios Security Border Station while doing so.
  • Cinqueda Unit recruited a pair of trainers for new Resistance recruits and hacked records to make the havoc appear to be the Consortium’s fault.

I’d like to thank the over 50 players across 20 sessions who made this vision a reality, taking the first steps towards reshaping the Consortium in a new image!

The new map is the image for this post, so check it out, and decide where you want your next session to be! If you want to participate, just write in afterwards and tell us what happened – you, too, can change the shape of the Consortium!

Key:
Red = Resistance Influence
Blue = Consortium Influence
No Colour = Non-Aligned (e.g. Outsystem Combine, The People of Nodens)

Play an Era game online!

Hi everyone! Did you know that we’re offering daily games online at the moment?

We’re trying to combat the insanity invoked by staying inside all day every day – I feel it as keenly as you, believe me! – by offering a wide range of Era games via our Discord: https://discord.gg/6C4H9Cv

For those who don’t know, Discord is an easy-to-use audio and text messaging system, often used by computer gamers to contact each other. There’s also a growing community of Tabletop Roleplayers who use it. There’s a web version, but if you want to play a game, I recommend that you download the application – mobile, tablet or desktop!

We post our schedule in the #general_text channel, so you can find out what games are available there. They often fill up quickly, so keep an eye out!

I hope you’ll consider joining us but, either way, please stay inside where possible and stay safe if you can’t.

– Ed

Era: Hitman tabletop rpg game

Store and YouTube Releases!

Hi everyone!

We have a wonderful new team member, Angel, and she’s been helping me to get several of the books that we never quite got up on the website onto the store!

As a result, you’ll see quite a few new items if you look at the store now, particularly a lot of “Character Sheet Packs” for Era: The Consortium and Era: Survival. They are all free, so check them out on our Store: https://www.era-games.com/store/

We’re also doing loads of actual plays for Era: The Consortium, Era: Survival and Era: The Empowered, recorded from the Discord games and edited by yours truly! You can join the YouTube channel to see those: https://www.youtube.com/channel/UCEiOpTk8IwuolqNVdBDik2A
We’ve also added several playlists to help you find what you’re looking for – look for the game name and “Actual Play”!

Don’t forget that you can join us on Patreon for monthly rewards like Wallpapers and sessions! https://www.patreon.com/SoV is the place to go.

There’s more coming, so watch this space… we’ll be back before long!

– Ed

Era: Survival Expansions – 110% Funded!

Hi everyone!

It’s been a very difficult month, and I apologise for the lack of posts. Like many of you, I’m self-isolating from the outside world, and that’s meant a big change to lifestyle.

We’re making fantastic progress on Era: Survival – funded, and working towards that vital first Stretch Goal. That will mean that everyone gets an extra expansion for free! Now’s definitely the time to hop into our post-apocalyptic world, so join us here: https://www.kickstarter.com/projects/shadesofvengeance/era-survival-expansions-2?ref=emeiw5

I’m also working on The Era Zone, Tales of the Empowered and with the artists on Era: Lost Legend, so that’s keeping me busy, alongside the things that are trying to keep me sane!

Please stay safe, say indoors where possible and keep others safe.

– Ed

Spotlight: Era: Survival – Expansions into the Unknown 2

Hi everyone!

Fantastic news for fans of our post-apocalyptic game today, as we launch our latest Kickstarter! https://www.kickstarter.com/projects/shadesofvengeance/era-survival-expansions-2?ref=96fdfm

Era: Survival – Expansions into the Unknown 2 aims to offer at least three brand new expansions for games taking place in the world of Gaia, where Infection runs rampant.

But we’re hoping to do much more than that – every Stretch Goal we meet will unlock a new expansion, offering a huge number of awesome rewards.

Join us to finally find out…

Evil Overlord deck building card game

Three Top Tips on How to Direct an Audio Drama!

Hi everyone, Ed here from shades of vengeance. And today, I’m going to talk about how I and today I’m going to give you my top three pieces of advice on how to direct an audio drama.

1: Live the universe!

When you are directing an audio drama, you are bringing that universe to life for the people who are listening to it. If you don’t understand the universe, or at least your take on the universe, to a high degree, there are going to be tiny things that slip through.

You shouldn’t let those things go unless you feel that they contribute and build on your view of the universe because people will notice. People will pick up on them and begin to question your commitment to the projects that you’re doing. The key is to always focus on the essence of what it is that you want to portray within the story.

2: Don’t be afraid of the actors improvising!

There have been a number of times during my various audio projects where an actor has done something I didn’t expect. It may be a misread, it may be a different take on a character.

But I always asked myself, referring back to Point 1 – does it fit within the universe? Does it make the story better?

And if it’s a change that makes the story better, you need to be able to say “yes, I like that, it works equally well!” (or nothing at all, in some cases, just let them continue!). 

If it’s a change that calls any of the aspects of the universe into question, you need to fight hard to make sure that the actor does it in the way that you need. Consider carefully what that character might act like. And does this improvisation distorts what the character has been up until now, or does it fit in nicely? That’s also very important.

3: The First and the Second-to-Last Take

In my experience, these are the takes that are the strongest.

That might be because when you first walk into a role, you give your instinctive take, you give the truth as an actor, that insight of your own.

It might also be that after, there’s a little bit of correction, changes to be done, and then you’ll take one more take for a safety at the end.

Don’t be afraid of taking a safety take, but be aware that you may not use it.

One of the things that can be a serious impediment to this is when an actor sabotage themselves in the middle of a line. Try never to let the first take get interrupted, because if it gets interrupted, you will never get that moment again. Make sure that the first take runs to the end and make sure that you get a good take before you then go ahead and say “just once more”, or even just say, “okay, that’ll do”. 

So those are three top tips on how to begin three top tips on directing an audio drama.

Thank you very much for reading, and please let me know if you’d like some more tips about audio – I’d be more than happy to speak some more, or bring in Leo, our Head of Audio, to answer some questions!

Champion of earth card game

How to Make Your Characters Real – Part 6: Acting

Hi everyone, and welcome to the final part of “How to Make Your Characters Real”!

In this part, I’m going to be talking about how you decide the way in which characters act, focusing in some simple techniques to ensure that your character acts in a realistic and consistent manner. 

Let’s assume you have your character and have established their appearance, the hidden information that they have the various other bits and pieces that we’ve been talking about throughout these articles.

You want to put them in a situation you have devised and you’ll therefore be thinking about how would they act. Sometimes, this might be difficult – you may end up not being sure because they have all of this hidden information that other people might not understand. They may even act in a way that doesn’t seem entirely rational.

When you hit a wall, if you cannot extrapolate from what you already have, try thinking about what you would do in that situation. How would you respond to the various factors in play.

Once you have decided that, consider how they are different from you… and therefore, what would they do differently in that situation – would they act in the same way, because the things that differ between you and them are insignificant in this regard? 

Or even would they act in the same way, but for a different motivational reason? Perhaps because they would have personal gain, rather than because that’s the right thing to do. 

After that, if you want to create a chain, which helps the story pretty much right itself, you want to think about how people are going to react to the way that they have acted. So if they are not completely in isolation, or even if they leave a trail – a message behind that someone else can pick up – there’s going to be some level of reaction to what is going on.

Then, you need to consider how people around react to this approach. How people react to actions that they observe is an important part of building this chain of events. Some people will overreact, some people will feel that it was the right thing to do or the wrong thing to do for various reasons… and the balance of the crowd may not be in the direction that you initially assume.

Think carefully about what I wrote previously about what the average person is like and how your character stands out from them. Will the average person indeed react positively just because your main character has done something? 

Next, depending on the initial action and the reaction, there’s likely to be some level of outcome. This is often something that will prompt another action by the main character. 

If you can work out what the action is, what the reaction is, and then what the outcome is, you can often build an entire event chain off the back of that. This gives you the opportunity to continue your piece of work at pace – you will move forward through your story very easily, in a character-driven way, because a story is inherently a chain of events. 

That’s all I’ve got for this article, but I’d like to thank you very much for reading this sequence, and I hope that you found it helpful. 

I’m going to be moving on to some different topics next week, but I am still more than happy to answer any questions that people have. So please message me or let me know if you’d like me to follow up on any aspect of this in the future.

– Ed

How to Make Your Characters Real – Part 5: Hidden Information

Hi everyone, Ed here, and I’m back with another “How to Make Your Characters Real!”

Today, I’m going to be talking about how characters won’t always share all of the information that they have about themselves from the very beginning.

They might have very detailed reasons for being the way they are, but most people won’t share them for no reason. You have to be in a situation where they’re willing to open up about certain facts about themselves. From a writing standpoint, it also has to be relevant to what they need to tell other characters in the story: it has to be emotionally motivated.

Equally, when a character acts, they won’t always explain why it is that they’re doing what they’re doing. That’s really important, because if you say wy  every single time and you make every character’s motivation totally clear, it will make for an unconvincing story and an unconvincing character. Be careful what you explain about why they do what they do – although as I said in a previous part, make sure that you know what their reasoning is!

Equally, characters might come in looking like they have one type of approach, then have ulterior motives that they don’t explain. Sometimes, it is possible to leave tiny little clues that then make that betrayal, that eventually occurs, feel right, even if it’s not obvious from the start.

I’ve talked a lot about building a detailed backstory in the past. I just wanted to quickly cover the risk that a lot of people panic about in my experience – that of building a detailed character which never gets explored properly.

I don’t see this as a massive problem, and I have some reasons behind this. Primarily, you are able to explore these things later: maybe this character deserves their own story? Maybe there are aspects of this character that never come to light, but you really like them… so you can potentially reveal them through another character. A similar but different character can be built on the basis that you’ve worked on (using some of the tips I’ve spoken about earlier in this series).

I was talking at the beginning about consuming media, and then combining aspects. This extends to your own work as well – feel free to combine aspects of your own characters that maybe you never got to use, add things that motivated them, but you never actually managed to portray.

This is the second to last part of my “How to Make Characters Real” set of articles. If there are more topics you’d like me to cover then, please, go ahead and leave a comment – I will be more than happy to cover those!

Next week, I’ll be back with the final part, which is focusing on advice for deciding how a character will act in any given situation.

Thank you very much for reading.

– Ed

Welcome to the Era Zone!

Hi everyone!

We’ve just launched our latest Kickstarter, The Era Zone 2020!
https://www.kickstarter.com/projects/shadesofvengeance/the-era-zone-2020?ref=aqgkct

It’s, once again, offering support materials for every one of our games! You can join us on Kickstarter, where you’ll be able to get a subscription throughout the year (Digital or Physical) and help this attempt to continue producing material for all of the Era Games succeed.

Welcome to The Era Zone!

– Ed

How to Make Your Characters Real – Part 4: Visualisation

Hi everyone, Ed here from Shades of Vengeance again!
I’m back with another entry in my “How to Make your Characters Real” series. I hope that you are finding these useful and interesting. Of course, if there’s any subjects that I’ve not covered that you’d like me to talk about, please just ask, I’ll be more than happy to speak about it.

When you are creating characters, remember that humans are visual creatures. The fact that a beautiful picture of a sunset is more likely to sell a game than brilliant mechanics is something that I’ve struggled with for a long time as a game designer.

When building characters, this is a relatively easy thing – though important – to include.

Try to come up with three or four features which make any character that’s important stand out from the rest of the population. There are some obvious ones. There’s an eyepatch or a wooden leg or another type of prosthetic, depending on what time period your your story is setting. This can be done effectively in Sci-Fi as well – one of Elliot Draigon’s most memorable features is his artificial arm, and I think the same could be said for Barret from Final Fantasy 7!

However, there are other things that could be included which are less obvious. Perhaps the character always stands slightly crooked, because they actually have constant back pain. Perhaps they perhaps they have a nervous tic, where they turn their head to the left quite frequently as if they’re looking around seeing if anyone’s following them.

There are a huge number of possibilities and I suggest you try not to reject anything that you think might suit your characters attitude – sometimes people’s attitude to their their reality is based on their physical state.

Obviously, you can also think about how they dress, how they wear their hair and various other personal details which are choices, rather than forced on them by circumstances or biology.

Don’t be afraid to experiment a little bit and make your characters memorable to the people who are reading. It’s actually surprisingly hard to go overboard on this.

Once you’ve come up with these details for your character, remember that you don’t actually have to show them or talk about them in every single encounter with that character. Make a choice about when you want to talk about it, and when you don’t want to talk about it. And don’t be afraid to leave it until it becomes a relevant detail – I am sure you have been in a situation where you didn’t notice something until embarrassingly late!

That’s pretty much all I’ve got on this subject, so check in again next week for another “How to Make your Characters Real”, where I’ll be talking about how much information to give away!

– Ed

How to Make Your Characters Real – Part 3: Hero of Their Own Story

Hi everyone!

I’m back again to talk a little more about how to bring your characters to life in an engaging and realistic way. 

The reason that I think this is important actually relates to the fact that, when you have a character which is solid and believable, it makes the story that you’re trying to write almost able to tell itself. All you have to do is follow that character and understand the choices that they make. But I’m going to be talking a little more about that in the future! 

Today, I’m going to focus on how characters live inside your universe, along with several things that you want to remember when you’re thinking about bringing those characters to life. 

The first thing to remember about every single character – every single person – in your setting is that every character is the hero of their own story

Importantly, that might not be the story you’re telling today. You may have read some of my previous articles, where I say that the main characters should be the most important person in the universe at the time you’re telling the story. Obviously, for almost all of the population that can never be true, but they can still be the most important person in that place at that time. Remember that every other character has a reason to exist. There’s a purpose to their life that they’re going to achieve at some point – Robin was always going to grow to be a hero in his own right!

Secondly, bearing this in mind, don’t forget that the character exists among many other characters in some kind of community – whether that’s a small number of survivors in a post apocalyptic setting, like the Resident Evil movies, or whether it’s a huge city that they’re just one of the faceless crowd within. They exist among these other characters, and they’ll interact with them and be interacted with in a certain way. 

This means that you can easily model a wider society, because most of them will act whatever is the norm in your universe… but if you’re trying to make a character stand out, if you’re trying to make it realistic and memorable, think of a way in which it can be unique, and will therefore be treated differently by other characters who live in that universe.

Coming back to the point about every character being the hero of their own story, remember that there’s history to every single character! Every person has a story that brought them from where they were when they were born to where they are today. No matter what that story might be, it exists, and it’s very likely that you’re not going to tell it – you may not even want to tell that story!

Instead, remember that it might make people act in an odd way to certain situations. A history of parental abuse might cause a character to react slightly oddly to a father figure appearing in the story. Or a lost job might start making people think that they don’t trust the mentor figure that they’ve come across, don’t entirely believe that what they’re saying is the way things are going to be. 

You might not have the opportunity to explain why this is in the story you weave, but I think that it’s very important that you understand why it is. That way, even if you never explain, you’ll have the opportunity to be consistent in the way that they behave. There will always be other clues based on the way they are acting, even if you don’t say directly! 

I hope that’s been helpful and I hope that you’re finding this series interesting, so please check in with us again. I’ll be back next week with some more of my thoughts about making characters real! 

– Ed

Spotlight: Era: The Consortium Living Campaign

Hi everyone!

Era: The Consortium’s Living Campaign has just launched, and that means anyone can get involved with the universe!

All you have to do is play a game set in 451CE, where the Consortium has decided to eliminate the Resistance, and the Resistance is not going to give up easily. Focus on an outpost or planet where the other faction has a stronghold (as shown on the map!) and play your mission.

When you’re done, send in the details to me on Discord, the Facebook group or via E-mail to publishing@era-games.com! I’ll change the map according to the various information I receive…

There are two in-game years for this to run, and a chance for immortality for all of your characters, so don’t forget to get involved!

For more information, you can visit the dedicated page: https://www.era-games.com/era-the-consortium/living-campaign/

See you out there!

– Ed

How to Make Your Characters Real – Part 2: Building up your Characters in the Right Way

Hi everyone, Ed here again! I’m back to talk more about making your characters real.

The advice in these posts could apply to roleplaying games, when you create a character, or it could contribute to your storytelling or novel writing. It could even help with designing a world, or writing a movie or any number of different things! I hope you’re finding these useful, and please check in again next week when I’m going to cover some more subjects. 

But, for this week, I’m going to be talking about how you build up your character in the right way, so that they can achieve what you need them to achieve. 

The first thing you need to do is understand what your character is – are they your main character? 

Or perhaps they are a “quest-giver”, who you need people to engage with and listen to, but once they’ve completed their life cycle by giving the quest, they’re not going to be around until characters return? 

Are they someone who, in a mystery, is about to give the vital piece of information to your characters? Are they going to do this reluctantly, or sort of willingly? Are they trying to bring someone to justice?

All of these examples have to be treated very differently. They do all need to engage the readers or the players, but they both need to do so in a very different way. 

A quest-giver needs to sort of offer some kind of air of mystery and reward – “this person is worth listening to!”. It might be the person in the cloak sitting in the corner, as in the case of Strider in Lord of the Rings. Alternatively, it might be that you know the person, but they turn up again with a vital mission – think of Gandalf turning up at Frodo’s house, telling him that he needs to be ready to go out into the world and deal with this problem. 

You’ll often find this kind of character is very mysterious; you don’t know much about their backstory, and you don’t understand exactly what’s going on. But that’s actually a good thing in this case, because the expectation that you’re building is that going out and doing this quest will actually provide you some of that information. 

Moving onto the second example that I gave, a character offering a piece of evidence regarding your mystery, there are still quite a few different possibilities. This situation is a little different, in that they’re not likely to be mysterious if they’re trying to help you solve a mystery! They’re much more likely to be quite open with the information that’s trying to give you. 

What’s often done to add depth is the “slightly crazy” approach – they are so open that people can’t really relate to them in the normal way. They are frequently trying to state all of their ideas to someone who’s done a limited amount of the investigation in what they have looked into, but that is a breath of hope to them. As a result, they just throw everything that they know out at the other characters in the assumption that they will fit the pieces together in the way they did. 

Obviously, those are just two examples of many kinds of characters. Most people understand the role of a protagonist, so I haven’t gone into that in too much detail, but if you have any questions about any sort of character, please feel free to reach out to me in the comments – I will be more than happy to give you my thoughts. 

You can also reach out to us on Discord (https://discord.gg/6C4H9Cv), support us bringing creativity to the world on Patreon (https://www.patreon.com/SoV) and experience our various work, which is based on the principles that I’m describing now, in our various role playing games and comics which you can find on our store (https://www.era-games.com/store/). 

Thank you very much for reading and I’ll be back next week with another set of interesting information regarding characters which live inside your universe! 

– Ed

How To Make Your Characters Real – Part 1: Inspiration

Hi everyone! 

Ed here, and today I’m going to kick off a multi-part set of articles that are based around ideas I have on how to make your characters real.

The first thing I’m going to talk about is inspiration. 

How do you arrive at your character? Also, how do you make sure that when you are working on it you create something that is along the lines of what you envision? 

The first thing is something that I’ve said a lot of times in previous articles and Webinars about inspiration: consume media! Read books to find characters who are vaguely similar to what you’re doing. Watch TV series and movies, find things that people have done that’s close to what you want. Play computer games – some computer games have fantastic stories, with everything that you need to achieve the characters that you’re looking for!

When you do all of this, remember that you don’t need to have something that’s 100% unique or something that’s never been seen before at all. What you need is to find something that’s close to what you want, and then figure out how you make that example the way you would write it, rather than the way someone else has already written it. “How would I do this differently?” is one of the most powerful inspirational tools I have ever found.

If you can begin to ask that question, you’ll very quickly reach the point where you’re never struggling for inspiration… but also are creating something that feels fresh and original, because it’s your take on this kind of character. 

Another thing that you shouldn’t be afraid to do is combine elements of two characters together. A hybrid of two characters can often have an amazing life of its own! If course, bringing in a trait like that can entirely change the way a character behaves, bringing a new dimension to their personality.

I’ve done this a huge number of times. Era: The Consortium ( https://www.era-games.com/product/era-consortium-definitive-edition-rulebook-digital/ ) is a product of a lifetime of loving Sci-Fi – reading, watching and playing. Era: Forbidden, our most recent RPG release, came mostly from playing the three Darksiders games in a row, then watching the Hellboy movie! These things shaped the characters in my in my mind before they ever appeared on the pages.

I’m going to talk a lot more about various character-related subjects over the next several weeks. Much of this will be based on the foundation of the inspiration that I’m talking about now. So go out there, consume your media of choice, and I will see you next week for more about characters!

– Ed

Building a World: What Makes It Survival Horror?

Hi everyone!

When I started both Era: Survival and Era: The Chosen, I asked myself one simple question very carefully:

What is the difference between Survival Horror and Horror?

I thought I would write about my thoughts on this today, and try to explain my answer to that question!

The Survival Horror genre is different from the action genre in terms of both the atmosphere and the events that befall the characters.

While the Action genre is about overcoming impossible odds and blowing away the bad guys, Survival Horror is about the suspense, the threat of danger. 

Importantly, characters in Survival Horror stories have an inability to do much about the danger they face. Instead, the characters are explorers in a world which is designed to kill them: they have no choice but to work together with a shared strategy.

The feeling among the players that they are undergoing a descent into the unknown is what you are aiming for, whether literally, like exploring an underground Vault in Era: Survival, or figuratively, such as exploring a forest.

In order to build this feeling, there are a few simple techniques which can be applied.

Anticipation is a powerful tool in this genre, and is often more effective than the actual danger you are expecting to arrive. If you can build up the sense of danger without offering the chance to defeat the threat, you will create the sort of atmosphere you are looking for. Simple examples are things like characters seeing things put of the corner of their eye but checking proves them imaginary, a lack of light (causing characters to rely on torches).

In writing terms, I would recommend against the “minor character being picked off before anyone can react” trope, because it is perhaps slightly overused. The first character to die in the movie Alien (which I think is a good example of Survival Horror) was far from a minor character, in the form of Kane!).

Claustrophobic environments, like a closed-in building, or even a dense forest, can be used to great effect to make the characters feel that there is nowhere to run, adding to the tension. Their weapon is running out of ammunition and enemies are attacking from both sides with no obvious way to avoid them… what does the character do?

Eventually, the action will arrive. When it does, give the characters a necessity to perform complex actions which require attention while under pressure – lockpicking a door when unhurried may be easy for them, but when the entire group is watching a horde of zombies approach, it really builds the tension!

Weapons being unreliable is also a vital part of this genre – they have limited use before they de-nature and begin to fall apart. Ammunition will be scarce, with characters always wondering whether they should use their gun now, or risk it and save it for later.

Don’t forget to give the characters a chance to unwind! Constant tension will wear the reader out and reduce the reaction to these situations. 

Let them slam the door in the face of the horde and declare that they won’t get through something that thick for a while. Let them have 10 minutes to rest, take stock of their supplies and figure out their strategy every so often. That makes the monster that bursts through the ceiling all the more unexpected!

Of course, these are just a few examples of how this genre can be expressed. What is the most important thing to you?

– Ed

You can find out more in the Era: Survival rulebook.

And there is an Audio Book version of the stories.

Era: The Chosen’s Core Rulebook also edges on the side of plain Horror.

Era: The Empowered tabletop role-playing game

On Kickstarter Now: Tales of the Empowered 2!

Hi everyone!

For us, one of the most important things we do at Shades of Vengeance is enable you to bring your stories to life.

We do this quite a lot of ways; through Roleplaying Games which encourage storytelling, through the card games which encourage you to build your own stories, and through small projects like “What Happened to you on Gaia?“, which encourage you to build your story off what’s given!

Tales of the Empowered is a project we first ran 2 years ago for Make100 – a Kickstarter initiative that encourages creators to build 100 of something.

In this campaign, we offer the chance to bring your own superhero to life – you can get a story, artwork of your character and much more!

We love doing this, but we’ve got a lot of projects to do, so I’m not sure when this one will be back – it’s two years since the last one – so if you’d like to see your character come to life, don’t forget to check it out: https://www.kickstarter.com/projects/shadesofvengeance/tales-of-the-empowered-2?ref=4s21ty

– Ed

two astronaurts marvelling at an alien world

Era: The Consortium – First Contacts and the opportunities they offer!

Encountering alien races is an incredibly important part of much of Sci-Fi. I would argue it is an attempt to answer to one of the greatest questions of the genre. As Arthur C. Clarke once said, “There are two possibilities: we are alone in the universe or we are not. Both are equally terrifying.”

First Contact, of course, features several times in the history of the Consortium.

This is because there are different ways in which first contact might go – I’m very cognoscent and aware that I must not waste time or encounters in the limited capacity that the timeline can offer me for alien races are encountered during the current timeline of the Consortium that’s been delivered.

The Eulutians offer technology and allegiance virtually freely to the Consortium. They are an example of an enlightened alien race, who believe that Humanity has potential and that there’s a chance that humanity may offer something in the future, in a sense that is somewhat similar to the Asgard in Stargate SG-1.

They give their technology relatively freely to the Consortium, offering lasers and various other pieces of technology that only they have ever been able to perfect to date.

The Ximians are encountered in 184CE, in what Consortium fans will undoubtedly know as the disastrous first contact that began the Bug War. Era: The Consortium handles this in a slightly interesting way: the consortium massively out matches the Ximians, technologically, but the Ximians are not afraid to use their numbers to their advantage. As a result, the Consortium suffers significant losses right from early on, and the War is really quite a struggle for many years.

The mechanics of this part focus on all-out war. Unit-based combat is offered in order to try to give an idea of what the experience might have been like.

We’ve also explored this concept in detail in the Time Travel Campaign Part 5, showing what could happen If first contact were to go wrong. I’d like to think that the Ximian War is something that is close to how it might look. 

The third race encountered are the Vilithii. This is a case where Humanity is effectively uplifting a primitive race to their level of technology.

The mechanics here are all about these inexperienced Sentient Beings joining the consortium and political impact within the society that the Consortium has become.

Allowing them technology and thinking about the growth within that society, along with the deposing of Vilithii and destruction of their hereditary beliefs is the focus of this particular contact.

And finally, humanity encounters the Pliangrathilon. They are desperate when they arrive in the Consortium – they don’t know how to survive any longer before their ship crashes.

They know the Eulutians from a previous contact with a different colony, but Humanity are strangers to them. When they arrive with a prophecy, predicting Humans, Ximians, Eulutians and the Vilithii along with two more races, many questions are asked.

All of these unique scenarios offer an opportunity to explore a different kind of story, a different kind of first contact.

I am happy to answer any questions that you would like to ask around these, so please let me know in the comments, or join the discussion on Twitter – @Shades_of_Venge.

I will see you next time!

– Ed

What Happened To You On Gaia?

Did you ever wonder what would happen to you if modern civilisation ended?

We’ve created something which will answer this right here:
https://whatareyou.shadesofvengeance.com/?generator=survival

Don’t forget to share it on Facebook or Twitter when you get an answer!

Of course, we’re all about stories! So if you want to build on the backstory you’re given, check out Era: Survival here – on special offer until the end of the year: https://www.era-games.com/product/era-survival-core-rulebook-digital

Share to our Facebook page (https://www.facebook.com/shadesofvengeance/) or to @Shades_of_Venge on Twitter to let us know what happened to you and have a chance at winning an awesome Era: Survival prize!

– Ed

This week’s new releases:
Era: Lyres “A Very Trout Christmas” (Free Audio Short): https://youtu.be/MytwwlacWRw
Stiletto Unit 447CE – Season 1 Recap (Era: The Consortium Videocast): https://youtu.be/sFK7jvcyVXo

Era: Lyres Audio Short – A Very Trout Christmas

Hi everyone!

To get into the Christmas spirit, we’ve done a special Audio Short set in the Era: Lyres universe for you to enjoy!

Produced by Heike Priwitzer, who worked with me on the original story, this is an adaptation of the piece that appeared in The Era Zone Issue 4!

This is totally free, so enjoy a present from us this Christmas!

You can find it on YouTube: https://youtu.be/MytwwlacWRw
or on Podbean: https://shadesofvengeance.podbean.com/e/era-lyres-a-very-trout-christmas/

How to Begin Building a “Hero’s Journey” Story.

I think most writers have heard of the concept of a hero’s journey. For those that haven’t, the idea is that the hero begins in a negative, or non optimal situation, and progresses through adversity to become the hero that the universe needed, whether it knew it or not. 

The hero’s journey is one of the oldest forms of stories and, although I’ve heard it said that there are seven coins of story, I personally don’t subscribe to that. I don’t think there are really more than one: every story involves the hero’s journey in some way. That’s why I think that being able to build a convincing and interesting hero’s journey is absolutely vital, and that’s what I’m going to talk about today,

When you are beginning this hero’s journey, you need to think carefully about what situation the hero might be in. It is very likely that they are not currently the hero. Maybe they’re disgraced, maybe they’re too young to have realised their potential, maybe they were retired soldier from a war that has ended. 

It doesn’t entirely matter for the structure what the reasoning is, and it’s going to be quite hard to come up with one that is totally original… so don’t worry about that, worry about what fits the main character of your story. 

The hero has to be in this sort of “vanilla” situation – neither good nor bad – because it’s a developing situation (often bad) that’s likely to motivate them to get moving at the beginning – which is where the hero’s journey truly begins. The situation that’s been stable for some time, on the other hand, allows this hero to become complacent, to reach an equilibrium in their life.

Often, you will want to spend a little bit of time building that view of the world before moving onto the next step:

That equilibrium needs to be disrupted!

This could be an external event and it very often is something that comes from outside. So don’t be afraid to call on an external factor, which brings a character out of their stable state and forces them on a journey that will change their life forever. 

That’s how I would consider beginning a hero’s journey. I’m more than happy to talk more about the later stages in another article, if you’re interested. Feel free to leave comments below if you’ve got any questions, because I’m more than happy to explain more about what I am thinking!

Thank you very much for reading. And don’t forget that you can find us on Facebook (http://www.facebook.com/shadesofvengeance) and on Patreon if you want to support what we do, along with getting some awesome rewards every month (http://www.patreon.com/SoV)! 

You can also find a brief guide on how to be creative on YouTube right here: https://www.youtube.com/watch?v=xwk8eDXks0Y

Spotlight: Champion of Earth

Good afternoon!

With Christmas around the corner, we thought we’d offer you a great party game that’s bound to raise the energy in your house – one perfect for a Pre-Christmas Dinner warm-up!

Champion of Earth is a game where 1-6 players fight off an alien invasion…

But the aliens are not alone! When they start raising the Undead and bringing forth Creatures from the shadows, only the six champions have the know how (and the arsenal) to save us all!

This number-matching card game is a great co-operative fight against the deck, although you can give it a competitive edge if you wish (after all, there can only be one champion of earth!) with cards that steal trophies or make fights harder for your rivals.

You can grab your chance to save the world right here: https://www.era-games.com/product/champion-earth-core-deck/

And, if you want to check out how to play, you can see the full game played by Ed here! https://youtu.be/FrLkLTeYRgM

– Leo

5 Sci-Fi Sub-Genres Handled by Era: The Consortium

Hi everyone!

Today, I’m going to be talking about 5 Sci-Fi sub-genres, why I think they’re interesting, and what ways are used within Era: The Consortium to handle them well!

There are obviously many more than seven sub-genres of Sci-Fi, and I have said many times that Era: The Consortium handles every sub-genre of Sci-Fi I could think of as a lifetime fan of science fiction. I wanted to make sure that the various obvious things were covered in the game – both mechanically and story-wise – when I created it.

So here we go: here are five things that Era: The Consortium is built to handle as sub-genres of Sci-Fi!

1: Colonising a New World

This is a very common sub-genre. It’s commonly linked to themes of a new beginning, new opportunities for the human race.

Various things that included this that inspired me are various episodes of Star Trek and other Sci-Fi series, along with computer games like Horizon: Zero Dawn, Mass Effect Andromeda and many more.

Era: The Consortium handles this through the arrival of the Kurmaja on Taranis. This is an unclaimed world, which is similar to Earth. When the crew lands, they find they have very little memory, very little experience to go on. Many of them need to be retrained, due to the memory loss from cryo stasis. To add to the difficulties, wild, dangerous creatures roam the land.
There are a large number of difficulties involved with colonising a world, especially when you don’t have the knowledge that allowed you to escape from a planet’s atmosphere in the first place. Era: The Consortium offers the first few years where a small number of crew who had survived on a generational ship – the Kurmaja – and must direct most of the unfrozen, cryogenically stored population of the ship to carry out the various activities needed in order to revitalise human civilisation.

Following on from that, there’s eventually an educated population who are trying to tame this planet.

And of course, there is the opportunity to play during the times that other planets and solar systems are discovered and colonised later on in the timeline. So, from 1 or 2CE, all the way through to 108CE, this offers a lot number of different opportunities within this sub-genre.

The mechanics around this are mostly focused on a lack of equipment or lack of availability of technology, which will become commonplace later on in the Consortium’s timeline. Weapons are weaker, they’re less able to defeat wild animals which might threaten the now-fledgling Human civilisation. And there’s a lot of mystery around what the animals and the planet has in store for Humanity as well, which is another important aspect of these sorts of stories.

2: Encountering alien races.

This is something that has been covered in more short stories, TV and various other media than I can easily list. Star Trek obviously comes to mind. There’s also The Outer Limits, which has numerous episodes about this because, let’s face it, the idea of humanity meeting an alien race of understanding more about ourselves in the Universe by doing so is a very big deal.

In Era: The Consortium, I focus on mechanics that define the political impact of new arrivals. New technology that’s never been available before has suddenly appeared. New outlooks on existence are offered, with each alien race having a different method of approaching reality.

As a side note, I think that’s really important because otherwise you end up with aliens which are just humans who look funny! The psychological differences between these alien races is one of the aspects that I think is most important about Era: The Consortium’s First Contact offering.

I intend to go into more detail on this point in an upcoming article, so watch this space for more on that!

3: Cybernetics – the line between man and machine.

This is something explored thoroughly through a variety of media as well – recent Deus Ex being a good example of what comes to mind instantly. What is Human? How much do you have to replace before you are no longer Human (a question also asked towards the end of the Rama series!)?

As a result, I have made this something that is explored pretty constantly throughout Era: The Consortium’s timeline, starting from the initial invention of the Cranial Implant and decisions that were made by the Eulutian who designed it, on to the mind sharers and Yulio-2 architecture, and eventually on to Elliot Draigon and Moritasgas Pharmaceuticals working together to build the first cranial-controlled Implants of modern Consortium design.

The implants in Era: The Consortium offer a huge array of mechanical opportunities, from bringing a character back to life to long range vision or throwing weapons, or even armour that’s embedded beneath your skin. These are various levels of complexity, and they’re available at different times as technology changes.

The apex of this could be argued to be the Rapier expansion, when you can infiltrate a computer system by loading your consciousness into it. Of course, this is far from a new idea, but it’s an idea that I love,
and I think Era: The Consortium would be lacking if it didn’t offer it!

4: All-Out War.

Era: The Consortium offers all out war twice.

First, there’s all out war between the Consortium and the Ximians. This was inspired by Starship Troopers to a degree – it offers the opportunity for the truly gruelling, difficult kind of war where the enemy doesn’t value their troops in the way that humanity does.

What does a character sacrifice for their comrades?

Secondly, there is a pirate uprising, which was very much inspired by the works of Elizabeth Moon, particularly Vatta’s War. I wanted to give people the opportunity to build their own story within that war.

This, of course, is the Sean Hardcastle uprising. The Core Rulebook provides all of the rules that you need, but free trade up the expansion offers even more opportunities to gamers who would like to penetrate into the piracy issues.

These to both give very different flavour to the all out war concept in science fiction, and the mechanics around them are focused on both ground combat and large ships floating through space and trying to fight off either other large ships or even swarms of smaller ships.

Era: The Consortium’s space combat mechanics optimised in that direction. (Of course, for dog fights, I built Era: Balam!)

5: Rebellion Against an Evil Government

Star Wars is probably the most prevalent example of this kind in people’s minds at the moment. There are many other stories like it, however, where a small group rise up against a government that they perceive as oppressive. Now, this could be anything from an actual conflict which is resolved, like in Star Wars, or it could be that the resistance of practically lost or a so unlikely to achieve anything that it’s barely paying any attention, such as Firefly or Serenity.

This period is where Era: The Consortium was born, and I would like to believe that it handles it extremely well because it was built around the concepts involved in this kind of conflict!

All of the opportunities to get hold of equipment are covered, how it might be difficult for some things to be obtained, which is dealt with by the law level of a weapon. Various other mechanics come into play that are perhaps more subtle: the instant kill rules take on a slightly different meaning when you consider the Implants that are available in this era, when you consider that civilians might be gunned down by the government on the basis that they aren’t trusted, and also how a hero may be able to to to tear through numerous enemies with little difficulty.

It requires a certain balance of mechanics and Era: The Consortium really delivers that.

So those are just five basic sub-genres of Sci-Fi which Era: The Consortium handles with after a lot of thought into how best to do so.

I’d be happy to offer more material about how genres slot into Era: The Consortium, so if you’re interested, please join our Discord (https://discord.gg/6C4H9Cv) or our Facebook group (https://www.facebook.com/groups/erad10games/) and ask me! I’ll be more than happy to answer any questions you have.

As always, thank you very much for reading and I hope you found this helpful!

– Ed

Era: Lost Legends tabletop rpg game

3 Reasons I Use a Timeline to Plan when I Create a Universe

Hi everyone!

Ed here, and today I’m going to talk to you about three ways that a planned timeline of events can make your work seem especially awesome.

1: It helps you figure out how the story will progress

This is a really important part of writing; knowing where your story is going to go allows you to ensure that it follows a direction that you intend right from the start.

I’ve written previously about character-driven stories, but I also mentioned that sometimes you need an event to push that character forwards. If you’re planning out a character-driven story, you can very easily come up with a timeline of events that lead that character through the story that you want to tell.

2: It lets you hide your intention until the moment you’re ready to reveal it

This is one of the best things about timelines because it allows you to plan what’s happening, outside of what is seen in the story.

If you know a timeline for each of the characters that are involved within the story, you can have events that happen before shape them. The evidence of them, or even a flashback showing their entirety, can revealed later.

This really helps to remove a feeling of details just being “shoehorned” into the plot – create a timeline of the events that led to the story, those that happen within the story, and then perhaps even a few events afterwards. That gives you a much more solid grounding in where the right place is to begin your story, as well as a choice on which elements to reveal and what you want to hide until the right moment.

Having the plan in your head will allow you to build the tiniest hints into earlier parts while you’re writing. That way, when the big reveal happens, it won’t feel like you’ve shoehorned in these facts.

3: It helps you plan for the next story

I know, I know it sounds like a really weird thing to worry about what you’re trying to write your first story.

However, if you’re trying to tell a story and trying to understand what that universe looks like, it’s quite likely that when you complete it, you’ll want to move on to tell more stories.

Having a timeline that takes you through the story that you’ve written can often lead you forward to the next story that you want to tell. It can also highlight the areas that you need to include if you want to make that story feel like part of the same universe.

Not only that, if you want to lay any hints without it being clearly spoiler bait, you can do so by leaving tiny breadcrumbs about what’s building in the background.

On a side note, these are the best kinds of hints because people will pick up on them, and they’ll have to wonder about how important they are. It’ll lead to asking about them and being drawn further in the story because they can see that there’s something that’s going on beyond what they are seeing now.

Those were my three primary reasons for using a timeline can make your work feel awesome. Have I missed anything you think I ought to have included? If so, let me know in the comments!

Don’t forget to check us out on Patreon, where we produce monthly content which I know you’ll love.

Thanks very much for reading, and I’ll see you next time.

– Ed

7 “Dos and Don’ts” for running Era Games!

by Fred Harvey

Learning a new system can always be difficult. Whether it’s gripping the mechanics, the lore or just running the session in general, challenges can spring from many places.

I have been lucky enough to play quite a lot of Era D10 Games and hone my skills as a GM with them, so here are my top 7 “Dos and Don’ts” of running Era Games:

#1 – Don’t be afraid to mix and match Attribute/Skill combinations.

The core mechanic of Era d10 is its “Attribute plus Skill” method for solving Skill Checks. The Core Rulebooks provide a host of example checks, but of course this can’t cover everything. For example, Intelligence + Investigation nets you a standard investigation check, whereas Wits + Investigation is a standard perception check.

That’s simple enough, but let’s say you want to give that character the best chance of spotting that movement out of the corner of their eye and you see that character has a high Dexterity score, why not justify Dexterity + Investigation, the speed at which the character can move, reacting to what their eyes are picking up.

It will make a world of difference in your games as you learn to loosen up and mould the system to you and the players you have.

#2 – Embrace the Lethality.

Era games have an automatic kill and automatic knockout feature. Now, coming from various other systems, I gave this feature a long hard study before running a session, simply because it seems so brutal and, frankly, it is.

But that’s what makes it such a useful tool in the GM arsenal. We have all created encounters where we want to have 30 potential threats but we really REALLY don’t want to deal with 30 separate characters. Instant kills definitely fix that for you. Watching the look on your players face when they read out their rolls and you start ticking off bad guys is priceless. But remember it works both ways, so it makes the players consider the dangers their characters face entering combat! A fire fight isn’t a place for the faint-hearted and the Instant Kill mechanics really amplify that, so use them!

#3 – Allow your players to make the exact characters they want.

Now, this may sound like an obvious suggestion, but hear me out. Era d10 removes the class-based levelling system that we have all grown so used to over the years, replacing it with a “Concept”. These concepts aren’t pulled from a list or a book, they are what you picture allowing you to build character that fits.

The reason I put this as a tip to the GMs is that you can tailor your encounters to the characters your players make. If they all create scientists, don’t throw them into constant combat encounters, give them some puzzles to solve – let them use whatever character they created.

At the same time, allow the lethal rules mentioned in my above point to do all your punctuation, if they are playing scientists, just how long are they going to live on a battlefield? Make these considerations part of your standard routine and I promise your players will grow to love the game have you made for them.

The next three tips are specific to Era: The Consortium games.

#4 – Shields!

I have already mentioned how lethal these games can be to all the characters within them. Era The Consortium gives us a slight saving grace in the form of Shields.

It is likely your players will all equip their players with them, so do the same for your NPC’s!

A Shield can be the difference between that BBEG losing his head to a sniper, or taking the hit and starting his campaign to hunt down and destroy the assassin.

(I overlooked shields in my first game and I can confirm people die… a lot!)

#5 – Ship/Space Combat is a great breather from the norm.

So we have all played countless RPG’s where our characters have been the Luke Skywalker fighting their way through the evil empire in epic gunfights and duels, but we often overlook that iconic scene from the Millenium Falcon of Luke and Han manning the turrets.

Space combat in Era: The Consortium puts your players into those hotseats, whether it’s the pilot trying to keep the ship steady for a shot or deciding to fly evasively, or the engineer choosing between keeping the ship from falling apart and squeezing every last drop of power out of her no matter the cost.

Ship-to-ship combat provides a thrilling break from standard combat, so don’t let space travel between planets be trivial, get down and dirty and blow up some ships!

#6 – Political intrigue is king.

In a world like the Consortium, you are missing out if you don’t involve the various shady activities of the governing companies. Whether you are running games focusing on the conflict between the Resistance and The Consortium or whether you have players represent one of the Big 8 Companies trying to undermine another company, the political structure can be extremely immersive.

Across the various systems I have used, one of my favourite ways to bring the world to life is through its politics… and the Consortium is no different.

My final point relates to my personal favourite of the Era games, Era: Survival!

#7 – Keep track of Durability.

In the world of Era: Survival, everything is against you, even your equipment.

That moment in the middle of a fight when the characters are locked in a life or death struggle and the one firearm the party has malfunctions… is glorious.

Again, as all things should be, the NPC’s face the same dilemmas as the party – one of the most tense encounters I have run came down to a player character having a gun held to his head, the bandit squeezed the trigger and the weapon malfunctioned giving the character enough time to react and ultimately survive. We all thought we’d be saying goodbye to a character there, but fate intervened and it will be remembered!

That’s all of my Dos and Don’ts, but do you have any?

What have you found from your Era Games? What tips would you give? Tell us in the comments below!

How To Build a Hero

Hi everyone! Ed here and today I’m going to talk to you about how to build a hero.

There are a few things that I think you ought to realise when you’re trying to build a protagonist for your story. I’m primarily going to focus on heroes as opposed to anti-heroes in this particular article.

A hero is someone who is going to fix the problem with your world. If you’ve read some of my previous articles or attended my webinar, you will know that the central conflict of the world is the driving factor for your story.

The hero is going to go out and they’re going to fix that central conflict. That’s the fundamental purpose that they have within the world. It’s also why, as I’ve said in other places as well, they are the most important person in this world at this time.

Of course, that doesn’t mean they have to be a good person or a righteous person or a person who wants to be doing it. But it does mean that they’re motivated to fix this problem by some means. Without this drive to fix what’s wrong with the world, your character is not a hero.

N.B. They can still be the protagonist, as I’ve said, but we’re not covering this in this particular piece.

There are a lot of clichés about heroes, and that’s fine. A hero can be slightly cliché without being badly written, so don’t be afraid to look around at heroes that you think you can respect and you think that you’d like to have involved in your universe and base your hero off one of those!

I’ve written a lot and spoken in some of my webinars about how originality is a very difficult thing to do. And, also, how it’s not required for an amazing piece – Neil Gaiman once said that he has effectively made a career by writing Lovecraft fanfiction!

So don’t make your requirement for originality let you miss out on writing a fantastic hero that speaks to you. Because if it speaks to you, it will speak to other people.

Most heroes will have something about them that make them different to other people in the world. This might simply be the motivation to go out and make the difference. It might be also superior abilities of some sort, from an understanding of science in a world which doesn’t, or a gung-ho attitude and the willingness to make a difference where apathy rules, to a genuine superpower such as super strength or superspeed.

The possibilities are fairly limitless, but it’s very common to include something that does make your hero a step above other people in the world by whatever metric is relevant. So when you’ve created your world, think carefully about what metric within that world would make someone genuinely outside of the norm.

Of course, there are huge number of other things you can do, but I’m running out of space for this particular article, so I’m going to leave it here – I think this is a solid start on the subject!

If you’d like to know more about building heroes, then let me know in the comments and I will add a new article regarding heroes.

Don’t forget to check out my Game Ed-inar which is on our YouTube channel (https://www.youtube.com/watch?v=xwk8eDXks0Y) for more information, and I’ll see you next time for some more interesting tips on how to be creative!

– Ed

Era: Hitman tabletop rpg game

Why Your Personal Limits Don’t Have to be a Barrier to Creativity

Hi, everyone, Ed here! Today I’m going to talk about what you’re what you need to do if you’re going to reach the limit of what you’re capable of. Every creator will run into a blocker from time to time – you will find something that you’re not able to do. Personally, I’m not much of an artist!

So when I reach! the limit of my capabilities, I have two choices. There’s a saying that it takes 10,000 hours to master a skill. I have found this to be broadly true. Interestingly, if you multiply as up to 40 hours a week, every week, you come to roughly five years of time. So you need to ask yourself: Am I okay with dedicating five years to being as good at artwork as I am at the other things that I’m doing every day as a creator? In my example, that’s creating universes and writing within them.

In most cases for artwork, I’ve said, No, I don’t think I’m able to do that. I’ve even brought writers on board to help me out with some of the volume of what I’m trying to produce, because it’s a large amount of work on my own. That leads me to the second option, which I have been doing for eight years.So, if you decide the same, what do you do? Where do you find people to help you? And how do you approach actually getting the work done in a way that is sensible?Controlling freelancers is a huge topic and not one that I think I’m able to get into much detail in for this article… but if you’re interested, let me know in the comments and I will follow up and give you some advice on that front in another. Places that you can find freelancers are all over the internet. I use Deviant Art a lot for artists. While you get a lot of people applying who are not worth your time, you’ll get a few who are really really valuable and really worth working with.

I also use UpWork for things like writers, proofreaders and audio editors, which is a freelancing network online. I’ve hired writers and artists from these two places for over eight years.

Finding someone who shares your vision is very important… and that means that you need to be able to explain it to them! I recommend mood boards, so definitely put one of those together. I recommend that you also consider being able to explain what it is that makes your universe unique in your mind, the things that make it different from things that is like. For example, you may begin with a reference to something that it’s similar to – it’s similar to Firefly in that it has a spaceship flying around in in space, they’re mostly not savoury characters, and you’re going to have to show your universe through their eyes. However, the difference between this and Firefly is that the universe is extremely high tech, and everywhere they go, they’re going to have their identity scanned. That means that they have ways of getting around this. They are hardened criminals rather than just kind of unsavoury people who may be fought in a war. So they’re ready to pull out the guns and kill absolutely everyone in the location if they become threatened. This is obviously just a single example. But this is one of the ways in which you could explain what it is you’re trying to achieve.

I also think collaboration is highly central to the creative process. If you do it right, you can create something much better than you ever could otherwise. This is, in my experience, the best way to get past personal limitations. I think that sometimes creators put unreasonable expectations on their own abilities and sometimes you need to step back and say, You know what, I can find someone who can do this better.

I should clarify that when I say collaboration, I don’t necessarily specify between paid collaboration, as in hiring a contractor to do artwork for you, or a collaboration where you agreed to share profits. Again, that’s a central part of handling freelancers, which I don’t feel able Get into within the length of this article.Thanks very much for reading and please let me know if you have any questions. I’ll be more than happy to talk more on this subject in the future.