Bright heights and laser lights, busy days and pulsing nights…

-L-Ease, Maya Star

The PanOceania source book for the Infinity RPG has been released! I wrote the opening chapter and the background to the planet Acontecimento in this book, and as always it is a pleasure to see it after it’s gone into layout and accompanied by art. The team at Modiphius do a fantastic job, and I am very proud to have had a small part to play in the creation of this book. The art work throughout is excellent, and there is plenty of stuff in there for die hard fans of the setting, and for those who want more, more, MORE for their game sessions!

I have had an absolute blast exploring the science fiction worlds created by Corvus Belli. In PanOceania I really hope that game masters and players alike find a mix of enjoyable background material, as well as plenty of ideas and seeds for adventure and mayhem!

PanOceania. The Hyperpower. Life at the top of the G5 nations ensures a certain amount of privilege and power. It also brings its fair share of enemies. Born from an intercontinental alliance on Old Earth that pioneered the race to the stars, PanOceania has led the transhuman revolution without ever once looking back. 

Stewards of no less than three entire star systems and numerous colonies on several other worlds, the Hyperpower is also the largest proponent of ALEPH, the benevolent AI that oversees many of the functions that allow the vast PanOceanian empire to operate. Overseen by ALEPH, their policies set by lobbies, and their faith guided by the Church, most PanOceanians soak up glamorous holovids depicting the herculean might of the latest cutting-edge TAGs or the glorious charge of power-armoured Knights and bask in the sanctity of their technological superiority. 

Scratch beneath the surface of the neon and chrome, however, and all is not as harmonious as the Mayacasts would have you believe. On the ocean planet of Varuna, Libertos fight ever more violently to free themselves from a subversive occupation, whilst all across PanOceania’s territories, dispossessed Ateks struggle for recognition from an interstellar institution that refuses to acknowledge their existence. With new gear and fresh insights on the mightiest of Hyperpowers, this sourcebook will take you deep beneath the sparkling surface of PanOceania’s dazzling exterior.  

  • Details on the three key star systems that are home to the PanOceanian empire: Acontecimento, Neoterra, and Varuna.
  • Focused Lifepaths that allow players to immerse themselves in the diverse aspects of the Hyperpower, including Croc Men, Hexas Agents, and Knights.
  • Additional armour, equipment, and adversaries specific to PanOceania, including the innovative sensarecorder tech, the mighty Seraph TAGs, and stats for several unique adversaries.
  • A treatise on the Helots and their culture, plus several Lifepaths that provide an opportunity to play a member of this enigmatic amphibious race!

PanOceania is available in the Modiphius webstore here!

Satisfaction on Omned III

Earlier this year an adventure I wrote for the Star Trek Adventures line from Modiphius, Trouble on Omned III, was released for sale. The adventure puts the intrepid crew of *insert ship name here* in the middle of a social and medical crisis that could well spill over into armed conflict. I tried to write an adventure that was classically Star Trek, one where science and diplomacy could have as much chance, if not more, of solving the brewing conflict as any feat of arms. The other day I found a review on DrivethruRPG, by Megan R. of this adventure and it made me smile.

I won’t quote the whole thing, which describes aspects of the adventure for anyone who might be interested in buying it (you can see it here), but the last line particularly gave me a thrill:

This is a nicely-constructed adventure that has a real Star Trek feel to it – it’s easy to imagine it as an episode in the show. The party’s actions will have a lasting effect on Omned III.

Review on DriveThruRPG by Megan R.

While it’s satisfying to read that the reviewer thought the adventure was nicely constructed, reading that she believed it had a Star Trek feel to it, that it could be imagined as an episode, was exactly what I was aiming for. I know this adventure won’t be for every group, and that adventures are, by their very nature, subjective, and dependent on the GM and play group. I also recognise that this would never have been released without the wonderful support and work of all those boffins at Modiphius who are part of the excellent Star Trek Adventures team. It is nonetheless nice to read that the feeling I was aiming for resonated with someone! Thanks Megan! I hope your playgroup had as much fun playing this as I did writing it!

The smile I felt as I read those words is a good reminder: I should do more to write about the games and game products I love, and why I love them. Putting those ‘feels’ out there helps share the smile I felt with the writers, creators, artists and team that put the games together.

Questions, questions, questions…

Some things I am wondering…

I have set up a Patreon account, and intend to release a number of micro-rpgs as backer rewards. These would later be released on itch and Drivethru as pay-what-you-want (PWYW) products.

I currently have two tiers, the lower tier gets the game before everyone else, the higher tier gets an expanded version of the same game. I’ve written two of these micro games so far, and have drafts in various stages for the next four or five. BUT…

I am wondering whether I should drop the higher tier, and just have one Patreon level, at which you get the expanded version. Along with this the base game would go up on itch and Drivethru as PWYW, and the expanded version would also go there at set price to match the Patreon level (say at $2, $3, or $4).

A number of things concern me:

  • I don’t want to undervalue my time in creating these.
  • I don’t want to overvalue the games and put a price point that no-one is ever going to be interested in paying.
  • I am not sure whether just having one level on Patreon (at a similar price as above) is a good idea as whatever I begin with, I must continue (though of course I may add new tiers or whatever. But what I offer now I should continue to offer – changing the price or what is received is not fair for any backers – not that I have any yet, but still).

I feel like the answer is to create a single tier on Patreon, and offer the expanded version of each micro-game as the reward. These would then go on itch and Drivethru for the same price, and the cut down version as PWYW. I could add further tiers later if there was a need to do that. How to value these is a difficult problem though, I’ve spent a lot of time looking at the Patreon accounts of many other people working in the table-top role playing game field, and there is a wide variance on what price the tiers are set at, and what is offered in return. $2 seems the entry point, but many are as high as $5. Whatever I end up choosing can always be reduced, I suppose, but not increased without a damn good reason and the likelihood of annoying any backers I do have at the time.

Then of course is the age old issue of impostor syndrome. Will anyone actually want to buy the games I am writing? Are they any good? On one shoulder is perched a little dragon saying that I’ll never know until I try it, and that I should, at least, give it a go. On the other is another little dragon telling me not to bother, that I’m wasting my time. One may be right and the other wrong, or they could both be right, who knows…

For now I remain here, chewing over the specifics of my Patreon account and what to do with the games I am working on…


So nice to see some of the books I’ve worked on getting released into the wild. The latest of these is the Haqqislam source book for the Infinity RPG. I know I’ve written it before, but it really is amazing to see all the work of so many talented people coming together into a final product. The Haqqislam source book looks fantastic, and I’m very proud to have been a part of the team that contributed to its creation.

I love the cover art work, but the book is also choc full of great information, background, rules and art.

I worked on the Bourak chapter, and had a lot of fun exploring the planetary home of the Haqqislamite empire. The Bourak chapter is only one part of the book however, many other writers contributed to make this a wonderful source book for the Infinity RPG.

The Haqqislamite movement found traction in a world riven by political turmoil and economic crises. Its greatest messenger, Farhad Khadivar, advocated a new ideology that wove together the many complex threads of the old into a New Islam. This philosophical and theological revision of long-standing interpretations, which shed intolerance and oppressive dogma in favour of humanism and a concept known as the Search for Knowledge, laid the foundations for a golden age of reforms and advancements that propelled a nation across the stars.

Since finding a home on Bourak, Haqqislam has experienced a rebirth of artistic and scientific pursuance that is the envy of their rivals. Gardeners refine terraforming techniques that have reshaped an arid world, doctors perform miracles with pioneering surgery, and biochemists cultivate new synthetic wonders with Silk. Though often considered one of the smallest of the G5 nations, Haqqislam remains unrivalled in several arenas.

A Silk monopoly and extensive trade routes have spawned a nation of traders that often draw the envy and ire of competitors, though the Sword of Allah stands ever ready to smite the enemies of the Word. With new insights into the New Islam and its proponents, this sourcebook will take you further into the Search for Knowledge than ever before!

  • Details on Bourak and its diverse regions — Al Medinat, Funduq, Iran Zhat Al Amat, Gabqar, Norouz, and Alamut.
  • Focused Lifepaths that allow players to tread the Search for Knowledge, including Akbar Doctors, Khawarij, and new Hassassin careers.
  • Additional armour, equipment, and adversaries specifi c to Haqqislam, including the famed Akrep TAGs of the Maghariba Guard, and stats for the enigmatic Husam Yasbir.
  • New rules and campaign guidance for plundering the space lanes as a corsair in the employ of Haqqislam.

Horns of Dilemma…

Horns of dilemma… uncertainty… vacillation… indecision… unwillingness to commit… Is it one of these or all of these? It’s time for the rubber to hit the road, as it were, to make a choice and commit to it. I’ve been putting it off, easier to vacillate and make no choice than set goals, which have targets, which can be missed.

At the start of the year I wrote about wanting to write a novel manuscript. I still do. I also wrote about developing my role playing game, something I am still doing. But I have come to realise that I am too often using one as a distraction when the other is looking tough. Stepping from fiction to RPG and back again is fine, but I would like to actually get to the point where I have something or somethings to put out there in the world.

While maintaining my freelance work I have come to realise that of the two things above I can really only focus on one for now. I simply don’t have the time or mental acuity to get both done. So here we are: the horns of dilemma. Fiction writing or RPG development?

If I choose fiction writing I would be committing to write one or two short stories a month, as well as working on my novel. I’d be committing to build a reader base, starting an email list, probably completing some courses, and getting my work out there to magazines, and other publications. I would be looking at dropping my work on my RPG (though maintaining my freelance work) and focusing on getting a novel manuscript finished by the end of the year, hopefully three by the end of next year, and looking at options for either self publication or mainstream publication.

If I choose RPG development I am similarly locking myself into a commitment. I would be aiming to build my current big project up into a publishable piece, playtesting, blind playtesting, and looking at self-publication through Kickstarter. I would be looking at creating a range of smaller products, like zines, on a regular basis, for publication on DriveThruRPG and/or through a Patreon page.

Both are commitments, both are two to three years of focus, quite probably more like 5 or more. I can’t do both however, not at the same time. So we return to the horns of dilemma. I’m sure the easiest question to ask is: which am I more passionate about? To be honest I find it difficult to answer this question. I want to do both. But I can’t do both right now. I want to write fiction, I love it. I want to work in the role playing space, I love it too. Right now though, doing both is is more like forgetting one for a while and doing the other, and making little progress on both as a result.

Doesn’t this look sexy! I cringe, looking back. But Zev never outright said he hated it…

I’ve been working in the gaming space for years now. I wrote the old Z-Man Games newsletter back in 2008, and wrote some 20-30 issues over the following few years. I worked on miniatures games like Halo: Fleet Battles, and Dystopian Legions, for Spartan Games. In more recent years I have been back working on Role Playing Games, writing mainly for Modiphius on the Infinity The Role Playing Game line, but also a little for Star Trek Adventures, and more recently for Red Scar on their Devil’s Run line. In the RPG world I have had/will have more than a quarter of a million words published, over more than 20 books, and while it’s not a huge amount for many freelancers out there, it is experience.

As a result of this experience I ask myself whether choosing the RPG option from my horns of dilemma scenario is the easy way out. By which I mean something I find sits more in my wheelhouse, something I am more comfortable doing. Something where I find the words flow a little more smoothly. The actual next steps to getting my drafts to anything worth publication will be anything but easy, but I hope you get my meaning.

I also worry… If I choose fiction will I be disappointed I didn’t choose role playing games? If I choose role playing games will I be disappointed I didn’t choose fiction? I shouldn’t be, it’s not like I can’t later do the second if I pick the first now. But while it’s easy to tell myself that, it’s much less easy to not feel it.

So here I sit. A week of busy vacillation, of active uncertainty, struggling with this problem. Is it I don’t want to let one go? Is it I don’t want to actively commit? I don’t know. I do feel the growing pressure, however, of needing to make a choice…

Test, Test, 1, 2…

My fantasy RPG, Ashmerl, is coming along apace, I wrote previously about the ease with which a rules system can grow and develop, how one thing can lead to another, and the entirety can be left bloated. An obvious solution is to test, test, and test some more, then cut, cut, and cut some more. The main thing I am testing at the moment is the character creation system.

In Ashmerl, players create both their characters, and the place the character are from. In this way players and the GM together create the protagonists for their story, as well as their own slice of the setting. The aim of all of this is for the characters to enter play with a back story and a context, with drivers and motivators, with things and people they already know, facing dangers and threats they are familiar with. It is my vague hope that playgroups will, through this process, end up with enough material to fuel the first few adventures, or even the first leg of a prolonged campaign.

So many little pieces can lead to rules creep, so testing and testing and testing is the key to seeing how it flows. At the moment I’m still in the development phase, fleshing out and honing ideas into written rules. The testing so far has largely been done in-house, so to speak. With my own playgroup willingly (well, I hope) humouring me by putting up with repeated character generation sessions. I’ve done this a few times now, and I am broadly happy with what I have. The next stage is the trickier part, it’s where the rubber hits the road, it’s time to test the dice system…

Having run through some test scenarios myself, and burned through eight or nine different ideas for dice systems over the last four months, I think I have settled on a system that works the way I would like it to. Testing such systems in solitary is only so useful though, so the next test session we run here will be a simple trial adventure, to see how skill test resolution and conflict resolution all fit together in the heat of the moment.

I have questions… Are there too many little things? Has the rules creep gone too far? Is it lacking in options, or not have enough? Is the complexity all in the wrong places? Does the dice system actually work? Does it need to change to something else? Do the other systems, the in-game GM-Player currency system for example, add to the game or impede the flow? Does the actions/rounds/turns/time and timing system in the game work? So many more.

I need to create some enemy stat blocks, pull together a simple encounter, and let nature run it’s course. No doubt many things will have to change, they always do, but that’s what testing is all about.

Looking ahead… once this round of testing is through, and I feel like the dice system is functional (if not well balanced yet), then the time will come for another leap… Finding people to test externally, asking friends and contacts to have a look and see what they think, to poke holes and break the game. I have a few people lined up, who have been kind enough to offer, but I need to jump a few more hurdles yet. With every test session down the list of bullet points of things that need to be done seems only to grow, in time this will turn around, but for now it’s onward.

It feels like the path is getting harder and more arduous, there are more barriers and rougher terrain than I could see from my cosy little Hobbit hole, where it all began. But the road ahead is becoming clearer at least, for all the mountains yet to climb and the forests left to explore. I can envisage my destination, even if it is still shrouded in the distance, with many lands have yet to be crossed. But I have a path forward, so I must bow my head, tighten my belt, and get on with getting on.

Rules Creep…

Wouldn’t it be cool if… A neat way to handle that would be… Ohh, this rule would be interesting… Maybe when defending a character could… Maybe when working together characters could… So many good ideas! I am just drowning in them!

Options, exceptions and little rules can add depth, story, interest, and strategy to a game engine. When designing something like an RPG, which traditionally have fairly lengthy rule sets, a thought sits in the back of the mind: this is only a small exception, this is only one extra option, this little rule works seamlessly with the rest of the system. The slow addition of complexity is the rules creep…

Creating characters and having then fight each other. Test, test, and test some more…

I’ve hit the stage with the fantasy RPG I’m working on where it’s time for the rubber to hit the road, as it were, where characters are created and dice are rolled. Sure, I’ve tested along the way, but it was isolated, not a holistic picture. In recent testing however, I have come to realise I may have added too much, I may have been subjected to rules creep. A good meal is spoiled with the addition of too many spices, and I may have walked that path here…

The question sits, uncomfortable and demanding attention: are there are too many times when players need to reach for the dice? Or must apply a special trait or ability? Or need to compare some result with some other thing? I suspect the answer is yes. Experience tells me that if I ‘suspect’ I ‘may’ have done a thing, I have most definitely done the thing, and that the thing needs fixing.

It was easy to get to this position, it always is. In the writing and development process it’s ever so easy to add just one more thing, or to develop a concept and then take one step further exploring a cool idea related to it. It’s a more difficult thing to work out how much is too much, when the game starts feeling like a procedure and the story takes a back seat to the interplay of mechanisms. In my ideal game the rules are easy and the exceptions few, the story takes the front seat and the players attention is almost wholly dedicated to the development of it. When things need to be checked, or mechanical systems employed, the rules are taking center stage. This is not ideal.

And yet, by the same token, rules exist to add flavour to the story being created by both adding an element of risk (am I going to succeed), and as the vehicle through which the setting and themes of the game influence the direction the story takes (leaping from the rooftop to the ground will surprise my foe (as opposed to shatter my legs)). Exceptions and rules detail add all this flavour in, they provide the internal physics that govern the world in which the story will take place. Rules are important, but too many, or ill applied, brings the risk of derailing the flow of a game by miring the players in the procedure of playing it.

When I worked on miniatures games I often considered exceptions and little rules (short hand for rules that modify the core system), let’s call them complexities for short, to come in two broad varieties: front loaded, and back loaded. Front loaded complexities, to my mind, are the variety that often appear as ‘rule 12.2a’… Everything bundled together, and the exceptions, additions, bonuses, and negatives always applicable: a part of the core rules, all there, up front. Back loaded complexity seek a similar level of depth, but usually only apply if a character or model has a special ability (or, insert game specific parlance here), and therefore only really need to be remembered by the person in control of that character or piece. The core rules are explained, and are usually relatively simple, and the complexities are back loaded as abilities and powers that apply on a case by case basis known to the player to whom it is relevant. In short: front loaded rules are a detailed encyclopedic description of how everything functions from start to finish, and back loaded rules are a simpler core engine, with a range of exceptions tucked away as special abilities or powers.

Using this simplistic dichotomy, I prefer back loaded rules, a simple core engine, where detail and depth (if required) are to be found in exceptions applicable only to characters/players if they have access to them, and they’ll know if they do. Having too much back loaded though, makes a game just as obsessed with minutia as the most detailed of front loaded systems, and of course, the lines are blurred because that’s how lines are.

The balancing point for either approach, to my mind is: how much adds depth and interest, and at what point does the added complexity cause the game play experience to veer into procedural ‘fact checking’ or so much die rolling that the the progression of the story (all about action and outcome) takes a back seat to performing the functions of the rules?

There is no real answer to this question, as every game sets out to achieve something different, and employs a mechanical system to approximate that sought after ‘feeling’ as best the designer/s is/are capable of. Every player will have a different take as well as different preferences, and this whole issue veers into the ‘simulation’ versus ‘narrative’ discussion in RPG design.

For me, the first words I wrote down as I sat to flesh out the concept of Ashmerl were: ‘A simple rules system where story takes pride of place.’ A lot of things I have added in over the course of development and writing so far have been cool, some of them I am really proud of. I know, however, that much of this will have to go. This is a natural part of the development process for me, and I’m sure others. Design a thing, put it all in, follow the rabbit holes, see where they lead. There are cool ideas in there for sure, but the next step, which sits alongside playtesting, is the ‘great culling’. The part of the process where I must go back through and pare back the layers I have added till the system feels right – till the mechanisms of play are something that drives and adds to the story playing out, rather than chaining it to the detailed or laborious procedure of playing it.

From the edge of the world the mountains march, as far as anyone knows they march to the end of the world. In the valleys and on the mountainsides and peaks, civilisation, a thousand stuttering candles, strains to drag itself back from the brink, to survive, first, and to reconnect a shattered world…

An experiment with watercolours to get a feel for how I want to visualise the setting…

Trouble on Omned III

Trouble on Omned III is an adventure I penned for the Star Trek Adventures role playing game, published by Modiphius. I am thrilled to see it hit release!

You are called away from a routine science mission to intervene and mediate a dispute that has erupted on Omned III, on the border between Federation space and the Talarian Republic. Inhabited by the Shean, Omned III is teetering on the brink of civil conflict. While few in numbers, the Shean possess an insular and rigidly structured society, with the ruling and military classes living in a single large space station while the working classes live on the planet’s surface.

The Shean of Omned III are infected with a subtle parasite that manifests as an apparent genetic disorder, which they call the ‘Omned Curse’ meaning that they age at a vastly accelerated rate.

A vaccine farmed on the surface of Omned III prevents this debilitating disorder from taking hold but in the last month, the vaccine shipped from the surface has failed to take effect. With unprotected newborns suffering, and recent cases of the disorder beginning to activate in adults, tensions between the upper and lower castes are at a breaking point.

As the situation deteriorates even further, can you find a way to avert Shean civil war and help find a cure for the Omned Curse?

While a plain Word document is nice enough, it can’t match a nice LCARS layout!
(which was designed by Matthew Comben and laid out by Thomas Deeny).

Trouble on Omned III is the fourth adventure I have written that has made it to release, with another five, for the Infinity Role Playing Game, on the way. I hope those people who play it have at least half as much fun as I did writing it!

You can find Trouble at Omned III in the Modiphius online store, here. Or on DriveThru RPG, here.

Two Steps Forward, One Step Back…

Last post I put on my rose coloured glasses and gazed back into the mists of the year just gone. With the quiet determination of someone desperate to prove to themselves that their time was not wholly spent on Netflix, Twitter, or picking LOL Dolls up off the floor after my daughters, I busied myself with looking at the achievements of the year. That done the next task is at hand, looking forward, setting goals, gazing at the metaphoric mountain peak that lies somewhere in the cloudy distance of 2019 and plotting the climb. Of course, I’ll probably stay at the base camp for a while… It’s warm, has good WiFi, and watching the social media rage of a bunch of people upset that Gillette dared to suggest that being a decent human being is worth the effort is both depressing and amusing, though mostly, I fear, the former.

Where was I? Ah, Goals! A capital ‘G’. Not capitalised for any of the normal grammatical reasons of course, but for it’s significance. Goals are those things we too often tell ourselves we would like to achieve while quietly recognising that, yes, it would be nice to achieve that, but the scones are warm, the beer is cold, and the cricket is on. Tomorrow will be the day I leave the metaphoric base camp…

The beautiful thing about tomorrow, of course, is that it’s tomorrow, and tomorrow, tomorrow will be tomorrow, and so on. Last year I managed to tick off a bunch of things, and I’m glad about that, but did it get me any closer toward my overall goal? What even is my overall goal? My five year plan? Well ultimately I’d like to Write. Write with a capital ‘W’, as in Write for a living rather than a hobby. So this year, my goal is to take some steps in that direction.

Now, I wrote a lot last year, and the year before, and the year before that. Somewhere between 100,000 and 200,000 words a year for the last three to four years at least. That’s good. Plus it’s nice to be paid for that work, but it’s not my own fiction, it’s not my own produce, it’s produce for other companies. It has helped me to build muscles I wasn’t sure I had, like the ability to sit down and write every night, to plot and plan and execute, and to hit deadlines. It has taught me to save, save, save, then back up those documents I saved, and make sure they’re backed up, and then just to make sure, save again. It’s taught me that sometimes I feel like writing and sometimes I don’t, and that the words that were dragged from my fingers, a month later, are impossible to differentiate from those that positively flew. Those are all good lessons. But now I need to make sure that 2019 moves me a couple more steps in the direction of my ultimate Goal (note the ‘G’). I need to write more fiction. I need to write more things that are mine.

So onto the goals!

I want to maintain my freelance work. It doesn’t pay brilliantly, especially in the Role Playing Game industry, but I enjoy it, and it has helped me get better. I have made some good contacts, and worked with great people. I’d like to keep all those things up.

I want to write at least one short story a month. Just one isn’t a lot, but there are other goals here, and other writing to do, so one is enough for now. I’d like to edit them, rewrite them, and submit them.

I want to finish plotting out one of the many novel ideas I have. I’d like to select one of those many and write it. I mean actually write it this year. Like hit 80,000 words by the end of the year. They don’t have to be brilliant words, they don’t have to be the best words, but they have to be written words. As the saying goes: you cannot edit a blank page.

For some reason or other I started writing a role playing game last year, rules, setting, the lot. I’d like to finish that this year. I’d like to finish it, and then decide what I’m going to do with it next, maybe not in that order. If it feels good I may look for a publisher, I may look to Kickstarter, I may just publish it as an indie game online, but I want to do something with it. It feels good right now, and I want to explore it further. I like the foundation, I like the setting concepts and themes, I like this beginning I have, and now I need to add flesh to that skeleton and see if I can bring it to life.

I want to keep up with the writers group thing I started doing with a friend of mine. It’s been good, and encouraged me to write more, even if just to keep up. Meet up every fortnight, and maybe connect to other writers in our area, who knows.

I want to read, I know it seems silly, but it’s easy to relegate the things you assume you’ll do at some point to some other point that isn’t now. I read more last year than I have for many years, and I want that to continue. I used to read voraciously, and while I have other ways to spend my evenings now, the curse of being an adult, I need to read.

I want to role play on a regular basis. I managed it for most of last year, so it shouldn’t be too hard to replicate that goal. Testing the adventures I am writing for other companies, testing the system I am developing for my own RPG, playing another published game, whatever, just playing.

I want to make sure I game with my family, that’s board games, of which I have too many by any reasonable standard. But a game every night or every couple of nights as a family is the goal. Oh, and gaming with my wife, just the two of us. We used to game a lot together, and then we had kids and that became less, so making sure we spend the time to reconnect over that shared passion, a board game and the occasional movie of course.

Well, I think that’s enough for now. Some goals laid down for the coming year, hopefully achievable. We shall see!

A Map…

I posted previously about how nice it is to see your writing all laid out, surrounded by nice graphics and looking good. One thing that I have enjoyed a lot, once the draft has been approved, everything laid out and the book shipped off to print, is seeing the maps and artwork that accompany and give life to the book. I have written or worked on a number of adventures for the Infinity Role Playing game, and for each of these I have submitted the word document, and a number of relevant hand drawn maps – scribbles on paper really. The adventure in the Infinity GMs Guide, E Pluribus Unem, is one I wrote, and I thought it might be interesting to post a picture of the map I drew compared to the finished product from a professional.

Infinity has a distinctive visual style that matches its futuristic setting, and the maps the cartographers, N. R. Bharathae and Richard Gale, have made for this book are really nice. They reflect the setting well, and it’s fun to think back to my playtest sessions and remember how they started as rough drawings on a white board for my players to knock about in, to sketches in my note pad to go to Modiphius, through to the final product.

Photo 1-10-18, 11 59 19 pm

Sybaris Church
The cartography in the GM Screen Booklet was done by N. R. Bharathae and Richard Gale.

E Pluribus Unem was a fun adventure to write, it tackles some interesting ideas about a society where death isn’t always the end and the concepts of post-humanism, and it also has plenty of action. I hope the gamers out there who play through this adventure have as much playing it as I did when writing and testing it!

If you’re interested, the Infinity GMs Guide can be found on the Modiphius store here.


Edit: The Adventure booklet comes with the GM Screen, and this is not available on the Modiphius store yet. The other available books in the Infinity line are available here though.