Tag Archives: Golden Sky Stories

Catching Up

There’s been a bunch of stuff going on that I haven’t quite gotten around to posting about here, so here goes.

Kagegami High

The game is finally out! Well, the PDF is up for sale on DriveThruRPG. Getting the POD versions set up has been unusually difficult, since there have been some weird file conversion issues with CreateSpace, and DTRPG’s system for setting up POD titles is apparently messed up at the moment. Update: But it’s now up on Amazon at least!

Kagegami-High-Cover

The last push took a lot of energy, and I’m still kind of marveling at having written a 168-page book that’s so dense with references and setting info. I haven’t done all that much with setting in my games (though Dragon World is going to have the setting of Easteros in it), but this book is bursting with details about the school, and has 72 NPCs. My only regret is that I didn’t put more Utena-inspired stuff in.

Also the custom Weird Dice (and Spooky Dice for Spooktacular) are now available from IPR. Getting custom dice made through Chessex was pretty fun and easy, and definitely something I’ll do more in the future when I can find good excuses for it.

dice

Kickstarters

I have not one but two Kickstarters in the works.

Golden Sky Stories: Twilight Tales is the title we finally settled on for Mononoke Koyake, the first Japanese GSS supplement. We’re going to be properly publishing it in English and getting a print run of physical books, plus doing some nifty stretch goal stuff, albeit not nearly as much as last time (three books’ worth and then some was a bit much, not to mention the battle to get all the physical stuff printed and shipped). I was originally planning to do the Dragon World KS first, but Twilight Tales is closer to being ready, but really we’ll see how it all shakes out.

MK Cover.png

Dragon World is also going to be Kickstarting. I need to nail down some final planning stuff, and I’m waiting on the finished cover art (which is going to be elaborate, pretty, and very anime) before I launch. We also have quite a few stretch goals lined up, including some pretty cool stuff I’m looking forward to.

dragon world art sample

For both we’re going to be including wall scrolls from CustomWallScrolls.com among the rewards. We did that for GSS, and we were generally really happy with the quality and service.

DriveThruRPG Stuff

DTRPG has a thing where you get awarded a certain amount of Publisher Promotion Points, and I noticed that both the Yaruki Zero and Star Line accounts had accumulated kind of a lot, so I decided to make an effort to try using them. In addition to getting featured product impressions, I’ve tried having Golden Sky Stories, Kagegami High, and Maid RPG as Deals of the Day. The amount of sales that resulted wasn’t world-shattering, but it was substantially more than those games got without that extra promotion behind them, especially for Kagegami High (which hasn’t already gotten into the hands of quite so much of its potential audience).

Combined with the GM’s Day Sale, this is already one of the best months for RPG sales I’ve had in a while, so I’m thinking more about how to promote my stuff and reach more people, even though it’s potentially kind of a lot of work.

Other Randomness

  • I got inspired to check out the Savage Worlds version of Rifts. While I’m not really a fan of Savage Worlds, I was nonetheless really impressed and ended up buying all three books. (Though if I play an actual game with them I’ll probably use FAE or Strike! or something.) They managed to create a take on the world of Rifts that’s oriented towards having exciting adventures in that setting, where Palladium’s own books too often felt like an assortment of random stuff, which was cool but didn’t really cohere into a basis for stories. Each archetype is super-enthusiastic, and sells you on it being awesome to play, and in many cases makes changes that make it way more interesting.
  • A while back I designed Duel Questers, a mini-RPG thing for Millennium Blades, and it’s now available in the MB artbook. MB has a wonderfully bonkers setting, and it was a lot of fun to play around with it.
  • Jessica Price (PM at Paizo) has been posting some fascinating and insightful stuff about geek culture on her Twitter. Here’s a storify, and here’s another thread of note.
  • Nekomimi Land, a messed-up dystopian novel I’ve been working on for way too long, is nearly ready for publication, once my editor finishes with it. It’s raw and weird and imperfect, but I want to finally get it out into the world. It’ll also be my first self-published work of fiction, and I want to do more, albeit something a bit lighter next time.

More On Pix

I’ve been working on Pix quite a bit since I last blogged about it, and while there’s plenty left to do, I’ve made some considerable progress.

CatkdpeW8AEw4bl.png_large
A placeholder cover thing.

Hybridization
Pix is a lot of different things coming together, and it reflects my unique influences and style all throughout.

On a pure design level, it’s a deliberate and transparent blend of two of my most important game design influences, Golden Sky Stories and Apocalypse World. I’ve ended up writing a pretty enormous amount of GSS material, and I’ve reached a point where the vast majority of my game design efforts have a significant amount of AW’s DNA in them, particularly in terms of moves and principles. While I adore GSS overall, I’m in the odd position of having written around 150 pages of material for it, including 13 original character types. (4 more and I’ll be tied with Kamiya himself.) With Pix I have the freedom to tweak every little rule however I want, and it’s decidedly refreshing to just get in and tinker like that.

Undertale was a vitally important source of inspiration for Pix (and the selection of character options will let you make reasonable facsimiles of most of the cast), but a dozen or so other titles inform its sensibilities to varying degrees, including Homestuck, Steven Universe, and Adventure Time. There’s enough of a melange of influences and creative choices that to me at least Pix doesn’t feel like it quite mimics any one. The fact that it’s a non-violent game also separates it from most of those titles, which will happily blend in a hefty dose of violence.

Continue reading More On Pix

Pix

The other day I finished playing Undertale. If you’re not familiar, it’s a pretty incredible PC game that’s… hard to properly explain without spoilers. The trailer calls it “the friendly RPG where nobody has to die.” It takes place in a world where, following a war between humans and monsters, the monsters were sealed underground. You play a human child who finds themselves in the lands of the monsters, trying to find their way. You wind up in a lot of fights, but you have the option to  try to deal with them in a peaceful way (though it’s not always easy). It has a pretty distinctively quirky style to it. In some ways it reminds me of Homestuck, but then the creator of Undertale also composed music for Homestuck.

Undertale definitely seems to have struck a chord, and is a huge success in terms of both raw sales and inspiring tons of fanart and cosplay. I think that like Homestuck it speaks to subcultures and experiences that pop culture doesn’t really cover, but where Homestuck is a sprawling work of incredible scale (the creator once mentioned that if they do in fact put the whole thing out in book form it’ll be something like 40 volumes), Undertale is a relatively short experience, though certainly a memorable one. It has a lot to say about violence in video games (not unlike how The Stanley Parable is a commentary on choice and plot in video games), some interesting worldbuilding, and lots of charming and memorable characters.

Very much like how Madoka Magica helped crystallize what I wanted to do in a dark magical girl RPG and paved the way for Magical Burst, Undertale helped bring a vague soup of ideas together into the idea for a game that I’m tentatively calling “Pix.” (Or that may just be the name of the setting if I can come up with a better name for the game itself.) I’ve been wanting to do something with the inspirations that titles like Homestuck, Adventure Time, Steven Universe, and Cucumber Quest have been putting in front of me for several years now, and Undertale was what led me to the spark of an idea. Just as Magical Burst isn’t quite a Madoka RPG, Pix isn’t going to be an Undertale RPG per se, but its own animal, albeit with a healthy dose of Undertale inspiration.

Pix is the name of the land where the game takes place. The inhabitants are a little vague on the details, but its origins involve a tormented child finding escape in a video game, until her tormentor comes into the game world, and then some kind of cataclysm happens. Pix is a fragile mishmash of different kinds of reality, tethered to the human world by the Rainbow Spire. It has definite aspects of video games in its basic reality, but it’s rather like what happens with the NPCs when the player’s character isn’t around. The inhabitants of Pix try to live peaceful lives and help each other, partly because they know they need to in order to survive. They do receive information and artifacts from the human world, so they tend to get a bit fixated on pop culture. The aim of the game is to foster weird but gentle stories with a touch of pathos and (nonviolent) adventure.

So far the game is looking to be sort of a hybrid of Golden Sky Stories and Apocalypse World, with the twist that PCs are made by combining a Type (the general sort of creature they are) and a Job (what they do). This is kind of like what I was thinking of doing for the possible Adventure Time-inspired GSS setting, though I’m planning to change the basic structure a little more, and have AW-style stuff for naming and describing characters. I haven’t gotten too far into writing up the Jobs and Types (because I need to nail down more of what mechanics there are for Powers and Weaknesses to play with), but I do like how (for example) the Nerd job (which can variously be a super-scientist or just a huge dork) has a “Shipping” power that helps other people become friends.

Although I’ve now created two setting hacks for GSS, I haven’t done all that much tinkering with the actual engine before. Pix thusfar sticks fairly closely to GSS on several points, but parts ways in many others, and I’m trying to simplify certain parts (like connections). On the other hand I want to try for something kind of like Undertale’s Act commands, giving some degree of mechanical support for coaxing and befriending creatures you encounter.

I don’t start a project with a big manifesto in mind, but while Pix started with a burst of random inspiration, I think I want it first and foremost to be a heartwarming game that says “you belong.” The PCs are going to mostly be good-natured weirdos who are kind of broken inside, but need each other. Even when they’re lizards or sentient patches of fire, they’re people with their own feelings, hopes, and value.

Anyway, I have way, way more than enough stuff to take care of just now, but I wanted to do a bit of a brain-dump on this, since I’m finding it so exciting.

Progress Sort Of

I wanted to take some time to write a bit about what I’ve been up to, admittedly in part just to not have that D&D post at the top of my blog. I’d rather think about making and playing cool stuff myself than worry about what’s going on elsewhere, and I have a heck of a lot of cool stuff going on. On the other hand I’ve had some writer’s block and had a hard time getting serious writing done, which is probably a lot to do with why I keep getting ideas for more random projects.

Magical Burst
I’m just about ready to wrap up my first playtest campaign of the 4th Draft. It’s exposed a huge number of issues with the game, and Versions 4.1 is going to take a good amount of work on various fronts. Right now I’m right about to where I need to step back from the project and mull over all the feedback I’ve gotten and my experiences with the playtest. One key thing I’m definitely writing into the GM advice is to let the magical girls have some semblance of normal lives, because that’s where a lot of the tension and drama of the game come from.

Golden Sky Stories Stuff
Apart from stuff like taking care of the few remaining packages that went missing or got returned, the major thing left to do with GSS is finish up the remaining original material. I was able to knock another thing off the to-do list when I found an artist for Faerie Skies, namely Clove, who among other things did the cover and some other art for Inverse World. He sent me the first of his sketches for Ellisandra the elf, and I am ridiculously happy with the results so far.

Dragon World
For some reason I got inspired to look at Dragon World again. This led to spending an evening reading through the 25k or so words I’d already written, and brainstorming more classes. Among others, I’m working on one called the Digital Invader, which is an MMORPG character being mysteriously projected into the fantasy world. I’m also making some minor tweaks to the rules here and there. It’s going to need more playtesting of course, but it’s looking really good, which I guess shows the advantages of building off of an existing system rather than trying to build one from scratch. Also, using this as an excuse to start watching the 52 episodes of Slayers I haven’t seen. I kind of want to Kickstart it, both to get it out into the world and to have the excuse to see what classes and such my various gaming friends and colleagues could come up with. (Ben Lehman already floated the idea of doing either a maid class or something based on Ryuuko from Kill La Kill.) Also possibly custom dice, though of course I’m getting way ahead of myself.

That also has me inspired to look at what else has been going on in the way of PbtA games. Since I already backed the Kickstarter I finally started reading Inverse World, which turns out to be pretty fantastic, particularly in how it evokes the setting. Likewise there have been some really great new third party Dungeon World playbooks like the Princess and the Dashing Hero. Although core Dungeon World seems really good at what it does, some of the third party stuff seems just spectacular, especially for the stuff where they weren’t beholden to D&D cliches. (And that’s before we talk about Monsterhearts, which is just astonishingly good.)

Slime Story
Looking at all this Apocalypse World-based stuff led me to think about the possibility of reworking Slime Story as a Powered by the Apocalypse game. Slime Story is a concept I came up with literally about 8 years ago, a present-day setting where mysterious magical portals have appeared and started dumping cute monsters like something out of a Korean MMO into the world, and while in many places they’re under the control of warlords or corporations, in suburban America a subculture of teenage monster hunters has arisen. The “Slime Engine” system that I’d been struggling to put together may eventually turn into a good base for Slime Quest (my anime/JRPG-influenced fantasy heartbreaker), but the more I think about it the more it seems a poor fit for Slime Story’s weird mishmash of monster hunting and teenage slice of life. Among other things, it definitely calls for a system where many monster fights are routine and come down to a few quick die rolls.

i.hate.everyone
I got inspired to finish and publish i.hate.bronies, the MLP-themed expansion to i.h.e, and further to do a prototype of i.hate.gimmicks, an experimental expansion with a bunch of stuff to try out new mechanics (which I’ll have to do some actual playtesting on). I also got inspired to do a Game of Thrones expansion. I was going to call it i.hate.thrones, but I realized that i.hate.joffrey might be a better name. It’s coming along slowly though.

Sharkicane vs. Dolphoon
Not an RPG thing, but after watching the RiffTrax Live of Sharknado I got inspired to write this incredibly weird story. The sharks are using dark magic to summon up the Sharkicane, and the dolphins may be our only hope. Also, I realized that the reason the people are being so slow and dumb when they should be evacuating right away is because the sharks’ sorcery has dulled their wits.

Beyond Otaku Dreams
And for an added bonus, reading Epidiah Ravachol’s Swords Without Master (in Issue 3 of Worlds Without Master) got me thinking about Beyond Otaku Dreams. It’s a game I really want to make happen, as it’s based on personal experiences far more than any other game I’ve done. SWM has this intriguing thing where you roll to set the mood as either Jovial or Glum (with passing the dice around the table being an important part of how you play the game), which put me in mind of how Beyond Otaku Dreams is about a collision of Hope and Delusion. It’s incredibly tricky to figure out, since it needs to be a simple but carefully-made mechanism for group storytelling, and it generally gives me a feeling of trying to build a castle in the air.

May Status Update

I Want to be an Awesome Robot
IWantToBeAnAwesomeRobot[smallpdf.com]
The book is done! It’s up on Amazon (POD) and DriveThruFiction (POD/PDF). It is the fruit of something like 3 years of work, ranging from free-flowing satire to profound acts of creative masochism (like the list of 700 catgirl names and the Today in Geek History calendar).

I already started working a little bit on the follow-up, Most of My Friends Are Potential Supervillains (Subtitle: A Book of Humor, Almanackery, and Darkness), which will cover such diverse topics as villainy, board games, sports, more Secrets of Silicon Valley, places I have never been, and possibly that mini choose your own adventure thing I never finished for the first book.

i.hate.everyone
IHE-previewMy weird tasteless party card game, i.hate.everyone, is up for sale on DriveThruCards. Since it’s print on demand and the came has 380 cards, it’s pricier than I’d like, but them’s the breaks. I got Clay to do graphic design for the fronts and backs of cards, and I used InDesign’s Data Merge feature (following Daniel Solis’ great tutorials on the subject) to automatically slot the text into the cards. I currently have two core sets: i.hate.everyone (the normal version), and i.hate.fandom (the geeky version). I also made free print-and-play versions of both, and they’re in the little 2″x2″ format so you can shuffle them into your homemade CAH set if you really want too.

For now the plan is to keep doing it as a POD (with free PNP) thing, and to expand and experiment. Professional publication is a possibility, but it’s not something I’m going to actively pursue until I get several other projects out of the way.

Golden Sky Stories
On the general GSS front, apart from a tiny handful of lingering shipping issues, I’m first and foremost trying to wrangle the remaining PDF material, while my business partner Mike is working on going to local conventions and looking for interesting new avenues to sell the book and otherwise reach people.

The big thing that will doubtless make some non-backers happy is that we’re actively working on getting a bundle of stretch goal material ready for retail sales. I decided to combine the five new character types, two of the scenarios, Allen Varney’s “Henge Sweets” piece, and the two prose stories into a PDF product called “The Colors of the Sky.” The quantity of material puts it about on par with the Japanese GSS supplements. Other stretch goal material will depend on when it’s done and what form it makes sense to put it into.

I also got back into translating the remaining supplements. I’d gotten a good amount done (including the Elder Henge rules), but between Hitotsuna Komichi and Kore Kara no Michi there’s five or so scenarios, a replay, another character type (a more detailed writeup for humans), and some stories that recount the history of Hitotsuna Town. (Which is really interesting so far, but also a lot of work to translate.) I already finished translating Mononoke Koyake a while ago, but editing is taking time.

Fantasy Friends
The big new thing I did with Fantasy Friends was to finish up the set of 36 magic items (enough to fill a d66 table). Making magic items for GSS was a major challenge both because I was breaking new ground with the system, and because through fiction and RPGs magic items that aren’t meant to cause harm in some way are the exception to the rule. I went through all 1600 pages of the AD&D Encyclopedia Magica books,[1] the GURPS Magic Items books, and lots and lots of Wikipedia pages. The big thing I started doing that created more work for me but also made the whole thing better overall was to include a few Story Fragments with each one. The easier those flowed, the more sure I was that I had a promising idea for an item.

I’ve also found an artist for the book. I’ve already sent him a set of instructions and sketches for the designs for the six signature characters, and I’m hoping he can give Fantasy Friends its own distinct feel, a little different from core GSS, but still just as heartwarming.

For Faerie Skies meanwhile I’ve mainly been doing some tweaks, especially those based on backers’ feedback on making its depiction of the English countryside a bit more authentic (but still idealized and idyllic, and taking a few liberties with the mythology). We’re still trying to find a suitable artist; if you know (or are) an artist who might be a good fit please feed free to contact us.

Magical Burst
IMG_1025The fourth draft is nearly ready for release. I decided I wanted to do some playtesting first, and this turned out to be the right idea, since I found several small but important changes to make. One of the smallest in terms of the word count involved but big in terms of its impact on play was that instead of players being able to take up to 3 Overcharge to get extra dice on every magical roll, I turned that ability into a “Boost” move that’s limited to 3 times per scene. Giving everyone so many second chances was cumbersome in play, and limiting how often a player can use it seems to be a good way to keep that element without making it so overwhelming. The youma rules still need some more work too, mainly in figuring out how to give them abilities that are both interesting and make them into good “boss” enemies.

Surprising no one, the most recent additions is yet another table, for stock NPC archetypes to use when setting up relationships. I’m also putting in a series of “strategy guide” sections, with tips to help players better understand the whys and hows of the rules, and play more effectively. That covers a variety of topics, including stuff on how to more easily keep track of stuff at the table. One thing I came up with is that since the game uses the Marvel Heroic style initiative system (where the current person passes initiative off to someone else), I started giving each player an “action token” (and as many tokens as the youma has actions per round for it), which they turn in when they take a turn, so that it becomes much easier to keep track of who has and hasn’t gone.[2]

This will easily be the biggest revision to the game, but it’s also much closer to being the game I want it to be. The game has enough subtleties and moving parts that need fine-tuning that it’ll need some fairly intensive playtesting to fully finish it, but I’m hoping to complete it and in 2015 make it Star Line Publishing’s first fully original RPG.


[1]In PDF form. I’m tempted to see about getting the actual printed books, but (1) they’re not cheap these days, and (2) I really have way too much stuff and I’m trying to at least get more digital rather than physical stuff.

[2]The lack of thought about that kind of thing is one of my big criticisms of D&D4e, which I otherwise like a lot.

Yaruki Zero Podcast #23: The Trumpet

ykz_023

Yaruki Zero Podcast #23 (26 minutes, 51 seconds)

Listening to way, waaaaay too much of The Bugle (a comedy news podcast by John Oliver and Andy Zaltzman), I wound up doing a YKZ podcast that’s a weird mix of my usual blather and some weird attempts at humor. I talk in silly bullshit mode about the Super Bowl (be sure to check out the Breaking Madden Super Bowl) and some weird stuff from the news, and in normal mode about i.hate.everyone and Kickstarter stuff. (And you should totally check out The Whispering Road, Dice Empire, and Japanese: The Game.)

This podcast uses selections from the song “Click Click” by Grünemusik, available for free from Jamendo.com. If you like the song, consider buying some CDs from Nankado’s website.

Caricature of Ewen courtesy of C. Ellis.

Yaruki Zero Podcast #22: 2013 in Review

ykz_022

Yaruki Zero Podcast #22 (39 minutes, 42 seconds)

2013 was quite a year for me, plus I haven’t done a proper podcast in ages (literally over 2 years…), so I decided to do an overview of my year, covering the Channel A and Golden Sky Stories Kickstarters, Maid RPG, Fate and Adventures of the Space Patrol, Destiny Dice, Beyond Otaku Dreams, and a few other odds and ends.

This podcast uses selections from the song “Click Click” by Grünemusik, available for free from Jamendo.com. If you like the song, consider buying some CDs from Nankado’s website.

Caricature of Ewen courtesy of C. Ellis.

A General Update

I had started writing a design journal post about Fantasy Friends, and then I realized I had made such a post before and I was mostly rehashing stuff I’d already written about. In a way that kind of typifies a lot of what’s been going on with me in terms of game design: there are a lot of things I have more or less figured out in my head but still need to finish doing the actual writing and such. I think that has a lot to do with the Golden Sky Stories Kickstarter eating up so much of my time, but the good news is that for the purposes of the actual shipping of physical goods part my own work is very nearly done. All of the many physical items are variously already at the warehouse, on their way to the warehouse, or will be going to the warehouse once printing is done. All that’s left for me is to post some updates and handle letting backers update their mailing addresses when the time comes. After that we still want to get the remaining PDF stuff done in a reasonable amount of time, but it’s not going to be nearly as much pressure. Anyway, I decided to write a blog post about what I’ve been generally working on.

Friday Knights
One of my major projects right now is Friday Knights, a playset for the currently-Kickstarting Costume Fairy Adventures RPG, the inaugural product from David J. Prokopetz’s Penguin King Games. The game is about cute fairies who wear costumes that give them magical powers (there’s a deck of costume cards) and how they generally get into trouble. I’m writing a scenario/playset where your fairies wind up in a house where there’s a D&D game going on. I’ve made a good start on it, but there’s plenty of writing left to do.

Adventures of the Space Patrol
The other day while googling to see what people were saying about Golden Sky Stories I came across something that gave me pause. Someone had pointed out that in describing the Space Agents I had portrayed the male characters in a variety of ways, but managed to talk about pretty much all of the female characters in terms of being young and pretty. I’ve generally been trying to be better about inclusiveness and diversity, both to better serve my audience and to challenge myself to break dumb cliches, so it caught me off guard that I’d managed to do such a thing without even realizing it. On the plus side, that promptly gave me the idea to make Billy Smith’s mother a playable character, which is a dynamic that you pretty much never see in RPGs. Generally tweaking and playing around with the other characters is also going on my to-do list for the next revision of the game, whenever I can make time for it.

I’m also planning to include more robust rules for creating original characters. While I like having premade ones in many different ways, it seems pretty clear that a big chunk of the RPG audience wants the ability to make solid original characters. I also picked up the Fate System Toolkit. It’s packed with all sorts of ideas, but the one that interests me most is Conditions, though I’m not at all sure whether they’re really the way to go. Something to experiment with in playtesting.

Magical Burst
A few people have been asking about Magical Burst. It’s another one of those projects where I’ve pretty much figured out what I want to do, but need to find the time to actually do it. That puts it pretty much at the top of my list of things to do when GSS isn’t eating up quite so much of my life. I also need to find time to sit down and watch more of the magical girl anime that’s come out (the Madoka movies, Day Break Illusion, Fate/kaleid liner Prisma Illya, and I’m sure I’m missing something). Of my many neglected projects Magical Burst is easily the one I most want to make happen, and a Kickstarter is a very distinct possibility once I get the rules nailed down. (Though after my experiences with GSS, I’m definitely going to keep extras and stretch goals on a tight leash next time around.) As I mentioned before I want to continue having a free version of Magical Burst available, something along the lines of how Anima Prime has a no-frills free version and a fancy book with illustrations and such.

Other Stuff

  • I haven’t gotten around to posting it, but I did a revision of America’s Next Top Reality Show, making it so that each card has two title words, plus a demographic listed between. That way the game has 144 title words out of a 72-card deck, and doesn’t need for the players to have dice on hand. The game is working pretty well, though it has a very different energy from Channel A, plus we tend to feel kinda dirty after playing it, in a way that doesn’t happen even with Cards Against Humanity. ANTRS parodies something really prevalent in our culture right now, and potentially in a pretty cutting way, since sometimes it does feel like reality shows use some kind of randomizer.
  • Fighting Fighters Coliseum is the title I’m tentatively giving to a game that’s going to be a kind of successor to Channel A, still a party game, but with a little bit more in the way of rules. The idea is that instead of titles, you assemble your final attack name from words on cards. The game would also have a set of character cards, which double as both player avatars and opponents, with different special abilities for both. There’s still some details to work out, but putting together a list of words from special attacks was pretty much just a matter of culling through lists of such.
  • Something’s going to be happening with Maid RPG soon. Nothing earth-shattering, but something. I should be revealing it in about a month or so.

Fantasy Friends Design Journal

The other day I sent the first draft of Faerie Skies out to backers, along with a request for fans who are from the UK (or just knowledgeable about it) to offer feedback on how I portrayed the English countryside. Thankfully it looks like it’s mostly small details that I missed, and not anything really huge or offensive.[1] As I said in the backer update I’m more of an anglophile than the average American, but I’ve nonetheless lived in California my whole life. On the other hand I’m definitely going to take some liberties with fairy lore, just as Kamiya did with Japanese myths. This is partly because I basically have to make something that works with the GSS rules, and partly just to better fit with what I think would be more fun. Faerie Skies is going to need some fine-tuning and some more playtesting and such, but in the meantime I’ve been working on Fantasy Friends, mainly because being productive helps me not be crazy anxious about the whole Kickstarter thing.

monster_manualLooking through old Monster Manuals (and the Fiend Folio and Monstrous Compendium and such) for monster ideas was kind of daunting. In AD&D1e the monsters are for the most part terribly vicious things, many of which basically exist because an evil wizard figured out a demented new way to kill incautious adventurers. WotC’s takes on D&D focused that much more on monsters that you fight, and at times it seems to be full of angry, spiky, glowing things, especially in the higher-numbered books. Navigating the game towards having friendly versions of beholders and gelatinous cubes make sense feels a bit daunting, since unlike with more classic mythical creatures the D&D monsters have very seldom been made friendly. (Rusty and Co. is pretty fun though.) Fox spirits could be downright terrifying in Asian myths,[2] and the old, unvarnished fairy lore reads like a long list of things to stay away from if you want to stay alive, but the works of fiction around them make them relatively easy to picture as friendly. (And with fairies, the friendly modern version is now more prevalent, so there’s a lot more about happy pixies and elves and a lot less about Jenny Greenteeth eating children.) In GSS, the henge’s self introductions usually address the myths about them, and in some cases they “debunk” the myths. This is especially true of Kuromu the cat henge, who wholly rejects the veracity of folk tales about bakeneko and nekomata and such.

I realized that for the creatures I want to put into Fantasy Friends I essentially need to carry out this same process, though I have to start a little further back as it were. Under the influence of anime and Discworld and such (plus looking at real life), I hit on the tack that in this fantasy world most beings basically just want to live their lives, and it’s mostly politics, ignorance, and misunderstandings that keep them apart. Without that Dark Lord jerk mucking things up, the so-called Forces of Darkness would just be people (with a rather broad definition of people) being more or less decent to each other. For people in an unremarkable little village, the sight of a beholder or whatever is still quite a shock, but ultimately coexisting is better than fighting for everyone involved.

From WotC's Monster Slayers kids version of D&D
From WotC’s Monster Slayers kids version of D&D
I also ended up using Mononoke Koyake as my template for how to approach the new set of character types. In MK, each character type has a whole two extra pages that lay out basic info on the character type, eight or so possible reskins, the rules for how they transform, and advice on naming. This was basically the only way to even make a dent in the possibilities presented by “monsters from D&D and similar fantasy works.” I had considered doing something like this for Faerie Skies, but found that it didn’t really feel necessary, as the different types of fae didn’t lend themselves to there being too many sub-types. For D&D-type monsters on the other hand I ended up with things like an Aberration character type, which covers beholders, rust monsters, chimeras, and so forth. The others are Constructs, Dragons, Elementals, Shapeshifters, and Slimes. Some of these can be quite powerful in D&D terms, but then this is where the way that GSS operates somewhat orthogonally to typical RPG concerns is very helpful. In GSS’ later supplements there are new character types like the Elder Henge that have some very potent powers (snake henge actually have some powers that affect time!), but a power that costs a full 20 points of Wonder is unlikely to be usable until the story is winding down in the first place. And perhaps more importantly, when the final objective is to help people and heal relationships and such, special powers only go so far in the first place. I’ve seen Powers like Peek Into Hearts undo a GSS scenario’s Gordian knot, while flashier powers go unused.

One thing I’m adding in that’s pretty much new for GSS is magic items. In game terms these would basically be a “container” for 1-2 Powers and possibly a Weakness, and in story terms they’d essentially be a plot element roughly on the level of an NPC. Characters wouldn’t just own random magic items, but an item could play an important role in the story. Very much like with Faerie Skies, I’m rounding out the book with a sample town (“Grassdale”), some story seeds, and some new NPCs. So far the NPCs are basically just the archetypes that a fantasy town calls for, such as the priest, innkeeper, and hedge wizard, not to mention adventurers.

Overall it’s kind of surprising how different an energy this project has from Faerie Skies. Fantasy Friends is RPG-style fantasy, and while there are some tropes I want to hit, I’m basically making stuff up, whereas for Faerie Skies I culled through about a dozen different books for reference, from classic literature to recent RPGs. Not having to worry about getting a real-life culture right is also rather freeing. The tricky part is the volume of stuff I have to tease out to create a GSS character type. For fairies coming up with 12 powers and 6 weaknesses was basically a matter of digging until I found enough ideas in fairy lore, while D&D monster writeups tend to have relatively few things that can work as GSS-style powers, and in many cases not a lot of other source material on account of having come from the game with little to no basis in myth. Fantasy Friends also feels a lot more like I’m subverting a genre.[3] Taking something with violence at its core–in some cases so much so that it can obscure everything else–and making a nonviolent heartwarming version is challenging yet oddly appealing. Anyway, I should actually get something done instead of sitting here blogging about it, so I’ll stop here.


[1]People do seem to take the names of British pubs very seriously, though I assume that’s in part because British pub names are awesome.

[2]This is especially true of the Korean version, the kumiho.

[3]Though with this and Retail Magic and Dragon World that seems to be becoming a pattern with me.

Faerie Skies: Design Journal

The pre-release of the Golden Sky Stories PDF is off to backers, which means that people are getting their first taste of the full version of the game. (Also, Channel A has reached most backers, and is now available in the Asmadi Games web store.) We have a ton of stuff to do yet (a good portion of which is in other people’s hands besides mine just now), but I wanted to take some time to talk about what I’ve been doing with Faerie Skies, the first of the two alternate settings I’m developing for GSS.

For Faerie Skies I’m sticking very close to the basic rules of Golden Sky Stories, essentially adding fae as a new group of character types and providing supporting material to go with them. The challenges then are more aesthetic than mechanical, since I’m setting myself the task of creating a suitable take on fairies out of the great mass of folk tales and their many reinterpretations. There are certain major archetypes of fairies, but once you include all the regional variations (even just within the British Isles) there are literally hundreds of different types, often with oddly-spelled Celtic/Gaelic names.[1] With some help from a friend who’s well-read on the subject I’ve settled on a set of six character types: brownies, elves, gnomes, nymphs, pixies, and pucas. The aim is to put together a set of archetypes that cover a reasonably wide range of types of fairies while avoiding a lot of the decidedly non-GSS elements of the folklore. The original folk takes are largely a series of warnings; “stay the hell away for faeries” is the most common moral. I don’t want to wholly go into Disney Fairies territory, but I also need to make something heartwarming for GSS.

I_samma_ögonblick_var_hon_förvandlad_till_en_underskön_liten_älva

In Faerie Skies, elves are specifically the faerie nobility, the Tuatha de Danaan and such, beautiful, magical, and melancholy. Gnomes are workers and creatures of the earth, nymphs are nature spirits (which can be water spirits, wind spirits, dryads, etc. depending on how you flavor them), brownies are helpful household fae, and pucas are shapeshifters with animal traits. On top of that there will be guidelines for using henge and mononoke to create other faerie characters. A cait sith can simply be a cat henge, the Black Dog can be a dog henge or a michinoke (or a bit of both) depending on how you flavor it, a will-‘o-the-wisp is hands-down a michinoke (and basically a Western equivalent of a hitodama), and so on.

Teasing out enough material to come up with 12 powers and 6 weaknesses for each character type is one of the more difficult parts, since creatures from folk takes tend to alternately be totally vague or flagrant deus ex machina in terms of the special powers they display. Elves and pixies[2] have been fairly easy to come up with traits for, while brownies have been a lot harder. On the other hand the sum of fairy lore has more potential ideas for powers and weaknesses than even the 108 slots I get from 6 character types, and I may end up making some optional powers and weaknesses players can slot in to further customize characters. (Which is actually the approach they took for the Touhou Yuuyake Koyake book.)

Faerie Skies is also going to include a selection of NPCs, similar to the archetypes included in the GSS rulebook, where they’re not so much character writeups as a delivery system for plot hooks. Some of these are simply more Western/British character types (like the Vicar), while others are people with distinct relationships to the world of the fairies (like the Sighted, who is touched with the ability to see through fae illusions). Tony DiTerlizzi and Holly Black’s series of children’s books The Spiderwick Chronicles is turning out to be an excellent source of inspiration for how it shows different ways human characters can interact with fairies.[3] Along with the people I’m putting in some animals (like sheep) and faerie creatures (gryphons, unicorns, the White Stag) that might play a role in stories. I’d like to do a writeup of an English town too, though being an American city kid makes that quite a challenge.

Digging into fairy lore and works of fiction for ideas has been a pretty interesting experience. RPGs instilled in me an interest in mythology,[4] and while I wasn’t more interested in fairies than other kinds of mythical creatures (and maybe less so than the likes of the tengu), I always found them interesting, enough so to inspire a flirtation with Changeling: The Dreaming. I’ve also been rediscovering things like the movie Labyrinth that I haven’t been near in ages. All in all this is proving to be a really fun project, though there’s still quite a bit of work to do all around.


[1]Having been a victim of an oddly-spelled Gaelic name my entire life, the likes of the Cait Sith and Gwragedd Annwn have my sympathy.

[2]I’m using the word “pixie” in the modern sense here. In the actual folk tales a pixie is a kind of brownie, and to the extent that the little people with fluttering wings are a thing, they’re more typically called sprites.

[3]It also doesn’t hurt that Mark Hamil did the voices for the audiobook.

[4]Thinking about it now I’m feeling a little nostalgic for trips to the Sunnyvale library, which had among other things a bunch of AD&D books and stuff like Folk Legends of Japan.