Castle Quick Take for the Root RPG
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The blog for news, events, releases and commentary from Castle Perilous Games & Books. located in downtown Carbondale IL. New posts every Monday and Wednesday.
Castle Quick Take for the Root RPG
https://youtube.com/shorts/q7lVB-8E8Vc?feature=share
One of the most unique RPGs to have come out in the past few years is Alice is Missing. For those not familiar with the game, released by Renegade Press, it is a gamemasterless RPG, played silently by the participants, who only communicate through text messages. The Facilitator sets everything up and plays the role of Charlie Barnes, who returns to the town of Silent Falls inquiring about the whereabouts of their friend Alice Briarwood, from whom they have not heard in three days. Charlie reaches out to the other players, who take the roles of Alice’s other friends, who then work together to figure out what has happened to Alice. As all the communication in the game takes play via group and individual texts, every player must have a phone. The game itself only comes with a copy of the rules and the clue cards, which help determine what happened to Alice. A lot of the material, such as the timer, character sheets, soundtrack and props are provided online, meaning that players must have access to at least one computer during the game session. The game takes about 90 minutes to play, with the counter indicating when clue cards get flipped over to provide more information about what happened to Alice.
Given the topic, a missing teen age girl, Alice Is
Missing spends a lot of time on player safety, telling players to determine
Lines (subjects which should not be discussed in the game) and Veils (subjects
which can be mentioned but not described in detail). There is also an X-card,
which a player can play, or type X into the chat, to remove a topic from the
game. Players are then given their characters and time to look them over and
the timer is then started. Over the
course of the next 90 minutes, every 5 or 10 minutes the timer prompts the
reveal of a clue card. At 30 minutes, the suspect cards are gathered, and one
is revealed as the person responsible for Alice’s disappearance, at 20 minutes,
a location card reveals where she is and at 10 minutes, another card reveals
Alice’s condition. During the game, players are never at the same location at
the same time, giving a game reason for texting. Likewise, players are
encouraged to “Make Stuff Up” if it stays within the narrative of the game and
moves it along consistently with the cards revealed. The game requires players
to adopt the motives and relationships of their characters, meaning the more
role playing each incorporates into the game, the more enjoyable it becomes.
Though the big two, Dungeons & Dragons and the Pathfinder RPS get all the attention, there are a number of second tier RPGs that quietly sell, day in and day out. At our store, that’s Shadowrun. Released back in 1989, we’ve carried it since before the store opened, when we used to do conventions and mail order only. One of the few times I remember seeing a crowd of gamers running was at GENCON in 1992, when the release of the 2nd edition of the Shadowrun rules was released. FASA announced only a limited number of copies available at the show. For some reason, I was in the exhibit hall when the doors opened and watched as a couple of hundred excited games ran through the aisles towards the FASA booth, hoping to score a copy of the 2nd edition rules. The only other time I have seen that much excitement over a game release was when TSR finally released the Temple Of Elemental Evil back in 1985.
Since then , Shadowrun has sold steadily for us, to the point we try to keep 2 to 4 copies of the core rulebook on the shelf at any one time. The only other RPGS in the store that get stocked to that depth are Dungeons & Dragons and the Pathfinder RPG. In fact, because of sales, Shadowrun and Pathfinder are the only two RPGs that we stock all of their hardback sourcebooks 2 to 3 deep at all times. Even Dungeons & Dragons (4th edition anyhow) doesn’t get stocked that deeply (mainly because there are a lot more hardbacks for D&D than for either Pathfinder or Shadowrun). Looking at the shelf at the moment, we have nine Shadowrun hardbacks in stock and another 9 or 10 paperbound books. They sell. Week in and week out, they sell for us and justify the shelf space and inventory. We average sales of 3 to 5 of each new sourcebook when they hit the shelves (campaign settings and adventures not nearly so well) and have to restock two to three assorted hardbacks weekly, so this is a line that really gets hurt in our store when a book goes out of print, as happens way too often with the line. Looking at our records, we have sold 6 copies of the rulebook since the beginning of the year and this is of an edition that cam out almost three years ago.
We will be open regular hours Memorial Day. If you attend the Carbondale Memorial Day Celebration at Woodlawn Cemetary, bring in your program afterward for a free bottle of water or can of soda. Also with your program, purchase $25 of Magic, Yu Gi Oh or Pokemon and get a promo card for the game. Purchase $50 of RPG materials and get a free set of dice.
If you ever plan to publish a print copy of an RPG, Indie Press Revolution has some tips for you.
1)
. Bits ‘n
Mortar doesn’t get nearly enough publicity as it ought but this consortium of
small RPG publishers still has their program in place, allowing registered
brick and mortar retailers to give a PDF of their products to customers when
said customer purchases a hard copy of the RPG.
We have customers who purchase Crucible 7 and Arc Dream RPG products
specifically from us on a regular basis specifically because we participate in
this program.If you Purchase a small press RPG from us, ask if it falls under the Bits n' Martar program as you could get a free PDF of the book if it does.
Every notice how most designers have one really successful game in them? Although known as the creator of Magic, Richard Garfield has created a number of other games, none of which have attained the popularity of Magic. Gary Gygax co-created Dungeons and Dragons, along with Dave Arneson, which created the RPG industry. Both men went on to create other games but none every acheived the popularity of D&D. Brotherwise games has released several other games besides Boss Monster, but any Boos Monster supplememnt will outsde any of their new games. Even the creator of Wingspan, Elisabeth Hargraves, failed to achieve major success with her second and third game releases.
Marvel has announced the Marvel Multiverse RPG for release in 2022 . Not suprisingly, there will be three differnt covers. I am just suprised there are not 7 or more and that one is a 1:25 variant copy.
By my count this is at least the third Marvel RPG that has released. TSR did one back in the 1980s. Wizard Publications put one out about 10 years ago and Margaret Weiss Productions released one about 5 or so years ago. There may have been one or two others but if there are, I do not remember them.
The MCU and super heroes in general, have always been hard to replicate in RPG form On one hand, you have characters with power off the charts like Superman and Thanos and on the other hand you have "street level" heroes like Elektra and Robin. How do you make a balanced system that allows players to create both types of characters? I still think Champions was one of the best RPG systems for accomplihing this and even it would not easly let you make a Hulk-type character.
Showing just how popular D&D has become, the career website Zippia jsut posted a column on the states that play the most and least D&D as well as the most popular character classes. The state tha tplays the most D&D per capita is Utah, the least is New York. Given their relative population sizes that makes sense.
Based on internet searchs, the most popular characer class is monk, followed by ranger and druid in a dead heat. Given that the rankings are based on internet seraches, it might just be that those are the classes most people have questions about and, ergo, they launched a search for info about them.
Though , Dungeons & Dragons and to a lesser extent today, the Pathfinder RPG get all the attention, there are a number of second tier RPGs
that quietly sell, day in and day out.
At our store, that’s Shadowrun.
Released back in 1989, we’ve carried it since before the store opened,
when we used to do conventions and mail order only. One of the few times I remember seeing a
crowd of gamers running was at GENCON in
1992, when the release of the 2nd edition of the Shadowrun rules was
released. FASA announced only a limited number of copies available at the show.
For some reason, I was in the exhibit hall when the doors opened and watched as
a couple of hundred excited games ran through the aisles towards the FASA
booth, hoping to score a copy of the 2nd edition rules. The only other time I have seen that much
excitement over a game release was when TSR finally released the Temple Of
Elemental Evil back in 1985.
Since then , Shadowrun has sold steadily for us, to the
point we try to keep 2 to 4 copies of the core rulebook on the shelf at any one
time. The only other RPGS in the store that get stocked to that depth are Dungeons & Dragons and the Pathfinder
RPG. In fact, because of sales,
Shadowrun and Pathfinder are the only two RPGs that we stock all of their
hardback sourcebooks 2 to 3 deep at all times.
Even Dungeons & Dragons (4th edition anyhow) doesn’t get
stocked that deeply (mainly because there are a lot more hardbacks for D&D
than for either Pathfinder or Shadowrun).
Looking at the shelf at the moment, we have nine Shadowrun hardbacks in
stock and another 9 or 10 paperbound
books. They sell. Week in and week out, they sell for us and
justify the shelf space and inventory.
We average sales of 3 to 5 of each new sourcebook when they hit the shelves
(campaign settings and adventures not nearly so well) and have to restock two
to three assorted hardbacks weekly, so this is a line that really gets hurt in
our store when a book goes out of print, as happens way too often with the
line. Looking at our records, we have
sold 6 copies of the rulebook since the beginning of the year and this is of an
edition that cam out almost three years ago.
We still have some patches left from DCC Day so come in tomorrow and for every $50 you spend on RPG books, dice or miniatures, you can select one patch.
Remember the Teenage Mutant Ninja Turtles from your youth? The Teenage Mutant Ninja Turtles and Other Strangeness RPG released in 1985, two years before the cartoon and toys swept the nation. Palladium Books was the first company to recognize the potential impact of the Turtles and was the first company to ever license the rights to them
In the 1990s, buoyed by the success of the Forgotten Realms campaign setting, every publisher that designed a fantasy RPG decided it also needed a setting for the players to adventure in. Ergo, ICE decided to release Shadow World as a campaign setting for its Rolemaster (or as it was known back 25 years ago, Rulesmaster or Chartmaster) RPG. Eilodon City in the Sky was a city setting for Shadow World. Moderately well received and reviewed, Shadow World never gained much traction , even among Rolemaster players, who prefered to use the rules in their own games. Rather surprised to see this second edition of Eilodon come in with books in an RPG collection we purchased as we had never heard of it and it seemed to slip under the radar.
Lest you forget, there are a number of RPGs beyond D&D and many of the most popular are not published in English. Warhammer Fantasy Roleplay dominated the RPG scene in Great Britain for a number of years and The Dark Eye, from what I understand, is still the most played RPG in Europe.
In Japan, the breakout RPG was Tenra Bansho Zero. Based on an original world of technology and magic, the game includes concepts drawn from Kabuki theater and manga. You can read more about it here.
Back in the 1990s, West End Games came out with a line of games based on various media properties including Necroscope, Indiana Jones (once they got the license from TSR) and Xena and Hercules. Surprisingly, the company did not use the d6 system it had developed for use with the Star Wars RPG (another license) but developed another system based on custom dice included with the game.
Unfortunately, as with most licensed properties, once the series lost steam, so did the rpg.
Hammer’s Slammers RPG Campaign Setting published by Mongoose
Publishing
Mongroose Publishing got its start in 2001 as a publisher of
OGL (Open Gaming License) supplements for
the Third edition, and later 3.5 edition of the Dungeons and Dragons
role playing game starting with the Quintessential Series (Fighter, Rogue,
Druid, etc.) along with a series of OGL books focused on general themes
(Horror, Steampunk, Wild West ,etc), all of which did pretty well during the
prolific release of OGL material for the D&D system. Shortly after WTOC
released D&D 3.0, players demanded massive amounts of material for the
game, which publishers like
Mongoose sprung up to supply. As a glut
of OGL material started to swamp the market, OGL publishers either closed up
shop or pivoted into publishing other material that the companies felt players
would demand. Mongoose decided to take a three pronged approach, releasing
miniature rules and miniatures (Victory at Sea, Mighty Armies, Noble Armada), taking
previously released RPGs and producing them in an upgraded and revised format
(Macho Women with Guns, Traveller and Paranoia) and licensing media properties
(Babylon 5, Conan, Slaine) for campaign sourcebooks, either under the OGL or for one of the other rules systems for which it had the rights to produce
materials. Hammer Slammer’s falls into the third category.
Hammer’s Slammers is a 208 page campaign setting based on
the novels and short stories written by David Drake and using Mongoose Publications updated Traveller
rules system. In Drake’s fiction, humanity has spread throughout the stars and
colonized hundreds of worlds. However, the bonds that once united that same
humanity have grown weak and the galaxy
has plunged into trade war, civil war and anarchy. Warfare is dominated by
regiments of iridium armored tanks,
powered by fusion engines and armed with powerguns . However, these tanks are
so expensive to run and so complicated to maintain that few worlds can afford
them, giving rise to dozens of mercenary tank units, fighting for whichever
planet pays them the most, often taking fees of a quarter of the planet’s GDP.
Players take on the roles of tank crews and specialists, doing battle as part
of the best known and most capable tank unit in the galaxy: Hammer’s Slammers.
As mentioned earlier, Hammer’s Slammers, released in 2009,
uses the Traveller rules system for character creation and game play so
gamemasters and players need to have a working familiarity with that system.
The sourcebook starts with a brief (really brief) look at the setting that
covers the galaxy in less than six pages. Similarly the business of being a
mercenary gets covered in another 6 pages. Character creation allows the player’s
character to go through multiple terms in the Army or a Mercenary career ,
adding skills and benefits as they go. There is also a detailed look at the
history of the Slammers and write ups on notable characters from the series.
Almost a third of the book details equipment, vehicles and vehicle combat Hammer’s Slammers finishes with several pages
of scenario ideas, the outline of a campaign and a short combat oriented
scenario.
For players that like Traveller and want a heavily military
oriented SF setting. Hammer’s Slammers makes a good choice. Unfortunately, it
appears Mongoose overestimated the demand for such a setting as one seller on
eBay has sold dozens of copies at $5 each, indicating a liquidation of the
print run at some time in the past.
The original Dune Role Playing Game was the last RPG from Last Unicorn Games, a comparatively small publisher back in the late 1990s best known for its take on the Star Trek Universe in a series of RPGs as well as its Dune and Heresy TCG. Bought in 2000 by Wizards of the Coast, the company is probably best remembered for the Dune RPG. As part of the agreement under which WOTC purchased Last Unicorn, WOTC agreed to publish LUG's remaining games of which the most notable one was Dune. Despite demand, only 3000 copies were every released, primarily at GenCon 33. WOTC negotiated with the Herbert estate for a second printing but the two organizations could not agree upon terms.
When originally released, The Dune RPG sold for $34.95 but due to scarcity and demand, the available books soon sold regularly for $100-$200 and copies have proven extremely hard to find in the 20 years since the original release as collectors tend to hold onto them.