Showing posts with label Monte Cook Games. Show all posts
Showing posts with label Monte Cook Games. Show all posts

Tuesday, March 16, 2021

The Darkest House

 The Darkest House is pretty cool. And, TBH, pretty scary. 

The Darkest House is a tabletop roleplaying game (RPG) compatible with the game you're playing now. In fact, it's made for it. Quickly and easily convert your existing characters (it takes about five minutes) and use those stats while in The Darkest House. Once the PCs emerge, your players will return to their regular setting using their regular character sheets. The House System is a sort of RPG Rosetta Stone, allowing easy translation into and out of any game system—and even letting you bring characters from different games together.

https://www.kickstarter.com/projects/montecookgames/the-darkest-house

Wednesday, December 9, 2020

Rune of Reconciliation

Howdy! 

Mid-December brings with it a couple of active tabletop roleplaying game Kickstarter campaigns that I'm involved with.

First, we have my friends (and employer) MCG's Heroes of the Cypher System campaign, in which I'll be writing a sourcebook about people with powers called The Origin. As it happens, I wrote a preview here, which takes the form of some secret communications on the dark web. This campaign ends in two days, so if you wanna get in on the super fun, the gap is narrowing

Next, my friend Peter Schaefer is running a TTRPG Kickstarter for his new setting and game system called The Well. The Well utilizes a new, lightweight game mechanic directly integrated into the story of your PCs exploring the abandoned crypts of your people's ancestors, putting down the undead abominations that have risen from their remains, and escaping with as much loot and as few scars as possible.

As it happens, I'll be writing some short fiction for The Well, as unlocked by the very first stretch goal.

You have about two weeks to check out The Well at the time of this writing.

P.S. Wanna see an excerpt from the short story "Rune of Reconciliation" that I've started? Head over to my Patreon, where I've dropped it as a public post!



Wednesday, June 13, 2018

Watch us play Numenera in this new livecast series on Twitch!

If you're wondering what Numenera is, or just want to watch a bunch of excited people (that being me, Monte, Shanna, Darcy, and Sean) play an RPG game, this is for you.

To get you started, watch the first session right here (make sure you expand to full screen so you can see the art panel details, and turn it up just a bit to hear the weird forest background music):


If you like what you see, mark your calendars! We'll be playing this game every other Tuesday at 5 PM PT for the next several months!

Monday, August 14, 2017

Gen Con 2017

What the what? Something's going on this week (called Gen Con), and I'm leaving on a jet plane tomorrow so I'll be there in good time to just miss helping assemble the MCG booth, unless I'm really unlucky ;).

Thursday
MCG Seminar: What’s New With Monte Cook Games with the whole crew, 11 a.m.—1 p.m., Westin: Capitol II Room
Writing 101: Dialogue (Writer’s Symposium) with Bruce, 1–2 p.m., Westin: Chamber Room
Character Craft: Sympathetic Villains (Writer’s Symposium) with Bruce, 2–3 p.m., Westin: Caucus Room
Signing: Bruce & Monte, 3–4 p.m., MCG booth

Friday
MCG Seminar: Designing for the Cypher System with Shanna & Bruce, 11 a.m.—12:30 p.m., Crowne Plaza: Conrail
Rothfuss Worldbuilders charity game of The Strange GM’d by Bruce, 1–5 p.m. (sold out)
ENnie Awards 8–10 p.m.

Saturday
Writer’s Craft: What is the “Writer’s Voice?” (Writer’s Symposium) with Bruce, 11 a.m.–noon, Westin: Chamber Room
Writer’s Craft: Can a Hero be Too Powerful? (Writer’s Symposium) with Bruce, 3–4 p.m., Westin: Capitol I Room
Signing: Bruce & Shanna, 4–5 p.m., MCG booth

Thursday, February 23, 2017

Get Your Strange Box on Kickstarter through March 17th!

One of the first questions we get asked at every convention is whether we're going to do a boxed set for The Strange like we did for Numenera. Because of that, we asked fans of The Strange to let us know how much they'd like to see this. They responded enthusiastically. Since we love The Strange and its fans, we decided to give them the most spectacular experience with The Strange that we can create with a deluxe boxed edition.

As you can probably imagine, we want to make it absolutely beautiful and crammed full of all the coolest extra content we can come up with: character sheets, XP cards with a brand new design, and maybe even a gorgeous cloth version of the Ardeyn poster map, if we hit some stretch goals. We did it once before, and with your help, we’re going to make that dream a reality again, this time to create a deluxe boxed edition of The Strange!

(Already own The Strange? Don't worry—we've got some things that will interest you as well as those new to the game.)

Check it out here: https://www.kickstarter.com/projects/montecookgames/a-strange-box

Tuesday, August 16, 2016

What To Expect From The Invisible Sun Kickstarter

As I write this, it's day 2 of the Silver Sun. Tomorrow, a new sun will rise, marking day 3 of a 34-day Kickstarter for Invisible Sun.

The Invisible Sun crowdfunding campaign is written in the voice of characters who live in the world of the game, those who know our "real" world as a lie; as shadows designed to obscure and confuse.

Writing in voice is great for immersion. But in-character text doesn't directly address gameplay. Which is why there will be updates that aren't written in-character that talk about creating player characters, game mechanics, and so on.

As a for-instance, check out the 2nd update that describes 3 modes of game play for Invisible Sun, or modes, depending on the situation. Each has its use to address certain types of narrative in the game, and each solves certain types of issues that can arise.

Other updates will continue to be in the voices of characters from within the Invisible Sun universe, like those we heard revealed along the Path Of Suns.

Or in other words: More—much more—will be revealed as we walk the Path of Suns to its end, then turn about and retrace our route along the Nightside. Watch, read, and learn, if you care to, about what it means to summon the infamous Black Cube from the void.

Wednesday, June 15, 2016

"Breath Of God," a Gods Of The Fall short story excerpt

Want to know what it’s like to live in the Afterworld, forty-two years after the gods died and the world was ruined? Read "Breath of God," a short story set in the Gods Of The Fall universe, where the world is broken. But a few still look for hope, stand up for what’s right, and try to redeem both themselves and their world.

The following is an excerpt from "Breath of God:"


He trudged along in the dust, pausing occasionally and adjusting the straps holding a massive book that rode his back like some mute ungainly infant. The road was deserted and bone-cold under the moon’s dreaming face. Dim light from the pearly glow surrounding the moon’s disk revealed dead trees, tumbled structures, and the ruins of a failed civilization in all directions except ahead, along the road.

Indignant trumpeting came from somewhere behind him. He looked around. An elephant was catching up to him, but was still far back along the dim track. The swaying lanterns on the carriage fixed to the beast’s back jolted with each step.

He shuffled to the road’s edge and took out his pipe. Red light flared as he set matchstick to tobacco brick. Smooth smoke gave him a moment’s peace from the tome’s weight as he watched the plodding beast advance.

When the elephant finally drew even, it stopped with a jingle of reins.

A craggy female face peered down at him from the sedan chair surmounting the carriage. “Need a ride, padi?”

“Padi? I’m no teacher. Call me Sabien.”


“My apologies. The book you bear . . .”


Sabien adjusted the straps, which were cutting into  his shoulders. “No. I do not instruct. But I’ll take that ride.”

“Two stars,” said the elephant driver. “For that, I will carry you all the way to Corso. Four stars, and you can ride in the carriage. It’s warmer.” The driver’s smile was ingratiating.

Sabien knocked the ashes from the bowl with a tap on his boot heel. “No carriage. I’ll ride with you.” The carriage driver let down a rope ladder, and Sabien joined the woman on the sedan chair. He counted out two gold coins into the driver’s gloved palm.

The driver pocketed her payment and twitched the reins. The elephant heaved into motion. He unbuckled the straps securing his burden, shrugged it around with a relieved sigh, and took the book’s weight in his lap. He leaned his head back against the cracked headrest, closing his eyes. The elephant’s dry, faintly sweet odor somehow made the chill air less biting.

“I’m Bolaz,” came the driver’s voice.

Sabien grunted, his eyes still closed. He hoped she would recognize his desire for silence—

“Lone travelers on the road between Corso and Somorrah are rare. Are you a trader?”

Sabien counted to three, then opened his eyes. “I have an appointment that is long overdue.”

“Oh?” Bolaz’s attention flickered from Sabien to his book.

How many stars to buy your indifference? Sabien wondered. But he grunted in acknowledgment.

“What’s it about? If you don’t mind my asking. It looks important.” The driver’s eyes lingered again on the weighty tome. It was bound between two sheets of blank, yellowish iron. Bolaz presumably couldn’t see the faint nimbus surrounding the book, a nimbus Sabien had only learned to see himself a year ago. The secret silver glow took the form of a single floating symbol: a gust of wind inscribed in silver that never tarnished. For all its beauty, the thing was heavy as guilt.

He rested one hand on the metallic cover. “Important? Yes. But also dangerous.” He guessed that Bolaz was nearing sixty. She’d known the gods before the Fall. Maybe she fondly recalled the magnificent time that Sabien, only eighteen, had never known. If so, perhaps she wouldn’t turn him over to the first Reconciliator they saw in Corso if he told her the truth.

Because, more than anything else, Sabien wanted to tell his story.

------

If you liked that, you can continue reading the "Breath of God" here.

Want to know more about Gods of the Fall, an RPG setting using the rules of the Cypher System? Get a copy for yourself, or at least check out the free preview here.



Tuesday, May 24, 2016

Bodies In Translation – Gear and Foci vs. Stat Pools In The Strange

In The Strange, player characters travel into limited worlds called recursions; seeded from myths, novels, movies, and comics. Each time a PC steps into a new world, their body and mind adapt so that they become part of that world in a process called translation. For example, when Katherine Manners translates from Earth to the fantasy recursion of Ardeyn, she gains a general understanding of that world and its languages and arrives wearing appropriate clothing.


An oddity of translation is that—except for cyphers—travelers don’t take their gear with them. Instead, their gear goes into abeyance. It isn’t lost; the gear is returned to travelers the next time they come back to a previously visited recursion. Continuing the previous example, when Kate returns from Ardeyn to Earth, she doesn’t bring back the magic implements, spirit companions, or gold coins she found on Ardeyn. On the other hand, she regains all her gear from Earth: her trusty revolver, her fractal arm tattoo, her Earth clothing, as well as her expensive smart phone.

On the other hand, your character's stat pools remain constant between alternate worlds. How does that work? (Answer: Check out the full blog at the MCG site where it just went live.)

Tuesday, February 23, 2016

Breathing Life Into Your RPG Encounter

The job every GM faces is to immerse the players in the make-believe world of your setting. You can do that in lots of different ways, but in an article I posted at MCG titled Breathing Life Into Your Encounter, I focus on a few strategies for bringing a specific scene to life for your players.

For example, I stress how when your player characters enter an encounter, don’t hide what’s important about the encounter behind less-important minutia. For example, if PCs exploring a ruined cathedral enter a chamber containing a two-headed wolf sleeping in the nave, lead with the wolf. Don’t start out describing the room’s dimensions and the number of windows. Those details can come afterward.

More? Check it out the entire article here, which lays it out in "5 Easy Steps" :).


Wednesday, November 25, 2015

Strange Revelations: Ten Instant Adventures for The Strange

(This blog was originally posted here by Charles Ryan.)

What’s the hardest part of running a roleplaying game? It has to be the preparation. You can’t just spontaneously say, “Let’s play a roleplaying game” unless someone’s already spent hours preparing an adventure for the group. But what if running a great game didn’t require any more effort for the game master than it does for the players? What if you could get up and running in—literally—just five minutes? Strange Revelations: Ten Instant Adventures for The Strange makes prepping for an RPG no more difficult or time consuming than setting up a board game, while showcasing the wonder and weirdness of the many recursions lying in the Shoals of Earth. This is a must-have for beginning and veteran GMs of The Strange.

These aren’t adventure seeds—they’re complete adventures in an innovative format that requires minimal prep. Run them as one-shots or drop them into your ongoing campaign when you don’t have time to prep your own adventures. You can even run them together as a campaign for months of effortless play!

Strange Revelations includes:
  • Ten adventures on Earth and across numerous recursions, complete with maps, NPCs, and all the details you expect. 
  • An innovative format for adventures: five minutes of prep gets you started, with no need to read pages and pages of text in advance. 
  • An escape from a post-apocalyptic cannibal wasteland, a horror-themed board game that exerts bizarre powers over its players, a medieval wardrobe that opens into a hellish realm, and much, much more. 
  • Great advice on running adventures with little or no prep. 
  • Beautiful, full-color Show ’Em illustrations to reveal to players during the adventures. 
  • Six pregenerated characters that get you playing in minutes. 
  • A handy rules cheat sheet to make things run even more smoothly.

Protect Earth from a malefic Lovecraftian entity. Search for salvage on a derelict spacecraft. Set off into the dark energy of the Strange itself to defend the Orb of Worlds. Strange Revelations is a must-have for beginning and veteran GMs of The Strange, and anyone who’d like to play RPGs as easily and spontaneously as board games!

Thursday, November 12, 2015

Watch, Drink, Eat, Play

Since Strange Revelations is coming out soon, we thought we’d provide some suggestions for prepping these Instant Adventures to play with your friends or family over the holidays, or whenever. Those of us here in the US have a four-day weekend coming up, usually spent with family and friends—what better time for an RPG adventure or two?


You’ve heard of wine pairings? Well, these are similar. We provide some entertainment pairings, including movie, food, and drink, for each of the adventures in Strange Revelations. (Note: Though we suggest a movie “pairing” with each Strange Revelations adventure, we actually suggest watching the movie ahead of the game or afterward, or, if you must, in the background with the sound completely off.)


Cannibal Wasteland

Movie Pairing: Mad Max: Fury Road
Drink Pairing: Rad on the Rocks
Snack Pairing: Twinkies (fresh even after the apocalypse)

A Shadow out of Innsmouth

Movie Pairing: In the Mouth of Madness
Drink Pairing: Fever Dream Punch
Snack Pairing: Gummy worms

Starfall in Ardeyn

Movie Pairing: Stardust
Drink Pairing: Fallen Angel
Snack Pairing: Angel Food Cake
To see the other pairing suggestions, head over to the main blog article, which this is a snippet of, here: http://www.montecookgames.com/your-game-strange-revelations-pairings/

Tuesday, August 25, 2015

PAX Prime 2015

MCG is going to PAX in Seattle! Come see us in room 209. We'll have two, 2-hour long demo games going all day, every day, so come by and sign up for some RPG fun! In addition, I'll be signing in room 209 with Monte Cook & Shanna Germain at the following times:

Friday 1-3
Saturday 12-2
Sunday 12-2

Finally, I'll be around at other times, too, along with Charles Ryan and Torah Cottrill to talk about cool, geeky things (including, of course, Numenera, The Strange, and the Cypher System). So come say hello! 

(If you see Torah, she might just be cosplaying a character from the Numenera Character Options book who Consorts with the Dead, or your favorite Estate Lead Operative, Katherine Manners.)

Wednesday, July 22, 2015

Worlds Numberless and Strange

I put a lot into this book. I hope you like Worlds Numberless and Strange, available here!

Witch covens battle in the mammoth city of Halloween. Nazis struggle to master mythological relics in the Eleventh Reich. T. rexes hunt hominids on the tropical island of Mesozoica, while skyships fend off pirates and predators in the tempestuous cloud seas of Seishin Shore.

In The Strange, recursions—limited pocket dimensions with their own laws of reality—are seeded from human fiction and mythology. A recursor might discover Atlantis, Oz, the Victorian London of Sherlock Holmes, or places even more bizarre and perilous. Worlds Numberless and Strange takes you to dozens of new recursions, where supervillains, dinosaurs, space troopers, killer robots, gods, and other dangers guard wonders and treasures few people on Earth have ever seen!

Worlds Numberless and Strange includes: Nearly 70 new recursions Expanded information on locations, plots, and NPCs of Ardeyn and Ruk Plenty of new artifacts, adventure hooks, and other intriguing details The Implausible Geographical Society, a new secret organization of explorers New creatures for game masters New character options for players, including foci like Inks Spells on Skin and Quells Undead Tips on incorporating your favorite fiction and game worlds into The Strange.

Worlds Numberless and Strange 



Tuesday, February 24, 2015

Using Props in your RPG Games

Do you use props in your tabletop RPG games?

I don’t always use props when I run an RPG because at their heart, tabletop RPGs are about evoking a world of imagination through the spoken (or written) word. That said, why make imagination do all the work? Descriptions can always be spiced up, anchored, and otherwise enhanced by something you provide your players that makes them feel more in touch with what you’re describing.

I’ll go further: you should consider adding some props to your game if you’re not already doing so. Props engage players in a new way, engage several senses at once, and make a game more memorable. If you already use props, you’ve probably already tried many of the props described below, and probably some I haven’t thought of. The thing to keep in mind about props in RPG games is this: use them judiciously, not constantly. If players come to expect a certain kind of prop because it’s what you always do, that moment of excitement for each new prop reveal becomes less over time. The answer might just be in varying the kind of prop you use.

To my mind, props fall into the following categories.

Tabletop Prop Categories
Pictures
Sounds
Miniatures
Sketches
Environment
Special Objects
Handouts

I provide a few ideas (and anecdotal examples!) of props within each category over on the MCG Blog:http://www.montecookgames.com/using-props-in-rpg-games/

Thursday, December 11, 2014

Using Writing Prompts in your RPG Game

Have you ever used a writing prompt?

A writing prompt is something fiction writers sometimes throw into the mix to help generate an idea for a new story, a new scene in a novel, or as something that can be developed for a character’s motivation or personality. A prompt could be as simple as an object, like a picket fence, a scarf, or a sleeping dog, or as complex as a situation like an argument over a debt, the last words of a dying friend, or the delivery of terrible news.

Ever wished you had something like a writing prompt for your tabletop RPGs? Well, take a look here, where I describe the Weird Deck and GM Intrusion Deck, which were just unlocked by the Numenera Boxed Set Edition crowdfunding campaign:

http://www.montecookgames.com/celebrating-the-weird/

Friday, October 3, 2014

Designing Adventures Using Legal Pads

When I was hired by TSR in 1995, it was like a dream job. In fact, it was a dream job, even though things didn’t work out as I’d expected. Instead of coding a D&D-branded MUD as I’d been hired to do, I was asked to write a paper and pencil 96-page adventure with the working title Gates of Firestorm Peak.

Well, I got to work on it. I sketched out my thoughts and ideas for the adventure using one of the many yellow legal pads I had lying around. (I had extra legal pads thanks to being on my high school debate squad, despite ten years having passed since that time.) After working just three months on “Gates” I was asked to write a new project, working title Return to the Tomb of Horrors. Again, I had lots of space left on empty legal pads, so I used them for concepting work. Both of those products seemed to do well.

Fast forward several years: http://www.montecookgames.com/a-dark-spiraling-and-fun-ride/