Dec 152012
 
> Where did your staff find inspiration for AE WWII: Euorpean Theatre?
The bulk of our inspiration comes from true events.  A lot of the weird elements of AE-WWII are based on real things that happened during WWII.  Few people know how weird the war really was and it’s with just a little creative license that we can turn these true events into the amazing occult and sci-fi elements you find in the game.  Wonder weapons, occult rituals, secret operations – these all took place in surprising frequency during the war and it’s these events that we twist just a bit to become true ‘Weird War II’.
> How long have you been creating the project?
AE-WWII has been around for about six years.  Rob Kingery and I put out the core rulebook in January of 2007 and we had models and playtest rules out in 2006.  Along with Clint Werner we put together a great game with a rich background that gamers really enjoyed.  I’m very excited to be reviving the line with the second edition.
> What is your favorite experimentation?
If you’re asking what my favorite ‘weird’ element of the game is, I’d have to say the Soviets psychic soldiers.  In our timeline people in the Soviet Union have begun to develop psychic powers that are quickly put into military service through the NKVD.  Psi-Cannons that fry the enemy’s brain, Psi-Commandos that are nearly invisible, Banshees that emit a psychic scream and the half-man, half-chimp Chumans are a lot of fun to use and very tactically diverse.  I’ve got a soft spot for my communists.
> What has your largest hurdle been?
Our biggest hurdle with AE-WWII has always been getting more people to hear about the game.  Getting exposure as a small game company with an ‘indie’ miniature game is always tricky.  Without a big budget for marketing, we rely on word of mouth and the support of our fans.  This is one of the many reasons we chose to use Kickstarter for the second edition: it helps us fund the project as well as let everyone know the game is out there.
> With the kick starter funded what do you believe is your biggest challenge?
After meeting the goals of the Kickstarter, our biggest challenge is taking that success and getting the game out into retail stores.  We’re working with distributors to begin a new push for AE-WWII and it’s our hope that a new edition coupled with the success of the Kickstarter campaign will help bring new attention to the game.
> What is the story background?
Wow, that’s a big question.  Clint Werner has put so much work into the alternate history of the game, there’s a lot there.  But the biggest changes revolve around the failure of the invasion of Normandy and the war dragging on into 1947.  All sides turn to wonder-weapons to win the war and, coupled with occult horrors brought to bear by the Axis and the Allies, the war becomes very strange indeed.  Each nation has sci-fi elements as well as the many occult branches of the various military organizations across the world.  The setting is one of my favorite components of the game and there’s really far too much to go into here, but I encourage any fan of history or weird history or just general weirdness to look into the alternate history Clint has created.
> Many of your models show a tremendous amount of detail, how much historic research went into their design?
Quite a bit.  For all our ‘normal’ models we try very hard to stay true to the uniforms, weapons and appearance of the soldiers of WWII.  We obviously can’t get every detail right – especially with the weird elements mixed in – but we do our best to have our models reflect the fighting men of the war.
> Will you have quickstart rules?
Absolutely.  For the first edition of the games, our QSR was available online as a free download and included in the starter packs.  We will continue that tradition and include the QSR in starter and detachment packs as well as being available as an online download.
> What are the basic mechanics of the game?
It’s a simple d6 mechanic.  Players roll 1d6 and either compare the results to an attribute or add an attribute to the total.
One of the most unique elements of the game is our morale, or Drive, mechanic.  Units have a Drive value that slowly decreases as their detachment suffers casualties.  When a unit’s Drive reaches zero, they rout.  This causes additional Drive penalties in friendly units and creates a cascade effect whereby the entire detachment will run off the battlefield.  These penalties are mitigated by models with the Command ability – officers and sergeants – who will spend action points to boost falling Drive scores.  No rolling involved, just a struggle to constantly keep your men from fleeing the action.  I’m quite proud of this mechanic and I have yet to see another game that uses anything like it.
> How many models will a basic game need?
The game is skirmish-scale, so each player will field a detachment with an average of 10 models.  We’ve seen lists with as few as 3 models and a vehicle or lists with as many as 20 models for a Soviet ‘horde’ detachment.
> What is the average game length supposed to be?
The game plays quite easily in an hour.  Depending on the scenario, some games can be much faster or a bit longer.  But the average play time in around an hour.
> What about the table; what size is the game designed for?
We recommend a 4′ x 4′ table.
> How much terrain does the game use?
Terrain is vital in this game.  We’ve captured the essence of WWII where a soldier in the open is going to get killed.  Players that don’t take advantage of cover will find themselves fighting an uphill battle.  That’s why we recommend a good amount of terrain – a few pieces for every 1′ x 1′ table section.
> Now that the kickstarter is funded are you looking to an expansion yet?   Will we see vehicles?
The core rules have always had vehicles in them and they will be included in the second edition.  The focus will remain on light and medium vehicles; jeeps, halftracks and light armored cars.  We will not be including rules for tanks in this book.
As for expansions, we already have a few things in the pipe.  Due to space/budget we are unable to include a full British Army list in this book, which is something we really regret.  Rest assured that they are first on the list for expansions and we’ll be looking to ’round-out’ Europe before moving on to the Pacific Theater.
Let me know if you have any other questions or any comments.  Thanks Matt!
If you have more questions you can check out the kickstarter on the right hand side of the screen or check them out at Black Ball Games.
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Dec 132012
 

From Paizo Publishing.

SUPERSTAR LINE-UP CONFIRMED FOR SUPERDUNGEON

Paizo Announces the Twelve Initial Authors and Designers Slated to Create the Emerald Spire Superdungeon for the Pathfinder Roleplaying Game

 

Kickstarter Reward Could Become the Largest Official Pathfinder Dungeon

 

REDMOND, WA (December 12, 2012): Paizo Publishing, LLC is thrilled to announce today the stellar line-up of the first 12 authors and designers who have been tapped to create their own unique dungeon level for the Emerald Spire Superdungeon.

 

Emerald Spire Superdungeon Co-Designers

Rich Baker (author of the Birthright campaign setting for D&D)

Wolfgang Baur (CEO of Open Design, and legendary TSR designer)

F. Wesley Schneider (Paizo Editor-In-Chief and creator of Ustalav)

James Sutter (Paizo Fiction Editor and creator of Kaer Maga)

Lisa Stevens (CEO of Paizo, and co-founder of White Wolf and Wizards of the Coast)

Keith Baker (Creator of the Eberron campaign setting for D&D)

Ed Greenwood (Creator of the Forgotten Realms campaign setting for D&D)

Erik Mona (Publisher and co-creator of the Pathfinder Campaign Setting)

Mark Rein-Hagen (Co-founder of White Wolf Publishing, author of Ars Magica, Vampire: The Masquerade, Werewolf: The Apocalypse, Wraith: The Oblivion, and Changeling: The Dreaming)

Jason Bulmahn (Lead designer of the Pathfinder RPG and co-creator of the Pathfinder Campaign Setting)

Frank Mentzer (Founder of the RPGA, co-author of The Temple of Elemental Evil, author of D&D boxed sets)

James Jacobs (Creative Director and creator of the Pathfinder Adventure Path and Varisia)

 

“These folks have been my heroes, my co-workers, and my friends in the industry.  They have created the products that have defined my 25 years in this industry and I am extremely proud to have them working with me to create the most amazing Superdungeon ever!” beams Paizo CEO Lisa Stevens. “The very cool thing is how big this dungeon can grow if enough people back this Kickstarter. How low do you want it to go? Back this Kickstarter, and we will find out!”

 

The Emerald Spire Superdungeon includes 32 pages of source material detailing the area around Fort Inevitable, one of the starter towns in the Pathfinder Online game.  It will include at least 12, 8-page dungeon levels, designed by Pathfinder superstars, and an exclusive cover for Kickstarter backers by Pathfinder artist Wayne Reynolds. Additional dungeon levels will continue to be added to the book with each $100K raised over the goal. The Emerald Spire Dungeons Flip-Mat Multi-Pack, a set of Pathfinder Flip-Mats presenting each dungeon level in tabletop miniatures scale, will come with the Superdungeon.

 

The Emerald Spire Superdungeon is currently only available through the Pathfinder Online Kickstarter rewards. When the Kickstarter reaches its $1 million funding goal, the Emerald Spire Superdungeon will encompass 12 dungeon levels in 128 pages, accompanied by 6 double-sided Flip-Mats in the Emerald Spire Dungeons Flip-Mat Multi-Pack. They will be available in PDF format as part of the rewards at and above the $75 “Loremaster” backer level, and in print format as part of the new RPG Print Pack add-on ($100.00). A PDF of Emerald Spire can also be had at the $15 pledge level.

 

Pathfinder Online is a hybrid sandbox/theme park-style MMO where characters explore, develop, find adventure and dominate a wilderness frontier in a land of sword and sorcery. The Pathfinder Online Kickstarter Campaign is in progress and concludes at 2:00 GMT on January 14, 2013. Please visit http://www.kickstarter.com/projects/1675907842/pathfinder-online-a-fantasy-sandbox-mmo and Goblinworks.com for more information.

 

The Pathfinder Roleplaying Game builds on more than 10 years of system development and the largest open playtest in the history of tabletop gaming to create an unparalleled fantasy roleplaying experience. Players need only the Pathfinder RPG Core Rulebook to play, but Paizo Publishing produces a wide range of books and accessories to enhance your Pathfinder experience, from hardcover rules compendiums to complete campaigns to packets of beautiful full-color maps. For more information, please visit paizo.com.

 

About Goblinworks

Goblinworks is the developer and publisher of Pathfinder Online, a next-generation fantasy sandbox MMO. The company is located in the Seattle suburb of Redmond. It was founded in 2011 by a dedicated group of creative professionals with backgrounds in tabletop hobby gaming and online videogame development. Goblinworks is dedicated to creating a fun, immersive online gaming experience for the fantasy roleplaying enthusiast. Its goal is to deliver the best sword & sorcery massively multiplayer game on the market by starting with a carefully designed core of features and iterating on the content continuously after launch, with the input and feedback of the player community.

 

About Paizo Publishing

Paizo Publishing®, LLC is a leading publisher of fantasy roleplaying games, accessories, board games, and novels. Paizo’s Pathfinder® Roleplaying Game, the result of the largest open playtest in the history of tabletop gaming, is currently the best-selling tabletop roleplaying game in hobby stores. Pathfinder Adventure Path is the most popular and best-selling monthly product in the tabletop RPG industry. Paizo.com is the leading online hobby retail store, offering tens of thousands of products from a variety of publishers to customers all over the world. In the ten years since its founding, Paizo Publishing has received more than 50 major awards and has grown to become one of the most influential companies in the hobby games industry.

 

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Paizo RPG Superstar 2013

 Gaming News  Comments Off on Paizo RPG Superstar 2013
Dec 062012
 

Well, Paizo is at it again.  They are running the Superstar contest again.   I hoe I can keep up with the deadlines this year.

Leading Roleplaying Game (RPG) Publisher hosts annual open contest to find the best and the brightest amateur game designers

 

REDMOND, WA (December 4, 2012): Paizo Publishing, LLC proudly announces today the launch of 2013’s RPG Superstar search. RPG Superstar, now in its 6th season, is Paizo’s annual contest to find the newest talent in game design, and an opportunity for budding game designers everywhere to have their work seen and critiqued by game industry leaders. The call for entries opens on paizo.com/rpgsuperstar at 22:00 GMT on December 4, 2012 and runs through December 18, 2012.

 

RPG Superstar™ consists of five RPG design challenges spanning several weeks, led by a team of celebrity judges, consisting of industry luminaries and Paizo game designers. In previous years, the initial onslaught of submissions was reviewed and winnowed down by the guest judges. This year’s contest introduces a new twist, whereby the fans will be the first to get their eyes on the hundreds of submissions received in Round 1, and the voice of the people will choose which designer moves on to the next round.

 

The winner will be enlisted to write an official Pathfinder Module to be published by Paizo. Three runners-up will win assignments to write Pathfinder Society Scenarios, meaning all four finalists will be offered professional writing contracts with Paizo Publishing, and an opportunity to begin their game-design careers by working on the world’s best-selling RPG, Pathfinder.

 

Specifics for each round’s challenge will be announced as each begins. The winner of RPG Superstar 2012 will be announced on April 4, 2013 at 22:00 GMT. Complete rules and a submission form are available at paizo.com/rpgsuperstar.

 

The Pathfinder Roleplaying Game builds on more than 10 years of system development and the largest open playtest in the history of tabletop gaming to create an unparalleled fantasy roleplaying experience. Players need only the Pathfinder RPG Core Rulebook to play, but Paizo Publishing produces a wide range of books and accessories to enhance your Pathfinder experience, from hardcover rules compendiums to complete campaigns to packets of beautiful full-color maps. For more information, please visit paizo.com.

 

 

About Paizo Publishing

Paizo Publishing®, LLC is a leading publisher of fantasy roleplaying games, accessories, board games, and novels. Paizo’s Pathfinder® Roleplaying Game, the result of the largest open playtest in the history of tabletop gaming, is currently the best-selling tabletop roleplaying game in hobby stores. Pathfinder Adventure Path is the most popular and best-selling monthly product in the tabletop RPG industry. Paizo.com is the leading online hobby retail store, offering tens of thousands of products from a variety of publishers to customers all over the world. In the ten years since its founding, Paizo Publishing has received more than 50 major awards and has grown to become one of the most influential companies in the hobby games industry.

 Posted by at 1:48 PM

D&D Shattered Keeps Map Pack from Wizards of the Coast

 D&D, Gaming News, Wizards of the Coast  Comments Off on D&D Shattered Keeps Map Pack from Wizards of the Coast
Dec 042012
 

D&D Shattered Keeps Map Pack

Release Date: Dec 18th 2012

$ 11.95

Foldout battle maps for your D&D campaign. Dungeon Masters need awesome maps to create memorable encounters. This pack contains 3 full-color, double-sided, 21″ x 30″ battle maps with 1-inch scale grids. One map features two never-before-seen encounter locations: a besieged keep and a ruined, fortified manor. The other two battle maps are picked up from out-of-print products. You can even combine the maps in this map pack to create huge encounter areas. All the maps provide attractive, reusable terrain suitable for any D&D campaign. Map Pack products are compatible with all editions of the Dungeons & Dragons Roleplaying Game and are designed for use with D&D miniatures.

What DM  doesn’t need more maps thanks Wizard of the Coast for making more of these for us.

 

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Hooyah, Navy SEALs Card Game from US Games Systems

 Board Games, Card Games, Gaming News  Comments Off on Hooyah, Navy SEALs Card Game from US Games Systems
Nov 272012
 

Hooyah, Navy SEALs Card Game

Coming Soon

$ 24.95

You are a Navy SEAL. You are trained to confront terrorists and insurgents. You deal with hidden explosives, snipers and other unknown dangers. In the darkness of the ocean’s depths or the vastness of the merciless desert, you expect the unexpected. You’re on a mission. You work as a dedicated team, relying on the skills of expert marksmen and suburb tacticians. Careful planning and precise timing improve odds of success, but unforeseen events could jeopardize the mission.

 

Hooyah: Navy Seals Card Game is a cooperative game in which 1 to 4 players assume the roles of Navy SEALS trying to complete a real-life-inspired Special Ops mission. You either win or lose as a group. To meet the rigorous requirements of the mission, you must collect all of the Skills and Equipment cards required for each Op. All phases of the mission must be completed without the loss of life and before time runs out.

 

Contents: Mission Card Holder, 30 Health Tokens, a Time Counter Device, 75 Skills & Equipment Cards, and 75 Ops/Events Cards, and an illustrated Instruction Manual, which includes special rules for solitaire play.

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