The Lazy Man’s Guide To Sunday At Breakout

The Lazy Man’s Guide To Sunday At Breakout

And so here we come to it. The final day of BreakoutCon in Toronto. If this is your first discovery of my ongoing coverage of this awesome con, welcome and also where the fuck have you been? You can read Part 1 and Part 2 by clicking them links.

Today’s instalment does not involve running any games, playing any games, or even rolling dice, filling out character sheets… I don’t even think I opened a book on Sunday. Yet this final day became my favourite and it’s going to be a tradition I will keep up for any con I attend in the future (or at least whenever possible). Because I did jack shit on Sunday. I hung out with people. People I knew before Breakout and people I now know because of Breakout.

To be honest, this was my personal goal in attending. I’ve heard so many stories and connections established by fellow Ottawanians and podcast co-hosts, Jason Pitre (Spark) and Mark Richardson (Headspace), as they name drop infamous figures in the industry. “I remember Ken Hite once told me this joke…” “So I’m talking with John Wick and he’s showing me these early concept maps for 7th Sea…” Etcetera. If you’re picking up a jealousy in these words, then I wrote that correctly. Yeah, jealous. I wanted to meet other designers and publishers, talk shop, and otherwise get the opportunity to spend an entire day talking with people who shared the same passion and obsessive need to create games as myself.

And I was not disappointed.

Todd No Function Good No Coffee

Originally, I was scheduled to play Swords Without Master with its creator, Epidiah Ravichol, but he had to cancel due to an illness and wasn’t interested in starting the ultimate LARP of Pandemic. Rather than jump onto another game, I decided to take it easy and see what happens. So while I did miss out on meeting Epi and trying out Swords, the rest of the day made up for it.

Not to say this wasn’t a casual day of fucking off and drinking at the bar. In fact, now that I recall, I think I had one beer the entire weekend (and zero alcohol of any other kind). Huh. But anyways, Sunday morning was original intended to be a sleep-in day with the option to sign for a couple of last minute games in the afternoon. Instead, I found out about a free continental breakfast for the other con guests and so I dragged my sorry ass out of bed for that. Seems the ass dragging was very apparent when I showed up in the room because half of the folks in there immediately said, “Uh-oh!” and pointed to the coffee setup.

Being as chatty as I am not without a couple cups in me, it took a while to join in any conversations. Until Hamish Cameron (The Sprawl) and Dana Kubilus (CyberKittens) said hello from the other table and I snapped to attention. We shot the shit, they seemed to share my appreciation for letting the caffeine work its magic, and it was nice. I’ve heard a lot about both games and it’s always nice to have faces and pleasant experiences to go with titles. We were later joined by one of my numerous OGP co-hosts, Joshua Kitz (Simple Superheroes), and tried to figure out just what the hell people from Ottawa are called. The day was off to an excellent start and while our time was brief, it was nice to meet them and find other people to discuss matters like sleeping on a dead man’s mattress. (Yeah, you had to be there.)

Once everyone had to move on and start their games, I had enjoyed the idea of just hanging out with these designers so much that I moved straight into the lounge (see this series’ first post for that setup) and simply made myself available. Even to the point of applying Jason Morningstar’s open chair approach: you simply try to make sure there’s always a chair pushed away from the table to entice and encourage others to sit with you. Damn effective and highly recommended.

Look, Ma, I’m Mingling!

There are three purposes to this post. First, to serve as a permanent record of the experience once my mind eventually turns to poo. (P.S. If you are Future Me reading this and you’re not aware of the fact that you have memory problems, this is your moment of truth. If none of this sounds familiar, it’s official. You got your memory from your mother’s side of the family.) Second, to help showcase the impressive talent this con was able to collect in its second year. Third, to brag. Hey, when I stop to think about how long it’s taken me to get to a point where I’m an invited guest at a con I’ve never been to before, I think I get to earn a little bragging rights. Hmm, I wonder if this means I have to drop out of The Imposters project now. What do you think, Josh?

To keep things simple (or as simple as can in the third “chapter” of a blog post), I had the pleasure of sharing a table with these new comrades-in-arms. Due to the public nature of a creator’s work and the fact that they have either publicly stated they would be at Breakout or were publicly listed on the con’s Guest page, I’m only listing some of the people I got to hang with on Sunday. Those excluded have not been forgotten (unless it’s Future Me now and in which case you’ve likely gone the way of my car keys).

  • Chris Challice (Vanagard)
  • Fraser Simons (The Veil)
  • Jason Pitre (Sig, Posthuman Pathways)
  • Mark Richardson (Headspace) and his family
  • Fraser Ronald (who is currently kickstarting Sword’s Edge… ahem)
  • Chris Sniezak and Bob Emerson of the Misdirected Mark Podcast (and friends)
  • Andrew Medeiros (Urban Shadows, The Watch, and 72.3% of all PbtA games on the market)
  • Derek Gour (creator of possibly one of my favourite card games, Hope Inhumanity)
  • Corey Reid (Dino-Pirates of Ninja Island)
  • Joshua Kitz (Simple Superheroes)

Despite the awesomeness and inclusion of everything else at Breakout, this is what made it special for me. This is what I like doing and it was so great to sit around and talk shop with other people who felt like they had hacked their way into this event and some who are already legendary figures in the industry (and especially turned out to be really easy going and approachable). This is the day that made the whole weekend worth it.

Now you’ll notice a serious lack of women’s names in the list above and that’s not because there were none there. There were none who approached the table I was sitting at and joined in. Check out the Guest list for Breakout, they were there. Was it because there was a table full of dudes and they didn’t feel like joining in despite my efforts to keep an open table? Perhaps. So I’m going to say this now and mark it as a goal for next year: I want to meet with a more diverse crowd of designers. Right now I’m in this small, immediate bubble and I want it to get bigger. Consider yourself warned, RPG designers of alternate genders and backgrounds. I’m coming to get you.

Um, in the whole, “Wow, it’d really be great to meet you and talk about design” kinda way. Sheesh, seems the awkward teenager never truly goes away, does it?

In Stores Now

One more thing before I go and prepare to wrap up this trilogy. I sold book to a physical retail store! Thanks to Fraser Ronald for literally tracking me down and dragging me into the room to meet with 401 Games in Toronto because now they have four physical copies of ScreenPlay on their shelves. Virtual too. Oops, wait, now it’s three copies. This was another added benefit and one I did not expect so preparations are already underway to ensure I can deal with retailers again at the drop of a hat.

Time To Wrap It Up…

After nearly 5000 words and three individual posts, I think it’s safe to say my experience at Breakout was a rousing success and all I’ve heard from anyone there during and post-con was praise and full-on joy. It was also really nice to have a con with these kinds of meetups without crossing the border. Plus, after sales at both the Breakout Indie Store and 401 Games, the entire weekend only cost me $160. Kind of a no-brainer that I’ll be back again and again. And again and again. And I recommend you do so too.

I want to give my immense thanks to Kate, Rachelle, Rob, and all the volunteers there for doing a fantastic job. It’s really helped set the bar for what I want to help accomplish with Cangames (taking place in Ottawa this May long weekend – plug!) and what I will expect from any con in the future. If there was one quick and easy way to define my time at Breakout (really, after 5000 words?), it would be “a definitive moment in my career.” After this weekend, I don’t feel like a hack hoping my work would be noticed. I know feel like a hack who stands a chance at being noticed.

Baby steps, people. Confidence doesn’t just fall out of the sky.


Rollin’ Bones at Breakout

Rollin’ Bones at Breakout

297513138_origYou thought I was done talking about BreakoutCon 2017? Foolish mortals, we’ve only just begun because now it’s time to talk about the main reason for going: running my games!

Come on, Broken Ruler Games at Breakout. It’s a match made in heaven. And oh was it ever.

I ran four games in total: two playtests of High Plains Samurai, one for Ironbound, and one trip down memory lane as I ran some Killshot for the first time in a couple years. Let’s review them one-by-one-by-one-by-one, shall we?

High Plains Samurai


Oooh, baby. I ran two playtests of High Plains Samurai this weekend, one on Friday night and the second the next morning. To give you the perfect indication of how well it went on Friday night, I was running off nothing more than adrenaline and childish glee. Saturday’s game went so well my brain forgot it was suffering from a migraine.

To be specific, “playtests” might not apply because there weren’t any mechanics or discussions, roses & thorns kind of stuff, afterwards… we were too busy trying to cram in as much mayhem and over-the-top action before time was up. Yet the mere fact that everyone caught onto the mechanics and latched onto the premise with so much vigour and insanity was enough to tell me what I needed to hear this weekend. This game works. Fuck me, does it work.

The main concern I’ve had with HPS compared to ScreenPlay (and it’s various offshoots, including Ironbound, also played this weekend) is building potentials, a term for using the breadth of your character’s description to determine the dice you roll. Each character is assigned a number of potentials with a maximum dice value, Defence value, and the number of details you can apply to your description. If you incorporate the maximum number of details into your description as allowed by your chosen potential, then you roll the max dice value. Come up short in your details and the dice value drops. Basically, the more, the merrier. It was something that didn’t test well during ScreenPlay because it felt too cumbersome to suit that particular style of play, but it worked out well for HPS. All ten of my players embraced it, even if there were times when they found themselves short; they either added on another to build it to the max or agreed to a lower dice value. What hasn’t happened yet (and to my recollection remains that way in the soon-t0-release recordings for Comic Strip AP podcast) is a group using various martial arts flourishes and stunts as details to max out their potential. This is something I have to work on building into the game through sample plays.

The best way to demonstrate how well these games went is to provide you with but a handful of moments from both games.

  • A barbarian from Khar’tep wielded a two-handed longsword that suddenly turned into a chainsaw sword, then it was a flaming sword, only to attempt spraying ice before a complication kinda broke it.
  • Another barbarian (played by The Veil‘s Fraser Simons) fought off a young woman with flowing red hair that could extend out to 15 ft. and grapple her enemies. Oh, and this was after he landed on the back of the train’s dining car, causing it to heave upwards and come crashing down on one of the train’s guards.
  • A samurai from Monsoon used his super speed to zip his way through the Caravan, slicing and dicing as he went, appearing as nothing more than a metallic line weaving through the parade of Mad Max-style vehicles tailing the train.
  • Rather than use an innate qi power, a Raw Apprentice engineer from Rust had instead crafted a glove that was the source of his ability to manipulate metal.
  • As the Salvation (aka “the train”) went off a cliff with most of our intrepid heroes still on board, it launched a series of countermeasure harpoons to hook onto both sides of a massive chasm and hold it suspended 500 ft. in the air.

There were even other designers and attendees who asked me about HPS over the weekend, which was… whoa! While I’m a little taken aback by the lack of playtest surveys to date, the word is definitely starting to spread and that’s a huge start going into May’s Kickstarter. Needless to say, I’m very happy with how everything turned out this past weekend.

As a bonus, I got to not only finally meet the last third of the Accidental Survivors podcast, Rob, but run the game for Rob and Chris. DVD bonus feature: Chris played in a very early concept of the system a couple years ago and that one bombed, so it was rewarding for him to finally see how it was fixed and held up nicely to what may have been an equal amount of insanity. Based on the feedback HPS received that night, this game is Accidental Survivor approved. (It has to be, seeing as the first third of the show, Fraser, is actually part of the Development Team.)

Ironbound (or How I Had To X-Card A 14-Year Old Kid)

IronboundCover_web_April2016A lighter game of the ScreenPlay system took place Saturday afternoon and also featured Accidental Chris. Honestly, he was the only one who signed up, so it looked like I was going to have to tweak a story about five intrepid magick hunters into a solo story. When two last minute sign-ups joined us, I was still in a tweaking mood. Yeah, yeah, we could hunt the same witch as before, but I was in the mood to mix it up for my own sake.

Very easy to do with this group. One player (note to self: start paying attention and remembering names of all your players) established a motivation to find his ex-lover who turned out to be a witch/warlock. A-ha! Seeing as I brought a printed copy of the Ironbound supplement, The Blessed and the Damned, there were a couple extra baddies to throw their way and so I mixed up the afternoon killing spree to a hunt for the Raven Queen, a polymorphing witch who shared a mountain with two other magick users. If time permitted, we’d perform a triple bypass on magick users. We definitely did not have enough time.

Even with the lighter rules and focused setting, this game still got crazy and was loads of fun. Not High Plains Samurai crazy, but in its own way. Running all these games has really provided me with a better concept on how to approach ScreenPlay con games and I’ll be applying those lessons to the next draft of the HPS playtest (hopefully later this month, once I get caught up on other matters).

Oh, you want to hear about how I used the X-Card. I, the GM. First off, let me tell you about how important the X-Card is to Breakout organizers. When you first arrive to receive your badges and other particulars, you have to explain to either Rob, Rachelle, or Kate (aka the Three Organizateers) how it works. No explain-y good, no GM-y for you. I then make a point of telling my players to hold it up and wave it like a flag if they feel it necessary simply because I might get caught up in the game or whatever I’m describing to notice. And boy oh boy did I end up waving that thing around like we were surrendering to the British.

We had a young lad in our game and I’m going to say he was 14. He did great, very imaginative, and took to the concept of the Arcanist (the true authority on magick countermeasures) like gravy to turkey. When the Raven Queen was thoroughly giving the Ironbound a right thrashing, this kid asked to look at the printed copy of the game and caught something on the cover. Take a look at the bottom right, the text box next to that figure casting magick.


This kid took that idea and decided to only way to defeat the Raven Queen was to fall into a crack in the floor she had opened, land inside a vat of blood (his call), and drink it all “to gain all the magick in the world.” Cool! And then he pushed that envelope with his next description. “I rise up through the crack, hovering. I’m naked and completely covered in blood.

Naked? 14 years old?!! While the other Writers were waving their hands and asking, “Why do you have to be naked?” I grabbed that X-Card and called for a rewrite. “I don’t think we’re allowed to be in the room when you say the word naked,” I told him. “Let’s keep you covered in blood, but you’re wearing pants.” We actually laughed about it because it was a case of this kid getting really caught up in the moment and even after he apologized profusely for going too far, all was forgiven when he told me the idea came from the cover. All good and it definitely made for a memorable moment at the whole convention. Now I have a story to tell on how important the X-Card is to everyone at the table, including the GM.


KillShot-Logo_v1There’s something refreshing about starting off a con wild and zany then finishing it off with gritty and grounded. The last game I ran on Saturday (and at Breakout in general) was my pride and joy, Killshot. Yep, assassinations on a Saturday night. This game only featured the two players who signed up very early on in pre-registration and that was another relief. To be honest, Killshot works better with a small number of players and seeing as we were playing “Retribution,” the quick-start job, it was a nice fit.

It’s also a huge kick when you have a player who is sweet and incredibly personable in person suddenly say things like, “I’ll just walk up to the guy and beat the shit out of him, if I have to.” Awesome! It was a nice relaxing game, but also one where I discovered just because you create a game doesn’t mean you can recall the rules after a long absence. Not that anything went wrong, but I definitely needed to refresh myself with Killshot a little more the next time I decide to run it.

This was a nice… dare I say, pleasant… game of Killshot to wind out the marathon GMing session. I definitely pushed myself that day and battled through a nasty migraine, sure, yet this was another accomplishment I wasn’t sure was possible. Now I know that when I’m having a great time at a con, I can rock the day as a GM. Two thumbs up and a pat on my own back were definitely in order.

On The Next Instalment of Breakout 2017…

Yeah, this series is taking a bit longer than expected but my goal is to wrap it up this week. My next post may not sound exciting at first because… well, I didn’t play or run a damn thing. I hung out with people all day. But who I got to hang out with was definitely what made Breakout such a huge success. Plus I sold physical copies to a store! That’s next time.


I Went To Breakout And All I Have To Show For It Was A Fucking Awesome Time

I Went To Breakout And All I Have To Show For It Was A Fucking Awesome Time

297513138_origHey, what can I say? I wanted a headline that was catchy and bang on accurate.

This past weekend was a 3-day extravaganza known as BreakoutCon in Toronto and I’m proud to say I was there for all three days. Proud and so happy to have gone for so many reasons, excited that I had an opportunity to meet so many great designers, playtest High Plains Samurai, run some of my older games (including Killshot, which hasn’t been done for maybe two years), and otherwise hang out with some great friends both new and original. In fact, you should know it was an amazing experience I have to share in great detail because I’m posting something on the blog. You know that only happens when a G+ post simply won’t cut it.

As much as I could ramble on in so many ways about the entire experience, it might be easier on all of us if I simply post a single aspect of the experience one day at a time. But I want to make something perfectly clear to give everyone a heads up on the overall theme of these posts. BreakoutCon was awesome and I will be back! It’s also a highly recommended con to attend if Toronto in March is in your radar. Seriously. Consider it.

Let’s break this down, shall we? Troy, drop a beat.

A Quest To Break Barriers As Well As Breakout

I went to Breakout for three reasons. One, it was a chance to playtest HPS and network with other industry professionals without crossing the border. Two, it came highly recommended from my fellow Ottawa Game Publishers hosts, especially Fraser Ronald. Third, I was an invited guest. That means regardless of how far down the totem pole I was from the other guests, I was on that pole. (I know that doesn’t sound right in some ways, but let’s just stick with it and move on, shall we?)

Buuuuuuut… it’s in Toronto. And we chose to drive. Oh yeah, I’ve never really tested myself in a con situation for three straight days, let alone run games all day with the likely scenario of doing so with only a few hours sleep. As excited as I was to attend, there were some legit hurdles to overcome. Driving on the busiest highway in the North America in Canada’s largest city, not fuzzing out in the middle of the con (or a game, for that matter), and generally not freaking out at the con. Add to that leaving my wife behind with a toddler for a whole weekend. This was huge because I wasn’t comfortable leaving for an entire weekend plus change. It was a bit presumptuous. When I happened to mention Breakout to the missus, her immediate response was, “You should go. It’s obviously important to you and something you have to do. Besides, it’s your birthday that weekend. Go kick some ass.” You’re right, she’s awesome.

At that time, I was knee deep getting High Plains Samurai ready for playtest and had targeted March as a launch date for the Kickstarter (or at least that was the plan at the time). Using Breakout as the launchpad would be ideal and a valid excuse for me to go. Plus I could (hopefully) sell enough games to cover enough costs to make it worthwhile and split the rest with anyone else going. There were less and less cons in the way (save for the big ones above). Yet the pros were enough for me to say, “Fuck you, cons!” Besides, there’s no suspense here, I went. Obviously, duh-doy!

Yep, that’s Highway 401 alright.

The driving issue was really the most pressing. There’s a lot of cars going really fast in the 401 and while my PTSD behind the wheel is mostly under control, it had never been put to the test. So I did the responsible thing and made sure everyone else in the car knew what was going on and that I would need to drive and it would need to be my Jeep. It was a control thing. But if it became too much, someone else would have to take over. Someone would have to navigate and be on the ball with that GPS. I would swear at drivers, never get aggressive, but something sudden and unexpected at high speeds could be a problem. I could physically react and avoid the problem, it was a matter of how I would react mentally. Despite all that, it felt time to handle them and cross that barrier.

This became more of an issue since the chimney fire a couple months ago. Since then, I wouldn’t say I’ve been having flashbacks or anything (there’s still no memory to flash back to) but fire is suddenly a serious concern. I haven’t been sleeping as well knowing the wood stove has a fire going and have been literally pacing when we start a fire for the first time each day. But I drove. Both ways. No issues. The Holiday Inn at Yorkdale that hosted Breakout is literally right off the highway and within five minutes of getting off the highway, we’re in the parking lot. Lickety split, quick as shit. Now that it’s done and over, I have no more excuses about driving anywhere. Other than simply not wanting to, but that’s healthy.

Oh, yeah. That’s right. There was one other personal/mental health issue I was trying to conquer but kinda ended up going about it a stalker-y way, looking back at it. Note to self: walking around with a subtitle on your name badge that reads, “I accept all hugs” is quite possibly super creepy. But I was. Why? Because my parents never hugged me enough as a child. No, I’m serious. I’ve become very aware of my sensitivity to physical contact, particularly with hugs. That’s why I cry (or at least tear up) very easily when someone hugs me. Hugs aren’t allergies, so my thought was the best way to get rid of that kind of reaction was through exposure. More hugs = less tears, right? At least one of the con organizers and Mama Bear to the Toronto gaming community, Kate Bullock, got it and made sure I didn’t leave TO without one. Or two. (To see Kate in action is to truly think of her as the woman who practically raised all the kids in her neighbourhood – kind and firm. She welcomed you with open arms and she only needed one or two firm words to get you to stop when you broke one of her rules.)

Sleeping Arrangements

A promotional photo for the Holiday Inn at Yorkdale, home of BreakoutCon 2017.

The whole con is located at the Holiday Inn at Yorkdale. By the way, remind me later on to tell you about the problem with trying to feed yourself in Yorkdale area later on. They actually made a movie about our story, you may have seen it. Harold & Kumar Go To White Castle. Not this post, but another one will share that story. For now, the hotel.

Having a convention inside the hotel while staying at said hotel is so ideal, I cannot imagine any other way of doing it. You never have to leave the building for anything. Except food. There’s a restaurant, a coffee shop, and a small convenience store inside, but don’t count on the restaurant being timely with food or drinks. Especially not food. Kid you not, I had to wait close to an hour for fish and chips on Friday evening. Going out for grub gets only marginally easier, as you’ll find out in a future post.

The hotel itself was quite decent and the rates we paid as convention attendees were very reasonable, all things considering. As someone who works at a hotel/ski resort, I can tell you some of the small perks found at this Holiday Inn (including auto checkout) make a big difference. There were other perks (not big, but perks nonetheless) gained by signing up for their rewards membership, not even as a long-standing member or anything. Sleeping wise (yes, there was some sleeping), two-thirds of us slept well with myself and Fraser in the Not So Much side and Eric from Cangames in the Yes, Just Fine side. While I have yet to total up my expenses for the weekend at the time of this writing, I figure all told it cost me $200 for the weekend split mostly three ways (including gas, but not including food). And that’s not including book sales. Oh, yes, Breakout sells your books for you when you’re an industry guest. Another topic for an upcoming post.

Overall, I was quite happy with our accommodations and even the restaurant ended up working out as a central hub for others I did know at the con (including Jason Pitre, Mark Richardson, Joshua Kitz, and a couple others) and those I would come to meet and chat over the coming three days. Shall I name drop? Fuck yeah, because it was awesome to meet all of them. Fraser Simons (my Sunday afternoon compadre), Chris Sniezak and Bob Everson from the Misdirected Mark podcast (big fan!), Andrew Medeiros (he seemed to be recognized by a few people there), Chris Chalice, Derek Gour, plus others who do not publish their name for a living. When you end up spending that many hours hanging out between games, having to wait for drinks doesn’t seem that bad.

Tempting Fate in the Sunken Empire

Sunken Empire by Emily Griggs

Ok, ok, let’s at least address one game. When it came down to it, I really only played one game. To be honest, I actually only played one game and I’m very happy it was Emily Griggs’ Sunken Empire. I’ve read Fate Core and never had a chance to play so when this one popped up for Friday afternoon and happened to also be run by a fellow Ottawantonianite (see what I mean, Hamish, we can’t make up our minds on what to call ourselves), I jumped at it. Emily and I have only met briefly when we shared a panel at Capital Gaming Expo one year but I’m also a fan of her Game Chef designs (especially Rest, now available on DriveThruRPG – you go ahead and buy it, I’ll wait here). She did not disappoint. With three inexperienced Fate players in her group (this guy included), she made it easy to handle the learning curve and deal with the adventure rather than the mechanics.

Sunken Empire (also on DriveThru) is a steampunk Victorian-inspired setting where we mucked up the planet much sooner than the course currently set for Mother Earth and humans became forced to live underwater. Aside from giving me a chance to speak only in a really thick Cockney accent with gibberish words that sounded British, love, the way she addressed the treasure hunt itself as a character in the game is quite clever. Yes. Quite. The hunt has values exactly like a character and you basically cause stress and complications to the hunt at the end of each scene by choosing which action/roll lead to the scene’s success more than any others. The moment’s leading character makes that same roll again versus the treasure hunt to determine what, if any, stress the hunt will take. Basically, when the hunt can no longer hide its secrets because you’ve picked away at it long enough, the sunken treasure is found. It’s a nifty approach and worked very well for this game. A fun game that now makes me an experienced Fate player. Another box checked!

On The Next Episode: 24 Hours of GMing

From two playtests of High Plains Samurai to a journey back to where it all began (the second time… or maybe the third when you think about it… unless we count that time… never mind, it’s been two years since I ran Killshot and that’s what else I ran), I’ll delve into the insanity at the tables for the second chapter of this trilogy.

Fight! Tony Jaa To The Rescue Again

Fight! Tony Jaa To The Rescue Again

Last weekend, we finally wrapped up our long-overdue mini-campaign of High Plains Samurai. And when I say long-overdue, I mean a game that’s required almost four years to complete. From its initial inception using Killshot‘s mechanics to the inspiration for ScreenPlay mixed in with the assorted delays of real life and numerous revisions, our tale came to an end with Grandfather of Hunan’s reign coming to an explosive end. Great times and while I’m happy to know we finally made it to the end, I’m also finding myself wondering if this game is performing exactly as I had hoped.

So I went back to my inspiration for damn near every major design of the past few years: Ong Bak 2. Despite others opinions on this movie compared to other Tony Jaa films, this one has some of the most dynamic fight scenes captured on film and I’ll defend it like Jim McClure with Legend of the Five Rings – vigorously and passionately. These fight scenes were fundamental to ScreenPlay/High Plains Samurai‘s mechanics and whenever I wasn’t sure if I was on the right track, it was simply a matter of slipping in the DVD and skipping to all the ass-kicking scenes.

Honestly, the mechanics themselves – descriptions, outcomes, Stamina, all that, is functional. But something’s off. What happens at the table is not exactly what you see in the movies and that’s what I want with HPS. So I choose one scene in particular and started tearing it apart looking for where I’ve gone wrong or what needs to be tweaked to fit this style. Let’s watch, shall we?

The rest of this post is going to direct the mechanics behind ScreenPlay/High Plains Samurai to see what works 100%, what’s running shy of the goal, and what’s way the fuck off. Crack your knuckles and get ready because this post took a couple days to put together. It’s that thorough.

What I’ve provided below is not the only way this scene could play out using ScreenPlay/High Plains Samurai, but it’s the one that pops into my head as I watch. This scene features four characters: Jaa (played by Tony Jaa) as the lead, two Elite Warriors, built as Director-controlled supporting characters, and a few Masked Warriors built as extras. Character stats (as I imagine them) are provided below. Seeing as there’s no end to the number of challenges possible from earlier scenes, I’m not going to have a starting number and will simple spend them as if the Director has enough to go around.

ongbak2posterCast of Characters

Before getting into the fight, we have to know who we’re dealing with. For simplicity’s sake, I’m simply going to refer to Tony Jaa by his stage name and not his character’s name in the movie (mainly because I always mix it up with his name in The Protector… or some other movie of his). This is how I would build these characters in the scene and I’m not going to bother with the Mysterious Warrior because he is nothing more than background material and motivation for Jaa to punch and kick his way through this scene. I’m also going to avoid bumping Jaa up to more than 15 Stamina as the vast majority of characters played with ScreenPlay/High Plains Samurai to date have been at this “level.”


Lead Character
  Master of All the Deadly Arts (d8/5/3)
Leader of Bandits (d6/3/2)
Angry Like the Hulk (d6/3/2)
  Trained by the Best Warriors (+1 steps)
Elbows and Kneecaps of Steel (+1 damage)
Awareness (+1 steps)

Tattoo Face & Masked Warrior 

Supporting Characters
Needs No Weapon (d8/5/3)
Fears No One (d6/3/2)
Martial Arts Training (+1 damage)
Element of Surprise (+1 steps)
Stamina 7 each

Anonymous Goons

Extras x3
Trained to Fight (d6/3/2)
Weapons (+1 steps)
Stamina 3 each

Ready, Set… Fight!

Below is a turn-by-turn description of the fight scene broken down into segments of the above fight scene. I’m not going to bother with a list of possible dice rolls because this is a backwards build. There are a couple times where I use absolutes (the highest value on a die roll) based on the impact of a given attack in the scene, but that’s about it.

0:01 to 0:08 (The Opening Shot)

While only two minutes in length and part of a much larger climax, this fight scene is exactly that – a scene. And this is the opening shot. Jaa spots his enemy on a rooftop, baiting him with nothing more than his stance. As he leaps closer and closer to this figure, Jaa is suddenly confronted by a trio of Anonymous Goons. While extras can be handled as a group, it’s not mandatory and if you really want to give someone like Jaa a run for their money, you treat each Anonymous Goons as their own character with individual descriptions and complication rolls. Catching Jaa off-guard, the Director finished the opening shot with the first Anonymous Goon moving in with a swipe of his weapon, missing and being pushed back by Jaa as the others enter the fray. Combat begins!

0:09 to 0:13 (The Second Anonymous Goon Attacks)

The Director spends 1 challenge to allow one of the Anonymous Goons to start the scene with a description: a volley of strikes quickly blocked by Jaa’s rapid fire blocks. The Goon’s description provide a series of attempts (each one its own detail) that is blocked by Jaa before the roll is attempted and becomes ineffective. Once again, Jaa gets to choose a complication for the second Anonymous Goon and goes with damage, pushing him back against the nearby rock to knock him right out.

0:15 to 0:21 (Now It’s The First Goon’s Turn)

Weilding a pair of katar, the first Goon steps in swinging with deadly 360 degree swipes at Jaa’s jugular. Rather than waiting for the resulting die roll, Jaa spends 1 Stamina and interrupts at the last minute with a complication roll of his own. It’s effective and he uses the Goon’s own katar to slit his throat (a damage complication), killing him.

0:22 to 0:24 (And Then There Was Three…)

Even with the first Goon dead, control still remains up to the Director and he plays up the third extra in play with a set of metal claws for weapons. When the dice hit the table, Jaa once again provides a high enough Difficulty to make the complication roll ineffective and instead places a Grappled restriction complication on him.

0:25 to 0:28 (Jaa Takes On The Claws)

There are no more extras in play in this scene and so it’s now Jaa’s turn. Using his Master of All the Deadly Arts potential, he begins to bat this extra around like a toy with each detail adding on an extra flourish to demonstrate how he keeps his opponent’s deadly weapons at a safe distance. For the key detail, Jaa attempts to break the Goon’s arm… and the roll is ineffective. Instead, the Anonymous Goon gets to place a complication on Jaa and it’s Pinned With My Claws (a restriction).

The first round is now over.

0:29 to 0:36 (Jaa Finishes the Third Goon Off)

As he was the last character to act in the previous round, Jaa gets to choose who starts the next one and he selects himself. Good thing, because after using 1 Stamina to remove the Pinned With My Claws complication with a single detail, he still has 2 remaining to describe how one claw is tossed aside like paper before rolling to deal the killing blow to this extra: a damage complication digging the Masked Warrior’s remaining claw into his own throat, dropping him to 0 Stamina. The Director even adds in a little touch of the flying claw blocked by the observing Mysterious Warrior from the opening shot.

0:37 to 0:50 (Enter the Masked Warrior)

Leaping into the fray is the Masked Warrior and now that Jaa’s done for the round, all he can do is defend. A rush of punches and kicks from this combatant sporting spikes on his palms forces Jaa to step back more and more until they approach a raised platform and that’s where the Masked Warrior uses his key detail to make an effective complication roll. The complication? Tag Team, a penalty complication created as the Masked Warrior spends 1 Stamina to inflict a -1 step penalty on Jaa.

0:51 to 0:57 (Tattoo Face Steps In)

Tattoo Face makes his move and begins to assault Jaa with a few knees and elbows, easily blocked. Attempting a complication roll doesn’t work, but Tattoo Face rolls an even number and decides to have nothing happen. That’s what you get when you roll evens on an ineffective complication roll, but now Jaa is surrounded. The Director has no plans for the Mysterious Warrior to do anything (yet) and so the second round ends.

0:58 to 1:09 (Keeping Them At Bay)

Looking to use up Jaa’s turn at the start of the third round, the Director chooses our lone hero. Jaa spends 1 Stamina to remove the penalty with a the first detail, followed by a series of distracting attacks towards one opponent while actually directing it towards the other to keep either from pressing their advantage. It all culminates on the key detail: leaping off Tattoo Face to deliver a kick to Masked Warrior’s face. The dice drop and Jaa rolls an even number, only to have it dropped to an odd number when his target spends 1 Stamina. The Masked Warrior gets to choose the complication and turns what would have been damage to Knocked Down (a restriction complication).

1:10 to 1:15 (While The Masked Warrior Is Down)

The Director’s two supporting characters are the only ones available in the round starts by saving the Masked Warrior’s Stamina as is, removing the Knocked Down complication with a full description. That leaves Tattoo Face to offer a barrage of upper body blows, none of them capable of breaching Jaa’s blocks. When the dice hit the table, the tables have in fact turned and Jaa gets to place a complication on his opponent’s ineffective complication and so he goes with Stepping Stool to force him down onto his knees to perfect the next attack as the third round comes to an end.

1:16 to 1:22 (Slow Motion Knee to the Face)

Let’s say the Director planned to start the fourth round with Masked Warrior, but Jaa won’t let that happen. Instead, he spends 1 Stamina to interrupt and with the Stepping Stone complication keeping Tattoo Face on all fours, he is described leaping off that one’s back and connecting his battle-hardened knee straight to the Masked Warrior’s face. And the dice like it, rolling an absolute on a d10 against a Difficulty of 7 for 3 damage.

1:23 to 1:37 (A Weakened Masked Warrior Steps Up and Goes Back Down)

At this point, Jaa is down to 10 Stamina and risks starting the next scene with less than his maximum of 15 at the next scene and there’s still half an army to go. The Masked Warrior is down to 2 Stamina, but Tattoo Face still has a healthy 6 Stamina remaining. He needs to conserve his strength as much as possible. As the Masked Warrior takes a turn and lashes out with an almost never-ending parade of strikes, Jaa’s impressive Difficulty of 7 against his opponent’s d8 makes it too hard. Hoping the volley itself will wear our hero down, it only ends up ineffective and Jaa gets to place a complication on him: Back You Get! forces him to fall back once more as Tattoo Face’s turn is next.

1:38 to 1:42 (Tattoo Face Doesn’t Fare Any Better)

Spending 1 Stamina to ditch the Stepping Stool complication, the next one steps up to try and bring Jaa down, he does not better than his ally. Offering up a slew of blows, the complication roll nets the same result as the first’s, so Jaa gives him the exact same complication and knocks him to the ground. The fourth round is over.

1:43 to 2:05 (Tag Team!)

Flanked by his opponents, Jaa must now find a way to bounce back and forth between them so they cannot gang up on him. Rather than a turn-by-turn breakdown, this sequence can basically work as three rounds mixing up damage (particularly if Jaa rolls an absolute) and applying complications like Pushed Back or anything else requiring his enemies to remove before they can approach him for their next strike. Already running low on Stamina, the Masked Warrior cannot afford to spend any more to remove complications quickly and must spend turns each round to get back up again. This allows Jaa to focus his actual turns on the healthier Tattoo Face and using the other’s ineffective rolls to push him back and hold him off. For now.

2:06 to 2:12 (Time to End This!)

Either by waiting for his turn or using 1 Stamina to interrupt, Jaa makes an effective complication roll against both opponents (even with a -1 step penalty for doing so). He rolls an absolute of 8 against their Difficulties of 5. No one can shift that down and Jas is going to beat the shit out of them with it. On Tattoo Face, he places a choke hold. This is nothing more than a minor detail to explain how Jaa will handle them one by one. The first feels the full wrath of Jaa’s fury with damage that drops him down to 0 Stamina. Hence the slow motion effect as a kick to the face sends the Masked Warrior falling out of frame, defeated.

2:13 to 2:16 (One More Left)

At this point, Tattoo Face has only 4 Stamina remaining compared to Jaa’s 10 Stamina. He goes to make a move with a simple, single detail of a kick to the jaw and the dice are still not in his favour. Jaa responds by placing his choice of complications, Stunned, as he delivers a knee to the face.

2:17 to 2:23 (The Finishing Move)

The final round begins and ends with Jaa spending 1 last Stamina to interrupt and ensure he can strike before Tattoo Face can get up – and it’s another absolute with the d10. Against the Stunned opponent’s Difficulty of 3 (as the Director finds it hard for a martial artist to apply a martial arts-based potential when someone is Stunned), that’s 7 damage! More enough to finish him off, and so Jaa provides the means by which Tattoo Face leaves the scene: he lifts his opponent into the air by only a foot and launches both elbows into his chest, sending him flying back ten feet through a nearby ladder.

The scene concludes and Jaa will gain 4 Stamina back to start the next scene with 14 Stamina (9 + half of the current total = 14).


Breaking It All Down

Number of Rounds = 8
Amount of Stamina Jaa Lost = 6
Number of Complications Against Jaa = 2
Number of Complications Against Enemies (not including damage) = 9

What Worked?

While I may have fudged a few dice roll here and there, all of this played out as if it was a real session of High Plains Samurai. At no point and time did I feel the need to bend either the events of the actual fight scene or the rules to make it work. Would an actual game work out the same? Can a single lead character with 15 Stamina hold his own against five opponents totally 23 Stamina? In my experience, yes, it can totally happen.

What Didn’t Work?

If you do a direct comparison of blows in the movie compared to actual dice rolls, they don’t quite match up. Using ScreenPlay directly as written, many of these attacks are extra details thrown in as flourishes to make the fight far more dynamic than the dice roll. Now here’s the big thing: no one plays that way. It’s something they have to be taught. For example, many of these flourishes involve accepting your opponent will block most of them and it’s only the key details – or the key attack, if you will – that stands a shot of breaking through and getting something done. But the rest of it assumes a good defence from your opponent. No one who’s played High Plains Samurai to date has done so; their enemies will always get smacked around until the dice say otherwise.

That’s something I want to fix. Not with mechanics or a reward for “playing nice with your enemies,” but through guidelines and recommendations on how to play. A sidebar. But really it comes down to how everyone wants their own version of the fight to play out. It’s actually something to demonstrate in the outcome because while the outcome is supposed to indicate the end result of a description, there’s nothing stopping anyone from going into how a character reacts during the description and then what happens after the complication is applied.

In Conclusion…

Fuck me, this works! This experiment’s taken me three days to write and while it’s cost me precious time working on my other projects, the relief I’m feeling right now makes the effort totally worth it. Does this mean this example automatically equals perfection in every possible movie fight scene? Not necessarily… but I’m game to try another experiment. What do you think? Any other fight scenes out there you’d recommend? If you do, comment below or share it on Twitter with the hashtag #HPSfightscene and I’ll choose another one to test against the High Plains Samurai mechanics.


What’s Currently Stewing In The Pot?

What’s Currently Stewing In The Pot?

Despite the heavy workload getting a playtest draft of High Plains Samurai up and going, wrapping up Dial M for Monster, and editing both Beyond the Firelight and Little Heroes for Mystical Throne Entertainment throughout September, I’ve been bouncing back and forth on a few new ideas I’d work on as if I wasn’t burdened with the darkness that is my day job.

The kicker is most of these ideas are not up-and-coming, only two of them are currently in the hopper with the time I have available to design. And those two are BIG projects. All the same, it seemed like a good first step to gauge which should progress from lightbulb-in-my-head to rough notes would be to post them here and see what reaction they get, if any. What’s below is a list of six seven nine six games I have stewing around in my head these past few weeks. Some of them are more specific than others, some of them would potentially use existing systems, all of them are ones I would start the moment the starter’s pistol went off if I won the lottery today.

High Plains Samurai

Now that these other big projects are (mostly) out of the way, HPS is first on the list. I’ve written about it before and won’t bother getting into any more now.

Ok, I lied. As of this writing, HPS is gearing up to start a play-by-post playtest on Gamers Plane with some members of the ScreenPlayers Guild and they’re working with the first draft of the High Plains Samurai Rehearsal Edition. Yep, just like I did with ScreenPlay, a free public beta test of HPS will be available in January 2017 before the Kickstarter goes live in March 2017. That’s happening.


Killshot Reloaded

Consider this the official unofficial announcement. In 2017, I will start work on the 2nd edition of Killshot, my award-winning modern day assassination RPG. This is not exactly a complete reboot of my failed attempt in 2013 at Reloaded as there are a few new mechanics I want to introduce or modify to create faster gameplay and play up on some of the strengths of the first edition while simplifying character options. As for the alternate genre versions of Killshot Reloaded (Wanted: Killshot, Killshot Noir, etc.), that’s still a work in progress.

You can check out the still-existing link to the failed Killshot Reloaded Kickstarter page to see what was intended three years ago.


The more I think about this game (posted on this blog a couple months back), the more important it becomes. I can’t help but have a feeling my design is missing that sense of innovation people look for and perhaps it’s not just in mechanics (which is how I like to look at my body of work). The concept of the game needs to be innovative and it feels like Threshold could meet that demand. I’ve yet to consider anything more about this game other than making it completely GM-less. Otherwise, reading through the original discussion on this idea will give you a good idea of what’s stewing for Threshold.


Now for something new! One serious advantage to my recent work, including Ironbound, has been dusting off very old ideas and turning them into RPGs rather than novels or screenplays. Pandora is one of them. The concept is a top secret hospital that is home to a handful of young people with strange, psychic powers. A kind of Xavier’s School for Gifted Youngsters but in a building that’s more like an asylum than anything else. And their powers are nowhere near easily applicable to fighting crime. For example, one of the main characters is a “time traveler” in that he/she can slip into a deep coma for decades at a time and never age. Others can “sense death,” experience visions of a person’s past deeds, etc.

Their powers originate from a single person, a woman known only as Pandora who traveled to our world from another dimension where powers are as common (and powerful) as comic book characters. Her very presence has begun to unlock a chain reaction in these bizarre psychic powers that are nowhere near those of her home dimension because characters who can fly, break through walls and such would break the foundation of our dimension’s reality. (See Dimensions below to see how far I’m willing to go with this.) The main plot begins as a trio of super villains breaches through from Pandora’s home dimension to finish the job they started before she fled: killing her. Their very presence causes our main characters’ powers to build as they become exposed to these actual powers and reality bending experiences.

While I’m tempted to make this a Powered by the Apocalypse game, it’s also such a sweet and crazy idea that I want it to work with ScreenPlay as another gateway for those yet to try out my game. But using the AW engine could allow for higher sales. If this goes any further, the system debate is the first issue to tackle.


ScreenPlay for kids. Everyone plays one of four elementals in a Hogwarts-style school system with each element (fire, air, water, earth) choosing a champion (the lead characters) to compete in a tournament. Each element devises a challenge and the elemental who wins the most challenge is their school’s champion. A major design goal is that elementals have varying immunities to various other elemental powers and anyone caught attacking another elemental is banned from the tournament. That’s honestly as much as I have for this one and the sole reason for brining it up is that my wife really likes this pitch. As in, she’s asked me about it a couple more times since I first told her the idea and she almost never does that.


Back in the d20 heyday, I had an idea for inter dimensional travel in D&D to complete the trifecta started with magic and psionics. Everything about it felt right and I had close to an 80-page drafts… and then everything was buried behind other ideas. A few months back, I found my original notes again and now I’m pondering bringing that project back to the forefront once more, just not as a d20 game.

This one feels like it would adjust perfectly to a Powered by the Apocalypse game for the sheer reason that travelling between dimensions carries numerous risks, the worst being your current dimension wiping you from existence and closing up any gaps you’ve created. See, those who travel between alternate realities gain the ability to warp their current reality solely because they’re not supposed to exist. Reality can withstand a small amount of bending before it threatens to break and since such a reaction would be cataclysmic, reality instead tries to fix the cause of the break. Like white blood cells on a virus. The key is to use your dimensional powers wisely or else POOF! you don’t exist anymore. Anywhere. No one remembers you and history is rewritten to correct your existence. While I’ve yet to start any conversions to PbtA mechanics, the very nature of how this game is written and (more importantly) how fans of that system embrace the impact of failure and consequences makes me feel better about trying it with Vincent Baker’s modern classic than with d20, where players were accustomed to kicking ass and never bothering to take names, let alone face consequences.

And that’s what I have… that I can tell you about. There is one other project in the works, but it’s not mine to discuss. Still, I have so few loyal readers, let alone those who might make it to the bottom of any post, so let me simply say this.


That is all.

Levelling Up BRG

Levelling Up BRG

It is done.

Yesterday (even in the midst of some personal issues going on at home), I collected the last bit of information needed to make it official and completed the final stage for Broken Ruler Games’ business licence. And here it is.

Photo on 2016-08-25 at 6.42 AM
Yours truly at 5:30 this morning. Hence the dopey look and dim lighting. 

Now it’s time to get serious about having fun.

Funny side note. When we bought our house last year, there was some confusion as to the actual shape of our lot and zoning. Because the property was part of an old ski hill and was split into two, legal wrangling and back-and-forth re-zoning with the township added a small hiccup to the experience. Not a big deal, but it was something I wanted to ensure wouldn’t become an issue with BRG’s licence. You never know. It turns out not only was there no issue whatsoever but our property is already zoned to do so much more.

Our property is listed as Tourism Commercial and not only does that mean I can set up a home office for BRG, I can do so much more down the line if so inclined. I can set up an amusement park, a bed & breakfast, a golf course, public camping, hotel/motel, RV parking, even a tavern. There’s a huge list of options available. It turns out the neighbouring property was re-zoned to Residential Use and ours remains what it was as a public ski hill. While most of these are hilariously unattainable, the fact that I’m already set up (at no additional cost or paperwork) for so much more really does make the mind wander.

Like a kind of outdoor gaming convention with camping/RV parking.

But that’s neither here nor there. For now, I’m happier than a pig in shit to have this next step underway. I have to sit down with my accountant and go over the new software and common practises for business accounting this weekend (what goes where, what can be used as a business expense, writing off stuff, etc.). During the upcoming long weekend, I’ll be sitting down with High Plains Samurai‘s lead artist, Kieron O’Gorman (you’ve seen his work in Killshot) to go over artwork for the Kickstarter planned for March 2017. After that, looking at a small print run to provide locally and distribute through a company such as Indie Press Revolution. More to follow as that happens.

The Samurai Finds Its Voice

The Samurai Finds Its Voice

HighPlainsSamurai_logo_v1There was a moment on Saturday this past weekend when my fingers pulled away from the keyboard and read over the latest paragraph they created. And I smiled. A big beaming smile, followed by the urge to stand up and shout with elation. But it was contained so as not to wake up my son from his nap. What came out instead was the physical motion of someone who won the lottery with the sounds of a ninja whispering.

I have finally solved the puzzle that is High Plains Samurai‘s voice.

If you read about my struggles getting HPS up and going, you’ll know I basically spent my week-long vacation stewing over putting more than just words to paper. There was no soul, no life to what was written. There was a world, a home for interesting characters and the basis for an exciting concept, just nothing that felt right when put together as sentences. It didn’t have a voice. In those few weeks since, a lot has changed and seems to have changed enough that everything has changed. Maybe it was the move to turn BRG into a legit business, maybe all those ideas unlocked from watching Human Planet, maybe something else entirely. Now that it’s the next day and I’ve performed a mental autopsy on yesterday’s two hours of solid gold, I may have an answer.


Not artwork for HPS, by the way. Simply a random piece from my Inspiration folder. Artist unknown. 

Yeah, ok, that needs an explanation.

As I’ve probably mentioned before, I like to give my games a unique voice. Let them read as their own thing. ScreenPlay didn’t do it (despite my best efforts, the decision was made to keep it simple and open-ended as it is an open system) but Killshot did. Big time. I wanted to bring that back again to help the reader (typically the Director of any story) become inspired and demand it be played at their table. Nothing was clicking.

HPS’ breakdown provides a total of 12 chapters: six for learning how to play the game, six for the game itself (featuring one chapter for each of the Five Cities and another for the Wastes as the main plot is dissected by location for players to go in any direction they want). From the very beginning, HPS featured fix deities known as Elemental Spirits – Honour, Balance, Patience, Innocence and the creator/destroyer of worlds, Chaos. The earliest efforts to crack this code involved having a different follower/monk of these Spirits write a chapter and give each one its own voice. But twelve chapters spread over five Spirits doesn’t add up and when you have a divine presence known as Balance in your game, you know there’ll be objectives at those meetings. No deal there and nothing else was working. Maybe from another unseen character in the One Land? I even tried entirely from Chaos’ POV and it felt off.

If I added a sixth Spirit, the math would line up perfectly. One chapter each for how to play, another chapter each for the plot itself (and each Spirit would be assigned a particular City or the Wastes – which clearly should be Chaos’ bag). Sure, easy enough in concept but what would I add to this existing pantheon that would fit the bill and not feel like a last minute add-on?

You got it. Strife.

This is a world constantly in combat for both game play and setting. No one gets along with each other and each of the Five Cities populates its own style of honourable warriors, be they gunslingers, samurai, barbarians, gangsters, or inventors. Combat was the constant ripple pushing everyone forward and against each other… and it wasn’t represented in this pantheon at all. How to face conflict, yes, just not conflict itself. Hence Strife was born and added to the mythology. Now there are six Spirits to handle the voice of twelve chapters spread across three volumes. (In a single book, I should add. Not going the whole D&D approach to publishing here.)

Twenty pages later and I have never been happier with anything written for HPS to date. Not only am I confident in the experience this game will create, now I’m certain reading it will evoke the correct emotional response I’m looking for. One that conveys the tone of the setting, the inherent danger of the main plot, and just so happens to work as a complete in-character handout. It’s a bonus touch I like to incorporate when I add a voice and once you get the right one locked in, you can talk about the game as a game but also as a guide to something that feels completely real. In this case, the game is presented as a collection of books from an order of mythological monks from a secret location known as Heaven’s Peak. They have read the teachings of Chaos and prophecized the All-Being will return to finish off the land he tried to destroy, an event only a select few can prevent… and they are not from the One Land. Somehow, the monks have used their power to transport these lessons to our world in the hopes we may tell the story that will save them from total annihilation and it’s fucking awesome!

There’s still quite a bit to go but I’m not here to simply tease you on its progress. No, I also have some updates on when you’ll be able to read these words for yourself and put them to practise. While the reason for the change of deadlines shall remain a secret, my due date for having a first draft of the HPS Kickstarter preview has moved to the end of September 2016. High Plains Samurai Volume One: The Order of Things will contain everything you need to play a character in the One Land, including…

  • the full rules for playtesting new roles and rules designed specifically for HPS
  • a collection of perks, individually chosen special features selected by your character’s homeland, profession and qi power
  • the doomed history of the One Land and how a long figure known only as the High Plains Samurai could be the catalyst for its apocalypse
  • a playtest scenario involving a train robbery

Once it is ready, I’ll begin playtesting across three different formats to ensure everything works properly and snag some recordings of actual play to promote during the Kickstarter: play-by-post, online streams (such as Twitch), and face-to-face games. If you’re interested in joining in the fun, there’s a G+ thread where you can express your interest.

Also happy to announce the High Plains Samurai Kickstarter is currently scheduled to launch in March 2017. Boom!

I can’t wait to finally start showing off this game. Let the countdown begin.