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Author: Sarah Newton

Sarah is a writer of roleplaying games and science-fiction, fantasy, and weird fiction. Her works include Mindjammer - Transhuman Adventure in the Second Age of Space, The Chronicles of Future Earth, and Legends of Anglerre. Her first novel, "Mindjammer", is due out mid-October 2011, published by Cubicle 7 Entertainment Ltd. Sarah lives in a shack in a field in Normandy with her musician husband and numerous farmyard animals. Twitter her at @SarahJNewton.
Kickstarting Cosmic Fantasy: The Chronicles of Future Earth RPG

Kickstarting Cosmic Fantasy: The Chronicles of Future Earth RPG

The Chronicles of Future Earth

In the last centuries of the Fifth Cycliad, a great malaise began to descend on the lands of humankind. The civilizations of the Earth, which for aeons had seemed on the verge of slumber, now finally began to rot from within. From the edges of the world, the ever-present enemies drew close, their hungry claws poised to tear apart the delicate flesh of a fruit a hundred millennia in the ripening. And all around, a cry arose for Heroes, to stand against the dying of the light, and save the world from the sins of its past.

Are you a fan of Clark Ashton Smith’s Zothique? Of Gene Wolfe’s Book of the New Sun? M. John Harrison’s The Pastel City? Do you yearn for a roleplaying game that exudes the vibe of Bruce Pennington’s gorgeous artwork? Then look no further — The Chronicles of Future Earth is here.

On Friday 28 September, Mindjammer Press launched its new Kickstarter for The Chronicles of Future Earth — Cosmic Fantasy Roleplaying in the Post-Historical Age. I’m Sarah Newton, the author of the game, which in some ways is the fantasy counterpart to my transhuman science-fiction roleplaying game Mindjammer. We funded the project in a little under 9 hours, and have been unlocking stretch goals since; as of this moment (Friday 5 October), we’ve raised just under £20,000 (appx $27,000), and have unlocked a Player Character Folio and GM adventure to add to the “Chronicler Pack” which forms the core of our offering: a gorgeous full-colour hardback rulebook, a GM screen, dice, tokens, and an A2 map of the “Springtide Civilization” — the world of the earth of the far, far future where the game takes place.

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Modular: The Capharnaum RPG: A Kickstarter Combining the Campbellian Hero Path, Arabian Nights Multiculturalism, and Compelling Worldbuilding

Modular: The Capharnaum RPG: A Kickstarter Combining the Campbellian Hero Path, Arabian Nights Multiculturalism, and Compelling Worldbuilding

Capharnaum RPG

Two years after running our very successful Kickstarter for the transhumanist SF RPG Mindjammer, Mindjammer Press is back with a new project — the English-language version of a fascinating French-language RPG “Capharnaum – The Tales of the Dragon-Marked.” As a soundbite it’s billed as “a fantastic Arabian Nights RPG of deserts, dragons, and crusaders” — but it’s so much more than that. I first came across Capharnaum and its gorgeous artwork in the Paris Games Fair in 2009, and even then I couldn’t believe it hadn’t been brought to the English-speaking gamer. Now, with Capharnaum‘s second edition, the case is even more compelling.

The brains behind Capharnaum — The Tales of the Dragon-Marked are two experienced French game designers, Raphaël Bardas and François Cedelle. They’re joined by a large and extremely active gaming community based in Montpellier, the ancient town on the Mediterranean coast, but active throughout France, bringing together enthusiasts of ancient world Mediterranean and Arabian Nights-style gaming. In the aftermath of 9/11, Raphaël and François wanted to create a setting which refracted the cultural conflicts of our time in a historical-fantasy context, but which equally provided a gameplay which transcended those conflicts and offered a route to coexistence and appreciation of our diversity.

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Packed Full of Fantasy Goodness: The Deluxe Tunnels and Trolls RPG

Packed Full of Fantasy Goodness: The Deluxe Tunnels and Trolls RPG

Deluxe Tunnels and Trolls-smallBack in 1980, on my last day of my first year at secondary school in the UK, an 11-year old me saw a kid with a copy of the paperback Advanced Dungeons & Dragons Players Handbook. I’d discovered Tolkien a year or two earlier, and, leafing through the book, the pictures of dragons and swords and — most particularly — the dungeon map and diagram of the Planes of Existence at the back both enchanted and fascinated me. But as an 11-year-old I hadn’t much pocket money, and on the first day of my summer holidays and clutching a single sheet pricelist catalog from Games of Liverpool, I spent £1.75 on the only thing I could afford which looked even remotely similar — a slim booklet called Buffalo Castle.

I had no idea what I was doing. When the booklet turned up at my house a few days later I realized it wasn’t even a complete game, but part of another game called Tunnels & Trolls — something called a “solo adventure.” Undaunted, I made up my own rules, played the hell out of Buffalo Castle, and made up several solo adventures of my own — and saved my pocket money for the rule book for Tunnels & Trolls.

Completely accidentally, I’d stumbled onto a path which would shape my whole life.

Fast forward 35 years (and try to say “35” quickly so you don’t feel it…). A couple of months ago I bought the newest and greatest ever edition of the Tunnels & Trolls roleplaying game, funded by Kickstarter over the past couple of years and only now hitting games stores and general release. Designed and written by Ken St. Andre, Liz Danforth, and James “Bear” Peters, and dubbed Deluxe Tunnels & Trolls, it’s effectively the 8th edition of the rules — but unlike many other RPGs, even this 8th edition isn’t too far removed from earlier editions, and if (like me) you grew up on the 5th edition rules, you won’t find yourself in too foreign territory. It’s very much the same game — just better.

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Kickstarting the Mindjammer Universe: A Far Future Transhuman Utopia?

Kickstarting the Mindjammer Universe: A Far Future Transhuman Utopia?

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Yesterday Mindjammer Press launched a Kickstarter for my far future transhuman science-fiction roleplaying game and fiction setting Mindjammer, to fund a series of RPG supplements and fiction for the game, including sourcebooks, adventures, and even a version for the Traveller rules. It made its initial funding goal this morning in a little less than 24 hours, and John very kindly invited me to Black Gate to speak about the Kickstarter and the Mindjammer setting.

You may know something about Mindjammer already — John O’Neill and Howard Andrew Jones have both written about it before, and I’ve blogged about it here too. It’s set in Earth’s far, far future — approximately 17,000AD — during the Expansionary Era, when a formerly stagnant civilization on Old Earth has reinvented itself as a “New Commonality of Humankind” following the discovery of “planing” — faster-than-light travel. Now, two centuries on, the Commonality is journeying to the stars, rediscovering lost colonies settled from Old Earth by slower-than-light generation and stasis ships millennia before. Cultural conflict is everywhere, between this vibrant, optimistic, yet overwhelmingly strong interstellar civilization, and the disunited, often highly divergent lost colony cultures which are facing “integration” at the Commonality’s hands.

The Commonality considers itself the brightest and greatest civilization of humankind. The Mindscape, a vast interstellar shared consciousness and data storage medium to which all Commonality citizens are linked by neural implant, gifts its citizens with technological telepathy and the awesome powers of technopsi. It also lets them upload their memories, and download the memories of other people — even dead people. Artificial life forms with synthetic personalities based on the memory engrams of dead heroes abound: even the starships are sentient beings, the eponymous “Mindjammers”, faster-than-light vessels which travel between the stars, updating the Mindscape and knitting transhumanity’s interstellar civilization together.

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The Genre Game

The Genre Game

Dostoyevsky comicsLike many people, I have mixed feelings about genres – those pesky labels we use to sift and sort writing into neat little silos, isolated and bubbling away in incestuous fermentation. Both as a reader and a writer, I’ve never seen the world that way.

In some ways, thinking about genre reminds me of the “Honk if Pluto is a planet” campaign. For some, it’s a major, emotive issue if Pluto is categorized as a “planet”, or a “dwarf planet”, or a “Kuiper Belt object”, or something else entirely. But, ultimately, the designation affects nothing outside the minds of men: Pluto continues in its long, elliptical orbit, completely oblivious to the impassioned squirmings of one subgroup of carbon-based lifeforms on the third planet; it’s still beautiful, cold, distant, mysterious, regardless of the “planetary genre” we decide, in our assumed omnipotence, to place it in. It ain’t gonna vanish if we all look the other way.

So, genre. Is it hard science-fiction? Is it cyberpunk? Is it space opera? Dystopian? Maybe it’s all four? Or more? It’s a truism, but every written work stands on its own merits. You can sell it at Borders, Barnes and Noble, or Walmart; you can call it dark fantasy, low fantasy, heroic fantasy, swords and sorcery: it’s still the same book, even if the observers and surroundings differ. Genre is something which shelf-stackers and catalogue creators love – it neatly segments the literary world into easy-to-digest packets, with no ambiguity, a black-and-white demarcation of the soul. Like people trying to get their five pieces of fruit a day, it seems to make sense – until people start fighting over what a “piece of fruit” really is. Oranges – whole or segmented? Melons? How big’s a slice?

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Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Several years ago, I published my first ever roleplaying game supplement, a 200-page softback for the Starblazer Adventures RPG, using the Fate 3rd edition rules. Black Gate‘s very own Howard Andrew Jones reviewed it here, and a few short months later we were delighted when it won a Judges Spotlight Award at the ENnies in GenCon. We decided to produce a second edition…

… And here it is! A lot has happened in the meantime, not least the release of a brand new edition of Fate, the Fate Core System, from Evil Hat Productions, which won Best RPG in the Golden Geek Awards only last week. The publication of an elegant and sophisticated new edition of Fate meant that I had a golden opportunity to update Mindjammer and publish it as a full roleplaying game, taking full advantages of the Fate Core System‘s cutting edge innovations. Last month, we launched Mindjammer – The Roleplaying Game for pre-orders, providing customers with an immediate download of a “Thoughtcast Edition” pre-release PDF of the game, and this week we’re going to print and updating the PDF to the final production version.

So what’s Mindjammer? Put simply, it’s a game and a setting. As a game, it’s been called the “lovechild of Traveller and Eclipse Phase” – a full-featured science-fiction roleplaying game for the 21st century, featuring all the elements of “modern” science-fiction: transhumanism, hyperadvanced technologies, culture conflicts, rules for organisations, worlds, star systems, ecosystems, and alien life forms all drawing on the latest discoveries in xenoscience and astrophysics, wrapped up in an expansive and action-packed game which lets you play in any modern science-fiction genre.

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The Guide to Glorantha Kickstarter

The Guide to Glorantha Kickstarter

There’s an amazing Kickstarter running at the moment. If you’re a fan of world-building, if you want to check out a world that’s been built over more than 40 years of group endeavour, with deep myths, histories, and cultures, one of the most compelling worlds in fantasy and certainly in fantasy roleplaying, you may want to take a look.

I’ve written previously at Black Gate about Glorantha, the fantasy world invented by Greg Stafford which lies behind the roleplaying games RuneQuest and HeroQuest. It’s a gorgeously detailed world; back in the days when Dungeons & Dragons was all about faux-medieval Tolkienery, Glorantha emerged as a lavish fantasy analog to the ancient world of Greece, Persia, and Rome. It’s a world of centaurs, heroes in bronze-crested helms, giants as big as mountains, and arcane cults which reshape the world as their worshippers offer sacrifice. Rich, complex, and sophisticated, it can offer the lightest play styles, or a rich immersive shared storytelling experience, with as much detail as anyone could want.

Glorantha owes a lot to Joseph Campbell, too. The “hero path” is an integral part of the world – how its inhabitants relate to the very real (and often mercurial) gods which surround them, and how heroes can penetrate the timeless realms of the gods and return with treasures physical and mystical. If, like me, you’re interested in the transcendent aspects of the stories we tell one another, Glorantha is a compelling world.

I’ve been gaming there since 1980; parts of it I feel I know better than my own hometown. But, over the past few years, Glorantha has entered a new golden age, as under the leadership of Jeff Richard and Rick Meints, Moon Design Publications have released multiple very high quality books providing new and deeper detail to the world. I’ve written about Sartar, Kingdom of Heroes; the Sartar Companion; and Pavis, Gateway to Adventure in previous posts – they’re all well worth a look, and highly recommended.

Over the past few years, Jeff Richard has been working on a book which looks like it will set a new standard in RPG supplements – a guide to the whole world of Glorantha itself. It’s a massive undertaking – an encyclopaedic opus detailing the places and cultures of a whole fantasy world, in exquisite detail. It’s been attempted twice before – once in the 1980s and once a decade ago – but in relatively abbreviated form. The new Guide to Glorantha is anything but abbreviated: it comes in at a whopping 400 pages of 10″ x 12″ book, detailing the geography, history, and cosmology of Glorantha, its cultures and races, as well as two continents, two subcontinents, and multiple archipelagos, plus a massive atlas filled with highly detailed and gorgeous maps – over 64 pages worth at the last count. The Guide to Glorantha is system agnostic – it doesn’t contain any games mechanics content, it’s pure setting detail, so you can use it with any game ruleset, or just read it for the pure pleasure of it. The Kickstarter has been running for a little over a week, and already has blown through its initial target. As a result, the initial scope of the project has expanded hugely, so that we’re now getting more regions detailed, more maps added, and an entire new “Companion” to the guide detailing things like the geography of the mythic regions of Glorantha, plus monographs by key industry writers. For those of us who’ve been playing quests into the realms of myth, this is nothing short of breathtaking in its ambition.

Check it out. If you’re a fan of Glorantha, or of fantasy worlds, or just want to see a beautiful example of world-building, the Guide to Glorantha may be for you. The Kickstarter runs until Tuesday, 18th December, and features a flexible pledging scale and increasingly attractive rewards.

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part Two)

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part Two)

pavis_coverLast week I began my review of Pavis – Gateway to Adventure, the new RPG supplement from Moon Design Publications for its HeroQuest roleplaying game in the fantasy world of Glorantha, with a bit of history of this greatest of RPG cities, and an overview of what this massive new book contains. This week, I’d like to look at the book’s content in far more detail, with a chapter-by-chapter breakdown of just what you get in its 416 pages.

Chapter by Chapter

To begin with, the book’s cover is a nice full colour painting depicting a priest of the cult of Pavis, the city god, atop the ziggurat-like temple of Pavis in the new city, facing east over assembled city-folk and worshippers as the sun rises. In contrast to the green and earth tones of the previous two Sartar books, the cover is predominantly pinks, purples, and greys, emphasizing the hazy, desert-like environment of the city. It gives a feel for the predominance of religion – and religious intrigue – in the city.

After credits, contents, and introduction sections, the book launches straight into “Making Your Character”. If you have Sartar: Kingdom of Heroes, you’ll know what to expect here; except that in addition to the Sartarite settlers of Pavis County, there are also HeroQuest keywords and character creation guidelines for Old Pavisites, Sun Domers, Zola Fel Riverfolk, and even Lunar Settlers.

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Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part One)

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part One)

Pavis Gateway to Adventure-smallWow. This is a big book. I mean, seriously big. It’s 420 pages of letter-sized softback, absolutely crammed with information about one of the most famous cities in fantasy roleplaying – Pavis, City of Thieves, Gateway to Adventure.

Let me be frank: I’m a fan. I have been ever since Pavis first saw the light of day back in 1983. And, since this freshly published brand new supplement for the HeroQuest fantasy roleplaying game hit my mailbox last week, I’ve become a fan all over again.

This week and next, I’m going to review Pavis – Gateway to Adventure, and try to give some idea of why it’s such a special book. This week, I’ll consider the history of the city of Pavis as a roleplaying game product, and give a high-level overview of what the new supplement contains; next week, I’ll look into the book in much more detail, and provide a chapter-by-chapter breakdown.

So what is Pavis, and why should you care? Well, if you’re a fan of the ancient fantasy world of Glorantha, the invention of RPG and fiction writer (and sometime shaman) Greg Stafford, then you’ll know all about Pavis already. But if you’re not – then prepare yourselves for a treat. Because whether you’re a roleplayer, or a fan of fantasy fiction with a love of well-crafted worlds, meticulous cultural detail, and awesome fantasy cities, Pavis – Gateway to Adventure might just be for you.

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I, Cyborg

I, Cyborg

Living in the Third Place Between Me and You

We’ve all been there: for some reason you lose your web connection. All of a sudden, it’s like you’ve lost a limb. You wander around, listless, anxious, this terrible nagging feeling of being cut off from the world. It happened to me last month: for two whole days (days!) my modem died, and I wrestled frantically with technicians checking phone lines and digging round my house as my cyberself entered intensive care.Daddy Can You Fix It?

As I mooned around in doomed isolation, it occurred to me that my plight – comprehensible to the vast majority of people reading this – would be a complete mystery to my parents’ generation (with apologies to adventurous silver-surfers out there) – who’d grown and matured before the internet came to stay. I had a vision of a world with two types of people: those who enjoyed the comforting buzz of eternal information streams sliding effortlessly through the backs of their minds, ready to bathe in at any moment; and those for whom information was something static, hard, and external – something to be looked up in a book, or researched with painful diligence. Both staring at one another across an invisible chasm with utter incomprehension.

My dictionary (online, naturally) defines “cyborg” as “a human who has certain physiological processes aided or controlled by mechanical or electronic devices”. Setting aside dependencies on televisions, games consoles, and certain brands of coffee machines, recent studies do seem to be suggesting there’s now a qualitative difference in the thought processes and possibly even brain structures of those of us who’ve spent years happily plugged into the vast ocean of freely available information on the worldwide web. I don’t just mean plugged in 24/7 – this isn’t some secret of the anorak illuminati. Not at all – look around on any bus or train, any bar, café, restaurant, at any time of day or night, at the constant dataflow of texting and twittering and facebooking zipping around the globe. Or ask yourself – how many of us buy encyclopedias any more? Or write letters, rather than a quick email? What’s our reaction when we find a question we can’t answer – do we throw up our arms, go buy a book? Or do we simply surf a while, till the information we need appears?

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