Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: Justin D. JacobsonI can see now that the 300 pages is a negative for many people (at least on these boards).
Posted By: Justin D. JacobsonWho is my target audience?
But I think my real target audience -- indeed, the reason I wrote the system in the first place -- was for people like myself. I.e., people born and raised on D&D/d20 who don't have the prep time those games/systems require and don't need/want to be bothered with the byzantine minutiae present in them.
Posted By: PramasNow we could have done Thieves' World as a stand alone game but that didn't seem like a great idea at the time. In retrospect I wish we had. The whole d20 logo did not work in our favor with TW. And you'll note we are doing a brand new game system for A Song of Ice and Fire.
Posted By: AnemoneInteresting. Between that and the publication of a systemless Freeport sourcebook, is Green Ronin trying to cushion itself against the seismic effects of WotC's move to a D&D/D20 4e?
Moving into 2006 we had a problem though. Well, several problems really. First, Freeport: City of Adventure was sold out and had been for quite some time. Nor could we do a simple reprint because the original was written for the D&D 3.0 rules and since its publication the 3.5 edition had been released. To complicate matters further, all d20 publishers from WotC on down had been watching their d20 sales degrade after 3.5 came out. It would thus have been a risk to do a 3.5 revision of Freeport: City of Adventure. Doubly so, with 4th edition clearly on the horizon. We had already watched our 3.0 backstock rendered obsolete when 3.5 came out, so we didn't want to do a new marquee product tied to 3.5 only to see the same thing happened when 4th edition was announced.
Posted By: AnemoneInteresting. Between that and the publication of a systemless Freeport sourcebook, is Green Ronin trying to cushion itself against the seismic effects of WotC's move to a D&D/D20 4e
Posted By: PramasAnd I became really enamoured of the whole systemless setting book idea too. There are many fantasy games that don't have a lot of campaign settings to choose from. Why not do a book that could appeal to GMs of them all?
By the way, Chris, the system-less approach is definitely working on me: I've already decided I must have thePirate's Guide to Freeport, and I doubt I would have if it had been straight d20 material (though Imighthave picked up a True20 one.)
Posted By: nocluePosted By: jdrakehan incredibly cool concept with a deep undercurrent of philospohical badassitude
Now that's a quote that sells.
Posted By: AnemonePosted By: PramasAnd I became really enamoured of the whole systemless setting book idea too. There are many fantasy games that don't have a lot of campaign settings to choose from. Why not do a book that could appeal to GMs of them all?
This might even take us back to the OP a little, since in truth I'd be more interested in a system-less (or multi-system)Passagesthan in a d20 one. I picture chapters on staples of the genre and the era, how to create literary Victorian adventures, adventure seeds, etc. Justin, is that something that would have any interest at all for you?
By the way, Chris, the system-less approach is definitely working on me: I've already decided I must have thePirate's Guide to Freeport, and I doubt I would have if it had been straight d20 material (though Imighthave picked up a True20 one.)
Posted By: TempleWell, technically its not d20, its OGL..
- "Dainty. Palatable. Non-Constipating." - WTF?
- "The only Game Preparation which is uninjurious to the digestion because of the slow measured absorption of rules and use of a singular icosahedron for resolution. The only Game Preparation of agreeable taste to all palates, and an excellent substitute for Cod-Liver oil. Prescribed by eminent practitioners to lymphatic and scrofulous children; to adolescents for troubles associated with growth, amenorrhoea, etc.; to adults for asthma, syphilis, and female hysteria; and to all ages for chronic bouts of ennui." - WTF? If I wasn't reviewing this for this thread, I would have left at this point.
The game blurb may be amusing but it's so difficult to read for a modern English speaker that it's off-putting. I gave up after the first couple of sentences because I shouldn't have to work that hard just to get an idea of what the game is about.
- Who is Robert Louis Stevenson, Professor Gibberne, Charles Lutwidge Dodgson, and Jules Gabriel Verne? Why should I care what they have to say?
edit: Theme is what sells a narrativist game. When the others say it's about things they aren't interested in, it's because they're only seeing things, and not thematic purpose.
4) d20: This one is a very sticky issue. I think one of the problems with the game is that it stands between both "worlds", i.e., d20 and story-games. It's really a d20-story-game, i.e., both. I think some of what is happening (and seems to be borne out by some of the comments in this thread) is that the d20 folks think it's "too indie" and the S-G folks don't want to invest much time in an interation of d20. Thoughts on how I can show that the game can be satisfying to both? Is that even possible?
Note: Sadly, Fae Noir (which I know isn't your game) suffers from the same problem despite my love, love, LOVE for the concept. Fae Noir is my greatest disappointment this year.
For myself, it's this:PassagesBut Passages is so much more than just a new rpg system, it's a fully realized literary campaign setting of the Victorian era. Take the helm of the Nautilus! Cross swords with the Scarlet Pimpernel! Match wits with the devious Professor Moriarty! Anything is possible in the world of Passages.
"You can do anything!" is rather a red flag for me. My experience with such claims tells me to expect the whole damn thing to collapse into genre incoherence. It suggests a setting collage and players expressing diverse characters without telling me how the game works to achieve thematic coherence.
I am going back to the drawing board armed with a lot of great insight. And I've got something of a new tagline I'm toying with that gets the concept across a little better: "There are twenty faces on the die. Each one tells a story."
Posted By: woodelfPosted By: TempleWell, technically its not d20, its OGL..
No, technically itisD20 System, he's just not allowed to tell us. SotC is OGL [and not D20 System].
Posted By: woodelfPlease tell me you're kidding about not recognizing the names (except for Gibberne)?
Posted By: TemplePosted By: woodelfPosted By: TempleWell, technically its not d20, its OGL..
No, technically itisD20 System, he's just not allowed to tell us. SotC is OGL [and not D20 System].
Umm.. No. Not the way WotC uses the terms, which is what Im going by for the purpose of this discussion.
Its not d20 unless it carries the d20 label, you know, the logo thingy? Its OGL if it has d20 mechanics but doesnt have the logo.
SOtC uses a variation of the open gaming license, but its not "OGL." Only products which use the WotC d20 Open Gaming License are "OGL."
Posted By: jenskotwoodelf, are you purposely trying to be a dick? Because that is what you are seriously coming off as (to me at least). Justin came here and asked for our unfiltered thoughts in an effort to help him. We posted to help Justin, not to get your snarky commentary on top of those thoughts.Posted By: woodelfPlease tell me you're kidding about not recognizing the names (except for Gibberne)?
Fuck you. I'm sorry that I grew up homeless in a non English speaking 3rd world country where our priority was eating and fighting disease. Seriously, fuck you.
Posted By: woodelfOr that i really lovedFelicityand think it's a great show, and would've watchedLostright from the beginning if i'd known of the connection at the time.
Posted By: woodelfit honestly never occurred to me that a native English speaker (and you certainly come across as one) would not have heard of Jules Verne or Robert Louis Stevenson or Lewis Carroll [and know his real name]
Posted By: John HarperIsn't Passages the game that has "Asian" as a character class? I heard that somewhere and the game went on my mental ignore list. I'd be happy to learn I was mistaken.
Posted By: Justin D. JacobsonFor example, someone playing an Asian character could give themselves a +1 bonus to their Grapple skill and say that they received rudimentary training in one of the martial arts; or they could take a +1 bonus to Craft Origami; etc.
Posted By: John HarperPosted By: Justin D. JacobsonFor example, someone playing an Asian character could give themselves a +1 bonus to their Grapple skill and say that they received rudimentary training in one of the martial arts; or they could take a +1 bonus to Craft Origami; etc.
Argh. That's certainly not helping my impression of the game. Thanks for explaining, but I'll pass.
Posted By: John HarperMy "Native" character can be from dozens of different societies and have hundreds of different roles in the world. So my bonuses could be anything, right? And then why have an ethnic bonus at all?
Posted By: John Harper
- Then you say an "Asian" PC might be good at Martial Arts and Origami, which is sooooo stereotyped, cliche, and borderline racist that I'm just plain shocked. Should "Africans" (ha) be good at Throwing Spears and Voodoo? I realize that the player gets to pick their bonuses, but the fact that your example is that wrong-headed makes me wonder what other artifacts are lurking in your text.
- I certainly don't think you're a racist, Justin, just to be clear. But your example of what "Asians" might be good at isembarrassing. The idea that "Asians" ought to get some kind of "racial bonus"because they're Asianmakes me very sad. I think it's good to seriously think about the essentializing and exotifying of various peoples as presented in fiction and games, and whether that stuff should be continued, regardless of how "genre appropriate" it is.
The Victorian era was a time of great change around the globe. Amazing things were happening in every culture; international travel was becoming more commonplace. It was, paradoxically, a time of both rising jingoism and the free exchange of ideas. To encourage a sociall diverse game experience which reflects this phenomenon, Passages players select a culture for their characters at creation.
...
The major cultures in the nineteenth century world of Passages are Arab, Asian, easterner, Frontiersman, Native, and Westerner. The descriptions below are not meant to suggest that all such individuals come from the same country, share the same language, hold simila rreligious belief, and so forth. However, they can serve as a good starting point to flesh out a character.
The Narrator can allow mechanical distinctions among the cultures. For this variant, each player assigns a +1 bonus to a skill or a +2 bonus to a sub-skill and explains how his character's culture ties in to the bonus. For example, Charles might decide that Oliver's London upbringing [Westerner culture] exposed him to the bustling streets of a civilized metropolis; he gives Oliver a +2 bonus on Carouse (Gather Information) checks.
Posted By: Justin D. JacobsonAs JD says, skills are the functional equivalent of kickers. If I'm the Narrator and one of the PCs has Craft Origami, he's telling me that he wants stories that include origami.
Posted By: Justin D. JacobsonThe major cultures in the nineteenth century world of Passages are Arab, Asian, easterner, Frontiersman, Native, and Westerner. The descriptions below are not meant to suggest that all such individuals come from the same country, share the same language, hold simila rreligious belief, and so forth. However, they can serve as a good starting point to flesh out a character.
Posted By: asdfffJustin,
300+ pages is a shocking amount of effort to put into a d20ish do-everything game about adventures through Victorian literature--Dawning Star is a much more prominent product of your company (I don't know if you are the same author) and despite the maps and 3D renders on the Dawning Star page, I want to guess that the same amount of work went into both products.
So far, have sales for Passages *outside* of gencon justified the gigantic pagecount beyond what we're used to? The inde booth definitely was not the core audience for this product--this fits more in "small press".
I say this because on rpgnow you have two [staff] reviews, which simply isn't common...I'm willing to bet that rpgnow sales are higher than either gencon, POD or IPR. Did the attention halo from Dawning Star lead them to review this effort?