Monday, June 26, 2017

Review: Blue Rose 2nd Edition, Part 1

NOTE: You can read Part 2 here and Part 3 here.

I have been spending a month (has a month gone by already?) with Blue Rose, trying it out. I figured that before I review it I had better run it through it's paces the best I can.  This review might be kinda long, but then again the book is a rather large one.

So without further ado.

Blue Rose

Blue is the newest AGE (more on that) game title from Green Ronin.  It is an update to their older True20 version of Blue Rose.  This game expands the World of Aldea and the timeline a bit as well as give us some more option for play.
I am reviewing both the hardcover edition and pdf of this game. Both of which were purchased by me and not sent to me for the purposes of review. I will post my thoughts both on the reading and playing of this game.

The Blue Rose book is a 384 page, full color, hardback book.  The hardcover is sturdy as hell and might just be one of the most gorgeous books I have seen in a very, very long time.  The color jumps out at you.  Blue Rose is not a grim-dark world and this book is not either.  The PDF is huge and fully bookmarked and hyperlinked. I love PDFs, and for ease, I am using mine for review now, but there is no comparing it to the physical book.
The hardcover retails for $59.95 and the pdf for $24.95.  You can get the PDF for $5.00 at participating game stores when you buy the hardcover.

Basics
Blue Rose 2nd edition uses the same AGE or Adventure Game Engine, game engine found in DragonAge and Fantasy Age.  All three games share "System wide" compatibility, but maybe not "thematic" compatibility.   Though if you desire more monsters in your Blue Rose or Dragon Age games then the Fantasy Age Bestiary is the absolute perfect choice.


I will detail more about the AGE system in a bit.

The book is divided into three large sections:
The Player's Section covers the first four chapters of basic rules, character creation, and magic.
The World of Aldea covers the history of the world, the Kingdom of Aldis, and the surrounding lands. This takes up the next four chapters.
The Narrator's Section covers the last five chapters. This covers how to run a game, what makes "Romantic Fantasy" different, as well as rewards and adversaries.  There is also a sample adventure in back to tide you over till you pick up a copy of The Six of Swords.

Now off the bat, an easy criticism would be, why not separate these out into three less expensive books.  Charge $24.95 each and make more money in the long run?  Sure that would work and that is what Green Ronin did with their True20 versions.   Personally, I like having everything in one tome. Though I do see a need for a slimmer, maybe soft cover, version of just the player's section for players to buy. But Green Ronin has been doing this a long time if their economics support this then I am not going to be an armchair accountant.

Introduction
The first five pages start with an introduction to RPGs.  Most times I skip this, but this time I stuck with it since one of the expressed purposes of this game is to bring in new players.  The "What is Roleplaying" section covers what is expected. This is followed by a section on "What is Romantic Fantasy?"  For this bit, and for this review, I went back and read (or re-read) every book I could in the Romantic Fantasy cannon. This includes all the Valdemar books by Mercedes Lackey (minus the last series) and nearly every book on John Snead's own "Must Read" list. I'll talk about those relationships in detail as they come up, but suffice to say (for now) that Blue Rose does do a good job of Romantic Fantasy.
The next paragraphs deal with how you go about creating a character in a game world.  Not mechanics (yet) but an extension of your senses into this world.  This section I noticed also features in other Green Ronin AGE books. It asks the questions "What do you do?" and "Who are you?" The focus of this game then is character dynamics.  It is not "The party of adventurers set out to destroy the dragon." it is "Brynn, Heylg, Bethan and their friends sought out the threat to their beloved kingdom and stopped it before more lives were lost."  There is nothing wrong with either situation, it is just one is better suited to Blue Rose. Becuase of this there is more focus on group dynamic. Maybe Bethan, normally a strong independent warrior who fights for just causes, is also deathly afraid of fire from an incident in her childhood.  Now fighting this dragon is not just a straightforward matter of defeating a beast; it is now a metaphor for overcoming fear even when you are normally strong and brave. It could be that Brynn's best contribution to this battle is not her magic to attack the dragon or her healing, but her ability to empathize with Bethan and bring out the warrior she is from the scared girl she was.  If this dynamic is not that interesting to you, that's fine, the Blue Rose/AGE game will still let you kill the dragon, but something essential is missed.

The next section deals with the AGE system itself.


The system is actually quite a simple one.  3d6 + Ability +/- mods vs. Test Difficulty.
What makes this system special though are the Stunts.  Whenever you score "doubles" on a roll (on two of the dice, more later) you generate stunt points.  Stunt points can be used for any number of special features.  These are not limited to combat.  You can score Stunt Points in any situation where you roll dice.  So yes you can even generate Stunt Points (SP) while engaging in social interactions.  I have long let Bards in my D&D/d20 games score "critical hits" with puns, but in Blue Rose you can now do the same (mechanically speaking) with all sorts of social interactions like flirting!
Finally, we end with a bit on the campaign world, but I will detail that, as does the book, later on.

Part 1: The Player's Section
This section introduces us to both the Blue Rose game and the AGE system.

Chapter 1 discusses the AGE system and goes right into Combat and Stunts. I thought this was an odd choice in a game focused on characters.  At first that is. After reading through it a few times now I see it makes good sense.  I am not sure if the AGE system will ever "fall into the background" the same way d20 or Unisystem do for me, but it could get really, really close.  The system itself is very easy to grasp.  In AGE you really only need three six-sided dice.  Two of which should be the same color.  The off one is called the Drama Die.  We will get to all those in a bit.  The rolls of 3d6 + Ability +/- mods vs. Test Difficulty are simple enough.  Test Difficulties start at 7 (Routine) and increase by 2 for each level. So 9 is Easy.  The feel is the same as d20's Target Numbers or even Unisystem's Success Levels. The spread is closer to that of the d20 world so converting between the True20 Blue Rose and the AGE Blue Rose should theoretically be an easy one (in reality there is more to it, but not much more).  Like most systems an "opposed" test will be one set of rolls vs another set of rolls.

Aside: Since the rolls here are 3d6 as opposed to 1d20 (d20/D&D) or even 1d10 (Unisystem) you are going to get far more average rolls and fewer extremes.  This result is as subtle as it is ubiquitous.  This means that most rolls (67.6%) are going to fall in that 8-13 range. 18's will only happen 1 time in 216, as opposed to a 20 happening 1 time in 20.  This means that most actions will feel "normal".  It's later when we add the Stunt Points and Conviction that the real acts of Derring-do happen.  This puts the "criticals" more in the hands of the players and less to chance.  They happen less often, but more where the player wants or needs them.
This is something I have done in my own Unisystem games for years. Instead of a 1d10 I use a 2d6-1 system known as "The Chicago Way" among Unisystem players.  The effects are quite nice. The 3d6 gives AGE Blue Rose a solid edge over True20 Blue Rose.


In addition to these tests there are modifiers, which typically include a Specialization in a skill or other training.  There are are also Conviction points.  These are gained throughout your adventuring career and can be used to influence certain actions.  Conviction is used a bit like a Drama Point or a Hero Point.

On every turn the character can take a Major and a Minor action.  Each round is only 15 seconds long (4 per minute) so each action is short. There is a list of what major actions are (Attack, Defend, Heal) and minor (move, aim, activate).  In truth, the lists are pretty simple and easy to grasp. There are also variable actions that will change depending on the situation.

Next up are Stunts, the life, and soul of the AGE system really.
If you get doubles on any roll of the dice you may perform a Stunt on that roll.  So if the roll was a combat situation then you can perform a Combat Stunt.  The roll you get on your Drama Die (the off color one) is a number of Stunt Points you get.  You have to use them right away.  So if you get a 4 you have 4 SP and can buy any of the stunts listed for 4 or under.  These are things like "Knock Prone" or "Lethal Blow". As characters go up in level they gain access to more stunts and can buy others for less SP.  There are also non-combat Exploration and Role-playing Stunts as well. There are even Arcane Stunts that can be used in either.

Chapter 2 covers Character Creation.  This covers all the steps from concept to filling out your sheet.  Blue Rose is a very character-focused game, so character creation should be something done all together for the first session.  I even suggest talking about what sort of group you want to have. There is no reason why it can't be "You all meet in an Inn", but it should go deeper than that really.  How do these characters interact with each other, what are their goals, their drives?  In some ways the best Blue Rose group of heroes is something like what we get in the Dragonlance tales.  A group full of characters internal desires and drives but a community, if not a family, of others helping them.

Blue Rose has 9 Abilities. They have familiar sounding names and are even rolled up the same way.  In fact in Blue Rose, your abilities are rolled on a 3d6 IN ORDER.  Yes, it is more Old School than many Old School games out today. The spread of ability modifiers is also similar.   Every ability has more than one focus. These Focuses allow the character to be better at one particular area.  Systematically Abilities and Foci serve like abilities and skills.
Next, choose your race. We get humans from various lands (with different bonuses), Nigth People (half-orcs/orcs),  Rhydan (intelligent animals),  Sea-folk, and Vata (elves). You also get a background, which is largely what country you come from,
Up next is Class. Like other AGE games and True20 there are only 3. Adept, Expert, and Warrior.
As you level up you can gain different abilities from your class. These are typically increases in abilities (which ones depend on class).  Classes are presented from 1st to 20th level.
You then need to figure out (or randomly roll) your Calling, Destiny, and Fate.
Finally it would not be Blue Rose if there was not a bit on Relationships. Everyone in the cast is tied to another by one degree or another. These relations have role-playing and in-game mechanical features.

If you are looking for XP per level you will not find it in Blue Rose. This game uses the same philosophy as it's older True20 sibling; you increase in level after a few adventures.  It leaves it in the hands of the Narrator as to when to level up. If you really want an XP chart for Experience to next level then there is one in Fantasy Age.

Chapter 3 details Focuses, Talents and Specializations.  Every Ability has multiple focuses. The Fighting Ability has a focus on Axes and another Polearms for example.  You can gain a new focus for everytime you go up a level.  Talents are something else. These are only granted under special circumstances.  They might be restricted by class and many have prereqs.  These include abilities like Animal Training, Dual Weapon Fighting, or Psychic.
Specializations can almost be though of as "Sub Classes", these include Assassin, Bard and the like.

Chapter 4 covers Arcana, the magical arts.  While anyone in the world of Blue Rose can have arcane ability, only Adepts can master them.   Arcana are divided into six Disciplines; Animism, Healing, Meditative, Psychic, Shaping (for making Avatar like Benders!) and Visionary.
There is also Sorcery, the dark side of magic which leads to corruption.
Each ability is given with the Talent (Discipline) it falls under, sometimes it is more than one, time is takes (Major or Minor), Target Number and Test needed. What sort resistance covers this ability and fatigue TN?  Some abilities have sub-abilities too.  Many of Shaping abilities are like this.

Psychic Weapons

The last part of the chapter covers Sorcery.  This is great for all sorts of adventure ideas.  Hell, 90% of my ideas deal with some form of sorcery and it's threat to Aldea.

That's a lot so far.
Next time let's look into the world.

Sunday, June 25, 2017

It is an AGE of Heroes

Too nice here in the Mid-West to be inside. But I did pick up a couple of books this weekend.


I already had the PDFs, so getting these was a nice little addition to my collection.

Plus it is 100% compatible with Blue Rose.


I just need a cool campaign idea now.  My previous Blue Rose games wrapped up to a point where I don't feel the need to bring them back.  So something new. Something really, really new is in order here.

I might have some thoughts on resurrecting bits of Black Rose later in the week and there is something else I have been thinking about.

More later. Gotta get back outside.

Friday, June 23, 2017

Kickstart Your Weekend: Calidar: Dreams of Aerie

We all know the undeniable affect that has been left on D&D by Monty Python.  I am not aware of a single gaming group that has not thrown out at least one "Holy Grail" quote.

Well +Bruce Heard has finally given us, or will give us, our first Flying Circus!

Calidar: Dreams of Aerie



I mean seriously, how cool is this idea?

A circus, that flies. An entire mini-campaign setting, monsters, murder mystery, weird stuff!
Sounds absolutely fantastic to be honest.

From the Kickstarter page:
Adventure: This tabletop role-playing game adventure also is a self-contained mini-setting. Because the action takes place on a flying circus, Dreams of Aerie is easy to adapt to any game world. Drawing on Barnum & Bailey and Cirque du Freak, this book's main plot elements involve a murder mystery, the rivalries of circus guilds, urban adventuring, and monster-hunting. Countless hooks allow side trips and alternate storylines, as each of the 90+ circus folk hide shadowy pasts and secret motivations. The heroes must contend with secret societies vying for hegemony among circus folk. If left to its own devices, a monstrous presence hidden aboard heralds catastrophic world events.

Plus it is system agnostic.  So use D&D. Use Castles & Crusades. Use Swords & Wizardry. Heck, I am going to try it out under Blue Rose.

For me, there are some great Ravenloft books out there that are also circus themed. Sounds like a GREAT mix to me.

This looks awesome and you should support it.
Bruce has a rock solid reputation in the RPG biz and with his Kickstarters.  PLUS all these Calidar books have been top notch in terms of production.
They are also all great books to game with.

So. What are you waiting for. Time to join the circus!!

Thursday, June 22, 2017

This Old Dragon: Issue #119

While today's choice is sort of a cheat, it is a very timely one.  I grabbed it because it features one of my favorite covers of all Dragons.  The recent Doctor Who episode "The Eaters of Light" featured a story about the fate of the Ninth Legion of the Imperial Roman army in Scotland.  My first thought was "well, we know it was Kostchtchie!" from Daniel Horne's fantastic cover.

But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday.  So nice in fact I put the magazine down until today!  I didn't want anything in it unduly influencing me.  Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.

Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips.  I just got another copy of Chainmail for my birthday from my old Jr. High DM.  It is different than the one I had by a couple of pages. I am going to need to investigate that.



The big feature of this issue is the section on Druids.  I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.

That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do.  Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids.  In fact I put these articles as "Must Reads" for anyone wanting to play a druid.

Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had.  The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.

Up next is an article covering the Druid in his role as a healer. We are warned that  John Warren's "Is There a Doctor In the Forest?" is unofficial material.  It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here.  The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.

On cue another ad for the Time-Life Enchanted World books!

Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid.  It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take.   I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device.  I was trying to come up with a way to add this all to my then current game.  I never really did to be honest since I figured I needed to come up with my world-wide Druid religion.  Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first.  I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches".  I just replaced Great Druid with Witch Queen.  The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.

Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.

Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class.  It is such an overkill class.  Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.

While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race.  The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry, and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf.  I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore.  Uldras would later go on to be upgraded to a full offical D&D race.

It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.

Ed is back with Ecology of the Korred.  Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest.  My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done.  I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe.  This article also gives us a new god.

Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.

We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun.  The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it.  It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new.  I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too."  The Wooden Druther became my new Wood Golem.  Wood Golems have also been promoted, but they will always take a back seat to my Druthers.

Not bad. Half the magazine and all of it quality or really, really fun materials.

In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent.  I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells.  1987 was a turning point year for me really.

Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.

Jeff Grub has Dinner With Elminster.  The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my years-long game was about to hit its final Act.   How long does it take to roleplay a massive war? Two years, give or take.

Let's see what's left here... Some fiction...

Some Sage Advice...

The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.

The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit.  Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.

TSR Previews covers the new and hot items of April and May 1987.  Make sure you get your copy of the Lazer TagTM rules. I did!


In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.

Lots of Cons advertised and some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.

Really a great issue.

I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff, I put up here.

What are your memories of this issue?

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #87.

--
The Green Witch is now out!



Pick up a copy today for Swords & Wizardry.

Wednesday, June 21, 2017

The Green Witch Now Available

Only running a few hours late on this one!

Now for your Swords & Wizardry pleasure, the next book in my series of witch traditions.

The Green Witch for Swords & Wizardry



A witch never fears the wood. 
Because she knows, deep in her heart, that the most dangerous thing in the wood
Is her.

Secrets.

Only the Green Witch knows the true secrets of the wood and the worlds that lie beyond, under and through it.  But is she protecting us from the wood or the wood from us?

Inside you will find answers to these secrets:
  • The Green Witch tradition 
  • The Green Knight and Huntsman classes
  • New race for S&W Complete: Forest Gnomes 
  • 200+ witch spells
    • 91 Druid Spells
    • 61 Magic-User spells
    • 43 Cleric spells - Places of Power for Witches and other Spellcasters 
  • Monsters  
  • Magic Items
  • The Grand Coven of the Earth Mother for Witches and Druids
All for your Swords & Wizardry games!
With a Forward by +Elizabeth Chaipraditkul

On Sale Now!

100% compatible with:


and "Clone" compatible with:

Tuesday, June 20, 2017

First Day of Summer

Ok.  I am working like crazy to get something out to you all in the next few hours.  Had projects that came up at my day job that had to take priority (hey. it pays the bills, this doesn't).

Today is the first day of Summer 2017.  I love the Summer Solstice. Everything feels perfect really.

Anyway, Solstices and Equinoxes make me think of Elementals.
I am not the only one either.  +Joseph Bloch over at Greyhawk Grognard is talking the Temple of Elemental Evil again and that is good.

I am just about ready to wrap-up the Giants series with the kids and move on into D12 and 3.  I have given a lot of thought on what I can do with Q1 and a possible Q2.

I have also been thinking ahead to a scenario where I use the Temple of Elemental Evil as the end of my "Gygaxian Classics".  Though I am not 100% sure how I want to it.



Unlike all the other adventures I am taking my kids through I never played or ran Temple of Elemental Evil.   In fact, till today I never even owned a physical copy.  I bought the PDF a while back.  I have a couple of copies of T1 and I have been thinking about this a lot.





Anyone who has ran this adventure, any advice?

I know that this is going to be the capstone to my huge 5e games.  Currently running two, soon to be three concurrent and independent games in 5e.  They are all going to meet at the temple and unless they are really, really good, they will see the rise of Tharizdûn.

Not sure what I am going to do yet, but I know it will be fun.

Monday, June 19, 2017

FreeRPG Day Haul

 Really busy weekend.

Free RPG day, Father's Day, grilling, playing D&D.  It was packed.

Here are the books I got at my FLGS.


I am most excited about Runequest. I have not played it in YEARS and have been itching to do so more with it.

My hat is off to +James Raggi.  I admit I have been critical of his products and style over the years.  The truth is his style is not my style. That is not good or bad, just different tastes.
But  ALL that aside, giving out a free HARDCOVER book? Holy shit dude.
Plus his Vaginas Are Magic is actually really, really good.

It galls me, and makes me happy, that he keep proving me wrong by being good.

I might not ever play Lamentations of the Flame Princess, but damn. His production values are through the roof.  He even pulled in +Stacy Dellorfano and +Elizabeth Chaipraditkul to help him on this book.  I trust their opinions and judgment. I am going to have to dig into his book a bit more. Ok. A lot more.

So +James Raggi, it took me a while, but I think I finally "get it".  

Friday, June 16, 2017

Kickstart Your Weekend: Interview with Kris Lippert

Today I want to share an interview I had with Witches Trine creator Kris Lippert.

His Kickstart, Witches Trine, is now up and looks like a lot of fun, but it has a bit to go yet.



Tim:  Hello, my name is Tim Brannan and this is my blog The  Other Side.
If there is one thing I love talking about its witches.  If there is a second thing it’s comics.  So when a new witch comic book comes around, well you have my attention.  So today it is my pleasure to talk with Kris Lippert creator of the new comic Witches  Trine.
So Kris, please introduce yourself and tell us about your creation.

Kris: Hello everyone, and thank you for this opportunity, Tim.
Born and raised in Hungary, I started my career in banking and risk management, eventually founding and building two successful companies of my own in the field, before moving on to my lifelong passion: films.
I currently live in Perth, Western Australia, and work as a writer/producer, focusing my efforts on thriller/horror projects, with an eye towards fantasy and supernatural elements.
My feature credits include horror comedy Gingerclown, featuring Tim Curry, and supernatural thriller Foreshadow made entirely in WA (Western Australia).

Witches Trine is my first graphic novel, and it's the centuries-spanning story of three immortal witches: Olivia, the Scholar; Eva, the Healer; and Victoria, the Warrior.


I usually write feature films, but when I started working on Witches Trine, it felt like the story called for a different medium. I considered writing it as a TV series first, but then I realised that it would work great as a comic. And ultimately it’s always been about telling my story, no matter the medium. I've found that actually there are a lot of similarities between moviemaking and creating a comic book: both rely on visual storytelling and both are extremely collaborative. I've managed to put together a professional and experienced creative team that includes penciler Hugh Vogt, inker Jeff Austin, colorist Teo Gonzalez and letterer Bram Meehan.

This project is a labor of love that I have nurtured for the past two years and it feels great to have the chance to share it with others.

Tim: Witches Trine features some great characters. Tell me a bit more about your witches.

Kris: My witches are three young women at first glance, but what makes them unique is that they are witches with mystical powers, who don’t grow old and die.

VICTORIA is the oldest, born in ancient Babylon. She is well-travelled and has martial arts skills second to none. She is a physical being using her seductive skills, sexual prowess and fighting ability to overcome problems. Her beauty is legendary and she has a body to die for. When we first meet in her in present day L.A., she seems like a wild girl hanging with her biker boyfriend Sean, but she soon has to step up and get her act together.

OLIVIA is the youngest of the three women at 150. Born and raised in a small rural community in Northern England, she fled to the US with Victoria when a mob lynched Eva. She currently works at UCLA researching medieval occult history and while she has a keen intellect, when it comes to people her skills are somewhat lacking. She has immense knowledge of spells and mythology, and approaches problems intellectually. She is ‘Spock’ to Victoria’s ‘Kirk’.

EVA, a master of potion making and a healer from Byzantine Greece, missed the last 100 years on account of being dead. She does play a part in their past lives, though, where we see that she provides emotional support for Olivia and a moral compass to Victoria.

Tim: I think Olivia is my favorite so far, but I have a feeling that Victoria might give her a run for her money later on.  What inspirations did you draw on from for your characters and story?

Kris: Monika, my wife, was actually the inspiration behind Witches Trine in a way. She is deeply immersed in the world of holistic healing and nutrition, and astrology. She is also always on the lookout for new methods and ideas, some of which she would adopt after much research. And in turn, she tries to educate me in the ways of the “witch doctors”. One of her accounts about discovering an interesting herbalist shop gave me the idea to write about modern day witches.



But since my daughter’s favorite comic book is The Walking Dead, my perception about the preferences of female audiences and heroes is slightly skewed. I wanted to have kick-ass witches who are sexy, smart, courageous, and full of attitude, and a story that balances fast-paced, visceral action with character development.

And as I usually played magic user characters in D&D growing up, magic was always going to be a significant part of the world.

Tim: Same here, I played a lot ow magic-users, wizards and witches over the years. What can readers hope to see in Witches Trine?

Kris: My goal has always been to keep the story grounded and more of a thriller rather than a superhero story. Witches Trine combines supernatural vibe with modern kick-ass action. Witchcraft, martial arts, and sexual seduction are all parts of the equation.
The narrative spans two time frames as we watch the witches deal with life in 19th century England, and a whole different set of perils in modern day L.A.

The witches have minimal magical abilities in the beginning and will have to achieve ‘unity’ and become Trine to attain their full powers. You want magic to be present in a story about witches, of course, but if your protagonist can use it with a flick of the wrist, it lessens its impact. I wanted magic to be present in Witches Trine without being overwhelming, and it is a fine balancing act.
The women’s struggles are mostly realistic, they rely more on wits, cunning and physical prowess than magic to solve problems.


Tim: Having read the first two comics I love the shift between the two times. What are your future plans for this story?

Kris: I wanted to rethink the modern-day witch genre by making it less soapy, more thriller-like, darker, and more grounded in reality. I want readers to feel that what they see could be happening in their own backyards.
The first four chapters set up the three main characters and their world, and the next four will have them deal with an immediate threat, and test their abilities and ‘unity’.

Tim: I can't wait to read it. And finally, where can we find you on the internet?

Kris: Our Kickstarter campaign is currently live: http://bit.ly/2qEDoLo
You can also check out the Witches Trine website at http://www.witchestrine.com
like us on Facebook at http://www.facebook.com/witchestrine/
or follow us on Twitter http://www.twitter.com/witches_trine

Tim: Last question, something I always ask.  Who is your favorite witch, wizard or magic-user and why?

Kris: It has to be Gandalf for me.
As English is not my first language, I will always have fond memories of the first English language book I ever read, Lord of the Rings.

Tim: Excellent choice!

The Witches Trine Kickstarter is happening right now.

Wednesday, June 14, 2017

Willow & Tara: Blue Rose 2nd Edition

Yesterday I posted the first part of my conversion of the Buffy the Vampire Slayer universe to Blue Rose.  Today I want to post the second part.  In this post, I'll look at Blue Rose versions of my two favorite witches, Willow & Tara.
I had posted some conversions for these two using the Blue Rose/True 20 system, but those were modern versions of what I call the "Dragon and the Phoenix" timeline.  They were not Aldean versions of the characters.  Honestly given their treatment in the main continuity, they will be more respected in Aldea than in Sunnydale.

Like with Bethan I am starting with what is the essence of the characters and adapting that to a Aldean/Blue Rose background.  So I am pleased to introduce Helyg (Willow) and Brynn (Tara).

Helyg & Brynn, Rose Adepts
In my games, and in much popular fan fic, Willow and Tara have been reincarnated many times and in each life they have been lovers.

Helyg, Adept of the White Rose

Helyg was born to a not-very-rich merchant and his University schooled wife.  She had expected she would join the service of the Church of Pure Light in Jarzon like so many other intelligent, but not wealthy, girls living in Jarzon.  Helyg knew though she was different. Very different.
She knew the thoughts of others, even when she didn't try. She could "see" when things were about to happen and avoid them.  As her magical power grew so did her realization that she also was caria daunen and preferred other girls. She had been in a relationship with boy who was a childhood friend because this was expected of her.  When she was with him she could avoid the questions her mother had, but only voiced in her mind.  Helyg planned to escape to Aldis where she could, at least, be away from a country that did not approve of her love or her magic.  Somehow she managed to convince her parents, and to this day she believes she used Arcana to do this, to allow her to attend University in Aldis.
Here she met the Darkfiend Slayer, Bethan and learned of her battles.
She also met Brynn.
When she met Brynn she felt a deep connection to her from the start. She thought at first it was because she had met another young adept and a potential "study buddy" and friend. It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.



Name:
Helyg
Race:
Human
Background:
Jarzoni (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
2
INTELLIGENCE
5 4 Historical Lore, Arcane Lore
PERCEPTION
2
STRENGTH
1
WILLPOWER
3

Combat
AR 0
Defense 12
Health 32
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Shaping (J), Psychic (N)
Mundane Talents: Lore (N), Linguistics (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight
Shaping: Move Object, Arcane Weapon, Wind Shaping, Wind Walking

Persona
Calling: The Adept, Mastery of the Arcane
Destiny/Fate: Seven of Chalices, Practical/Deluded
Goals: Keep Brynn safe, help Bethan, Learn the secrets of the Rose Adepts.
Corruption: None, but she thinks she might have unduly influenced her parents with Psychic Arcana. This is something she has only shared with Brynn.

Relationships
Brynn (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (2). She is my best friend. To everyone else, she is the indestructible Slayer but we have shared fears, sorrow, and happiness. I know the true Bethan.
Gwawr (2). She is my best friend's sister. I sense power from her, but she doesn't know it yet herself. She loves Brynn so much I can't help but be protective of her.

Brynn, Adept of the White Rose

Living in the great forests of the Pavin Weald is not an easy life.  Living under the shadow of sorcery makes it much tougher.  Brynn grew up in such an environment. Her father and brother were both stern military men that took the point of view that women need to remain at home.  He wanted to rais his daughter the same way, her mother, Meghan, would have nothing to do with that. While many girls in this part of the Pavin Weald did not bother to learn to read, Brynn was taught by her mother. She also learned that she, her mother and grandmother, were all part of a great legacy of Reznan Witches. Her father, Riobard, had rescued Meghan from a Darkfiend attack many years ago.  Riobard always felt it was the trace of Vata blood in Meghan, her mother and now in Brynn that had attracted the Darkfiends.  After Meghan had died Brynn learned that a sizable sum of money had been saved for her to attend University in Aldis.
She left her home and entered the wide world for the first time.
She also met Helyg.
When she met Helyg she felt a deep connection to her from the start. She knew Helyg had power, she had felt the same around her mother and grandmother.  It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.

Name:
Brynn
Race:
Human (some Vata heritage)
Background:
Forrest Folk (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
1
INTELLIGENCE
4 3 Natural Lore, Arcane Lore
PERCEPTION
2
STRENGTH
2
WILLPOWER
4

Combat
AR 0
Defense 12
Health 35
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Psychic (J), Healing (N)
Mundane Talents: Animal Training (Horses) (N), Medicine (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight, Calm, Sense Minds
Healing: Cure, Sleep

Persona
Calling: The Moon, Discovery of Secrets
Destiny/Fate: Six of Rods, Confident/Apprehensive
Goals: Protect Helyg from Corruption, help Bethan and Gwawr, Learn the secrets of the Rose Adepts.
Corruption: None.

Relationships
Helyg (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (1). She is Helyg's best friend and she treats me like I am family. If I can help her in anything I will.
Gwawr (2). She is my best friend, even though she is younger. She also has powerful psychic potential, but it is untested. I will protect her as my mother protected me.

*When using Psychic Contact between each other, neither Helyg nor Brynn suffer fatigue.  Contact is made at +5 to their rolls.

WOW. I am so, so pleased with these stats. I can't wait to play these two!

Anamchara
“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.
The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.
Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together, often both having been in the Eternal Dance together for centuries.
The only prerequisites for this are the two characters must love each other, as represented by a relationship intensity of 3 or greater.


        ANAMCHARA STUNTS
SP      Stunt
5      I Will Always Find You. This acts like a mild form of Empathy or Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.
5        I’ll Stand By You. When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test. Best of all, she can do it after the player has already made this test. The granting character spends her Action explaining she is doing this to aid her beloved. This can only be done once per game session per character.


Tuesday, June 13, 2017

Plays Well With Others: Blue Rose and Buffy the Vampire Slayer

This June I am on a big Blue Rose kick gearing up for my review of the game.  I felt for this review I should play the game more and kick the tires a bit more.  Today, given that it is Tuesday, I want to talk about another progressive game and how well it works with Blue Rose; the Buffy the Vampire Slayer RPG.
I am extremely proud of the work I did on Ghosts of Albion. But I never would have gotten to do that work had it not been for the success of the Buffy the Vampire Slayer. Both the Show and RPG really. Without Buffy, there would have been no Ghosts on the BBC and without the RPG there never would have been a Ghosts of Albion RPG.



These two games share a lot of themes.  Blue Rose is more character-centric than other fantasy games and Buffy is more character-centric than other modern-supernatural games. Though most modern-supernatural games also tend to be more character focused.

Blue Rose and Buffy also share the +John Snead connection.  He worked on the original Blue Rose (and compiled a great list of must-read books of the genre). He and I also both worked on the Buffy Magic Box book.   Speaking of Snead's book recommendations, I reread The Blue Sword recently and I am struck how much of the heroine Harimad-sol reminded me of Buffy in ways. Also, my Queen Jaeliln was more than a little influenced by Buffy and SMG.

With Green Ronin now talking about Modern AGE (MAGE...snerk), I think the time to dust off my Buffy books is right.  As my old friend +Robert Black used to say, "I have a Buffy-shaped hole in my life."

By the Numbers
Normally when doing a Plays Well With Others of different systems I like to look how the stats convert.  I am less interested in that these days and instead more interested in how to convert concepts and ideas.   In this case, it's a "How would the characters from Buffy the Vampire Slayer work in Blue Rose?" Though I am not immune to the siren song of numbers.

Blue Rose/AGE has 9 Abilities.  Buffy/Unisystem has 6.  The mappings are pretty logical.
Just take the Unisystem ability and map it onto the AGE ability of the same name; Strength is Strength, Willpower is Willpower and so on.   The three remaining, Accuracy, Communication and Fighting, can be taken from various skills or qualities.  So Fighting is taken from Kung-fu; Communication can be derived from Charisma. Accuracy, depending on where it is used can come from Gun-Fun or Occultism.
Blue Rose/AGE abilities rank from -2 to 4. Buffy/Unisystem attributes go from 1 to 6, with some cases of 0.  Take your Unisystem score and -2.  Not perfect really, but it is really, really close.

Now at this point the numerical conversion stops.  In the Buffy RPG, the eponymous Slayer has Strength 8, Dexterity 9, and Constitution 8.  A straight conversion gives her 6, 7 and 6 respectively.  Not undoable really, but I'd have to bend the rules.  Instead, let's see how close I can get with Rules-As-Written.

I want to do starting characters, but to get her to the power level I want for a starting character I am going start her out at Level 4.  Blue Rose/AGE is fine with this as True20 was.

By the Concepts
What is a Slayer known for?  Killing Vampires naturally.  But in Blue Rose Vampires are not the threat that Darkfiends are.  Indeed, in the RPG and TV show the focus was less on Vampires and more on Demons. Unstable Shadowgates are roughly the same (plot wise) as a Hellmouth.  While magic is common, Sorcery is bad (Sounds like a 4th season episode, "Sorcery Bad!").

A lot of the same themes can be explored as well; family, relationships, sex, sexual identity, friendships and a group coming together.

Mr. (Robert) Maclay: This is insane. You people have no right to interfere with Tara's affairs. We are her blood kin! Who the hell are you?
Buffy: We're family.

So. Who is Buffy Summers in the World of Aldea?  Well, she is the Slayer. The Chosen One. She lives with her mother and sister in a suburban area of Aldis. Here she discovers a Shadowgate linked to the realm of the Darkfiends.  She has been chosen by Maurenna to destroy the darkfiends.

For my own Blue Rose games I have chosen Welsh as the language that represents Aldea, so all the names of my characters will be Welsh or Welsh-inspired.  Buffy Summers becomes Bethan Hâf, she lives with her sister Gwawr.

Bethan Hâf, the Darkfiend Slayer



Name:
Bethan Hâf
Race:
Human (Slayer)
Background:
Aldin
Class: Warrior Level: 4

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
1 Persuasion
CONSTITUTION
3 2
DEXTERITY
3 2
FIGHTING
4 3
INTELLIGENCE
2
PERCEPTION
2
STRENGTH
4 3 Might
WILLPOWER
3

Combat
AR 1
Health 65
Weapon Groups: Brawling, Bludgeoning, Heavy Blades, Light Blades

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: Novice
Talents: Quick Reflexes (N), Single Weapon Style (N), Arcane Potential, Visions (N)
Specialization: Slayer of Darkfiends

Persona
Calling: The Sun, Championing the Everyday
Destiny/Fate: Six of Swords, Optimistic/Pessimistic
Goals: To Destroy the Darkfiends invading our home

Relationships
Gwawr (3). She is my little sister and maybe the only one that truly understands me. I will protect her. My wrath on anyone that means her harm.
Helyg (2). She is my best friend, the only one that has shown me kindness. I will save the world only because I have her help.
Brynn (1). She is the love of Helyg and that makes her family.

I like it.  This is a build I could work with.  Note I have not given her a significant other yet. Not sure how I want to work that in just yet. Would like to see where I would take this character first.

Next time lets spend some time with Helyg and Brynn.

Monday, June 12, 2017

Witch & Witchcraft Reading Challenge: Gretel: A Fairytale Retold

"It takes more that a little fire to kill a witch," Maeve whispered to Gretel.

I love retellings of classic fairy tales. I do.  I ESPECIALLY love ones where the witch is not the monster, but the hero of the tale.

I get such a tale from Niamh Murphy in her retelling of "Gretel: A Fairytale Retold".  In this, we have an older version of Hansel and Gretel. Here they are in the woods, hungry and chased by wolves.
That is till the Witch shows up to scare way the wolves and take Hans and Gretel back to her home.
The tropes are all here. She fattens them up, she lives alone. But that is where the similarities end.
The "witch", Maeve, lives alone because she dared to love someone her village did not approve of.
While Hans does not trust her, Gretel is taken with her charm, her intellect, and her independent nature.  Maeve knows the secrets of the forest and in her own words she was not exiled but set free.
Maeve is easy to like.
I thought the relationship between Maeve and Gretel felt natural. Afterall, Gretel knew she was missing something, she just didn't know it was this.
I was disappointed, but not surprised, in Hans' reaction. I had hoped for more, but it does set up the final act.

The story is a quick read, but a lot of fun and you can grab it for free from her website.  I lament that the story was too short, to be honest, but it is a fairy tale retold, so it can't be too long.
Of course there is a happily ever after, it's a fairytale still.  OR as we used to say to my kids when reading fairytales to them "they all went home and had tea."

She has other stories too, I just grabbed one that is longer.

Niamh Murphy can be found on the web at her website, http://www.authorniamh.com/ and on Facebook at https://www.facebook.com/AuthorNiamh/


2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 15
Level: Mother
Witches in this book: Maeve. She might not be a "real" spell-casting witch, but I choose to think she is.
Are they Good Witches or Bad Witches: Good!
Best RPG to Emulate it: Blue Rose is a good choice.  Maeve lives inside the  Pavin Weald.  She very much fits with my idea of a Green Witch.  I would use my new Witchcraft Specialization for her.  I'd make about a 4th level witch.
Use in WotWQ: I plan on using all sort of fairy tales in my War of the Witch Queens.  A Fairytale re-told is also good material if that re-telling is good.  This is a good retelling.

Something like this would also make for a good Blue Rose adventure.
Much like the Frog Princess is a retelling, this would make a great adventure.  Hans and Gretl can be part of an adventuring party sent to investigate the so-called Witch of the Woods and determine her true intent.   But it turns out she is not evil, but the nearby village is making it look like she is.  She does control the wolves, but not magically, they just treat her as their Alpha.
Gretel, or some other female character, ends up falling in love with Maeve.

And they all go home and have tea.

Friday, June 9, 2017

The Warlock goes Copper!

I just logged onto and noticed that just at six weeks that The Warlock for Swords & Wizardry has gone Copper Best Seller at RPGNow!



I am so pleased!

The Warlock joins such worthies as The Witch (Silver on DriveThru), Eldritch Witchery (Copper), Sisters of the Aquarian Order (Copper), and Ghosts of Albion (Gold on DriveThru and Silver on RPGNow).

Thank you all for supporting me over the years.

I hope my next book, The Green Witch, is just as welcome.

Kickstart Your Weekend: Lion-tiger-bears and Apocalypses Oh My!

A couple of brand new Kickstarters for you today.

First up is +Andreas Walters and Atlas Animalia - A book of monster variants for Pathfinder and 5th edition Role-Playing.


https://www.kickstarter.com/projects/metalweavegames/atlas-animalia-a-book-of-monster-variants?ref=6yv756

Metal Weave games is bringing together an all-star cast of writers, artists, and editors to bring us monsters from any clime and local to drop into your game. The hardcover book reminds me of the old Dragon "Ecology of..." articles. There will be PDFs of monsters stats in Pathfinder and 5e format.  It looks really awesome, to be honest.

The Apocalypse happened.
It sucked and now 70 years later the nations are dead and only The Lost Citadel remains.


https://www.kickstarter.com/projects/504269797/the-lost-citadel-post-apocalyptic-fantasy-roleplay

The Lost Citadel — Post-Apocalyptic Fantasy Roleplaying is for 5th edition RPGS, but will be offering "System Hacks" for other systems including AGE.
Funded in a matter of hours I think it is now well on to stretch goals.

It looks like a lot of fun to be honest and I might just pick it up to have some 5e/AGE translation notes.

Thursday, June 8, 2017

Blue Rose Accessories

Had to stop by my FLGS tonight to grab some D&D books for a gift and saw they had the new Blue Rose GM's Screen and Dice in.  Well...you know I had to get that!


My collection so far.  Printed PDF, with extra material from Fantasy AGE, my core book, the GM Screen, Dice and my Shadowscapes Tarot deck.



Opening up the GM Screen gave me a surprise. Laminated cards. Two with stunts, two with moves, and a combat tracker. I tried a dry erase overhead marker on them and they wipe right off.


The booklet has some ready to run character or NPCs. Plus a lot of easy to access information.



The screen is heavy duty and loaded with useful information.


The dice are nice too. They are d6s from Q-Workshop.  I note with some amusement they are the same color as the first set of D&D dice I ever owned.

Now I need some great adventures.  Maybe I'll have to write some.

How about it +Green Ronin Publishing! Can I write some adventures for you all?