Friday, February 27
Writing Index
I write a lot, in a variety of places about a variety of things. My writing portfolio is always expanding. It includes everything from non-fiction articles about health, game reviews, fantasy fiction, and D20 gaming material. Below, all my published (and even some unpublished) material can be viewed and purchased by company.Fiction
Non-Fiction
- About.com
- Imaginary Realities
- MSU Research Report
- The Mud Companion #2
- MUD-Dev Mailing List
- Masters Thesis: The Impact of Anonymity on Disinhibitive Behavior Through Computer-Mediated Communication
- The Real History of Druids
Role-Playing Games
- Alien Invasion
- All the King's Men
- Combat Missions
- The Complete Guide to Werewolves
- Blood & Blades: The Profiler's Guide to Slashers
- Blood & Brains: The Zombie Hunter's Guide
- Blood & Spooks: The Ghost Hunter's Guide
- D20 Filtered Magazine #3
- The Dancing Hut
- Dragon Magazine #299
- Dragon Magazine #323
- Etherscope: The Great Metropolis
- Frost & Fur: The Explorer's Guide to the Frozen Lands
- Iron Kingdoms Character Guide
- Iron Kingdoms World Guide
- Mercenaries: Born of Blood
- Modern Mercenary Manual
- Pyramid Magazine
- Quest for Power
- Relics
- RetroMUD
- Scrollworks Present: Characters & Locations
- Survival Kit #2
- Tsar Rising
Labels: writing
posted by talien at
9:20 AM
|
0 comments
links to this post
![]()
![]()
Monday, February 23
The Wyvern's Library
Publisher: The Wyvern's Library
Discussion: The Wyvern's Library Yahoo Group
Description:
At the Wyvern's Library writers from all over the world gather their fiction to allow for public viewing and comments. What all of these stories and poems have in common is their foundation on imagination. They look at fantastic worlds, strange new futures, and the other sides of reality. Many are works-in-progress.
This is where you will find my stories on the Web. All of them. I mean it. I'm posting them all. It'll probably take a few months (if not years) but all my stories that I'm not trying to get published in magazines will find a home here, including the Lamech and Ashley novel I mentioned in Talien's history.
- Boromar Meets Ymerek
- The First Darkwar
- In the Name of the Father
- Jaric and Kelvin
- The Second Darkwar
- Talien's No Good Very Bad Day
- Usher's Return
Labels: writing
posted by talien at
9:39 PM
|
0 comments
links to this post
![]()
![]()
Usenet: The Flaming
Type: FictionPublisher: Steve Jackson Games
Description:
Funny story: I got an email from sj@io.com asking if anyone wanted to contribute to Usenet: The Flaming. Usenet: The Flaming was a joke on Magic: The Gathering. It skewered online tropes and card games at the same time. It's the kind of thing you see fly through your mailbox every day. I threw a few ideas in and promptly forgot about it. What I didn't realize is that yes, sjackson was Steve Jackson, the man himself. And Steve has never let me forget it -- I am more popular for my contribution to a fictional card game (Usenet: The Flaming v1.2) than all my published works combined!
- THE POWER OF THE SPOKEN WORD
1, You skip the cold, impersonal world of 7-bit ASCII and verbally intimidate the hell out of the target player. You get to look at the top card in his deck. - IS THIS THING ON?
1, Your parents become "hip" and get onto the Internet despite your best efforts to stop them. They confuse email with news postings, and write to you about your acne problems and how they think they know a good dermatologist, etc. Lose 1 cred as your carefully constructed net.persona is exposed as a fraud.
Labels: writing
posted by talien at
9:38 PM
|
0 comments
links to this post
![]()
![]()
RPG.net
![]() |
Publisher: RPG.net
Discussion: RPGnet Forums
Description:
RPG.net is the premiere Web site for information, reviews, and news about the latest the gaming world has to offer.
I'm a reviewer for RPG.net. They send me games, I write about them. It's an addictive hobby: I get a gaming book for free, I get to write about that gaming book, and everybody gets to read it! Who could possibly pass up an opportunity like that? If you thumb through my past reviews, you'll notice my reviewing style improve, as well as my mastery of HTML.
- A Darkness Gathering
- AD&D Core Rules CD-ROM 2.0
- Call of Cthulhu
- Central Casting: Dungeons
- Creature Collection
- Demon Hunter X
- Dungeon Builder's Guidebook
- Evolution
- Followers of Set
- For Duty & Deity
- Forgotten Futures
- The Howdunit Series: Body Trauma
- Kithbook: Satyrs
- Magic: The Gathering Interactive Encyclopedia
- Mystic China
- Priest's Spell Compendium: Volume One
- Quest for Power
- Ratkin
- Rifts World Book 18: Mystic Russia
- The Slayer's Guide to Hobgoblins
- Van Richten's Monster Hunter's Compendium: Volume One
- The Writer's Complete Fantasy Reference
- The Writer's Guide to Everyday Life in the Middle Ages
- Werewolf: The Apocalypse
- Wizard's Spell Compendium: Volume Four
- World Book Eight: Rifts Japan
Labels: writing
posted by talien at
9:38 PM
|
0 comments
links to this post
![]()
![]()
RetroMUD
![]() |
Publisher: RetroMUD
Description:
RetroMUD is a text-based M.ulti-U.ser D.ungeon in which you take on the role of a Gifted One. Gifted Ones are trapped in a universe known as the Retroverse, which consists of six massive worlds. An endless war between the Immortals and the Gods rage as the Immortals seek to keep reality together by sealing the Rift, and the Gods seek to escape the Retroverse prison by collecting souls. Traversing these six worlds, battling with magic and steel, Gifted Ones use their unique powers to forge their own futures, and claim allegiance to either side or to themselves alone.
- Argoi Barrow (Crypt)
This idea was inspired by Spelljammer and I, Tyrant. It didn't quite come out the way I had hoped. - Drow Caves (Crypt)
This is my rework of a very old area, with dark elves and spiders and driders in it. Pretty standard stuff. I added the quest for the princess and spiffed up the queen. - Fiery Hall (Sosel)
The domain of fire titans, where things are very bright, and very hot. - Gnomevale (Crypt)
Sort of Escape from New York meets the Tinker Gnomes from Krynn. Clockwork dragons, clockwork sharks, and autognomes! - Ironridge (Wysoom)
Ironridge, home of musketeers and swashbucklers. It's not really fleshed out very well, but it's meant to be a stronghold of sorts. - Jreast (Welstar)
Another one of my massive efforts that was only partially successful, this is an entire castle filled with dwarves. I also added the older Raklish Mines area and revamped Raklish. The dwarves carry gems and thundersticks, they work together in groups, they have mounts, a bar, and all kinds of fun dwarfy-stuff. Even better is the random dwarf name generator, which ensures PCs meet a new dwarf every time! - Keystone City (Welstar)
My first effort at a city. Keystone City's still a bit of a mess, but it does have a lot of charisma. Each quarter has its own flavor. One day I intend to flesh it out in much more detail. - Kobold Caves (Crypt)
My first area! It's still a bit of a mess. - Mictlatepec (Sosel)
The City of the Dead, filled with all kinds of horrible Aztec-like monstrosities. Inspired by Akuji the Heartless. - Okal's Chainweb (Perdow)
Also inspired by Akuji the Heartless this is a dragon-spider thing that creates undead, demonic chain-type guys. It spins chains rather than webs, and it all hangs over a volcano. - Queequeg's Lair (Crypt)
My proudest achievement, Queequeg the massive wandering killer worm. I coded him immediately after viewing the movie, The Relic. I tried to reproduce the paranoia of being in dark, water-filled corridors with large slithery things all around you. The other stand-out part of this area is my favorite weapon, Hemophage, a talking, blood-drinking sword with an attitude. - Taroudant (Raji)
Inspired by Kobolds Ate My Baby, this town is where the Darkfey guild resides. It's also conveniently filled with tasty babies to eat. Yum!
Labels: writing
posted by talien at
9:37 PM
|
0 comments
links to this post
![]()
![]()
Gamers.com
Type: Non-Fiction (Review)Publisher: Gamers.com
Discussion: Gamers.com PC Board
Description:
Gamers.com is a games portal that hopes to be the single and central location for you to locate any information related to gaming across the Web. They have information on well over 20,000 games - with more being added every day - and each game in their colossal database features links to dozens upon dozens of resources. They've separated the games into three types; Computer Games - those requiring a PC or Mac to play; Video Games - including console, arcade, classic, and handheld games; and Unplugged Games - encompassing role-playing, war, traditional, party, kids, dice, and board games.
I was a staff writer for Gamers.com, specifically MUD news. MUDs aren't considered important enough to warrant their own section, so they're grouped under Computer Games > Web -- even though MUDs are very rarely Web-based. I wrote mostly about new MUDs or MUD applications, and just about anything else of value to the MUD community.
Then the company had to make cuts and I was dismissed. The end.
- ACK! PBBBLTH!
- As the Wheel Turns
- A Thousand Souls for One MUD
- A Whole New World
- Forsaken Lands Reclaimed
- Free Beer! Free Speech! Free Kmud!
- From Dusk 'Til Dawn of the Immortals
- GodWars Oblivious
- Goodness, Gracious, Great Bolts of Fire
- Got MOO?
- Kingsdale Falls Into Rift
- Like a Pig in MUSH
- Linux Splashed with MUD Client
- Madcow Births Sentience MUD
- Mice Play in Field of Dreams
- MUD Means M.U.D.
- MudOS Gets Fresh
- MUSHclient 3.01 Revs Up MUDs, MUCKs and MOOs
- New Star on the Horizon
- No Guts, No Lands of Glory
- Nyx Command Release of Santo Domini
- PennMUSH Goes Multilingual
- Primal Dark Debuts
- Sculpting MUD
- The Darker Side of Italy
- They've Fallen and They Can't Get Up
- To Dream the Impossible Dream
- Under the Weather?
- Visited Any Good Virtual Cities Lately?
- Win the Zone
Labels: writing
posted by talien at
9:37 PM
|
0 comments
links to this post
![]()
![]()
All Game Guide
![]() |
Publisher: All Game
Description:
With coverage ranging from Pong to the newest next-generation products, the All Game Guide features an ever-growing inventory of over 25,000 games for more than 85 platforms. With its extensive formal data and expert editorial content, the All Game Guide is the most comprehensive video game and game software database available.
I wrote reviews of games for All Game (oddly enough). I received up to five games in their original packaging, installed them on my system, play tested them, wrote a description and review, and then returned the games to All Game. It was fun while it lasted. The company eventually had cuts (similar to Gamers.com) and the remote writers are the first to go. So I went.
- Advanced Dungeons & Dragons: Core Rules 2.0 CD-ROM
- Age of Sail II
- The Art of Magic: Magic & Mayhem
- Blair Witch Volume III: The Elly Kedward Tale
- The Cameron Files: Secret at Loch Ness
- Campaign Cartographer
- Catz
- Character Artist
- Demon World: Dark Armies
- Gorasul: The Legacy of the Dragon
- Heroes Chronicles: Clash of the Dragons
- Heroes Chronicles: Masters of the Elements
- Icewind Dale: Heart of Winter
- Kingdom Under Fire
- Legend of the North: Konung
- Lightbringer: The Next Giant Leap for Mankind
- Magic: The Gathering Interactive Encyclopedia
- The Mummy
- Necronomicon
- Oddballz
- Odyssey: The Search for Ulysses
- Rival Realms
- Rune
- Star Trek Omnipedia
- Takeda
- Timeline
Labels: writing
posted by talien at
9:36 PM
|
0 comments
links to this post
![]()
![]()
About.com
Type: Non-Fiction (Article)Publisher: About.com
Discussion: Irritable Bowel/Crohn's Disease Forum
Description:
Each site in the About.com network is run by a professional Guide who is carefully screened and trained by About. Guides build a comprehensive environment around each of their specific topics, including the best new content, relevant links, How-To's, Forums, and answers to just about any question. The About network consists of over 700 Guide sites neatly organized into 36 channels. The sites cover more than 50,000 subjects with over 1 million links to the best resources on the Net.
Since my wife, Amber (AKA Maleficent on RetroMUD) is the IBS/Crohns About guide, I make cameo appearances on her site to provide the "well spouse" perspective.
- How to be an Understanding Spouse
Though they are sometimes forgotten, family and friends are affected by IBD and IBS, too. Learn how to be a better caregiver for your spouse with a chronic illness by reading these 10 tips written by a well spouse. - Well Spouse Frequently Asked Questions
Answers to some frequently asked questions from well spouses about how they can help during doctor visits and flare-ups.
Labels: writing
posted by talien at
9:35 PM
|
0 comments
links to this post
![]()
![]()
Survival Kit #2
Suggested Retail Price: $3.50Format: PDF
Publisher: Spectre Press
Description:
Just in time for Halloween, Spectre Press releases Survival Kit #2. A collection of tools, props and material for your fantasy horror game, Survival Kit #2 focuses on the walking dead. From skeletons to ghouls, vampires to zombies, the undead rule in Survival Kit #2. Survival Kit #2 contains the following:
The Veiled Knight: A demon cast from the pit of Hell, the Veiled Knight is a villain guaranteed to challenge your players. The Veiled Knight includes full Phantom statistics and a Disposable Undead paper miniature.
Silver Bullet - The Grimmgaunt: A new and powerful magic item, the Grimmgaunt allows its user to command undead with alarming power. Full Phantom statistics are provided for this impressive and frightening magic totem.
Thrilling Tales - Horror in Havilar: A heinous murderer is stalking the streets of Havilar, murdering his victims and tearing off their faces. Is the mysterious Opera Ghost behind the murders, or is there something equally menacing attacking from the shadows? Horror in Havilar is a fantasy adventure with maps, Disposable Undead, and full Phantom statistics.
Labels: writing
posted by talien at
9:35 PM
|
0 comments
links to this post
![]()
![]()
Modern Mercenary Manual
REVIEWS [out of 5] |
| TOTAL: 3.3 |
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: $9.95
Format: .PDF
Pages: 114
Publisher: Ronin Arts
Description:
In the 114-page PDF, written by Michael Tresca, are rules for including mercenaries in a modern d20 role-playing game. It covers the Modern and Futuristic eras. The Modern era covers the Roaring Twenties, World Wars I and II, Viet Nam, and conflicts in South Africa, ranging from 1600 AD to 1990 AD. The Futuristic era covers our current age, 1990 AD and beyond. Why call our modern times futuristic? Because this is the rise of the mercenary company as an international, efficient, and profitable organization.
Modern: Mercenary Manual is a d20 Modern supplement that explores mercenaries throughout "real-world" history, how they've been used in fiction, tips for using them in your game, new feats, skills, and advanced classes. It also includes:
- A history of modern mercenaries with a timeline that extends to mercenaries in the future
- 14 new occupations
- 7 new prestige classes
- 60 new feats
- 13 new spells
- Rules for generating mercenary backgrounds, contracts, payments, punishments, and more
I've already posted some errata and plan to update the file in a month.
"Decent, workhorse rulebook for those running d20 Modern mercenary characters. , " said Draz at Gamegrene.
Labels: writing
posted by talien at
9:34 PM
|
0 comments
links to this post
![]()
![]()
Scrollworks Presents: Characters & Locations
REVIEWS [out of 5] |
| TOTAL: 4.5 |
Cover Artist: Christopher Shy
Interior Artists: Christopher Shy
Authors: David Goodner, Michael Hammes, Nicholas Jobidon, Patrick J.P. Lawinger, Martin Leuschen, Eric Lofgren, Liz Rich, James Stubbs, Dan Taylor, Ian Thompson, John Toppe, Michael Tresca, and Christian Walker
Suggested Retail Price: $5.95
Format: PDF
Pages: 55
Publisher: Ronin Arts
Description:
Scrollworks is the print ‘zine for D20! This PDF collects characters, magic items, and locations from the pages of Scrollworks 14-29 and presents them to you in an easy-to-use format. Over twenty characters, seven “modest magics,” and seven locations (complete with maps) are packed together within 55 landscape pages. Various connections between the different characters and locations make it an easy matter to drop the contents of this PDF into your campaign, instantly adding a new level of depth to your games. The layout of the characters and locations is done in a manner that, for the most part, the GM need only print one or two pages to use the selected character or location in a game session. Some characters and locations cover more pages.
I wrote two characters for Scrollworks that were later included in this product: Amberyll the Thief-Taker and Loesung the Vampire Hunter.
"I'll be using the material to help supplement the 'background' elements of my world," said Joe G. Kushner at ENWorld, "and looking forward to other compilations of this material with a hope that we'll see some more utility put into the product for uses other than those perhaps intended by the user."
Labels: writing
posted by talien at
9:33 PM
|
0 comments
links to this post
![]()
![]()
Blood & Spooks: The Ghost Hunter's Guide
REVIEWS [out of 5] |
| TOTAL: 3.9 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Modern Sourcebook)
Cover Artist: Jeremy Simmons
Suggested Retail Price: $6.95
Format: .PDF
Publisher: RPG Objects
Description:
Do you want to make more money hunting ghosts?
Sure, we all do! With our easy to read Ghost Hunter's Guide, you too can become a Ghost Hunter in just under one hour. That's right, one hour!
Armed with the Ghost Hunter's Guide, you can learn such professions as antiques dealer, circus performer, escape artist, fortuneteller, ghost hunter driver, ghost hunter president, ghost hunter secretary, ghost hunter tactical leader, ghost hunter technician, ghost hunter treasurer, ghost hunter vice-president, journalist, mystic, psychic, psychic investigator, or stage magician. You can also earn your degree by taking one of our advanced classes, including arcanist, clairvoyant, exorcist, geomancer, ghost hunter, medium, parapsychologist, and skeptic.
Everywhere, people are dying and rising up as ghosts. These ghosts are in desperate need of capturing and only you can help. Thanks to the International Center for Ethereal Containment and Control (ICECC), we now have the technology to trap ghosts and can lend it to you for a very low fee. With your purchase of the Ghost Hunter's Guide, you can rent our amazing electron packs for just five dollars an hour and start hunting ghosts in no time!
Blood and Spooks: The Ghost Hunter's Guide is a d20 Modern supplement that includes:
- five new allegiances
- a new organization, the International Center for Ethereal Containment and Control (ICECC)
- 16 new occupations
- 10 different ghost hunter backgrounds
- the joy of playing a victim
- 8 new advanced classes
- over 50 psionic powers
- five ghost types and the spirit advanced class, just for ghosts!
- and of course, lots and lots of equipment to capture ghosts
BUT WAIT THERE'S MORE!
Buy a copy of the Ghost Hunter's Guide and we'll also include a ghost container. With ghost containers, ghosts check in, but they can't check out.
Ghosts are the enemy that we all must fight. So please, call and buy your copy of the Ghost Hunter's Guide today!
"Blood and Spooks is a great addition to Blood and Brains," said Crothian at ENWorld. "The tone is lighthearted at times and makes the book a good read as well as a good RPG supplement."
Labels: writing
posted by talien at
9:32 PM
|
0 comments
links to this post
![]()
![]()
Blood & Brains: The Zombie Hunter's Guide
REVIEWS [out of 5] |
| TOTAL: 4.3 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Modern Sourcebook)
Cover Artist: Jeremy Simmons
Suggested Retail Price: $6.95
Format: .PDF
Publisher: RPG Objects
Description:
zombie (ZOM-bee): n. 1. According to voodoo belief, a supernatural power that can enter into and reanimate a corpse. 2. A corpse revived in this way. 3. One who looks or behaves like an automaton. 4. Target practice.
Our professionals at the National Center for Reanimation Prevention and Control (NCRPC) have done all the hard work so you don't have to - chopping, hacking, chainsawing, and blasting the bloody gibbets off of the shambling undead, all to make your life a little easier. If you've got a case of the zombie blues, this book's the cure.
Blood and Brains: The Zombie Hunter's Guide is a d20 Modern supplement full of zombie hunting goodness, including:
- 10 new occupations
- a new organization (The National Center for Reanimation Prevention and Control)
- 16 new feats
- lots of stuff to blow zombies up with, including the trench spike and Shaolin spade
- seven new combat techniques
- five new advanced classes
- three psionic powers and 37 spells
- madness and trust rules
- five new FX items
- and of course, lots and lots of zombies (over 20), including a random zombie generator.
So what are you waiting for? Grab your shotgun and your axe and start the dezombification process in your local town today!
"For less than $7 you are getting your hands on a product of such quality that it should in all rights be out there in a softbound book in your local games store, sitting up there with Call of Chuthlu, OGL Horror and All Flesh Must Be Eaten," said Marc Farrimond at Gaming Report. "I have reviewed many fine products in PDF format over the years and although I have recommended many I feel that I cant recommended this product enough, a mere review does not do it justice."
Labels: writing
posted by talien at
9:32 PM
|
0 comments
links to this post
![]()
![]()
Blood & Blades: The Profiler's Guide to Slashers
REVIEWS [out of 5] |
| TOTAL: 4.3 |
Type: Role-Playing Game (D20 Modern)
Suggested Retail Price: $7.95
Format: .PDF
Publisher: RPGObjects
Description: The Paranormal Response Unit (PRU). It is like no other career choice you've explored. It's challenging. Compelling. Important. Whatever your background or expertise, you will find a PRU future exceptionally rewarding because the work you perform will have a daily impact on the nation's security and the quality-of-life for all citizens.
Our mission is a noble one. It entails protecting everyone from slashers; upholding federal criminal laws against repeat killers; providing leadership and law enforcement assistance to federal, state, local and international agencies in investigating paranormal attacks — and performing these responsibilities in a manner that is responsive to the needs of the public.
Blood and Blades: The Profiler's Guide to Slashers. Blood and Blades includes:
- 8 new victim classes: Cheerleader, Jock, Mundane, Nerd, Outcast, Scream Queen, Stoner, and Tough Guy.
- 1 new organization: The Paranormal Response Unit.
- 2 new advanced classes: the Bounty Hunter and the Profiler.
- Lots of feats and character flaws for slasher and victim alike.
- Rules for horror, madness, panic, and fear.
- New rules on playing a GM-less horror movie-style game.
- Places to go and people to kill: locations where victims are dying to get out, weapons to slice and dice with, and more.
- New advanced classes for slashers: Alter Ego, Arawnite Guardian, Mad Genius, Psychogene, and Stalker.
- Your favorite movie monsters, from the warrior breed to the demon pumpkin, the demonic slasher to the dream stalker, the thin stranger and his sentinel spheres to the soul sucker and the dreaded shape.
PRU: Putting the end to horror movie sequels everywhere. Do you have what it takes?
Labels: writing
posted by talien at
9:31 PM
|
0 comments
links to this post
![]()
![]()
Alien Invasion
REVIEWS [out of 5] |
| TOTAL: 4.0 |
Type: Role-Playing Game (D20 Modern Supplement)
Suggested Retail Price: $11.95
Format: .PDF
Pages: 138
Publisher: Reality Deviant Publications
Description:
Do Aliens exist? Is alien life visiting our planet? Do they abduct the people of this world and perform experiments on them? Has the government known about them and hidden the truth of their existence from us? Is it all just a big conspiracy? What is the truth, and what does it mean for the people of Earth?
Written by Michael Tresca, Alien Invasion explores all of the above questions and more, exposing the truth about aliens and the governments role in keeping the truth of their existence from the public eye.
Alien Invasion takes a look at allegedly real government projects such as Majestic 12, Project Blue Book, Excalibur, Looking Glass and Moondust. Alien Invasion examines military installations, cults and fringe elements, such as the Raelian Movement and Ground Zero Radio.
Alien Invasion gives you everything you need to run a campaign involving aliens, providing guidelines on how to handle alien investigations, abductions, the effects of crop circles on the human mind and body. Inside this book you will find new backgrounds and advanced classes, cults, feats, alien technology, templates such as the Horlock, new aliens and much much more!
Labels: writing
posted by talien at
9:31 PM
|
0 comments
links to this post
![]()
![]()
Iron Kingdoms World Guide
![]() REVIEWS [out of 5] |
| TOTAL: 4.7 |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $39.99
Format: Hardcover
Pages: 360
Publisher: Privateer Press
ISBN: 0-9706970-9-0
Discussion: Iron Kingdoms: World Guide Forum
Description:
This is the guidebook no gamer should be The Iron Kingdoms World Guide (IKWG) is loaded with all the features you'd expect to bring the Iron Kingdoms to life. In these comprehensive pages are chapters on trade and commerce, organizations, kingdom politics, commerce, history, timelines, universities, crime, recreation, mercenaries, and other facets of day-to-day life in the lands of western Immoren, not to mention even more magic and mechanika! This guidebook is chocked full of awesome essentials! In fact, within this tome are extensive entries for every- -single- city on the map of western Immoren -- that's over 60 cities -- furnishing you with masses of information for your ongoing campaign.
This is a staggering new age where everything is is happening, one that embodies the expression: "Full Metal Fantasy!" No other campaign world comes close and with this guide you've completed your collection of the two-volume guidebook series and are well on your way to forging your very own Iron Kingdoms campaign.
I contributed the following to the World Guide:
- City: Berck
- City: Cherov-on-Dron
- City: Khardov
- City: Korsk
- City: New Vroggen
- City: Ohk
- City: Porsk
- City: Port Vladovar
- City: Rorschik
- City: Skirov
- City: Skrovenberg
- City: Uldenfrost
Winner of TWO ENnies!
Labels: writing
posted by talien at
9:30 PM
|
0 comments
links to this post
![]()
![]()
Iron Kingdoms Character Guide
REVIEWS [out of 5] |
| TOTAL: 4.7 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: Matt Wilson
Interior Artists: Brian Dugan, Jeremy Jarvis, Torstein Nordstrand, Brian Snoddy, Matt Wilson
Suggested Retail Price: $39.99
Format: Hardcover
Pages: 360
Publisher: Privateer Press
ISBN: 0-9706970-6-6
Discussion: Iron Kingdoms: Character Guide Forum
Description:
The Iron Kingdoms Character Guide (IKCG) is the long-awaited guidebook to the world that started the craze with its radical departure from fantasy-as-usual! Privateer Press struck a chord when they presented the land of the Iron Kingdoms, with its battle-hardened characters girded in scarred mail, wielding saw-toothed sword and smoking flintlock, and steamjacks belching ash smoke both in the cities and on the battlefields. Now, get the official guide that details the award-winning campaign world of the Iron Kingdoms. Create new and exciting characters and classes, learn about the various races and ethnic groups of western Immoren, find out the essentials on the world's cosmology and religions, and discover loads of important information how magic and mechanika works in this realm that fuses steam power with the arcane.
This is a staggering new age where everything is is happening, one that embodies the expression: "Full Metal Fantasy!" No other campaign world comes close and with this guide you've taken the first step in creating your own Iron Kingdoms campaign.
I contributed the following to the Character Guide:
- Chapter Two: People of Western Immoren
- Chapter Two: Onomastics of Immoren (Khardoran Names)
"This is the best d20 product of 2004," said Nash J. DeVita at Silven Crossroads. "It is very hard to find such an original setting or concept that is so well written, priced so well for the page count, and with illustrations that are so well drawn and perfectly fitting for the setting."
Labels: writing
posted by talien at
9:30 PM
|
0 comments
links to this post
![]()
![]()
Combat Missions
Purchase: RPG NowType: Role-Playing Game (D20 Adventure)
Cover Artist: Veronica Jones
Interior Artist: Jason Walton and Ruben Smith-Zempel
Suggested Retail Price: $9.99
Format: Paperback
Pages: 96
Publisher: Paradigm Concepts
ISBN: PCI 2002
Description:
Combat Missions is a collection of villains, independent operators, and criminal organizations for use with AEG's Spycraft system. The supplement is intended for use with the Spycraft game, providing a diversity of "generic" situations that can be dropped into any Spycraft game either as a single scenario or strung together as a master plot. The supplement interlocks with Paradigm's Most Wanted book, allowing the villains in Most Wanted to be used as the central villains of those missions.
Mission types range from drug busts to hostage rescues, guerilla ambushes to bank robberies. The overall tone of the scenarios is gritty, realistic, and global in scope, inspired by real-world events and cinematic plots. While the tone of the book should appeal to players of both the basic Spycraft game and the Shadowforce Archer campaign setting, players of the Spycraft game in particular will find Combat Missions very useful in its focus on real places and familiar situations.
Labels: writing
posted by talien at
9:29 PM
|
0 comments
links to this post
![]()
![]()
Mercenaries: Born of Blood
REVIEWS [out of 5] |
| TOTAL: 3.5 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: Kieran Yanner and R. Hyrum Savage
Interior Artists: Samuel Araya, Paul Carrick, Jeremy Dale, Quinn Devlaeminck, Steve Miller, Chris Seaman, David Schrader and Derek Stevens
Suggested Retail Price: $27.99
Format: Softcover
Pages: 192
Publisher: OtherWorld Creations
Discussion: Mercenaries Forum
Preview: Otherworld Creations
Description:
You've tasted blood before, whether it was yours or others; it's all the same. It runs hot, dark and sticky as it falls to the ground in an endless torrent. There have been plenty of weapons, armor and men left broken on nameless battlefields -- but do you care? No. Why should you when you're the one left standing?
It comes down to two very important things... first is survival and second is collecting your pay for services rendered. Paladins and heroes do it for the 'greater good', you're just in it for the payoff. After all, you're not doing this for free are you?
Mercenaries: Born in Blood explores mercenaries throughout "real-world" history, how they've been used in fiction, tips for using them in your game, new feats, skills, and prestige classes, as well as six samples for use in a fantasy game, two for use in a pulp/modern game, and two for use in a sci-fi game. It also includes:
- A complete history of mercenaries, from the Greek and Persian wars, to modern day "security companies," to mercenaries of the future
- 16 new prestige classes
- 2 new core classes (the professional and soldier-of-fortune)
- 30 new spells and over 15 new magic items
- Rules for generating mercenary backgrounds, contracts, payments, punishments, and more
- Rules for creating mercenaries using most any creature from the Monster Manual
"If you're looking for more material for your campaign, fantasy, historical, modern or far future, " said Joe Kushner at ENWorld. "that focuses in on the Mercenary mold, than Born of Blood is your book."
Labels: writing
posted by talien at
9:29 PM
|
0 comments
links to this post
![]()
![]()
Tsar Rising
REVIEWS [out of 5] |
| TOTAL: 3.6 |
Cover Artist: William O'Conner
Interior Artists: Theodor Black and John Moniz
Suggested Retail Price: $13.95
Format: Paperback
Pages: 60
Publisher: MonkeyGod Enterprises
ISBN: 0-9708094-5-X
Discussion: Tsar Rising Forum
Description:
"The Tsar is dead!"
The cry echoes across Torassia: the cruel tyrant fell in a battle with undead troops, abandoned by the two princes in his time of need. The empty throne creates anarchy and chaos, as the princes and the Tsar's advisor battle for the right to rule. As if that wasn't bad enough, the worst winter that Torassia has ever experienced leaves frozen corpses in villages everywhere.
It's a race against time as Sergei, the Tsar's commander in chief, gallops southwards to reach the capital before the forces of hell get their first.
Will you brave the coming storm?
"Up there with The Longest Night, Death In Freeport and The Spear Of The Lohgin for fascinating setting, dark atmosphere, NPC depth, and cohesive yet complex storyline," said Simon Collins at EnWorld.
Tsar Rising is a d20 fantasy adventure for eight or ninth level characters.
Labels: writing
posted by talien at
9:27 PM
|
0 comments
links to this post
![]()
![]()
Frost & Fur: The Explorer's Guide to the Frozen Lands
REVIEWS [out of 5]
|
| TOTAL: 4.0 |
Type: Role-Playing Game (D20 Supplement)
Cover Artist: William O'Conner
Interior Artists: Alan Dyson, various
Suggested Retail Price: $32.95 (hardcover) or $16.50 (.PDF)
Format: Hardcover and .PDF
Pages: 256
Publisher: MonkeyGod Enterprises
ISBN: 0972819754
Discussion: Frost and Fur Forum
Description:
BRRRRRR!
Everyone knows the arctic can be an unforgiving terrain. But there's much more to the wintry land than cold damage and snowstorms. In Frost & Fur, players and Game Masters alike will find a wealth of information about what the arctic has to offer...and how to survive it.
Inside you'll find new rules for environmental hazards, survival equipment, and the effects of cold on skills and spells. Discover a variety of cultures, both magical and mundane, and the prestige classes, races, creatures, and spells that are an integral part of their mythology.
Frost & Fur: the cure for the common cold!
NEW: You can now buy Frost & Fur in electronic format at RPGNow.com. This revised version includes errata as notes and an appendix! Have the print version? Then download the errata.
"I love this book!" said John Grigsby at d20 Magazine Rack. "If you're seeking to establish a campaign in the frozen lands or if you're just looking for someplace interesting to send your players, this book is fantastic. The descriptions of the four real-world cultures will be invaluable to anyone who wants to base a campaign on one of them and there's just too much great info on the hazards and terrain of these climes to be ignored. If this book doesn't inspire you to turn your adventurers out in the cold, nothing will!"
Labels: writing
posted by talien at
9:27 PM
|
0 comments
links to this post
![]()
![]()
The Dancing Hut
REVIEWS [out of 5] |
| TOTAL: 3.6 |
Type: Role-Playing Game (D20 Adventure)
Cover Artist: Scott Fisher
Interior Artists: Sean Dureden and John Moniz
Suggested Retail Price: $14.95
Format: Paperback
Pages: 72
Publisher: MonkeyGod Enterprises
ISBN: 0971772975
Discussion: The Dancing Hut Forum
Description:
Peasants and nobles alike are frantic: The Tsar has fallen deathly ill with few viable choices for an heir. If the Tsar dies, his scheming twin sons will engage in a battle for the throne, thrusting Torassia into a civil war. But then a rumor surfaces that the Tsar's youngest son, Ivan, still lives.
It's up to the PCs to find the young heir before the Tsar's rivals reach him first!
"The fact of the matter is that this little gem is only $5 more than one of the 'Adventure Path' modules from Wizards of the Coast, yet its more than double the size," said Grompi at Enworld, "Even if you've had a bad experience with past MonkeyGod modules, this one may be worth a look--especially if you're a fan of Slavic lore."
The Dancing Hut is a d20 System adventure suitable for characters of 8th-9th level.
Labels: writing
posted by talien at
9:27 PM
|
0 comments
links to this post
![]()
![]()
All the King's Men
REVIEWS [out of 5] |
| TOTAL: 3.1 |
Type: Role-Playing Game (D20 Adventure)
Cover Artist: Allan Pollack
Interior Artists: Theodor Black and Robert Taylor
Suggested Retail Price: $11.95
Format: Paperback
Pages: 48
Publisher: MonkeyGod Enterprises
ISBN: 0971772924
Discussion: All the King's Men Forum
Description:
Filled with bizarre characters, twisted plots, and a macabre sense of humor, All the King's Men takes the PCs on a wild romp through the dark underbelly of Hamdon, a fantasy version of renaissance London. When the archbishop turns up dead at the production of the latest play, the acting troupe known as The King's Men is accused of murder. It's up to the PCs to track down the killer and prove the actors' innocence. But not everything is as it seems in the world of acts and actors.
"Monkey God did two of the best adventures written for D20: The Edge of Dreams and All the King's Men, two of only five prewritten adventures that I have run for D20 in the past three years," said The Auld Grump at ENWorld. "Both are truly excellent."
All the King's Men is a d20 System adventure suitable for characters of 7th-9th level.
Labels: writing
posted by talien at
9:26 PM
|
0 comments
links to this post
![]()
![]()
Etherscope: The Great Metropolis
REVIEWS [out of 5] |
| TOTAL: ? |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $23.99
Format: Softcover
Pages: 144
Publisher: Malladin's Gate
ISBN: 1-58846-943-3
Description: In a world of out-of-control technology where every city chokes on its own filth, one city showcases the extremes. Smokier than London, more corrupt than New York, more productive than Detroit and seedier than Amsterdam, this true megacity supports a population of over 100 million people. Welcome to The Great Metropolis. Do you accept the challenge?
It is a city of smoke-charred brick, streets packed with wagons, and skies black with bloated cargo zeppelins. A city where corrupt officials grow rich as the workers suffer; a city bled dry by punishing taxes. This is a city on the edge of chaos -- and a city of hope, where heroes are forged from the scraps of society. Revolutionaries threaten London's rule, tab-jammers and Scope riders flood Etherspace from ruined slums, and secret societies battle the ether demons. Can you rise to become a hero in the city that is quintessentially Etherscope?I contributed to the Northumbrian Republication Movement.
Labels: writing
posted by talien at
9:26 PM
|
0 comments
links to this post
![]()
![]()
Quest for Power
Purchase: Boardgame GeekType: Role-Playing Card Game (Board Game)
Suggested Retail Price: $40.00
Pages: 200
Publisher: Infinite Imagination, Inc.
ISBN: 0-9653496-0-8
Description:
I got involved with Infinite Imagination back when RetroMUD was in dire straits. Concerned that we would lose our server, I attempted to find a "backer" for the game -- someone who was obviously interested in role-playing games. To my surprise, the folks from Infinite Imagination, including Doug Schonenberg, indicated they were interested. In reality, they were more interested in my talent than RetroMUD. I built a web site for Quest for Power (now defunct) and helped playtest the game. Alas, Infinite Imagination and Quest for Power no longer exist, although I do still keep in touch with the creators. Quest for Power was also how I got involved with RPG.net. In fact, that's how my wife and my brother-in-law got involved with rpg.net. Infinite Imagination asked us to write a review and we did just that -- three incredibly biased reviews.
- Quest for Power
Quest for Power is billed as a "Game Masterless Role-Playing System". In actuality, it is a fantasy-themed board game where the board is constructed each play session from randomly dealt cards. It has all the trappings of a role-playing game: character generation, mulitple races and professions, skills, spells, weapons, etc. But the actual game play is very much a board game: move along the board, turn over unexplored cards, and deal with the situation given on them. Players can compete against one another, or work cooperatively. Like any good multiplayer game, there are alliances and treacherous betrayals among the players. In the end, in order to defeat the evil lord in his castle (the main objective of the game) at least some of the players will need to team up because the castle lord is more powerful than any one character can handle.
- "Quest for Power is an amazing product for the first effort of a fledgling game company," said Michael Tresca at RPG.net. "It also suffers from all the flaws new games new to the market suffer from which we can only hope will be remedied in future editions of the game."
- "If you're getting tired of playing Talisman every time one of your players is out of town, it might be fun," said Arthur C. Adams at RPG.net.
- "I've never played a more miserable excuse for a game, roleplaying or not," said Mischa Krilov at RPG.net. "I can't properly express how much you should not play it."
- "The cards are pretty," said Judson Lester at RPG.net.
- "I do recommend this game to anyone interested in gaming, new or experienced," said Amber Reifert at RPG.net. "Very little preparation time is required, but hours of great adventures unfold."
- "Quest for power" is indeed a viable addition to any serious gamer," said Eric Reifert at RPG.net. "Simple and interesting to play, yet versitile enough to vary and challenge players of any age or level."
- "The cards are full-color; the books are half-size black-and-white," said John Setzer at Model Retailer. "Nice polyhedral dice round out the package."
Labels: writing
posted by talien at
9:25 PM
|
0 comments
links to this post
![]()
![]()
Complete Guide to Werewolves
REVIEWS [out of 5] |
| TOTAL: ? |
Cover Artist: Thomas Denmark
Suggested Retail Price: $14.95
Format: Paperback
Pages: 64
Publisher: Goodman Games
Description:
One shapechanger stands above them all as the ultimate source of fear and cunning. For centuries, werewolves have been staples of folklore worldwide, spreading terror in the night while hiding amongst mankind in the day. Now the Complete Guide to Werewolves brings this historical monster into your d20 game. Grounded in folklore from multiple cultures, this thorough and imaginative sourcebook gives you everything you need to engage the world's most dangerous shapeshifter.
The Complete Guide to Werewolves takes a comprehensive view of its legendary subject. With material based on mythology, it offers new options for werewolf characters, including not just the usual assortment of feats and prestige classes, but also rules for breeds, lunar influence, and weaknesses or "thorns." Every aspect of the lycanthropic process is examined, from life stages to mindset to new lyncathropic diseases, and the book includes a selection of powerful NPCs and new monsters ready to be inserted into any campaign.
The Complete Guide to Werewolves is 100% world-neutral and stand-alone, and can be easily integrated into any campaign. Other features include:
- A believable approach to werewolves grounded in traditional folklore from many cultures
- Rules for all aspects of a werewolf campaign, including birth moons, life stages, werewolf breeds, lunar influences, deities and domains, different kinds of transformations, and more
- Almost three dozen new feats, allowing you to customize werewolves however you'd like (whether PC or NPC), as well as a new system of "thorns" or weaknesses that balance out feats
- New prestige classes: the benandanto (good-aligned werewolves dedicated to slaying the forces of supernatural evil), alpha lukos (high priests of the cult of Lycaeon), alpha lucerus (priests of the wolf-god Lupercus), lupicinus (a wolf charmer), lupis venator (the werewolf's most hated enemy), Ulfhednir (werewolves dedicated to slaughter), and Varga Mor (wolf witches)
- New monsters relating to werewolves, new spells, new cleric domains, and new magic items
- A selection of iconic NPCs ready to be inserted into your campaign
And much more, all of it compatible with the 3.5 revision!
Labels: writing
posted by talien at
9:24 PM
|
0 comments
links to this post
![]()
![]()
Monster Pack II
Purchase: Amazon.comAuthors:Damon C Bradshaw, Jeffrey Durkin, Reid San Filippo, Brian Lujan, Steve Stelter, Michael Barsness, Nate Brown, Ralph Dula, David Thun, Nathan Sharp, Ferry Bazelmans, Kris Havlak, Alexandre Major, Patrick Reding, Evan Waters, Sean Wipfli, Eric Hite, Stephen Reilly, Brett J Schofield, Thomas Iverson, Reuben Lai, Michael Mendoza, Eric Edwards, Luis Eduardo Mesa, David Fuchko, Andrew j Lucas, John Kantor, Russell Baldwin, P.J.Perry, Tim Emrick, J.T., Chris Fischer, Scott Earls, Daniela Palacio, Deirdre Brooks, Abram Barnett, Timothy Lira, Jens Falkesgaard, Stephen Bush, Christopher Casey, Neil Ammer II, Morgan Davey, Mike “Talien ” Tresca, , Clement Grene, Ray Boemler, James Lundberg, Trevor Jones, Larry Hill, Sean Doyel, Geoffrey Batchelar, Steven Roman and Tom Pigeon
Type: Role-Playing Game (Action! Game)
Interior Artists: Richard Cox
Suggested Retail Price: FREE!
Format: .PDF
Pages: 27
Publisher: Firefly Games
Description:
These packs contain bonus kaiju for use in your Monster Island: The Game of Giant Monster Combat bouts. They were created as entries in a contest run by RPGnet and Firefly Games. Each pack contains up to 10 new monsters with complete bios and stats, just like the kaiju in the game. The gigantic, free Monster Pack II, containing more than 50 new kaiju, is now available in both a low-res file and a file suitable for printing.
The creatures were created for a contest on RPGnet prior to the game's release in spring 2002. We've added Monster Island stats and some illustrations. Check it out!
I wrote Helen, the gigantic farting turtle. Don't ask.
Labels: writing
posted by talien at
9:24 PM
|
0 comments
links to this post
![]()
![]()
Relics
REVIEWS [out of 5] |
| TOTAL: 3.7 |
Type: Role-Playing Game (D20 Supplement)
Suggested Retail Price: $24.95
Format: Paperback
Pages: 128
Publisher: Alderac Entertainment Group
Description:
Since the dawn of role playing games, magical artifacts have held a special place in the lore of fantasy gaming. Some of the most popular items amongst gamers are powerful, unique artifacts whose detailed histories and unique traits cause them to stand out from the pack of magical swords, potions, and other items. Relics presents a bevy of artifacts that DMs can insert into their games. Each artifact includes a detailed history, complete rules for its use, and adventure hooks to inspire the imagination and enrich a d20 campaign.
My list of contributed relics includes:
- Astrarium of the Cosmos
- Bivukku, the Macahuitl of the Ages
- Chalice of Allegiance
- Collar of the Siren
- Crown of the Ironridge Thane
- Gi of the Thunderfist Monks
- Goretooth
- The Heart of Darkness
- Kaleidoscope of Serais
- Kenblade
- Kenshield
- Medusa Sphere
- Neital's Ram
- The Pandect Obelisk
- Rings of Drakhen
- Sanguavore, the Bane of Man
- Shattershar
- Solaris, the Golden Shield of Tarak-num
- Vajra of the Five Wisdoms
- Vridomir, the Arm of Death
"Artifacts is much more than a collection of just powerful magic items," said Jeff Ibach at GamePlay News. "They are well founded in mythology and lore of d20 fantasy concepts, written entertainingly and diverse for maximum use and are just darn fun to read."
Labels: writing
posted by talien at
9:23 PM
|
0 comments
links to this post
![]()
![]()
The MUD Companion #2
Purchase: The MUD CompanionType: Non-Fiction (Article)
Suggested Retail Price: $5.00
Format: Softcover
Pages: 44
Publisher: The MUD Companion
Description:
So you think you're ready to MUD, but there's a million to choose from. Which is best for you?
This acticle helps you find the find the good MUDs from the sea of poorly designed MUDs.
Labels: writing
posted by talien at
9:22 PM
|
0 comments
links to this post
![]()
![]()
Dragon Magazine #323
REVIEWS [out of 5] |
| TOTAL: 3.5 |
Suggested Retail Price: $6.00
Format: Softcover
Publisher: Paizo Publishing
Discussion: Dragon Magazine Forum
Description:
Check out this issue to see how the new Dragon better serves you. Get the first look at new features to appear in every issue: “Spellcraft,” “The Magic Shop,” “First Watch,” “Player Initiative,” “Winning Races,” “A Novel Approach,” “Heroic Feats,” “Players’ Tips,” “Adventurers’ Tricks,” “Coup de Grace,” and more!
What if paladins couldn’t detect evil? What if no one could? Check out the spells that give players new options in games that blur the line between black and white.
"It's interesting," said Monte Cook at Malhavoc Press, "but the best part of the article comes again in a sidebar, this one discussing the difference between heresy and sin as it applies to D&D religions."
Labels: writing
posted by talien at
9:21 PM
|
0 comments
links to this post
![]()
![]()
Dragon Magazine #299
Purchase: Paizo.comCover Artist: Wayne Reynolds
Interior Artists: Arnie Swekel & Wayne Reynolds
Suggested Retail Price: $5.00
Format: Softcover
Publisher: Paizo Publishing
Discussion: Dragon Magazine Forum
Description:
This issue of Dragon presents the first of a new concept for articles about D&D. New campaign settings are great, but often it's hard to adapt that material for a game already in progress. "Campaign Components" articles take the best parts of a campaign idea and give you the tools you need to add a specific theme to your home campaign or use them to build a new world.
The first installment? Knights!
Jousting tournaments, knightly orders, honor, chivalry, quests, crusades, and courtly intrigue: It's all explained and presented so you can lift it or leave it. Play a gnome peasant, a dwarven squire, a halfling knight, or a half-orc king. You'll discover new uses for skills, d20 jousting and tournament rules, magic items, and adventure seeds so you can add knights to any game.
Think it's not D&D without mind flayers and mages? Don't worry: We'll show you how to bring chivalry to the dungeons and dragons to the tilting grounds.
Reviews- "I'm a big fan of elven paladins, and this article helped me flesh out my paladin more than Defenders of the Faith," said Loki at The Dragon message boards. "I was DMing our latest adventure and put a tournament in it. There was something in there for the bard/rogue and the barbarian/fighter, as well as my paladin. Everyone had something to do. The running at the rings was fun, as was the javelin toss. I loved the whole tournament! It took 2 hours for the tournament to be played out, but it was well worth it. We plan on having different tournaments in different towns now. I have no gripes about the honr point system, tournament rules, new paladin spells, or anything else! Kudos to the writers and to the staff of Dragon Magazine. Thanks for the focus on paladins and knights! I really liked it a lot!"
Labels: writing
posted by talien at
9:20 PM
|
0 comments
links to this post
![]()
![]()
The RPG Times
Type: Fiction (Short Stories)Publisher: The RPG Times
Description:
The RPG Times was born six years ago, and has been publishing ever since. It was created to cater to the creative people in the RPG Community. The RPG Times is always looking for people who are willing to lend a hand, as it is staffed completely by volunteers. These range across the globe from the chilly plains of northern Canada to the balmy shores of Australia.
- Cold Spirits [ Part One | Part Two ]
Despite being panned in the Del Rey Online Workshop (q.v.), The RPG Times was brave enough to publish "Cold Spirits" -- in two parts even! - Dragonslayers Never Die
When Christopher Ashman faces down his past, he finds being a legend isn't all its cracked up to be. Then again, being a dragon isn't all that great either. - Inner Demons
After battling demons for decades, Yinjen Su must come face to face with the most dangerous demon of all...himself. - The Little Things
An unusual day at the circus... - The Natural Order
The trials of a wizard's apprentice against Nature itself. - What Price Victory?
Ancient rivalries open fresh wounds at the Olympic Games. - The Daily Grind
The phrase "a monkey on my back" takes on a whole new meaning in my first attempt at horror. Be warned...it's not a very good attempt. - Head Games
My first science fiction attempt. The future from the perspective of a a "headware surfer," where surfing the web is just a thought away.
Labels: writing
posted by talien at
9:19 PM
|
0 comments
links to this post
![]()
![]()
Pyramid Magazine
Type: Fiction (Generic RPG)Publisher: Pyramid Magazine
Discussion: Pyramid Magazine Discussion Board
Description:
Pyramid is the gaming hobby's hottest voice! They're your online source for game reviews, source material and background information for all your favorite games...Magic, Dungeons and Dragons, Battletech, GURPS, In Nomine, INWO, Shadowrun, Unknown Armies, Earthdawn, Vampire and many more. They cover card games, computer gaming, miniature systems and wargaming. Their industry news is updated regularly, whenever it happens.
- Party Structures (3.50)
- The Many Faces of Evil (3.17)
- Magical Telegraphy (3.04)
- Fantasy Origins (2.87)
- Why Manticores Make Bad Mounts (2.78)
- Arcane Laws (2.77)
- A Change of Heart (2.76)
- Best Served Cold (2.73)
- Mudslide! (2.68)
Labels: writing
posted by talien at
9:16 PM
|
0 comments
links to this post
![]()
![]()
MUD-Dev Mailing List
![]() |
Publisher: Kanga.nu
Discussion: Kanga.nu Mailing List
Description:
The MUD Development mailing list is not platform, language or game specific, but concentrates on discussing the design and implementation of any and all MUD servers and systems. Another large related topic is game design. This does not mean that the details of a specific server or game design point can't be discussed in excruciating detail, or even that server or game source can't be bandied about and picked over, just that the list isn't to become a religious stomping ground for your platform, language, server, or hobby horse of choice. The topic definition is not limited to technical areas: social engineering, cultural considerations, applicability of technical addresses to "soft" problems, and other less rigorous avenues of investigation are also fair game.
- My Posts
This list is a great place to test theories about MUD design and how multi-user games work. Even better, when someone posts about a massive multi-player online role-playing game (MMORPG), the developers will actually respond! It's an excellent place where MUD administrators can mingle with MMORPG administrators and still feel like equals. - Should We Pursue Balance?
As you can probably imagine, I've been around the gaming block long enough to think I know a thing or two about MMORPGs. Sometimes, I get into arguments. On MUD-DEV, it's entirely possible to get into lengthy discussions with creators of popular games -- like Raph Koster, for example, who helped create Ultima Online and Star Wars: Galaxies. This is one of two discussions he has on his web site. This discussion is about balance. To what degree is "balance" something that we as designers desperately pursue, as opposed to the "balance" that players pursue? - The Appeal of Massively Multiplayer Games
Raph and I argue about MMORPGs (again). In this case, it's my statement that MMORPGs reduce roleplaying (a statement Raph agrees with) and that they offer a fundamentally different appeal to the player than text muds do (a statement he disagrees with).
Labels: writing
posted by talien at
9:16 PM
|
0 comments
links to this post
![]()
![]()
Imaginary Realities
Type: Non-FictionPublisher: Imaginary Realities
Description:
Imaginary Realities is a MUDzine about a variety of topics, all of them having to do with MUDs.
- MUD Schools
My rant against MUD schools and why they're bad for your MUD. - MUDs Are Not for Wimps
A response to the attack on MUD administration by Tenarius. - The Numbers Game
My first article, "The Numbers Game" is about how a balance can be instituted within a MUD's codebase to prevent player trends from screwing up game balance. It uses the elemental balance code that Rayzam developed as an example.
Labels: writing
posted by talien at
9:14 PM
|
0 comments
links to this post
![]()
![]()
D20 Filtered Magazine #3
REVIEWS [out of 5] |
| TOTAL: 5 |
Author: Michael Tresca
Type: Role-Playing Game (D20 Generic)
Suggested Retail Price: $3.95
Format: .PDF
Publisher: Silven Publishing
Description:
"D20 Filtered" is a monthly magazine of reviews, interview and exclusive previews that is aimed at helping people wade through the multitude of products that make up the ever-growing D&D, d20 fantasy, and d20 Modern product marketplace. Active buyers and infrequent buyers alike will find the product to be a valuable aid in making their purchase decisions.
- D20 Filtered #3: Using Your D20 Library: What criteria should you use to collect your d20 library? Nowadays, trying to buy everything in print would make for a fine Lotto commercial, but it's just not technically feasible. Different game masters use different tactics to tame the D20 beast.
- D20 Filtered #3: Bringing New Gamers Into the Fold: There was a time when nobody cared about getting new players to play role-playing games. Now is not that time.
"I especially liked the November issue because of the addition of Michael Tresca," said Michelle Cruz at RPGNow. "I have quite a few d20 books and am always looking for new ways to put more of them to use, so his new column is useful."
Labels: writing
posted by talien at
9:13 PM
|
0 comments
links to this post
![]()
![]()
MSU Research Report
Type: Non-FictionPublisher: Michigan State University
Description:
This is it, my first published credit. I was working in the rural sociology department at Michigan State University for six bucks an hour. Larry Busch, distinguished professor and my boss, was kind enough to give me credit for helping out with the book. Thanks Larry!
- Biotechnology and Agricultural Cooperatives: Choices and Challenges for Managers and Members
The new biotechnologies will have a unique impact upon agricultural cooperatives. To take advantage of the benefits and to deal with the consequences of these new technologies, cooperatives need to develop distinct strategies. This report examines the economic, social, and ethical issues raised by the new agricultural biotechnologies. There is a central question: What are the strategies that cooperatives employ or might employ to be prepared to deal with the consequences of these new technologies?
Labels: writing
posted by talien at
9:12 PM
|
0 comments
links to this post
![]()
![]()
The Impact of Anonymity on Disinhibitive Behavior Through Computer-Mediated Communication
TABLE OF CONTENTS |
A thesis Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF THE ARTS
1998
UMI Number: 1390527
Copyright 1998 by Tresca, Michael John
All rights reserved.
This thesis has been referenced at:- 3 Guys and a Girl
- Blue Beyond Reason
- Boinka
- Cetan
- Electronic Expression Weblog
- Fark.com
- Fazed.net
- Furl
- HackingtheMainframe
- Infiniti G35
- Links for Bored People
- Library at Kanga.nu
- Penny Arcade
- Punknews.org
- QMUnity
- See-RAN.org
- Urban Sprawl
- Valorian
- Washington Times
- WeirdBlog
- Word Soup
Labels: writing
posted by talien at
9:11 PM
|
0 comments
links to this post
![]()
![]()
The Real History of Druids
There's been a lot of confusion lately about Druids. I have a feeling people decided the issue was settled after interest peaked with the issue of Stonehenge, and the Lindow Man. The Druid mystery supposedly solved, interest seems to have died out afterward, except around St. Patty's Day where the more learned among us (or those who have Celtic roots) poke around the ancient tomes (reprinted mind you) to see if they have anything to tell us.
And indeed they do. Druids have been utterly mangled by role-playing games. In fact, the Druid has become so disassociated from his original roots that they've transformed into a quasi-modern image of environmental activists who zealously protect the woods, the animals, and run around viciously mauling people as lions, tigers, and bears. I won't say it.
This is partially true. Druids did worship trees in the sense that they revered them as nature spirits. They did have a healthy respect for the animal kingdom, after all any animal could be a god or another heroic Celt in animal form. Zoomorphism was common enough to justify druids transforming into all kinds of animals. But nowhere did Druids decide animals had to be protected exclusively. Nor, for that matter, were humans exempt from this protection.
There's no way a role-playing game is going to tell you that Druids sacrificed; they sacrificed everything they got their hands on, and they sacrificed a lot. Bulls, dogs, stags, slaves, criminals, gold, silver, you name it they burned it, drowned it, strangled it, or examined its entrails (except for the gold). Druids would stab people in the backs and divine the future based on how they twitched when they died. They believed in regicide, utilizing the fabled triple-death of strangling, drowning, and stabbing with a spear. They crammed gigantic wicker colossi (I love that word) full with people and torched it.
Druids did believe in the sanctity of trees. In fact the name Druid probably comes from a root meaning oak. Druides use druideachta, which means magic. One did not trifle with druids if he knew what was good for him. The Oghams, their runic language, revolved around the various trees and their properties.
Much of our information comes from Caesar, who, while he must be respected for his views, was undeniably biased. Mr. Ellis spares Caesar no sympathy: "Imagine...the commander of a foreign army which has been sent to conquer and destroy a people then writing a book about the culture and customs of those people and it being regarded by subsequent generations as written totally without prejudice. Yet we are asked to accept Julius Caesar's accounts of the Celts and Druids as totally accurate."(p. 15)
Caesar immediately assumed that the gods he saw in the Druid beliefs had a Roman parallel, and that the belief in transmigration of the soul was really just to bolster the courage of the Gaulish troops. After all...if you know your soul doesn't die, what's so bad about death? Caesar's generation also made the terrible mistake of assuming the Druids believed in reincarnation as Pythagoras saw it, because on the surface the ideas seem similar. They're not. Likewise, Druids did not worship the four elements. This only makes sense, as Druids considered spirits to be in everything, and the Druids also held the number three to be sacred. When you hold three to be sacred, six, nine, and twelve are appealing numbers, but four? Four simply doesn't fit into the equation. Neither does five (the five elements of Pythagoras, fire, water, air, earth, and spirit). An interesting note: Captain Planet's five pals must call on those very five forces to summon the big C. himself.
Druids could be classified as neutral alignment, if you take into account that Druids are on both sides of morality. The Celtic stories are filled with accounts of Druids on both sides, undoing each others spells, and battling in fantastic magical combats that would make any role-player envious. When it comes to being truly neutral and aloof from petty affairs of civilized men, that's just more modern role-playing poppycock talking. Druids were just as passionate about one ethos as anybody else.
Despite their seemingly barbaric practices, Druids did not spend all their time sitting around chewing on raw animal flesh, talking with spirits, and otherwise doing things that would shock the modern reader. They were "...no simple, mindless group of savage, barbarian tribes wandering Europe willy-nilly in a ruthless and bloody orgy as many writers over the centuries would have us believe." (p. 35) Druids were the keepers of knowledge, advisers to rulers, and the judges of their time. They utilized the Brehon Law, a Law which is admittedly biased towards the more powerful individuals of society, but a law nonetheless which they had absolute jurisdiction over. Druids were highly respected. Respected so much, in fact, that the Romans did their best to wipe their power base out.
Contrary to popular belief, the Romans didn't go after the Druids due to their moralistic disgust of human sacrifice. This would indeed be the ultimate hypocrisy, as the Romans ritually sacrificed people as well. More likely, it was because Druids as a group were a threat to Roman rule: Where the Romans were materialistic, the Druids were spiritual; the Druids treated their women as part of political and religious life, the Romans saw them as child bearers; the Druids believed in a collective ownership, the Romans in a hierarchy. Druidic beliefs were simply too dangerous to be allowed to exist. They were only partially successful, and it wasn't until the Church came about that a clash of ethos really happened.
And what a clash it was. There are incredible tales of St. Patrick (and his saintly allies) dueling the Druids, miracle vs. spell, chant vs. prayer. It is interesting to see another supernatural belief system which is not divine being portrayed as very real and dangerous - except when it comes to Christianity. Saints merely had to say a prayer, and Druid spells collapsed. There's something you won't find in your role-playing rule books!
What about the neo-pagan Druids of today? Mr. Ellis doesn't think very highly of them: "Indeed, Druids have also been hijacked by the 'New Age' movement and conjured to their philosophies...Any half-baked philosophy can have the word 'Druid' or even 'Celtic' attached to it and be assured of an enthusiastic, if somewhat gullible, following."(p. 13)
The neo-pagans of today are well aware of these beliefs, and understand them within context - what the Druids of the past did should in no way reflect upon the ethics of Neo-Druids today, any more than the Crusades reflect upon Christianity. While Wicca borrows somewhat from the Druidic heritage, don't be misled to believe Druidism spawned Wicca. Crystals, candles, and Tarot have naught but a passing relevance to Druidic practices. But don't rule out Stone Henge, the Druids DID practice there, they just didn't build those stones.
Shadowrun makes an admirable attempt at creating Druids that resemble the beliefs of the ancient Celts, but they can't manage to shake that Pythagorean elementalism. Still, it's a lot closer to the mark. Next best is the Rifts supplement, "England". Rifts takes some liberties, but it's also obvious they did their homework. They're very careful to create a separate O.C.C. called "Blood Druids" who manage to embody all the nasty things nobody wants to hear about. TSR products (from the Advanced Dungeons and Dragons line) are the worst when it comes to Druids, pandering to the "shiny happy" Druids, as I call them, who have their own fuzzy charm about them that makes them appealing. One product, the Celts Campaign Sourcebook, is definitely a cut above the rest, and I recommend it highly. It sums up AD&D Druids quite nicely: "The druid as presented in the Player's Handbook bears little resemblance to the historical Celtic priesthood of the same name, and requires substantial changes to fit into a Celtic campaign."
No kidding.
- Bonwick, J., Irish Druids and Old Irish Religions, Dorset Press: 1986.
- Conway, D. J., Celtic Magic. Llewellyn Publications, St. Paul: 1995.
- Daniel, Sir J., The Philosophy of Ancient Britain. Kennikat Press, Port Washington, 1970.
- Davis, G., Celts Campaign Sourcebook. TSR, Lake Geneva, 1992.
- Ellis, P. B., The Druids, William B. Eerdmans Publishing Company, Grand Rapids, 1994.
- Green, M. J., Celtic Myths. The Trustees of the British Museum, Austin: 1993
- Kendrick, T. D., The Druids: A Study in Keltic Prehistory, Barnes & Noble, New York: 1966.
- MacCulloch, J. A., The Religion of the Ancient Celts, Studio Editions, London: 1992
- Marciniszyn, Alex and Osten, James, Rifts World Book Three: England, Palladium Book:,1993.
- Spence, L., The Magic Arts in Celtic Britain. Rider & Co. London, 192?
- Spence, L., The Mysteries of Britain. The Aquarian Press, London, 1970.
Labels: writing
posted by talien at
9:08 PM
|
0 comments
links to this post
![]()
![]()






















