[New Release] Geist: The Sin-Eater’s Foreboding Lands for Dark Eras

Today, I am pleased to announce that the Dark Eras Companion, the second massive volume filled with alternate history settings for the Chronicles of Darkness, is now available. In Dark Eras, I wrote “Doubting Souls” for Hunter: The Vigil. For the companion, I was one of the writers who contributed to “Foreboding Lands”. Set in the world of Geist: The Sin-Eaters, the chapter takes place in and around Roanoke Island approximately a hundred years earlier.

“Foreboding Lands” was a fan-requested era that was funded during the original Kickstarter for Geist: The Sin-Eaters. Instead of fixating on the Lost Colony of Roanoke, we did end up taking a different and broader direction tapping into the history of the period and the core aspect of Geist: ghosts. I found that this chapter was more demanding to write for than the previous one for several reasons, and hope that my nuanced and complex presentation of the subject is something you’ll dig.

If you’re interested in “Foreboding Lands”, you can pick up a copy of the Dark Eras Companion filled with multiple, haunted settings at DriveThruRPG.com.

Vampire: The Masquerade is a Fab Bundle of Holding Deal!

If you’re curious about Vampire: The Masquerade, the 20th anniversary corebook and many of the supplements are now part of a fabulous Bundle of Holding deal. A portion of the proceeds goes to the RPG Creator’s Relief Fund, as well, so you can get a little something for yourself and do good works.

There are two bundles to pick from. The Starter Collection gives you four invaluable tools to dive into Vampire, and the Storyteller’s Collection enhances that set. If you’re interested in checking this out, I thought I’d mention I worked on Dread Names, Red List, which is part of the Storyteller’s Collection.

In the effort of full disclosure, the RPG Creator’s Relief Fund is a charity I advise for; I feel that groups like this and The Hero Initiative are incredibly important to help creators when disastrous situations strike.

[New Release] Kobold Guide to Gamemastering

Kobold Guide to GM'ing

I am pleased to announce that my essay “Planning Your Campaign in Four Stages” is now available in the Kobold Guide to Gamemastering. In the essay, I introduce a spiderweb method to reduce the appearance of a linear plot.

Assigning a number of sessions and scenes to a campaign often traps you
in the idea that plots must be linear, and the scenes become points along
that line that always advance the story forward and in a specific direction. If or when players go off-script, GMs then compensate by creating other
towns or NPCs to lead the group back to the main story.

To reduce linear-campaign situations like these, reshape the plot to
accommodate for movement.

“Planning Your Campaign in Four Stages” is but one of the stellar essays available in the Kobold Guide to Game Mastering. I had a lot of fun geeking out about organizational methods, and I hope you enjoy my take on planning a campaign.

About Kobold Guide to Game Mastering

Every GM has struggled with some aspect of their game. Maybe it’s session prep or sustaining a long-term campaign. Perhaps it’s a more external issue such as problem players or limited play time. Many of these concerns, and others, will be addressed in the Kobold Guide to Gamemastering.

The latest in the award-winning and fan-favorite series from Kobold Press tackles gameplay head-on, with advice from everyone from veterans to talented newcomers on how to make a tabletop RPG session snap, crackle, and shine!

Edited by Sean Reynolds, the book’s writers include Frank Mentzer, Keith Baker, Zeb Cook, James Jacobs, Monica Valentinelli, Shanna Germain, and many other well-known industry vets and long-time GMs.

This 150 page, 6” x 9” softcover features cover art by Blizzard and Magic: the Gathering artist Eva Widermann and is part of the award-winning Kobold Guide series. So, if you know a new or long-time GM that could use some helpful, practical advice, or a few handy tips and tricks, this is the book for them.

This book is available in digital and print.

Announcing I’m a Guest Lecturer for Shared Worlds

Shared Worlds 2017

Hello! I am pleased to announce that I have accepted a position as a guest lecturer for Shared Worlds this July. I will be dropping in via Skype to answer the student’s questions about worldbuilding.

Shared Worlds is an annual summer program designed for teen writers interested in speculative fiction (science fiction, fantasy, steampunk, etc.). The students work in groups with an experienced “world-building coordinator” to design and build a world. They also attend sessions on particular aspects of world-building with historians, scientists, authors and philosophers. Within a few days, the students have produced a world complete with its own life forms, languages, laws, and cultures. The students then write stories set in the worlds they have built. –SOURCE: SharedWorldsCamp.com

I can’t tell you what an honor it is to be invited to this. The camp has a stellar staff, including writers like Jeff VanderMeer and Will Hindmarch, and features a long list of really wonderful authors like Tobias Buckell, Ann VanderMeer, Sofia Samatar, N.K. Jemisin and many others.

The information to register for the Shared Worlds Camp is on the website, and I encourage you to check out the amazing works produced by these fine guest and staff instructors.

[New Release] Unknown Armies Books 1-3

Unknown Armies is an occult game about broken people conspiring to fix the world. I worked on all three books, and they are now available for you to download in PDF format. This game is utterly dark, weird, gut-wrenching, and very cool! If you don’t want to get all three, I’d start with the first one or check out the Unknown Armies Kickstarter page for more information.

Unknown Armies presents magick as it might exist in a world informed by crime fiction and secret histories, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. As a player, you are confronted by the consequences of your character’s actions, and challenged by the implicit threat of a world shaped by the will of those who want something more than you do.

Unknown Armies Book One: Play is the book for players. It details:

  • Obsession and identity.
  • All of the rules for resolving actions.
  • The central shock gauge mechanic.
  • How to avoid fights, and how to deal with them when you’re dragged into them anyway.
  • The magick of adepts and avatars.
  • Gorgeous full-color art and layout.

Unknown Armies Book Two: Run is the book for gamemasters. It tells you how to:

  • Present the characters with obstacles to their fevered dreams of changing the world.
  • Oversee character creation and setting collaboration in the first session of play.
  • Draw on the rich and disturbingly familiar world of the occult underground.
  • Create new creatures and antagonists.
  • Resolve conflicts as a fan of the characters.
  • Prepare situations to disturb and entertain.

Unknown Armies Book Three: Reveal is the book of the weird for everyone. It contains:

  • Gamemaster characters, locations, creatures, and events.
  • Heresy and hearsay, alphabetized like a devil’s dictionary.
  • Ideas, hooks, tidbits, scraps, lies, truths, and horrors.
  • Lists, stats, and ephemera.
  • Even more weirdness.
  • Even more magick.

Created by Greg Stolze and John Tynes, Unknown Armies presents an entirely original yet disturbingly familiar approach to mystery, horror, and action in roleplaying games. If this is your jam, check it out!

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