Friday, April 16, 2010

Seth Rogen Green Hornet "Unexpectedly" Campy


Our good friend Bill Cunningham, he who (along with Harlan "freakin'" Ellison) has written a story for the upcoming Moonstone Green Hornet Chronicles and knows his Green Hornet inside and out, has the skinny on the upcoming Green Hornet movie.

It appears that the movie will be...

Prepare to look shocked.

You can do better than that.

CAMPY!

That's right. They promised the film would be serious and "dark" and "edgy." Apparently, what they meant by that is bright and silly.

We should have known when Steven Chow dropped out of the project and was replaced by someone with no Kung Fu that this was coming.

Oh Wait! We did.

Lone Wolf: Multiplayer Game Book: Does it Deliver?

In 1982, Steve Jackson and Ian Livingstone created a worldwide reading/roleplaying sensation with their Warlock of Firetop Mountain Fighting Fantasy Gamebook. Warlock combined the interactive qualities of the Choose-Your-Own adventure series of books with simple mechanics inspired by role playing games like Dungeons & Dragons. The books were wildly successful with over 50 entries in the series published to date. The series is currently being published by Wizard books in England, we Americans have to have our new books in the series shipped from Canada or overseas, and also has had two of the books released as iPhone applications.

The Fighting Fantasy books are classics in the genre, but they were surpassed in gaming complexity in 1984 when Joe Dever's Lone Wolf gamebook series first title Flight from the Dark was released. The Fighting Fantasy series is primarily made up of episodic entries where the puzzles/adventures are contained in full in a single volume. The exception to this is Steve Jackson's Sorcery series of four books. In contrast to the episodic Fighting Fantasy series, Dever created an Epic Fantasy narrative in his Lone Wolf series. In Dever's series, your character improved from book to book and items you acquired in one book would help you solve puzzles in subsequent volumes. Dever added layers of gameplay and narrative that were lacking in the Fighting Fantasy counterparts, and his series demonstrated the gamebook as a mature medium.



In support of their Fighting Fantasy gamebooks, Jackson and Livingstone released an introductory roleplaying game -- a non-solo and more traditional game -- in 1984 entitled simply Fighting Fantasy: The Introductory Role-playing Game. This game presented the rules system from the Fighting Fantasy books in a simplified form for use in pen and paper gameplay. The rules component of the books was relatively weak, as the rules were stripped down versions of the already simple rules of the gamebooks, but the two adventures included in the book were fun.



This initial offering was followed by the Riddling Reaver collection of adventures, which made for a fun campaign using a rudimentary system. By 1989, Livingston and Jackson realized that the introductory game was serviceable, but not a substantive offering in the gaming marketplace and they hired Marc Gascoigne and Pete Tamlyn to develop an advanced version of the product.



Gascoigne and Tamly's Advanced Fighting Fantasy presented a robust game system rooted in the system presented in the gamebooks and filled a niche that fans of the books needed filled. Gascoigne's system added layers of complexity to the gamebooks rules, while still presenting an introductory roleplaying game. The system is simple enough for beginners, but has a depth that allows for a great deal of game play.

Fans of the Lone Wolf series, who had purchased and read the Advanced Fighting Fantasy rules, eagerly waited to see what Dever would come up with in response to Fighting Fantasy's offering. That offering didn't come. In fact, while the Fighting Fantasy books seemed as unkillable as a zombie horde -- continually being resurrected from certain death just as a new generation of readers could be introduced to the books -- Lone Wolf began to fade into the background. Eventually, all the published books became available (with author permission) as free e-books on the internet. Then, from seemingly nowhere, wonderful news appeared. Mongoose Publishing released a tabletop RPG based on the characters of the Lone Wolf series and began republishing (in beautiful small format hardbacks) the original Lone Wolf books.



The republished volumes of the original gamebooks are a marvel. They include new stories as additional content in the back of each book; stories that expand the Lone Wolf world. The republished books are undeniably a godsend, but the first Mongoose Lone Wolf RPG was a gaming product that had rules based in Wizards of the Coast's d20 rules system. These rules are serviceable (they are actually quite good), but they lack the distinct feel of the Lone Wolf setting. After playing gamebooks that use a particular rules set, it feels a little unnatural to use an unrelated rules set when translating your experience into a multiplayer exercise. The d20 based Lone Wolf rpg sold decently, but with the release of the 4th edition of Dungeons & Dragons -- and the end of the d20 license -- it was time for Mongoose to create a multiplayer game that returned Lone Wolf gaming to its systemic roots.

It has taken a couple of years for the new rules set to come out, but as of the the first week of April 2010 long time fans of Lone Wolf finally have a multiplayer roleplaying game based on the system used in the gamebooks, but how does it measure up to the standard set by the Fighting Fantasy series?



Even though the products are separated by almost 20 years, it seems appropriate to compare the new Lone Wolf Multiplayer Game to the earlier Fighting Fantasy offerings. The Fighting Fantasy Introductory Roleplaying Game was originally published in 1984 and in its 240 paperback format pages presented a multiplayer version of the rules system contained within the Fighting Fantasy Gamebooks. Other than the two adventures included in the book, and a couple of sparse paragraphs describing the job of gamemastering and designing your own adventures, the booklet contained little that was not already in the published gamebooks. In fact, some of the solo gamebooks had already introduced some "advanced rules" that the introductory roleplaying game failed to include. The two adventures included in the book were formatted in a manner similar to that used in the gamebooks, but included some tips on how to run the encounters. By modern standards these adventures were simple "dungeon crawls," adventures where characters explore complexes and fight monsters. There was little or no context for the action in these adventures contained in the rulebook. This changed when the Riddling Reaver booklet expanded the adventures available for use by gamemasters, though it should be noted that it was 8 years before players of multiplayer Fighting Fantasy had rules for "skills" or "magic" published outside of the solo gamebooks for multiplayer use.

The Lone Wolf Multiplayer Game Book is similar in many respects to the earlier Fighting Fantasy offering. Coming it at 70 digest sized pages, it contains character creation rules for only one character type, the Kai Lord. It presents the basic system used in the gamebooks, including the "random number table," with very few options not offered in the solo versions. Unlike the Fighting Fantasy books, Lone Wolf contains a task resolution system for accomplishing things other than combat. It is a simple resolution system, to be sure, but it is one that is highly serviceable. Essentially, tasks are given a target number from 1 to 10 and that sets the number that the player must roll equal or higher than on d10 (or select from the random number table) in order to succeed. There are guidelines for bonuses and penalties, but it is essentially a quick and dirty task resolution system with a flat probability curve.

Lone Wolf contains a short Bestiary that includes some of the unique denizens of Magnamund like Giaks and Gourgazs, and some of the more generic character types a game master might need like Bears and Bandits. It also contains a brief discussion of the history of Magnamund, the world of the Lone Wolf tales. One really wishes that Mongoose had beefed up the chapters on the setting. At $19.99 for a 70 page book, one feels a little neglected when there is so little setting description. To be fair, the gamebooks are rich fields filled with descriptions of the world and its history, but this rulebook lacks that richness and the map in the middle of the book is made less useful or attractive by the fact that it is published in black and white.

Like the Fighting Fantasy RPG, Lone Wolf provides an introductory adventure for new game masters to use with their friends. The adventure is an entertaining narrative adventure entitled "The Merchant's Task." This adventure contains gaming opportunities for different kinds of players as it has roleplaying scenes, puzzle solving, and combat sequences. As such, it follows the modern trend of story based adventures as opposed to the classic dungeon crawl, but then again that is one of the things that separates the Lone Wolf solo book series from the Fighting Fantasy book series. The Lone Wolf books are more story driven and the Fighting Fantasy ones more puzzle/solution driven.

I have to admit that I was slightly disappointed with the first offering in the Lone Wolf Multiplayer line of books. It seemed in many ways more an overview of what gaming would be like that a complete game in itself, and with a $19.99 price tag the disappointment was exaggerated. I have to say though that there are a couple of things arguing in favor of the game. First is the fact that it isn't a bad introductory game, if only the price were $7.99 I would consider it an ideal introductory offer. The rules are clear and simple and the text provides numerous guidelines for the game master during the adventure, guidelines that can be used to create ones own adventures. Second is the fact that this is the first in a series of offerings.



This June we should see the publication of a book of linked adventures entitled Terror of the Darklords. This is slated to be a 160 page booklet containing an entire campaign's worth of game play in which the players will uncover conspiracies and battle against the evil Darklords.




Darklords will be followed in July by Heroes of Magnamund, a book containing a variety of character classes that players can use during campaign play. One can look at this as the second part of the player's guide in some ways. According to the Lone Wolf Multiplayer Game Book the Heroes book will also contain rules for higher level Kai Lords and additional rules for game masters. Mongoose is also planning to publish a gazetteer of Magnamund and a bestiary as well. All of these products will add to the cost of the game, but will add much needed depth as well.

As it stands, the current rule book places the Lone Wolf Multiplayer Game Book somewhere between the Fighting Fantasy Introductory Roleplaying Game and the Advanced Fighting Fantasy Roleplaying Game with regards to the complexity of the rules it offers. A good offering, but not quite what one would pray for after almost 20 years of waiting. If the later releases maintain the level of quality, the game looks like it might surpass Advanced Fighting Fantasy, but only time will tell.

I can say that I will be eagerly purchasing the books as they come out to see what Mongoose has to offer.

Wednesday, April 14, 2010

Kobold Quarterly #13: A Must Buy for Dragon Age RPG Fans


Longtime readers of this blog know that I am a big fan of Wolfgang Baur and his Open Design Project. I am also a big fan of his quarterly role playing game magazine Kobold Quarterly and have been a subscriber since day one. I have watched as this magazine went from a primarily pdf product, where one had to special order the staple bound black and white version of the first issue, to the full color slick paper state of the art product it is today. This quick transition is no surprise as Baur has extensive experience as a magazine editor.

Throughout the magazine's run, I have only had one small complaint -- and it is very small. I have been disappointed that the magazine limited its focus to d20 (and after the new edition's release 4E) articles. The magazine's subtitle has been "The Switzerland of the Edition Wars. The market lacks a non-house organ magazine, one that covers gaming products from a wide variety of publishers. Early in the gaming hobby, there were a number of magazines that covered the role playing hobby as a whole. TSR's Dragon magazine and Games Workshop's White Dwarf weren't always house organs that only provided content related to their respective companies, they covered the industry as a whole. Add to these magazines like The Space Gamer, White Wolf, Shadis, and Pyramid, and you have a long tradition of magazines covering the broader hobby.

This tradition largely died when Pyramid ceased print publication and became an online subscription. Fans were left with only one magazine that covered the field, Knights of the Dinner Table. While Knights contains articles that cover he hobby, it cannot be argued that the magazine's primary purpose is the comic strips it contains and the promotion of Kenzer Company related gaming products. Knights is a good magazine, that does have some broad coverage, but it is still primarily a house organ. There is also the small print run magazine Polymancer, but that product has yet to get wide enough distribution to fill the much needed hole in the market -- a hole made all the bigger when gamingreport.com ceased to be the news source for the gaming hobby.

Thankfully, Kobold Quarterly has begun to see some generic and non-D&D (retro, modern, post-modern versions) content filling its pages of late. Key among these offerings is in the Spring 2010 issue. In the issue, Chris Pramas -- lead designer on Green Ronin's excellent Dragon Age RPG -- has written an article that will allow fans of Green Ronin's flagship Freeport line of products to translate their tales to the AGE engine used by the Dragon Age RPG. It will also help to expand the gaming horizons of new gamers who were introduced to the hobby by the Dragon Age RPG. The article provides character creation rules for nine backgrounds based on Freeportian archetypes. For those of you who are unfamiliar with Green Ronin's Freeport, it is a setting that combines traditional fantasy elements with tropes from pirate stories and horror elements from the weird tales of H.P. Lovecraft. Imagine Elven pirates wielding fireballs while battling Eldritch Horrors who fire cannons from their tentacle beards and you have some sense of the setting -- make sure you don't forget the Serpent men and the Yellow Sign. It's a fun setting and it is nice to see Kobold Quarterly publish support material for an wonderful new role playing game. The fact that the material is based on content originally designed for d20 makes the publication of the article even more appealing. It demonstrates that Baur is willing to promote articles that seek to expand the gaming horizons of all of its readers.

This takes Kobold Quarterly beyond the status of "The Switzerland of the Edition Wars," and places it at the "Publication on a Hill Promoting All Aspects of the Hobby" status.

Kudos to Baur, and thanks to Chris Pramas for giving us Dragon Age RPG fans a background for Gnomes. The DM in me cringes at the incorporation of Gnomes, but one of the players in my group will certainly be grateful.

Thursday, April 08, 2010

Who's Up for An iPad Smoothie?

Until they release the 3G version, I think this might be the best use for an iPad.



Well, this or playing the new Small World app, but it seems a little ridiculous to pay $400 just to play a digital adaptation of a great board game.

Tuesday, April 06, 2010

David Gemmell Award for Fantasy Shortlist Announced

I was late in discovering the fantasy works of David Gemmell. Even though Gary Gygax's company New Infinities published the first American edition of Gemmell's debut novel Legend (they published it under the title Against the Horde), it wasn't until 2001 that I'd even heard of the author. A friend of mine (Tom Wisniewski), a player in my regular D&D group, mentioned that his favorite author was David Gemmell and that Legend was one of the best fantasy stories ever written. Based on this high praise, I bought a copy of the Del Rey edition and was so enraptured that I read the book in a single sitting. It has been that way with every other Gemmell book I have read. They aren't uniform in their literary quality, but they are uniform in their ability to get you to turn the pages.

Gemmell isn't my favorite fantasy author, but he was a fine example of what a author in the school of Sword and Sorcery themed fantasy can be. Robert E. Howard was the founder of this particular sub-genre of fantasy which merges supernatural horror with some traditional fantasy elements. It is a sub-genre that has seen its literary qualities undervalued due to the frivolous hack work of some of its supporters/promoters. The key criminals in this regard are L. Sprague DeCamp and Lin Carter. DeCamp was a skilled fantasist outside of his Conan and Howard related work and without Carter's editorial hand modern fantasy would be lackluster today. Both of these men were deeply influential figures in the fantasy genre, yet when either of these men got their hands on a Sword and Sorcery tale of the Conan school all they could produce was hackneyed drivel. Comparing Carter's Thongor, or his Conan "collaborations," to the Conan tales of Howard is like comparing a research paper I wrote in 5th grade to one I wrote in Graduate school. DeCamp and Carter did yeoman's work in promoting the Sword and Sorcery genre, but both did great damage to the literary respect the average person believes the genre merits.

David Gemmell was a writer in the Sword and Sorcery school, in the best sense of the term. He was the most "Howardian" writer of his era, something he accomplished without writing Conan pastiches. Gemmell's tales featured the deeply individualist protagonists and supernatural horrors that the genre demands, but he added other narrative layers as well. Like Howard, and unlike many other Sword and Sorcery authors, Gemmell incorporated historical events into his fiction. Gemmell's Drenai saga contains many tales pulled straight from Herodotus, including the Battle of Thermopylae which forms the structural basis for Legend. Gemmell also incorporated a sub-narrative discussion of Christian morality and "just war theory," something I cannot attribute to any other Sword and Sorcery author. Yes, other fantasy authors incorporate such discussions, but they don't tend to be in the Sword and Sorcery genre with its anti-hero protagonists and often nihilistic worldview.

This isn't to say that Gemmell's fiction was a kind of Christian apologetics or that they were works of evangelism. His discussion of religion, war, and heroism is what one would expect from a man who could be described in the following way:

Expelled from school at sixteen for gambling, Gemmell entered the world of work with little in the way of vocational skills and drifted through a number of casual jobs. These included labourer, lorry driver's mate and nightclub bouncer, a profession well suited to his robust six foot, four inch frame.


He isn't writing books to convert anyone or to preach. The religion in his books puts a context onto the violent actions of his villains and protagonists. The faith of the Gemmell books lacks simple Manichean dualism. It is a world where even though miracles happen, there is still suffering and heroes wonder why such suffering exists. Gemmell provides no answers. It is as if he is writing through is own musings on the topic, he is discovering rather than dictating. It makes for interesting reading.

That said, Gemmell's works aren't books that are meant to be read as religious tracts, they are adventure tales where heroes battle powerful foes to protect the things they value. Sometimes the heroes are redeemed villains, sometimes they are citizen soldiers, and sometimes they are murderous avengers who may never be redeemed for their actions. Most of them are compelling, and the vast majority of them partake in exciting adventures.

Gemmell's fiction is the perfect combination of Robert E Howard and Michael Moorcock. His writing contains the rugged individualists of Howard, but it also has some of the irony of Moorcock. He is very much an author worthy of having his name attached to an award.

The David Gemmell Fantasy Awards, now three awards, have released the list of this year's nominees. It is a list full of very good fantasy by talented authors. You can see the full list below as well as in the embedded video.




Of all the nominees, I think that Graham McNeill's Empire (Time of Legends: Sigmar Trilogy) (an excellent media tie in novel set in the Warhammer universe) and Joe Abercrombie's Best Served Cold are the two that fall most within the Sword and Sorcery tradition, but I am a fan of Brandon Sanderson's fantasy and am glad to see that he received two nominations.

Please read this year's nominees, but if you haven't read any Gemmell do give Legend a try.

Friday, April 02, 2010

The 2010 Origins Awards Examined Part 2 -- Children's, Family, or Party Game

Tuesday, I gave a list of all the nominees for this year's Origin Awards -- the Hobby Gaming Oscars -- and included some closer examination of two of the categories. I was impressed with all the Card Game and Board Game nominees, but it was probably pretty clear that a couple of them held particularly special places in my heart. As I mentioned in the previous post, the Origin Awards (Awarded in June at GAMA's Origins gaming convention) are the gaming hobby equivalent of the Academy Award. Technically, the Origins award is the official award of the "Academy of Adventure Gaming Arts & Design." The Academy is made up of both professional and hobbyists, and the nominee selection process has participation at the hobbyist, professional designer, and retail distribution levels.

This has been true for quite some time, and the public/industry nature of the award is one of its great strengths. Looking back at a February 1982 issue of The Space Gamer (one of the leading gaming hobby magazines of the 1980s) one finds a nomination ballot soliciting nominations from fandom at large -- a process that is not longer followed for a variety of reasons. In that ballot, the selection committee is described as follows, "An international Awards Committee of 25 hobbyists (some professionals, but primarily independents) directs and administers the awards system." I'll write more about the process in my post regarding the failure of some publishers to properly promote their work by submitting to the Juries this year in a future post. Suffice to say that the Academy is, and has always been, an organization of professionals and amateurs working together to ensure that the best in the hobby get proper consideration.

Today I'd like to take a look at another category. I'll be providing information about the Children's, Family, or Party Game nominees.

Children’s, Family, or Party Game







As the Dice Tower review makes clear this game is a faster and more chaotic version of the traditional game Werewolf, a version that is significantly removed from the traditional game that inspired it. This is a game that has great potential for fun, or great potential for boredom depending on the group it is played with. One can imagine dynamic games where long conversation periods precede the accusation process, but one can also picture games where the accusations come so swiftly as to undermine the game play value. Typical of Looney Labs creations this game is very loose in structure and you need to consider the playing group that you are with before considering playing this game. One advantage this game has over traditional Werewolf games is that no players are ever eliminated from play. The winners of a round receive points and play moves on to the next round. This prevents any players from feeling left out as the game continues and is one of the great innovations in this adaptation.






Duck! Duck! SAFARI! is the latest in Ape Games duck! duck! series of games featuring a broad array of rubber ducky themed toys. SAFARI contains the rules and pieces for five different games, the rules for a sixth game have been added on the website, for players ages 6 and up. I am a fan of games like this, and Stonehenge, that offer gamers a decent bang for their gaming dollar. The package includes traditional race games and memory based games with excellent components. Besides, who isn't a sucker for things this cute?






Do you want all the panic and chaos of moving day, including wondering just how you are going to fit your giant library of games into the moving truck, without any of the back ache? Then Pack and Stack is the game for you. Mayfair Games has made a business of importing entertaining family games from Germany to the United States and this is yet another feather in their cap.





A few years back, Atlas Games released a wonderful little card game by the title Gloom which featured two wonderful game play innovations -- a requirement that to win you had to make the life of your opponent better than your own, and the use of translucent cards that layered effects on your base playing card. With Ren Faire designers Michelle Nephew and Wendy Wyman have found another way to create competitive play that doesn't feel competitive. Ren Faire is a game of Ren Faire noobs who are desperate to garb themselves in appropriate attire in order to fit in with the rest of the crowd. The game uses transparent cards to represent the clothing that will go upon your avatar, but to get those clothes you must play performance cards to earn the money to buy the clothes. This is where Nephew and Wyman's innovation comes in. Players must actually perform the actions described on the performance cards. This can lead to mayhem and amusement. Mechanically, this game is a perfect fit in Atlas Games line of non-rpgs. I have long considered their Once Upon a Time to be among the best games with regard to combining card games with performance, and now they have added another game to the list.





Ever since Out of the Box Games release their excellent Apples to Apples game, the company has been a leader in the independent Children's and Family game market. With Cineplexity, they demonstrated that they could make a movie trivia game with extraordinarily high replayability. Last year's release of Word on the Street once again demonstrates the company's ability to create trivia games with tremendous replay value. The goal of the game is to bring all of the letter tiles onto your side of the board by selecting a word based upon a category card, think Fact in Five, and pulling over every letter tile that the word contains one lane closer to your side. One twist, you have a time limit and when time is up you can no longer move tiles. You and your team must choose words that move the most tiles, but you must do so quickly and as the other team tries to distract you -- possibly by claiming that your word doesn't fit the category. Spend to much time defending the "legality" of your word and you might no move any tiles. The game combines elements of Scrabble, Boggle, and Apples to Apples to create an entertaining experience.

The Shattered Glass Project -- Jess Hartley's Fiction Foray into the Open Design Wilderness

A couple of years back Wolfgang Baur began a project that leveraged the hobby gamers' desire to support game designers they enjoy to create a revenue generating project taking advantage of the distribution possibilities the internet offers. With his "Open Design Project," Baur asked fans to become Patrons of role playing game adventures that he would design in collaboration with some patrons and distribute back to all the individuals who patronized his project. There were various levels of patronage that allowed for a greater, or lesser, role of creative input by the Patrons and also allowed for more individualized product offerings at the termination of a given project. For example, a high ranking patron would not only be allowed to have input on the content of the adventure, but would receive a signed copy of a printed version of the product as well.

Early in the process, the Patrons and Baur discussed whether finished products should be available for sale to the community at large upon completion -- perhaps after a given timeframe of Patron exclusivity. The answer was often some variation of, "No! We supported the work, we want to keep it special." Supporting a project often entailed a much higher price tag than is associated with buying a typical adventure at a hobby store, so the sentiment is easy to understand. This isn't to say that there haven't been projects "made public." Baur has done patroned work that was intended for public sales upon completion, and the vast number of Open Design bit torrents available has demonstrated the willingness of some patrons to completely ignore Baur's copyright -- and the rights of exclusivity shared by other patrons -- in order to make the "information free yo!"

In fact, it was upon seeing a group at my local gaming store playing an early Patron project that the GM announced proudly he had downloaded from a torrent that I cooled off on my patronage of Baur projects. I am still a patron of all of his projects, as of today, but the broad availability of torrents and my lack of time to participate actively has led to me reducing the level of my Patron status. I tend to be a mere "patron" rather than a glorious "Patron of the Arts," as I was in the past. Baur's project is inventive, and he is one of the better designers out there. He deserves your support, and not your scouring of the internet for a "freebie."



Speaking of deserving your support, on March 20th of this year Jess Hartley -- of White Wolf and other RPG design fame -- announced that she was beginning a patron supported project of her own. She calls the project The Shattered Glass Project and describes it as follows:

What is Shattered Glass?

Shattered Glass is a modern fairy (urban fae) short story, penned by Jess Hartley, which will be made available for a limited time, exclusively to patrons of The Shattered Glass Project.

What is The Shattered Glass Project?

The Shattered Glass Project is many things. It's an experiment. It's a work of fiction. It's a solution. It's a piece of art. And it's your chance to be directly involved in my work.

Why "Shattered Glass?"


Shattered Glass is the splintering of reality that happens when a person realizes that the world is not quite as they believed it to be. It is destruction, from which both damage and opportunity may arise. It speaks of magic mirrors and ice queens, of vandalized store windows and shattered windshields. It's the fragile nature of everything precious, and the value both of protecting that which we hold dear and knowing when to move on to something else when what we love is no longer good for us.


If you enjoy the thematic writing within the White Wolf gaming line, Jess Hartley is one of the writers who makes the flavor text of their games so engrossing. And let's be fair, it is the flavor text of the White Wolf games that helped them start a minor revolution that re-invigorated the role playing game hobby. For readers of White Wolf's flavor text, books and films like Twilight and Vampire Diaries are merely part of an existing obsession rather than new takes on older narrative tropes. As a contributor to White Wolf her work has been primarily within the re-imagined World of Darkness of the 21st century (if she contributed to the works in the 90s I apologize for limiting my credit giving to the more recent work), a re-imagining that broadened the scope of the line of narrative horror games. She has contributed to works within all aspects of the World of Darkness, but her largest area of contribution has been in the Changeling game line. In its 1990s incarnation, the Changeling game setting seemed mildly out of place. The game, with its focus on Faeries and the Fairy Court, seemed slightly out of place with the urban horror focus of the rest of the World of Darkness. With the re-invention of the line, and Hartley's contribution, in the 21st century version there is no longer room for doubt that Faeries can be as horrifying as Vampires, Werewolves, and "constructs."

With The Shattered Glass Project, Hartley is bringing her personal take on urban fae storytelling and I am looking forward to seeing the results. I have signed up as an "Artisan Patron." If I am going to participate in a Patronage project, I like to have something physical to which I can lay claim. I just don't trust that some other patron won't violate Hartley's copyright and make the digital version available beyond the "limited time." Which is a shame as all the revenue patrons contribute goes straight to the artist, which negates any "corporate overlords cheating artists" argument in support of piracy, and the virtual patronages are a very reasonable $5.

If you can't spend $5 to support an artist you admire instead of taking the product of their hard work for free, then you don't really admire the artist. Actions speak louder than words.

So if you are in mood for a -- possibly pretty dark -- modern fairy tale, give Jess Hartley's project a little support. I can't wait to see the results.