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Watch my Shore Leave 41.6 panels!

Well, the second (and hopefully last) virtual Shore Leave weekend is over, and all the panels are viewable on Shore Leave’s YouTube channel. Here are the three I was part of:

Star Trek Adventures RPG Update

eSpec Books Presents

(Man, the screencap caught me at a bad moment there…)

What’s New in Star Trek Literature

I’m harder to see in the first panel because I hadn’t yet figured out how to frontlight myself decently at my desk. For the Sunday panels, I used the emergency flashlight in my portable car battery jumpstarter pack, resting on one of the shelves of my computer-desk hutch, with a sheet of tracing paper in front of it as a diffuser to soften the light and protect my eyes.

It was nice to see and hear from my writer friends and colleagues again, to talk about my own work and to hear what’s going on with my publishers’ upcoming projects. Hopefully some of what we talked about will lead to new projects for me in the future.

My schedule for (virtual) Shore Leave 41.6 (Updated)

UPDATE: The Trek Literature panel has been moved from 10 AM Sunday to 3 PM Sunday (Eastern Time), for the convenience of our panelists who live further west. I’ve edited accordingly.

I should’ve begun hyping this sooner, but the second virtual Shore Leave convention is being held online this weekend, July 10-11. (Hey, it’s not like you need to make travel plans.) The schedule has just gone online, and it looks like they’re organizing the Zoom panels into “rooms” corresponding to the usual panel rooms at the convention hotel, though I’m not quite sure how that will work. You can find the schedule here:

https://www.shore-leave.com/schedule/

I’m only going to be on three panels, to talk about my various works. They include (all times Eastern):

Saturday July 10, 7 PM

Star Trek Adventures RPG Update: Salon D

Jim Johnson, Kelli Fitzpatrick, Dayton Ward, Derek Tyler Attico, Scott Pearson, Christopher L. Bennett

[ Register ]

Modiphius Entertainment’s Star Trek Adventures RPG heads into its fifth year. Check in for the latest news on current and upcoming releases and Q&A with the STA project manager and several STA writers.

Sunday July 11, 11 AM

eSpec Books Presents: Tack

Danielle Ackley-McPhail, Jenifer P. Rosenberg, Aaron Rosenberg, Hildy Silverman, Mary Fan, Keith R.A. DeCandido, Robert Greenberger, Russ Colchamiro, Christopher L. Bennett

[ Register ]

eSpec Books shows off a wealth of new titles, including the brand-new Systema Paradoxa novella series featuring a whole host of cryptid creatures rarely seen before.

Sunday July 11, 3 PM

What’s new in Star Trek Literature: Salon D

Scott Pearson, Dayton Ward, John Jackson Miller, David Mack, Kirsten Beyer, Christopher L. Bennett

[ Register ]

Authors of current and upcoming Star Trek titles discuss their work.

As for the wider convention experience, you can learn more about the options here:

See you there! (Figuratively.)

The DTI comes to STAR TREK ADVENTURES in “Another Roll of the Dice”!

February 2, 2021 1 comment

I finally have a new Star Trek Adventures standalone RPG campaign to announce, and it’s a fun one.

Star Trek Adventures: Another Roll of the Dice

Experience time travel and engage Tzenkethi raiders!

“Captain’s Log: We have been ordered to suspend our routine patrol of the Tzenkethi border and proceed to the nearby Federation colony Natsumi’s World, where we will take aboard two agents of the Federation Department of Temporal Investigations. As usual, the DTI has provided no details, stating merely that we are to place ourselves at the disposal of the agents and follow their instructions. Thus, I have no idea whether to prepare my crew to face some unimaginable existential threat or, far more likely with the DTI, days of tedious routine and bureaucratic obstruction.”

When the player characters receive an assignment from the DTI to deliver a powerful alien artifact to DTI facilities, they are soon set upon by Tzenkethi raiders. The ensuing skirmish destabilizes the artifact’s energy field, and the characters discover that they have somehow changed into alternate timeline versions of themselves! Can the characters deal with the sudden changes in themselves and the rest of the crew, and also figure out how to get back to their own time, all the while battling the Tzenkethi?

This standalone 20-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during The Next Generation era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras. Download includes a regular version and a printer-friendly version.

Yes, it’s the triumphant return of Agents Lucsly & Dulmur! And it’s consistent with my DTI novels and novellas, while still standing alone as a game scenario.

Normally I’d talk more about the story and my creative process behind it, but I’ve already done that for the STA blog, in a piece that also went live today. You can read it here:

https://www.modiphius.net/blogs/news/sta-blog-another-roll-of-the-dice

Another Roll of the Dice is available as a downloadable PDF at the following links:

And this won’t be my last STA standalone. Another new one is currently wending its way through approvals, and I’ve just gotten started on writing a third. And I’ve begun talking with my editor Jim about something new and different on the horizon.

STAR TREK ADVENTURES: STOLEN LIBERTY is out

November 14, 2019 5 comments

Today’s the release date for my fourth standalone Star Trek Adventures PDF campaign and my fifth STA campaign overall: Stolen Liberty.

STA Stolen Liberty coverWill Your Crew Dare to Break the Prime Directive?

“This is Interlunar Probe Twelve. We are in immediate distress. We are caught in Zafrel’s gravity well. Our orbit is decaying into its outer atmosphere and we are unable to generate sufficient thruster power to break free. We are in full eclipse from Jinidar and unable to contact Master Control. If any other listener is somehow able to receive this message, please respond and advise! Repeat, this is Interlunar Probe Twelve…”

When the crew responds to a call for help, they soon find themselves faced with an ethical dilemma. Does the crew hold to the Federation principles of non-interference, or break regulations to provide assistance?

This standalone 19-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during The Next Generation era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras.

Stolen Liberty is available as a downloadable PDF at the following links:

The tagline is pretty similar to the one they used for The Gravity of the Crime, but rest assured this is a very different Prime Directive story, more global in its stakes. It’s also a story I’ve had in mind for a long, long time, a concept I initially developed for my original fiction decades ago, and then reworked into a Star Trek: Voyager pitch back when I took a couple of stabs at trying to write for that show. (It may have been a TNG pitch before then, but I don’t quite recall.) I’m glad I finally got the chance to dust it off and do something with it.

So as of now, all of my completed STA campaigns have finally been published. But I have some new pitches currently awaiting approval, so I’m not done with STA yet.

STA: STRANGE NEW WORLDS MISSION COMPENDIUM is out (plus a blog article)!

STA Strange New WorldsToday’s the day! Star Trek Adventures: Strange New Worlds: Mission Compendium Volume 2 is out now, containing nine missions focused on literal “strange new worlds” — exotic environments and settings for STA players to explore. I wrote one of the nine, The Whole of the Law, involving an artificial world with a dual personality.

To quote from the Modiphius press release:

Star Trek Adventures: Strange New Worlds is available in print and PDF on Modiphius.net as part of our Star Trek Adventures Collection

It’s also available in PDF only on DriveThruRPG.com.

Meanwhile, the Modiphius site has just published a blog piece they asked me to write, talking about my creative process in devising game ideas, and the challenge of creating character-driven stories with no idea who the characters will be.

The book looks good in the preview images, and I look forward to getting my print copy.

STAR TREK ADVENTURES: New campaign now out, two more on the way!

UPDATE 10/18: By an unfortunate coincidence, my STA campaign Hard Rock Catastrophe came out just days after a fatal collapse at a Hard Rock Hotel under construction in New Orleans. It’s been decided that we should change the title for the sake of sensitivity, and I apologize that we didn’t catch this sooner. Hopefully we’ll have the new title sorted out within the next few days.

I’m pleased to announce that today is the release date for my third Star Trek Adventures RPG standalone campaign: Hard Rock Catastrophe, my first STA campaign set during the Original Series era. Here’s the official description:

STA Hard Rock CatastropheUnlock the Mystery of the Rock Creatures!

“Captain’s Log, Stardate 8054.1. We have received a distress call from Rikyu, an independent Saurian colony beyond the Federation border. Planetary governor T’Rimushei is requesting assistance with a natural disaster endangering the planet’s cities, although she was vague on the specifics of the threat. The Saurians are famously self-reliant, so it could be that the governor was embarrassed to ask for help – but I got the impression that she didn’t think we would believe her if she told us more.”

This standalone 22-page PDF adventure by Christopher L. Bennett is for the Star Trek Adventures Roleplaying Game and is set during the Original Series era. This adventure also contains advice for adaptation for use in campaigns based in other Star Trek eras.

Can your crew solve the mystery behind the apparent invasion of giant monsters and stop them before the colony is destroyed?

Hard Rock Catastrophe is available as a downloadable PDF at the following links:

Yes, that’s right — I found a way to tell a kaiju story in Star Trek. You could say it was a… “Passion” project. After the psychological thriller of Call Back Yesterday and the murder mystery of The Gravity of the Crime, Hard Rock Catastrophe is a full-bore action blockbuster which I hope will be great fun for STA players. After my first few pitches were approved, I actually tried to write this one first because I had so much fun with the idea; but the action and logistics proved too big and difficult for me to tackle first time out, so I needed to do a couple of other campaigns first to get the hang of the game mechanics.

Note that there’s a typo in the early release, though a fix is on the way and will be pushed through to all buyers once it’s made. It’s entirely my own fault; I accidentally duplicated Governor T’Rimushei’s Values in the stats for Doctor K’Manehai. If anyone wants to play the campaign before the fix comes through, substitute the following Values for K’Manehai:

  • Science Is My Passion
  • All Creatures Have a Right to Exist

STA Strange New Worlds Mission CompendiumWe also have confirmed release dates at last for my remaining two STA campaigns. Star Trek Adventures: Strange New Worlds: Mission Compendium Vol. 2, containing nine missions including one by me, will be released a week from now, on October 24. And my fourth standalone PDF campaign, “Stolen Liberty,” will be released on November 14.

So every STA game campaign I’ve written so far will be out by a month from now. But don’t worry — I’ve already done a bit more writing for STA and submitted a few more game pitches just yesterday. This is starting to look like a steady gig…

Interview with STAR TREK ADVENTURES manager Jim Johnson

September 10, 2019 1 comment

Morning, folks. Here’s a new interview with Jim Johnson, the editor — and now line manager, congratulations, Jim — who brought me in to write for Star Trek Adventures. If you haven’t tried the game, Jim explains the basics of how it works and how to get into it, and talks a bit about how he’s recruited authors like me.

Interview: STAR TREK ADVENTURES Manager Jim Johnson

 

In other news, the Strange New Worlds mission compendium, for which I contributed one of the adventures, is still running behind the expected release date, but it and my remaining two PDF campaigns should be arriving sometime this fall, possibly October. Stay tuned. And don’t worry, I have a standing invitation to pitch more games, though I have to think of some first.

My Shore Leave 2019 schedule

The Shore Leave schedule is now online here:

https://www.shore-leave.com/programming/schedule.htm

Here are my panels, with descriptions quoted from the convention booklet:

FRIDAY 7/12:

What’s New in Star Trek Fiction — 6 PM, Salon E/F
What are the latest plans for Star Trek publications?
John Jackson Miller, Dayton Ward, David Mack, Christopher L. Bennett, Scott Pearson
Meet the Pros — Hunt/Valley Corridor, 10 PM – midnight
The usual mass signing event for all the authors, where I assume I’ll be at the eSpec Books table for the convention debut of the Footprints in the Stars anthology. I also plan to have copies of older books to sell and sign, including Only Superhuman and some Star Trek back titles.
SATURDAY 7/13:
Batman Turns 80! — 1 PM, Salon E
2019 is Batman’s 80th anniversary. What is it about the Dark Knight that accounts for his longevity as a pop-cultural icon? And where does he go from here?
Greg Cox, Russ Colchamiro, Christopher L. Bennett, Glenn Hauman, Keith R.A. DeCandido
Star Trek Adventures RPG Discussion & Workshop — 3 PM, Tack Room
The newest Star Trek RPG is running full speed ahead! Come learn more about the game and its upcoming releases from developers and writers. Also learn about professional RPG writing processes and how to pitch adventure ideas for possible publication.
Jim Johnson, Derek Attico, Kelli Fitzpatrick, Christopher L. Bennett, Scott Pearson
Meeting eSpec Books — 6 PM, Derby Room
The publishers, editors, and authors of eSpec Books discuss their new and upcoming releases, including novels by Keith R.A. DeCandido, Christopher Bennett, and Bud Sparhawk and new volumes in their ever-popular Defending the Future and Beyond the Cradle anthology series.
Danielle Ackley-McPhail, Mike McPhail, Keith R.A. DeCandido, Christopher L. Bennett, Robert Greenberger, Dayton Ward
SUNDAY 7/14:
Toxic Masculinity and Its Alternatives in SFF — 11 AM, Derby Room
Panelists explore their own concepts of masculinity as it relates to their writing, as well as how they address toxic gender expectations and stereotypes in their stories and worldbuilding.
Kelli Fitzpatrick, Mary Fan, Amy Imhoff, Dave Galanter, Christopher L. Bennett
Meet the Tricksters — Noon, Derby Room
Trickster characters populate myth, religion, and fiction. How do tricksters influence storytelling and societies? What do they tell characters (and us) about possible ways of navigating the world?
David Mack, Jenifer Rosenberg, Christopher L. Bennett, TJ Perkins

 

As usual, be sure to check out the book vendor’s table on the lower level, where some of my books will be on sale and where you might find me and other authors doing signing stints.

 

 

More STAR TREK ADVENTURES coming this year (and one just released)!

February 9, 2019 1 comment

I just noticed this item on the TrekCore news site:

http://trekcore.com/blog/2019/02/star-trek-adventures-continues-to-expand-in-2019/

It’s an announcement of several new Star Trek Adventures publications slated for 2019 release, including a couple of new sourcebooks, but at the bottom, it mentions the August release of Strange New Worlds: Mission Compendium Vol. 2:

STA Strange New Worlds Mission Compendium

In August, Star Trek Adventures will begin to explore Strange New Worlds with its second mission compendium of the same name. The book will contain 10 original missions to play through, exploring the strangest and most challenging away missions on dangerous planets and weird environments.

Strange New Worlds follows These Are the Voyages in providing fans with adventure material for the game from both Star Trek fiction writers such as Christopher L. Bennett (The Captain’s Oath, Greater Than the Sum) and roleplay gaming luminaries like Jason Bulmahn (Pathfinder).

My contribution to this volume is the fifth adventure scenario I wrote, but it’ll be my first to be released in print instead of PDF form. At this point, only one of my PDF campaigns has been released, but hopefully more will come out in the 6 months before Strange New Worlds: Mission Compendium Vol. 2 comes out.

Hmm. Twenty years ago, I tried to break into Star Trek writing by submitting a few stories to another thing called Strange New Worlds, the annual contest anthology that Pocket ran for 10 years to discover new authors. As it happens, the first one I submitted to was the second volume of SNW. I never got into that SNW (although some of my Trek Lit colleagues got their starts there, including Dayton Ward and William Leisner), but now I finally get into another Trek collection of the same title, more or less.


EDIT: Thanks to Bernd in the comments, I now know that my second PDF game, The Gravity of the Crime, was released just two weeks ago:

https://www.modiphius.net/collections/star-trek-adventures/products/star-trek-adventures-the-gravity-of-the-crime-pdf

STA_The_Gravity_of_the_CrimeWill you violate the Prime Directive?

Welcome commander…  Your orders are go undercover on the pre-contact planet of Kalmur to investigate the accidental death of a Federation observer.

When a Kalmuri experiment into artificial gravity goes wildly wrong, an experimental device explodes crushing everyone within the test lab, including a Starfleet scientist, Lieutenant Li, who had infiltrated the project as an observer.

Sent to investigate this apparently accidental death, your team is confronted by a Kalmuri detective, Lanox, who is convinced the deaths are the result of sabotage.

Can you solve this classic locked-room murder mystery without violating Starfleet’s Prime Directive?

Set during the TNG era, this adventure also contains advice for adaptation to other eras including The Original Series.

STAR TREK ADVENTURES: “Call Back Yesterday” is out!

November 22, 2018 2 comments

It’s been a while since I announced that I was writing for Modiphius Entertainment’s Star Trek Adventures tabletop role-playing game, but at last, the first of the adventure scenarios I’ve written has gone on sale! “Call Back Yesterday” is a Next Generation-era adventure available as a standalone PDF campaign, rather than as part of one of Modiphius’s print books. I wrote it to give players a chance to explore and role-play their characters’ backstories and take advantage of the character-development mechanics that are central to STA’s gaming system, since that was the part that most intrigued me as a writer. But there’s also plenty of opportunity for action, for players more into that sort of thing.

STACallBackYesterday

Here’s the official description:

This standalone 21 page PDF adventure by Christopher L. Bennett for the Star Trek Adventures roleplaying game has your Starfleet crew relive past memories, on a strange, abandoned planet.

Can you escape your delusions and uncover what’s really going on?

And here are a couple of ordering links.

The game is available exclusively as a watermarked PDF download, and it comes with a version in the LCARS-based graphical style used in STA’s other publications as well as a version in a more printer-friendly color scheme with a white background.

The Core Rulebook for STA is available here:

I’ve got more games on the way, and of course I’ll announce their releases as they happen.

Things are starting to look up

I can’t believe it’s only been three and a half weeks since I put out my desperate plea for donations and was worried whether I’d be able to pay my rent for the month. My fortunes have finally begun to improve since then. The generous donations I received from you, my readers, helped a lot, but in addition, just today I finally got approvals for a couple more Star Trek Adventures role-playing game campaigns I wrote a little while back. And since Modiphius pays very promptly, I should see the money in the bank within a matter of days, which means I should be able to pay my remaining bills for the month on time, and be in a fairly good position for next month.

I’ve even decided to keep my bicycle after all. Now that my situation’s a bit less desperate, I figure the limited amount of money I could get for it wouldn’t be worth the sacrifice. (I’m lucky, then, that nobody was willing to meet my offered price.) I could still stand to make more money if I can, but I feel I have other options now, ones that wouldn’t require giving up so much. And now that I’ve come close to losing my bike, I’m not taking it so much for granted, and I’m starting to feel I should try to get more use out of it again. I could definitely use the exercise.

Meanwhile, I’ve now mailed off all the autographed books that some of you ordered from me the other week. Sorry it took so long, but you should all get your books soon-ish. Of course, I’m always willing to sell more.

Also, there’s still the ongoing Kickstarter campaign for Among the Wild Cybers, now with just 5 days to go and just $77 short of unlocking its third stretch goal. At this point, it looks like the advance I’ll be getting from it will be fairly modest, but who knows? The other day, the pledge tally jumped by over $200 literally overnight, though it’s only gained another dollar in the 2 days since. So it’s impossible to say where it’ll end up at this point. I’m hoping that a lot of people save their pledges for the last day or two of a campaign. But there’s not a lot of time left, folks, plus there are several pledge bonuses that are available only in limited quantities, including hardcover and audiobook copies of Only Superhuman. So if anyone’s been holding off for whatever reason, I recommend acting fast.

As for my situation beyond June… well, as I mentioned the other day, I’ve gotten some promising news on that front, but it’s nothing I can talk about yet. Things might still be financially tight for me a little while longer, depending on how long it takes for things to play out. But I’m now more confident that I’ll be able to make it through, barring emergencies. Although I also have to work pretty fast on a few projects over the next several weeks, and I should probably get back to work on the most urgent one. Still, that’s a better feeling than the borderline panic of just a few short weeks ago. It’s been a very eventful time since then, and it’s only the beginning. And I’m really grateful to my fans for your help in getting me through the roughest patch.

I’m writing for the STAR TREK ADVENTURES role-playing game!

February 17, 2018 2 comments

I’m now able to announce another one of the writing projects I’ve been working on over the past few months. I’m writing campaigns/game scenarios for the Star Trek Adventures role-playing game from Modiphius Entertainment. This is a new tabletop RPG that debuted last year, with a lot of the writing being done by fellow Trek prose authors that I know from the Shore Leave convention, including Jim Johnson (who’s the line editor in charge of the writers), Dayton Ward, and Scott Pearson. So last year at Shore Leave, I asked Dayton and Scott if I could get on board, they put me in touch with Jim, and here I am.

Star Trek Adventures has several different game threads. There’s the Living Campaign, which you can sign up to join at the site, and which has ongoing storylines in the Original Series and Next Generation/Deep Space Nine/Voyager time frames, written largely by Dayton Ward and Scott Pearson. (EDIT: Rather, I’m told that Dayton & Scott created the basic outline of the Living Campaign, but other writers are doing the regular installments.) There are also a bunch of standalone adventures, which are being written by various different authors, including me, and will be available online as PDF downloads. These are self-contained “episodes” that gaming groups can play in one or two sessions, usable for just about any set of characters. They’re usually set in a specific time frame, but most can be adapted for play in different Trek eras if the players desire.  And of course, Gamemasters can buy the Core Rulebook and use it to create their own campaigns as well. Indeed, we’re encouraged to conclude our standalone campaigns with hooks for possible sequels/continuations that GMs can develop themselves.

I’ve never really gotten into any Star Trek or other role playing games in the past. There was that time a while back when a college friend worked with me on a two-person e-mail game we called Dragon Trek, where I played a Starfleet character who got transported into a Dungeons & Dragons world that she ran as the Dungeon Master. It was her attempt to ease me into gaming by combining our different interests into something we could share, and it was fun for a while, but unfortunately she got too busy with family and parenting, so we never really got past the preliminaries. But the character I created for that game was the basis for the T’Ryssa Chen character I debuted in Star Trek: The Next Generation — Greater Than the Sum about 7 years later.

Aside from that, though, I never really got into gaming, particularly Trek games, since it seemed to me that they often tended to focus far too much on combat and war scenarios, which are not my preferred thing for Star Trek to be about. What drew me to the Star Trek Adventures game is that its focus is less on fighting and more on plot and character development, emulating the structure of Trek TV episodes. Character creation is focused less on physical skills and training (since all Starfleet officers are presumed to be experts to begin with) and more on personal attributes like Control, Insight, Daring, Presence, and Reason, as well as personal values and life experience. For instance, the character creation process even includes a step where you choose a couple of important “Career Events” that give your character backstory and inform their behavior in the here and now. I found that so intriguing that I made a point of developing a campaign that would bring the characters’ backstories into play in the main story. (No, it’s not a time travel campaign.)

The goal of gameplay in STA is not merely to gather loot or gain combat experience points, but to advance character development by challenging the character’s values and achieving personal milestones depending on how those challenges are resolved. There are combat mechanics, but they’re a subset of the larger set of Conflict mechanics that focuses more heavily on Social Conflict, i.e. persuasion, reasoning, deception, negotiation, intimidation, etc. Action is presented more in terms of Tasks and Challenges to overcome, which can be anything from winning a fight to upgrading a ship’s system to making a scientific discovery to convincing a hostile alien to make peace. I think the game’s system does a very neat job of converting Star Trek‘s values and style of storytelling into game mechanics. Just in general, it seems like a pretty versatile system.

For those who are curious about such things, you can read more on the website link in the first paragraph, but the game is based on a 2d20 system, which means that it uses two 20-sided (icosahedral) dice, a staple of tabletop RPGs. It also uses a variable number of 6-sided dice (the more the better) as “Challenge Dice” for determining success in Tasks, Challenges, and Conflicts; Modiphius sells specialized dice with Starfleet delta emblems on them, but you can substitute regular 6-sided dice. I actually have a set of gaming dice including 2 d20s and a bunch of 6-sided dice, among others — it’s actually my sister’s old gaming dice pouch from high school, which she left behind when she went to college and I eventually claimed for myself. (I don’t remember whether I had her permission or not, so I might have technically swiped them, but then, my sister got most of her 6-sided dice by swiping them from the family’s board games, so it evens out.) I used them for the Dragon Trek game, but I haven’t used them since. (I even made a dice roller out of a paper towel roll, but these days it’s a pencil holder on my desk.) I thought it might be necessary to use those dice in the course of creating campaigns for the game, but as it’s turned out, I haven’t needed to. Creating a game is more a matter of following the Core Rulebook to determine what the mechanics and success parameters are for a given Task, so I just need to say what you need to roll to succeed; I don’t need to roll any dice myself. I suppose I could use the dice if I wanted to create a character by random means, but since I’m creating characters to fill specific story functions, it’s better to customize their attributes.

Even with all the help from the Rulebook, it’s been a challenge for me to adjust to a new style of writing. I’m used to coming at a story from the perspective of its main characters, to build plots that are driven by characters’ distinct personalities and objectives and values. Now, though, I have to figure out ways to tell stories in which I don’t even know who the main characters are — stories that can be adapted to any main characters and still work regardless of their personalities and choices. That’s not easy to do. One way is to focus on plot and the problems the characters have to solve, while creating room within the plot for individual character development, or alternative paths the plot can take depending on what the characters choose to do or whether they succeed or fail at a task. Another way is to focus on the personalities of the “guest stars,” the non-player characters I create, and how their values and agendas drive events and compel the Player Characters to respond. That’s kind of the way the original Star Trek and most 1960s-70s television approached things — keeping the lead characters constant from week to week and having most of the character development and growth be driven by the featured guest stars. But that’s less satisfying for me. What I’ve tried to do is to design situations that will challenge the PCs to make difficult moral choices, confront their personal issues, or try to win someone over with arguments based on their own core values, then leave them a lot of room to role-play and debate and work through it all, with their success or failure affecting what happens next in the story. It’s been quite a challenge, figuring out ways to do character-driven storytelling in the absence of specific characters. I hope I’ve managed to pull it off.

However, I have done one campaign so far that’s much more of a big action-adventure epic. I actually tried to do that one first, but it was too complex in its game mechanics, so I got stuck. I ended up writing a couple of others first, getting a handle on how the mechanics worked, and then tackled the big one. That one hasn’t gotten final approval yet, but hopefully it will soon. It should be a pretty fun one.

I’m not yet sure when my first campaigns will go on sale, but I’m told it should be within the next couple of months. I’ll let you know when they become available.

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