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Christine Schneider, Neu-Isenburg, Hessen (Germany) Clinton Boomer, Macomb, IL (USA) Jason Nelson, Seattle, WA (USA) |
Joe Outzen, Saint Louis Park, MN (USA) Rob McCreary, Prague (Czech Republic) Russell Taylor, Eugene, OR (USA) |
Note: As of Round 4, the schedule has been adjusted to give the judges an extra day to evaluate and comment on entries. Voting windows will now begin on Thursdays instead of Wednesdays.
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Key Largo: Sneak PeekTuesday, January 15, 2008
We just got the first copy of the all-new English-language version of Key Largo in the office, and it looks gorgeous! We'll have a lot more to say about this fun deep-sea diving game in the coming month, but we wanted to show off some images of the game just as soon as we had them. Given that it's a chilly winter here in Seattle, just looking at it makes me feel like I'm kicking back off the Florida coast, ordering an extra umbrella in my drink, and strapping on a 19th century regulator helmet for some underwater treasure-hunting. Take a look and see if you want to come too.
Mike Selinker
Titanic Games Brand Manager
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Words of Wisdom from "Two Toes"Monday, January 14, 2008
Back on November 14th, we had a sort of cryptic post here on the blog. Well, more of a warning, really: "THE YETI IS COMING!" Well, later this month, the yeti will arrive—just one of many dangers awaiting the PCs in "Spires of Xin-Shalast," the final adventure in Rise of the Runelords. Pathfinder #6 also presents a short article that talks about other dangers that await any who dare explore the Kodar Mountains, one of Golarion's most inhospitable regions. This article opens with some words of advice from one of Varisia's most widely traveled explorers—the currently missing Ronagard Roteshield.
"The cold's not your enemy. No, when you get it in your fool head to go gallivanting up to the top of the world, there's plenty else to be worried of. Up there, there's mountains that roar and try to eat you alive. There's air that quits caring and does you about as much good as trying to breathe a lake. There's rock that's solid as a fortress wall 'til it's the only thing holding you over a gap a mile deep. And then there's the things. The snowy, hungry things that don't let anything made of meat just pass on by.
"The cold, though, it'll kill you slow and quiet. It'll be there when you're fallen and broken, half-eaten at the bottom of some ravine. It'll make the hurting stop, wrap you up in that dull, soft numbness, and make your forget any thought of climbing back down.
"No, the cold's not your enemy. Up there, it's the best friend you've got."
—Ronagard "Two Toes" Roteshield, Mountaineer Extraordinaire
James Jacobs
Pathfinder Editor-in-Chief
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Sneak Peek: Guide to Korvosa
Friday, January 11, 2008
Pathfinder Chronicles: Guide to Korvosa gives an up-close view of the city-state of Korvosa. Enjoy this sneak peek of interior art of this civilized and very cultured city.
Carolyn Mull
Paizo Sales & Marketing Assistant
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Crucible of ChaosThursday, January 10, 2008
Crucible of Chaos has been sent to the printer and is due to come out next month. This module features a number of really cool locations, including a crashed sky city. To get you salivating for this dangerous adventure, here is a look at the final cover and the info from the back of the module.Uncover the ruins of the flying city
Legends speak of an ancient culture that drifted through the clouds atop immense floating cities. These same tales speak of a horrible catastrophe that brought them low, but no one has discovered the true cause. Now, a mystical compass has been discovered that seems to point to an unexplored valley, one that just might hold the secrets of this lost empire. But will the same catastrophe strike again?
Crucible of Chaos is a journey-based adventure for 8th-level characters compatible with the world's most popular fantasy roleplaying game. This adventure contains details on the valley containing the crashed sky-city, including the natives who live there, as well as information on those who brought about the city's downfall.
This adventure is set in the unexplored reaches of the Realm of the Mammoth Lords, one of the nations in the Pathfinder Chronicles Campaign Setting, but it can be easily adapted for use in any setting. For more information on this area, check out the Pathfinder Chronicles Gazetteer.
Jason Bulmahn
GameMastery Brand Manager
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Meet Freezemaw!Wednesday, January 9, 2008
One of the early lessons I learned working on adventures for Dungeon was that RPG players have an extra level of demands when it comes to dragons. You can throw pretty much any other monster into an adventure without worry, but if you want to include a dragon, you'd best be sure said dragon has a history and personality. And honestly, the readers are right (as they often are). Dragons shouldn't be throwaway encounters. They shouldn't just wander by as a result of a wandering monster result. In Pathfinder, I'm going to try to make sure that whenever we have a dragon appearing in the adventure, he or she has a story. Especially, as in the case of Pathfinder #5, when the dragon appears on the cover.
The white dragon on the cover is Arkrhyst—called Freezemaw by the Shoanti—an old white dragon who has lived on Rimeskull for 50 years. In his youth several centuries ago, Arkrhyst was a great and hated enemy of the Shoanti; his raids on the nomads of the Velashu Uplands and the western Storval Plateau were legendary, and many of those tribes still sing of these dark times, and of the countless heroes who sought out his home on Rimeskull to defeat him. None accomplished this goal, but as Arkrhyst grew older, his urge to raid grew less. Content now with the reputation he earned, he sleeps for years at a time on his considerable store of treasure, dreaming of his youthful rampages.
Of course, Freezemaw's only one of many menaces that wait for PCs brave enough to seek out the legendary dungeon of Runeforge in Pathfinder #5—but he's certainly one of the adventure's more memorable villains!
James Jacobs
Pathfinder Editor-in-Chief
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Is There a Nocturne in the House?Tuesday, January 8, 2008
As the weather turned chilly, I went back to Germany to attend the Essen Game Fair, the largest tabletop game convention in the world. There, as you may have seen on the Paizo blog, dozens of demoers showed off ten different Stonehenge games. Hundreds of players hopped from table to table trying all the games.
But none of them got to see what you get to see now. Here I'll describe all of the games in the first Stonehenge expansion, Nocturne. This expansion provides new orange and black pieces for use in six- and seven-player games. And we got four more of the greatest board game designers in the world to invent three clever new games with a nocturnal theme. (Then I snuck one more in under the cover of night. More on that soon.)
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Sun & Moon, by Klaus-Jürgen Wrede: With many apologies to Puerto Rico and Settlers of Catan, for my money the single best game of the German revolution is Wrede's Carcassonne. So, after it became clear that the Stonehenge main game was in good hands, I made a beeline for Klaus-Jürgen. As the most German of the Stonehenge designers so far, Klaus-Jürgen turned over the most German of all the Stonehenge games so far.
Sun & Moon is about cults. Specifically, there are two: the Sun Cult and the Moon Cult. Players divide into two cults of one, two, or three cultists each. They spend the rest of the game manipulating druids to move the pieces of the giant trilithons. (This is the first Stonehenge game to start with the trilithons in their component parts.) Your fellow cultists can help by marshalling resources, but the opposing cult has a chance to take control of those resources before you can get to them.
There's some very nice game-designer sleight of hand in this game. You think you can see all the cards you need in front of the other players, but just before you get to use them, somehow it doesn't quite turn out the way you'd planned. I'd expect nothing less from a master like Klaus-Jürgen.
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The Star Gate, by Bruno Cathala and Serge Laget: In my quest to get every game designer named Bruno to work on this line, I asked original Stonehenge designer Bruno Faidutti to introduce me to his frequent co-designer Bruno Cathala. Bruno C introduced me to his frequent co-designer Serge Laget, and the two of them enthusiastically set to work on one of the best-themed games in the line.
Bruno and Serge suggested that to them, Stonehenge was the perfect star gate, a way for archaeologists to unlock the secret of travel through the stars. To open the gate, the rocks of Stonehenge must be triggered in a specific order, and the archaeologists must puzzle out that order. And so the game becomes a strange and delightful guessing game, a la Clue, where everyone has some information but no one has all of it. You pick a stone, and the player who knows its location tells you whether you've gained any valuable information. When you think you've figured out the location of a triggering stone, you can lock in your guess. But if you're wrong, other players will leap ahead of you.
We spent a lot of time trying to figure out whether there was a particular strategy that would always work. Everybody had a theory, but no one could consistently win. That pleases me greatly. I've never seen a game like this one, and am thrilled it's in Nocturne.
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Stonehenge Hippie Festival, by Andrew Looney: If I asked a room full of the top 100 game designers to guess which of them had designed a game called "Stonehenge Hippie Festival," 99 of them would say Andy Looney, the permanently tie-dyed owner of Looney Labs. The one who wouldn't get it right would be Andy, who would be too busy flashing back to Woodstock to realize the question had been asked. Hey, we only go to the professionals here.
Speaking of professionalism, Andy blew me away by having his game designed before I could send him a set of pieces. (You can read about that in Andy's blog.) In the game, you are attending the Stonehenge Free Festival, a real-life musicfest series that ran from 1972–1985. You want provisions for the festival, and go from booth to booth trying to get them. Actually, you can do a lot more than that. You can hang flags off the trilithons. You can bogart someone's bottle of water. And you can dance. Oh boy, can you dance. That's about all I can say about this game that will make sense until you pick up the rules.
And hey, how about that fine Howard Lyon piece of art at the top of this section? I'm sure I speak for Andy when I say that's a festival we'd both want to attend.
Battle of the Beanfield, by Mike Selinker: Or maybe I wouldn't want to attend that festival, as the events of this game will show. I certainly didn't plan to put another game of mine into the set, but when I read Andy's rules, my eyes turned to the history of the Stonehenge Free Festival. It ended on June 1, 1985, when jackbooted British cops took truncheons to busfuls of hippies in a nearby beanfield. This terrible incident became known as the "Battle of the Beanfield." This was an unjustifiable tragedy, which I looked at and immediately said, "Game."
So, as a tribute to my boy Andy, I designed Stonehenge's first solitaire game, and the only one not to use the board. Instead, you use the card box as a "bus," and bars which represent hippies. The eight figures represent bobbies looking to crack some hippie skulls. Your job as the driver of the bus is to play cards in front of these bobbies, freeing the hippies from the cops' clutches and getting them back on the bus. As in solitaire, you want to get as close as you can to clearing the board.
This game might not have been included in Nocturne without Paizo CEO Lisa Stevens, unbidden by me, dedicating her nights to playing about 80 games of it, and keeping meticulous records of how close she got to a perfect game. Now, Lisa's a busy woman. But I figure if she decides to play 80 games of something, we should give you a chance to play it as well. So Battle of the Beanfield snuck in as the final game of the set. If you lose a few weekends playing it, blame Lisa.
Of course, the other great advantage of Nocturne is that for your Stonehenge games, you now have a bunch more pieces. If you've wanted to bring in more players, now you can. Or if you just really like the colors orange and black, now you've got orange and black. And, oh yeah, four more fun games, with the promise of lots more to come. Have a great night.
Mike Selinker
Titanic Games Brand ManagerMike Selinker is the Titanic Games brand manager. He has helped design and develop Stonehenge, Key Largo, Axis & Allies, Pirates of the Spanish Main, Gloria Mundi, Unspeakable Words, Risk: Godstorm, and many other games. He also directs the design studio Lone Shark Games, Inc.
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A Trip to the FLGS!Monday, January 7, 2008
It's one thing to interact with readers of Pathfinder here on the internet, be it via messageboards or chat rooms, but it's certainly no replacement for face-to-face conversation. We're pretty sheltered here at Paizo, sequestered away in the not-large-enough room we semi-affectionately refer to as "The Pit," and they don't let us out that often, with the notable exception of Gen Con.
That all changed last month on December 19th, when Erik Mona, Wes Schneider, and myself got to escape the office to visit a friendly local game store—Oroboro Games. Since they don't let us out much, I had no idea that there was a cool game store like this so close to the offices. We showed up at about 7:00 PM, and although it was only supposed to go for about an hour, once you get Erik, Wes, and I talking about Golarion, well... time does strange things. The event ended up going for nearly three hours, and it was great fun! Particularly fun for me was talking to people who were playing Rise of the Runelords, and finding out just how much those goblins get hated. Poor little guys! They're just looking for things to burn and babies to eat. Is that so wrong?
Anyway, here's a couple of pictures of the event. If you look real close, I think you can see some art we haven't yet shown off on the website for book covers! Thanks, by the way, to Joshua J. Frost and Carolyn Mull for making the event happen in the first place!
James Jacobs
Pathfinder Editor-in-Chief
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Sneak Peek: Curse of the Crimson ThroneFriday, January 4, 2008
Pathfinder #7 kicks off the Curse of the Crimson Throne Adventure Path. Here is a sneak peek of the interior art.
Carolyn Mull
Paizo Sales & Marketing Assistant
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Meet the Suspects: Part 2Thursday, January 3, 2008
Last week, we introduced four of the eight suspects the PCs will have to investigate while they are trapped in a haunted courthouse with time running out. Here are the other four candidates for the Hangman's Noose:
The Fool: Ebin Blithoddle is a peculiar gnome who dresses in motley and has a stupid joke and a bad pun for every occasion. Despite the fact that he couldn't make a hyena laugh, the poor old sod refuses to quit, dancing and capering around the courthouse in fits of manic hysteria. Still, a sinister air hangs around the smiling and dancing fool—at times, his eyes seem glassy and his smile looks fixed. Even for Ebin, there is something about this courthouse that is not funny at all.
The Curious: Of all the suspects, Killian Paltreth is perhaps the most normal. Of course, in this adventure, anything normal is automatically cause for suspicion. The alchemist seems like a decent enough fellow genuinely interested in getting to the bottom of the mystery. But who knows what this seemingly honest old man is cooking up in that laboratory of his? And how did he get mixed up in this nasty business?
The Bully: Malgrim Hurkes is one of the most notorious figures in Absalom. The leader of a gang called the Grindle Street Shades, this ruthless hobgoblin has his fingers in much of the violent crime around the seedier districts of the city. Unfortunately, he doesn't take too kindly to being questioned by upstart adventures.
The Innocent: This cute, athletic halfling named Madge Blossomheart was little more than a girl when the crimes were committed, and she retains much of her youthful charm. This unfortunate maiden doesn't even understand most of what is going on... or at least that's what she claims. But what dark secrets could she possibly be concealing behind that glowing smile?
Jeremy Walker
GameMastery Assistant Editor
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Harrowing DivinationsWednesday, January 2, 2008
It's not every day you get a chance to create a means of time travel. Some might argue that divination isn't really time travel, but the way I envision it, a harrower—one gifted in the use of the Harrow deck—uses her deck of 54 cards to travel the paths of time, catching glimpses of the past, present, and future along the way.
With this in mind, I had to imagine myself as a harrower. Each card must be defined broadly enough to cover a number of situations, yet narrowly enough for those conducting harrowings—and those running adventures—to get some real information. Once some of Kyle's evocative art began to come in, I tweaked the cards' meanings to enhance their connection to that art.
The divinatory system itself needed to be easy to run, create the proper mystical mood, and fit into the roleplaying milieu. We gave every card a symbol of one of the six abilities in a position of one of the nine alignments; for example, The Unicorn is a chaotic good Charisma card, as shown by the crown in the upper right corner. The harrower lays the cards in a three-by-three divinatory grid matching time (past, present, and future) to the Law/Chaos alignment axis. After all, the past (represented by Law) is most fixed and difficult (although not impossible) to change, while the future (represented by Chaos) is infinitely changeable. Similarly, the Good/Evil axis came to represent positive, neutral, and negative situations for the person whose questions the harrower is answering. The good section of the grid represents the positive, while the evil section reflects negative outcomes. This basic grid presents the harrower with a solid framework to begin doing readings, but the nuances of the cards are evocative and expansive enough to let a capable harrower use them in many situations—both in game and out. Take a look for yourself and see if you agree.
Teeuwynn Woodruff
Harrow Designer
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Happy New YearTuesday, January 1, 2008
And now, here we are in 2008! We've got a lot of exciting stuff planned for 2008, but there's just as much that's still evolving. Now's a great time to head on over to our messageboards and let us know what kind of products and adventures and blog posts you'd like to see from Paizo in the coming year. Who'd like to hear a Paizo Podcast? Is anyone interested in seeing a sequel to a particular GameMastery Module? Is there a market for Pathfinder miniatures? Don't be shy! We can't make things you want if you don't tell us you want them, right?
Anyway, I don't have all that much to say or show off today. The Paizo offices are closed, and I got the honor of writing today's post. And I'm too distracted by New Year-related shenanigans to write much more, so check out my favorite picture from Pathfinder #5—some foolish runelord calling upon the dread Oliphaunt of Jandelay!
James Jacobs
Pathfinder Editor-in-Chief
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