Forge in Flesh

Leo Glass's page

Organized Play Member. 32 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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We creators are not unlike vampires. We drink in the tears, anxieties, and joys of players and GMs alike seeking desperate nourishment. Thank you for your kind words. I think I can speak for all the writers, developers, artists, editors, etc. when I say I’m so glad you’re enjoying it.

Managing Editor

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Peg'giz wrote:

Added new pictures. Including one on a hex field stand.

I think I'm very close to finish. :)

Are you comfortable with me sharing this when it’s done on social media? I personally think this is awesome. Great work. The hex version looks super cool.

Managing Editor

Peg'giz wrote:

And another update.

Flashed out the rear part and added some greebles to the hull.

Have to flesh out the rear and bottom view and the turret needs to be replaced (so far it's a russian AA turret from one of my older models^^).

@Leo: The T-frame is indeed a little "thin", especially if considering that this would have been cargo bay too. Have to check if I can beef them up a little bit.

also please consider the main purpose of this model is to serve as a print-file for a Oliphaunt miniature for starship combat. So the level of detail can't be too small. (Maybe I have to do a test print soon^^).

No worries! It’s your model! I just figure if you wanted input, I’m happy to share my thought process.

Also, I checked out the latest version. Looks great to me! When you’re finished, could you please send me the file? I’d love to have it 3D-printed myself so I can keep the miniature in my office!

Managing Editor

Peg'giz wrote:

Thanks a LOT Leo.

This kind of insight & description really helps me to get my creativity flowing.

I gave it another pass, I changed the size of the front thrusters a little bit and added a mechanic which pushes the thrusters a little bit up, when in landing configuration. This reduced the required ground clearance (so it's now ~ 2 meters at the front bulge). This also gives a little more room for the landing gear and a little bit greeble on the bottom.

Looks better to me! My recommendation is to put in the three mechanized landing legs (in a tripod) on that version, as it should become clear that there’s a little more clearance for the thrusters to lower to a more squat position that way. Also, if you want, I’d recommend bulking up the T-frame of the ship to include more bulkhead and armor space between the interior and exterior walls. (If you need inspiration for what I’m talking about, look at the Sunrise Maiden map.) Anyway, it looks very cool. I hope your players like it! I may use it for mine, once you have the final version.

Managing Editor

I just looked at the last concept. My idea was it would rotate from the middle, so the legs extend downward enough to provide enough clearance for that the profile of the large thrusters is kept lower, making them look like shoulders and so they won’t snap off. Once in space, the oversized thrusters justify the higher speed value I gave the ship. The landing gear is only necessary in atmo.

Basically what I’m saying is the under part of the ship, it’s belly, needs more depth too, so it has space for extensive landing gear and looks like it can bear the weight of the oversized thrusters.

That is, if you want to keep this model true to the original design. If not, it’s your ship! Do what you feel is best!

Managing Editor

Peg'giz wrote:

I know what you mean and I really like VTOL concepts with rotating thrusters.

The problem I see at this ship is, that the front thrusters are so big, if they rotate (at their middle axis) you would need a lot of ground clearance (~ 6 meters), which would mean you would need a large (or steep) ramp to load cargo onto the rear ramp.

So I decided to not use rotating VTOL thrusters for landing but imagine some sort of anti-grav technology (or Levitation Mage-Tech) which allows for a vertical ascent/descent.

Edit: I played around with the dimension of the front thrusters and by reducing the size and putting the roation more in the back of them (so more like a hinge, then a rotor), it would be possible. I like the smaller front thrusters but it changes the feeling of the ship completely...
not sure which way I should go, maybe you guys have an idea (added the pictures)

In my original sketch there was more hull space on the bottom of the ship that contained a bay-door compartment that opened and extended mech like legs as landing gear. When landed, this gives it plenty of clearance for thrusters to rotate and makes it look a little hunched over like the daishi mech from battletech.

I thought through all of this. The landing gear elevates the ship. The cargo ramp extends the same distance to allow entry. So while that can’t be shown in the concept art, believe me, it was already thought about. If you have questions about the ship, fee free to DM me. Happy to help.

Managing Editor

I really like your latest render in the google file, but I still feel like every thruster on that ship should be able to rotate 360 degrees, rather than have a fixed position. Otherwise, I’ve never been able to conceptualize how this starship lands on planet or takes off.

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DeciusNero wrote:

This ain't no place for no hero

This ain't no place for no better man
This ain't no place for no hero
To call home

I literally listened to this song over and over as part of a playlist while writing volume two. Love it!!!

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Flyteach wrote:

Thanks, that's what I figured. Get the starships back into Starfinder!

Flyteach

Have you read volume two yet? I was hoping that one would satisfy at least a bit of what you crave, as I set out to really capture what I love about Starfinder in it.

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James Goodman 960 wrote:

Seems like the families of the victims might not be cool with someone buying their loved one for parts.

If they took out a corpse lease, guaranteeing their body parts to a broker for instant credits, their families don’t have much to say about it. I don’t know if you’ve ever tried to dispute a modern probate, but even today, signed agreements about what one wishes to do with their remains are hard to overturn. See Starfinder Armory for more info about corpse leases in the necrograft section.

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Freehold DM wrote:
Oh man. That looks like a space winnebago. But somehow boxier.

This made my partner and I laugh so hard.

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Peg'giz wrote:

Thank you BigNorseWolf now I humming the song Nightwitches again... :D

I totally agree with you, the hero ship have to reflect the theme of the hero/story, but at the same time, it should be pleasing to the eye (e.g. the millenium falcon: a ordinary transporter, old(experienced) with some rough edges and possibilities to hide something. But at the same time good looking and charming. So basically Han Solo as a ship^^).

P.S.: The 588th didn't got these old aircrafts because of the "features" but because they were old and the russian army don't want to give modern aircrafts to a all female bomber wing. The women then used what they had and adapted their tactics accordingly (and became legends).

I've been a bit reticent to respond more here (as the ship's original designer before my work was handed off to development), at the risk of sounding defensive. But I love this conversation and want to engage with our fan base more, so go easy on me. I see your point and was aware of the risk when taking this approach to designing the ship. But if it helps, here's a couple thoughts I've had:

1. I really think the ship has the qualities of a hero ship. Perhaps it is less attractive than others (though beauty is in the eye of the beholder), but if you look closely at the design, you'll see a few rooms that might remind you of those in your own home. At the same, time, it has a ball turret up top that looks a little like those from WWII-era planes. I've also heard lots of players in my Starfinder games complain how far away some ship designs place the thrusters from the engine room. So you'll notice I placed em all right up front. I suspect engineers, science officers, and mechanics throughout the Pact Worlds actually love the EJ Sledgehammer. Everything they need to make the ship run is basically right behind the bridge! In my mind's eye, the Oliphaunt was always a bit like a B-52 bomber someone decided was obscure enough they could stick a cutting edge cargo hold in, just before someone else (the PCs) stole it and made a home out of it. But you know, with VTOL thrusters on the side that could rotate for vertical lift. (I sort of detest starships that I don't think can land and take off. So my original ideas for the thrusters being on the side came from a desire to explain how the ship transitioned from horizontal to vertical movement.)

I'll admit, even I didn't think the final product would have as many straight edges as it does. I envisioned a bit more hull space around the interior layout, similar to that shown by the Sunrise Maiden in my own notes and maps. But you have to remember that there's a lot of artistic interpretation that happen when writer, developer, and artist join forces. Overall, I love the way the Oliphaunt looks now, because it looks, to me, like the ship itself has character, and I always envisioned the ship as a member of the party. Sure, it probably has a lower charisma score than other members of the party. But it's dependable, faster than it looks, and resilient (you'll see how resilient in the volume I wrote). These were all characteristics of the old pickup I learned to drive in. To me, roaming around my farm as a teenager, it was a hero truck, despite the hundreds of scratches and dents all over the body. :) If the Oliphaunt doesn't look like a hero ship to you, I support you embellishing and modifying it to look like something you believe is heroic. That's the beauty of roleplaying games. The GM can always build or expand upon original ideas. We're on the same page there.

2. I once rode down the side of a Colorado mountain in a rusted-out van (I think it might have been a Volkswagen?) with no side door, no headlights, and no back seats. As the driver wove down a craggy path, dodging trees and rocks, he insisted that going more than 40 mph was necessary to avoid being stuck in the mud. My friends and I sat on toolboxes while bracing against anything we could find as we desperately tried to avoid falling out the open hatch. I thought for certain I was going to die that night. But hey, here I am.

That experience probably informed the Oliphaunt's design. If you step back and look at the ship from afar, it looks a bit like a warhammer. The bridge placement puts the crew members literally on the edge of the hammer. If the pilot makes a mistake that drives front of the ship into an asteroid, there's a possibility that choice could wipe out everyone. This "living on the edge" theme is something I wanted to capture, and I think Jason and the artist nailed it.

3. I hope my insights are helpful. I had a ton of fun designing this ship, and I hope you all enjoy exploring the galaxy in it! Cheers.

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If I were y’all, I’d stay tuned and hold out a bit before you make any judgments from the first volume alone. Some of the later volumes in FFoD do some really interesting things with that BP system, IMO. #34 just set up the dominoes.

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Zaister wrote:
Peg'giz wrote:

Sure I understand that it's a cargo ship and no high-tech fighter/cruiser. But a boxy shape didn't communicate SOTA Prototype to me, more "old trusty friend" (like a Volkwagen Bus).

Let's see how the other pictures/maps show up. ;)

That is by (EJ Corp's) design. While the ship's class is relatively new, it is well-known and is seen as unattractive to interstellar merchant as a cargo ship. Nothing SOTA about that. It is the VW Bus.

The real prototype is wholly on the inside, and the unattractive and pedestrian nature of the ship's design plays well into EJ's secrecy about the project. They don't want a cool-looking ship that attracts attention.

This pretty much captures the thought process Jake and I shared when designing it. In fact, the first paragraph of the ship’s description indicates as much. The Sledgehammer has an engine forward design that makes it fast, but less attractive to consumers. So Reisora set out to make tech that would not only change the hauling game, but turn the ship’s sales around.

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As the writer of the second volume, I know we discussed it, and sometimes some details that could be helpful get cut for space. My interpretation as a freelance writer is that EJ is scared of how public acknowledgment of the Oliphaunt’s theft could hurt their stock shares. Sinjin, as a notorious crime boss, prefers to handle matters of revenge on his own rather than utilize law enforcement. So my interpretation is that the theft was never reported, though that does mean no one is looking for it. It just means that the PCs don’t have anything to worry about from Absalom station security. Again this is just my impression, but one I know I’ll be using when I GM this. I’m sure the developer, Jason Tondro, could speak more specifically. I know at least in my adventure there was text that addressed this specifically, but I believe it was removed for copyfit. At the end of the day, there’s only so much room on a page.

I think going to Absalom is pretty risky, but only with regard to avoiding notice of the Company and the Golden League. I encourage GMs to encourage their players to consider how they plan to stay under the radar. But in general, they should still be able to go where they want.

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Sasha Laranoa Harving wrote:
:o I WOULD DIE FOR THAT YSOKI

Knowing that ysoki, she’d probably be into it.

Hope y’all like this one! It was a hoot to write, even if it probably took a few years off my life.

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Shisumo wrote:
What Company would that be?

The nickname for the company the PCs start the AP working for is "the Company." :D

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I’m glad you enjoyed the article and the gear! I had a lot of fun writing these items and the fringe science lore. Big thanks to Jason Keeley for all his development help.

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Congrats to all of our new team members and those with new titles and responsibilities. I love our team and the awesome work we do! Also thanks to Aaron and the marketing team for their help compiling this announcement!

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Ferious Thune wrote:
Leo, since you’re paying attention here, this came up in a different discussion. Was the call for a Criminal Lore check meant to be something different than you might use Underworld Lore for, or was that just something lost in the shuffle in the early stages of PF2E? It seems like a Lore very few characters are going to have, since it doesn’t appear to be published anywhere else, and the Criminal background grants Underworld Lore.

I can’t speak officially about it because that’s Michael’s territory, but to me that looks like a mistake that should read “Underworld Lore.”

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thepostit wrote:

Greetings!

Are there any plans to include more rain of embers feats as boons in future quests/scenarios?

Who knows what the future holds for those who walk the path of the Rain of Embers? But I'd like to think that things are moving in a positive direction for Meleeka and anyone willing to learn from her.

Editor

andreww wrote:


I had though the Guide mentioned quests and treasure bundles but I may have been confusing that with downtime days.

I just found that Michael said this in the thread for Quest 5. I think it answers your question:

Quests give a fixed amount of gold for completion rather than Treasure Bundles. This amount is equal to 1/4 of the total value of 10 Treasure Bundles for the appropriate level and is listed where Treasure Bundles are located in scenarios. There should also be a chart, or column in the existing Treasure Bundles chart, added to the guide in the near future that will include these values, as detailed in the OP above.

Editor

GM zebeev wrote:


to Leo: All in all, a great scenario! I love the ability to approach the solution in multiple ways - give the PCs a more open box, and they'll start thinking outside of it!
This, coupled with the finale of the Rose Street Revenge means I'll be looking forward to running the next thing with your name on the cover. :]

Thanks! If you’d like, leaving a review on the product page always helps new authors. I am really happy you had fun with Unforgiving Fire!

Happy new year!

Editor

albadeon wrote:

It's a quest, I don't think those are meant to have treasure bundles. At least the other ones don't use them either. If the PCs fulfill the primary success condition they get the money listed.

I’m no developer, so I’ll let Linda or Michael correct me if I’m wrong, but my understanding is that quests don’t offer treasure bundles.

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Michael VonHasseln wrote:

The first could have been fixed by having an acolyte standing guard outside of the training. Since the statue is stolen, it would have made sense.

In the second situation, that would have been avoided entirely if a different statue or item had been used. Dragging out the stolen item blatantly kind of lends itself to "ATTACK!" and there isn't enough acolytes to make it challenging once it happens.

This being early in with the ink on the rules still almost wet, I can see how these potential situations could have been missed in development. EVERYONE (players, GMs, and even authors!) are still learning. I have faith that scenarios and quests will see more logical development as more experience is tucked into their belts.

In my first draft of the quest, I actually implemented a type of funneling similar to what you’re suggesting (I placed a group of acolyte guards right outside the chamber). In playtesting, I found that players felt this was too linear and resulted in feeling like they were being railroaded into a fight. Also, the additional encounter threw off the standard XP budget for a quest. So, after some deliberation and consulting with Michael as well as a few other OP writers, I made a design choice to lean in to a less linear adventure design, and allow for players to retrieve the statue in a number of ways which are all addressed in the sidebar at the end of the adventure. While it’s suggested that the main way to complete the quest is to complete the challenges and then fight Meleeka, if a group of PCs is crafty enough, they can resolve things in their own way and the quest is modular enough to handle it. So the presence of multiple paths to complete the quest is not an oversight, but designed to allow for PCs to bypass the challenges or attack Meleeka early if they wish. Heck, I even wrote a note to Michael that said if the PCs are good enough to sneak past Meleeka on the way in, bypass the traps, and sneak by her again on the way out, they should be rewarded! After all, they’re the heroes and should be encouraged to use creative problem solving and immersive roleplay. Personally, I think its pretty cool that the GM is enabled to give the players the freedom to be creative, but I absolutely respect your opinion and will consider it thoughtfully when designing adventures in the future.

Also, I’ve GMed this three times now, and the PCs haven’t attacked Meleeka when she brings out the statue once. So, I suspect the mileage on how much she gets attacked as soon the statue is revealed varies quite a bit.

Michael VonHasseln wrote:
If anything, the only disappointing thing about the scenario is that my PC Monk cannot learn Blazing Talon Surge or Explosive Deathdrop! Maybe that will see light in a future product!

Stay tuned, true believers! You never know exactly what surprises we have in store!

Editor

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Rain Quinn wrote:

I don't seem to be able to submit a review for this? I think it's because I haven't purchased it but I just played in this and I have to say this is hands down the most fun I've had in pfs2 so far. Don't misunderstand, I've really enjoyed all the pfs2 quests and scenarios I've played in so far but this tiny quest blew everything else out of the water and I'm pretty sure my entire table would agree with me on that.

Without spoiling anything beyond what's already in the product description, I played a paladin of Shelyn who was very conflicted the entire time over the relic and wanting to preserve the martial ART that the rogue monk was creating. This quest was only supposed to take an hour but we spent a solid 4 on it and had SO much fun with the roleplay and characters. All of us got super into it and I cannot stress enough how much fun we all had.

** spoiler omitted **

10/10 amazing quest and all of us lost it over how cool the chronicle sheet was. ** spoiler omitted **

I seriously loved all of this quest so so much. Thank you!

I was having the kind of writing day yesterday where you need to write 3,000 words but only 500 came out. As I ubered home, I read this post and was reminded how lucky I am to write for Organized Play and how amazing our fans are. This post brought a huge smile to my face. Thanks so much for all your support. Really glad you enjoyed the quest. I'm hoping we can do more with some of the material here in the future too!

Big shout out to Michael Sayre for all his work as developer on this quest. Cheers!

EDIT: I also ran this for Michael and some other Paizonians a few weeks ago and we had fun, too. Took us about an hour and 20 minutes.

Editor

Scatara Blakros wrote:
On P. 6 there is a part that says "see secondary objectives on P.11" but on the PDF I downloaded there is only the primary objective...There is definitely a boon on the chronicle sheet that I would like to give out but it seems that there is likely an objective that needs to be completed in order to get that.

Thanks for running the quest! Last time I checked the secondary objective was present (hence the citations), but you're right, it's definitely not there now. I'm not sure if this was intentionally cut or not, but I've let the developer, Michael Sayre, know to respond so he can best advise what information should be there.

Editor

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Hunt, the PugWumpus wrote:

♫♪ "His name is Leo and he edits with his hands

Just like that red pen slicing through a dusty man(uscript)
And as he works he really improves it all he can
Oh Leo, Leo snacks soon on caramel flan" ♫♪

This is my favorite thing. Ever.

Editor

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thunderspirit wrote:
Cori Marie wrote:
The fact that Leo is an editor makes those OH's even better
Perhaps those OHs are the things they edited out...?

The secret of my Teamwork chat tirade is that I was at GenCon working as a member of setup crew last week, and had just posted a picture of our progress in the editor chat. While laying floor tiles, my phone began chanting this ancient and forbidden spell from the depths of my pocket, clearly choosing Lyz as its target. (We still have no idea how it was able to so easily @ her, twice.) I didn't realize there was an issue until Adrian told me my phone was going rogue in chat. I think Judy was deeply concerned something terrible had happened to me.

This was embarrassing enough on its own, but was even funnier given I had accidentally pocket-texted several lines of gibberish to Kate Baker on Facebook a few days before. I wish I could blame my cat, but this was all me.

Needless to say, I lock my phone before putting it in my pocket now.

Editor

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Steve Geddes wrote:
Hmm....who is Leo?

An enigma wrapped in a mystery.

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While I loved my giant-slaying barbarian from the Playtest (there is nothing like tanking an ankhrav while your party goes swimming in quicksand), all of the changes made to the game as of late have me super excited to put together a champion build (let's go liberator!), as well as a multiclass fighter/sorcerer. I am always asked to GM by my friends, though, so I'll probably have to explore these options through NPCs unless I can convince one of my colleagues to run for me.

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Critical Update: I purchased a raincoat.

Thanks for the kind welcome, everyone!