[Super Genius Games] Warlords of the Apocalypse!


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Scarab Sages Contributor; Developer, Super Genius Games

Interest has absolutely not waned! And yes, we're still on schedule... though there's a reason we hadn't given any hard deadlines yet.

What has happened is that I got the flu, and SGG in general got hit with a ave of personal issues, all of which eats up time to do things like post updates. But, it shouldn't. I had an update ready to go last week, and personal news just drove it out of my head.

I'll be sure to pay more attention and get more updates out, though some may only show at our google mailing list we set up for people interested in this project. :)


Glad to hear it!

Thanks for mini-update and I'm ready for the 'real update' in whichever medium it comes out in.

Scarab Sages Contributor; Developer, Super Genius Games

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Here's the setting(s) teaser, which is also posted at the Google group.

Warlords of the Apocalypse is a set of rules designed to expand the Pathfinder Roleplaying game into the post-apocalyptic adventure genre. It covers everything a gaming group needs to play games set on the dusty roads of territories controlled by bike gangs and combat car, the twisted lands where ancient wizards and soulless cyborgs vie for control, the shattered ruins of rusting science bunkers and military outposts, or campaigns that combine all these elements into one vast mash-up of gonzo adventure.

While the game doesn’t require any one campaign setting for GMs and players to make use of the rules, it will present a number of example post-apocalyptic game settings (with notes on which rules and options work best for each). Some, like Plan Z and Thunder Barbarians, draw inspiration from specific sources and apocalyptic fiction. Others, like the Warlords of the Apocalypse (from which the book takes its name), look to combine everything and the kitchen sink to provide a setting where anything is possible.

The following is a first draft of the introduction to the Warlords of the Apocalypse setting, from the chapter “Build Your Apocalypse.”

“At the close of the 21st century, civilization was destroyed. Neither the exact year nor cause of the apocalypse is known. Tales disagree whether the world was overrun by plague, ravaged by war, or destroyed when a rogue planet passed between the earth and the moon. Same say the world was driven mad by the return of old-world magic, while still others claim it shattered by strange radiation emanating from the sun. Ultimately though, specifics don't matter. Whatever the cause, the result was that the Age of Light was snuffed out like a candle, leaving the remnants of humanity huddling amidst the ruins I the Dark Years.

Yet, humanity survived—reduced, often altered, and constantly threatened, but nonetheless continuing. Bunkers designed to preserve the lore of the ancients protected some, though many fell into madness and cannibalism. Others survived those first generations and went on to created new enclaves, where law and knowledge could survive the centuries of night that followed, but only by severing nearly all contact with the outside world. Most humans survived as they always have, by struggling to grow crops in hard earth, huddling together for warmth, and bowing their heads to those strong enough to protect them.

Nor where humans alone now. Mutants rose to claim their share of the shattered world. Animals came to stand as tall as men, and learned to speak, build, and fight. Plants stirred, seeking to prove their older lines were no less adaptable than mammals and reptiles. Even a few artificial intelligences survived, either shut down for centuries until repair circuits could bring them back online, or restored by the bunker dwellers and enclaves.

The most advanced technology was lost, but some machines survived. The ruins of what were once great cities yet contain treasures from the Age of Light, but those treasures bring dangers as well. The weapons of the Age of Light were so terrible that none thought they would ever be used, and the echoes of their terrible wrath have permanently warped the world. Strange fissures in reality exist—tunnels through space and time from which pour everything from dinosaurs to cyborg soldiers from timelines that never existed. Those brave enough to explore the ruined world can still find riches, wonders of lost technology from the fissures or even just food enough to survive the trip to the next set of ruins.

More than five centuries have passed since civilization fell. The Dark Years have slowly come to a close, and a few rays of light have begun to shine through the long night. Now is the time when new heroes can rise, and new empires be built. Now is the time of the Warlords of the Apocalypse.”


So...Plan Z you say?

Question, assuming all goes well, and this is successful, what are the chances of adventure support, particularly in the vein of oh lets say a zombie apocalypse? Because I suddenly feel like super genius games doesnt have enough of my money and we need to fix that.


Owen,

I appreciate the fact that there will be different examples of apocalypses for people to choose from, together with rules, options, etc. This part sort of reminds me of the old d20 Apocalypse, which had 2-3 such 'apocalypses'.

However, will the book have a 'setting'. Something with nations, cultures, peoples, places, etc.? If so, will this setting have an 'assumed apocalypse'? If so, which one?

Again, I understand that the book is being 'designed' as we speak but any info would be much appreciated.

Thanks!

Dark Archive

Pathfinder Roleplaying Game Superscriber

Sounds very Gamma Worldy which is exactly what I was hoping for.

Just make sure you give the giant mutant chickens only one eye. :)

Scarab Sages Contributor; Developer, Super Genius Games

Kolokotroni wrote:

So...Plan Z you say?

Question, assuming all goes well, and this is successful, what are the chances of adventure support, particularly in the vein of oh lets say a zombie apocalypse? Because I suddenly feel like super genius games doesnt have enough of my money and we need to fix that.

Certainly Plan Z is my take on a Zombie Apocalypse world, and it's going to be one of the settings features in our Pick Your Apocalypse chapter (which may end up being called Build Your Apocalypse or Choose Your Apocalypse... I'm working on it).

One of the things we are looking at is a line of products we can develop and support as (hopefully) a major focus of the company. Exactly what form that'll take, which settings we'll support, and how much support they'll get are open questions.

Popularity and fan interest will help drive early decisions. Sales will help drive later decisions. I'd love to do a full Plan Z setting book in print, or combined adventure path & setting, but I'm certainly not committing to that until we see how Warlords of the Apocalypse sells, and who seems interested in more material for any of the settings we present.

Scarab Sages Contributor; Developer, Super Genius Games

Fabian Benavente wrote:

Owen,

I appreciate the fact that there will be different examples of apocalypses for people to choose from, together with rules, options, etc. This part sort of reminds me of the old d20 Apocalypse, which had 2-3 such 'apocalypses'.

You don't say! I seem to recall that book... :D

Fabian Benavente wrote:

However, will the book have a 'setting'. Something with nations, cultures, peoples, places, etc.? If so, will this setting have an 'assumed apocalypse'? If so, which one?

Again, I understand that the book is being 'designed' as we speak but any info would be much appreciated.

There will be an assumed setting that forms the backdrop of the rules and examples, and that's planned to be the kitchen-sink, everything goes, mutants, psychics, cyborgs, sorcerers, and chainsaw barbarians setting of the Warlords of the Apocalypse.

Of course much like the assumed setting in the Pathfinder Core Rulebook, that assumption won't impact the rules all that much. Yes, having a Ruin Raider archetype suggests there are ruins (and that they get raided), but it's not particularly difficult to turn that into an archeologist, professional treasure hunter, bunker buster, or Delver Into Basements if a setting has different assumptions.

How much we'll be able to go into details about the Warlords of the Apocalypse as a setting (or any of the settings we plan to present) is going to depend on a lot of things, including how much room we have. I haven't written the example adventure yet, for example, and none of the chapters are done (and some are barely sketched out). So if equipment turns out to take up 4 pages, I'll have more space for the Road Vikings and their funeral practices. If equipment ends up being 32 pages...


Owen K. C. Stephens wrote:

There will be an assumed setting that forms the backdrop of the rules and examples, and that's planned to be the kitchen-sink, everything goes, mutants, psychics, cyborgs, sorcerers, and chainsaw barbarians setting of the Warlords of the Apocalypse.

Mutants, psychics, cyborgs, sorcerers, and chainsaw barbarians all compatible with Pathfinder?! If this thing goes to a Kickstarter, I'll invest like it is Apple right before the iPhone hit.

Scarab Sages Contributor; Developer, Super Genius Games

Player Killer wrote:
Mutants, psychics, cyborgs, sorcerers, and chainsaw barbarians all compatible with Pathfinder?!

Yep, the plan is to make them 100% Pathfinder compatible, so a 7th level mutant cyborg ruin raider is on the same power scale and uses the same rules as a 7th level elven cavalier.

though in all fairness, I suspect we won't be adding *new* sorcerer rules, just telling you how to add sorcerers to your PA campaign. :)

Player Killer wrote:
If this thing goes to a Kickstarter, I'll invest like it is Apple right before the iPhone hit.

A Kickstarter is the plan, although those brave souls who pre-ordered it from Adamant are getting a game in any case. But we'd love to be able to share it with more people than that!

But we want all our mutant cyber-ducks in a row first.


Owen K. C. Stephens wrote:
Fabian Benavente wrote:

Owen,

I appreciate the fact that there will be different examples of apocalypses for people to choose from, together with rules, options, etc. This part sort of reminds me of the old d20 Apocalypse, which had 2-3 such 'apocalypses'.

You don't say! I seem to recall that book... :D

Speaking of the other d20 based book with your name on the cover with the word 'Apocalypse' in the title. How much similarity do you see between your vision for Warlords, and D20 Apocalypse?

Liberty's Edge

Owen K. C. Stephens wrote:


A Kickstarter is the plan, although those brave souls who pre-ordered it from Adamant are getting a game in any case. But we'd love to be able to share it with more people than that!

But we want all our mutant cyber-ducks in a row first.

Good luck getting all those mutant cyber-ducks in a row!

Scarab Sages Contributor; Developer, Super Genius Games

Kolokotroni wrote:
Speaking of the other d20 based book with your name on the cover with the word 'Apocalypse' in the title. How much similarity do you see between your vision for Warlords, and D20 Apocalypse?

Wow, that's tricky to answer. Oddly, I don't think about d20 Apocalypse much while writing Warlords, and I think it's a tone issue as much as anything.

d20 Apcoalypse was a fairly short book designed to add post-apocalypse rules to d20 Modern, which had already determined how to handle all "modern" issues and already had d20 Future for most sci-fi issues.

Warlords of the Apocalypse is designed to bring PA gaming to Pathfinder, which has very little "modern" in it. It has to cover a lot more territory, including base classes for characters not soaked in fantasy medieval backgrounds. So it has to have all the rules for classes, weapons, mutation, cybernetics, Old World Tech, balancing PCs who have to scrounge for bullets against those who have an assumed Wealth By Level, Prgress Levels, skill and feats in connection to progress levels, psychic powers... there's a big long list.

I also was never convinced the settings in d20 Apocalypse were really different enough from each other, or given enough room. And I may have the same problem here, though goodness knows Plan Z, Road Wars, and Warlords of the Apocalypse are *very* different PA settings. And I don't know yet how much room they'll have.

And then there are things I plan to handle differently, like vehicle CRs and mutant races. And there wasn't really an assumed setting for d20 Apocalypse, which I think made it feel a bit disjointed.

ne of the things I plan on doing is show how specific rules tags (things like PLs, spells, spell-like abilities, supernatural abilities, extraordnary abilities, psychic abilities, and so on) can be used to help define a setting. For example, only extraordinary abilities work in the Road Wars setting, while supernatural and psychic powers function in Plan Z, and everything is fair game in the Warlords setting.

So it feels very, very different to me... but it technically is designed to perform a similar job (though it's bigger and operating in a different environment).

Liberty's Edge

Owen, will this book and these rules allow one to also play f
More of a modern, non post-apocalyptic game as well?

Scarab Sages Contributor; Developer, Super Genius Games

Marc Radle wrote:

Owen, will this book and these rules allow one to also play f

More of a modern, non post-apocalyptic game as well?

I've been fielding that question in IMs and emails for a while now, but I think you're the first person to ask in public. :D

My stock answer is "Maybe. Yes. Sort of."

The book is designed to allow for a game where the Apocalypse is Right Now, Today, Things Were Fine an Hour Ago, so the technologies and training of a modern PC should all be covered.

The issue creeps in when you look at economy, modern legal questions, GM advice, and other societal issues. Part of the point of PA gaming is that the old culture is swept away, and whether it is swept away five seconds ago or five centuries ago, the rules of society are gone now. As a result other than mention "the rules of society are swept away," there's no need for a PA RPG to cover those.

So, technology and class-wise, yes it should have what you need. But you'll have to cover some things on your own (or borrow them from some other "Modern" rpg), because that's not my focus.

Liberty's Edge

Makes perfect sense! Might make a good suppliment at some point ...

Dark Archive

This is something that the gaming world needed for a long time. And it is great that you are doing what seems to be great addition to the PF rules. But, I am more interested in a Campaign Setting.

What are your plans for game world? Do you plan to publish WotA rules separately from the setting? Do you even have plans for the Campaign Setting? To me, that is perhaps even more important than the rules themselves.


nightflier wrote:

This is something that the gaming world needed for a long time. And it is great that you are doing what seems to be great addition to the PF rules. But, I am more interested in a Campaign Setting.

What are your plans for game world? Do you plan to publish WotA rules separately from the setting? Do you even have plans for the Campaign Setting? To me, that is perhaps even more important than the rules themselves.

Hey nightflier,

I agree with you about the setting. We have been asking (see post #205 above) and Owen has been answering (as much as he knows at the time, see post #208 above).

What setting are you thinking of running?

Sczarni

Great to hear you're progressing along.

Also good to hear you overcame that nasty flu bug that was going around...most of us know all to well how unpleasant that was.

Re: D20 Apocalypse, are you planning using the "chemical, mechanical, electrical components" part for crafting/repairing?

I really liked that part of the rules, and thought it streamlined the craft/repair part of a PA ruleset nicely, while allowing for plenty of customization & player agency.

Dark Archive

@Fabian

Well, I ran a game based on d20 Apocalypse and it was very fun, but it eventually broke down because players couldn't connect to the game world and I was forced to churn out fluff. When I couldn't find the time anymore, the game died.

My game was a combination of all the suggested settings in d20 Apocalypse, with a slight emphasis on Savage Sorcery kinda feel. Something like Conan with lightsabers.

Now I have a plan for a game that will start at the present day, but it will be post-apocalyptic in nature, since the changes to our world will happen fast.

One of my initial problems was how to create a set of rules for common people, such as IT managers, translators, mechanics, university professors and such. I wanted to let the players run very easy to kill characters, who will have to learn how to deal with the changes to the world before they can take a PC class.

I am waiting to see if Owen's try at Apocalypse can give me some ideas.


nightflier wrote:

@Fabian

Well, I ran a game based on d20 Apocalypse and it was very fun, but it eventually broke down because players couldn't connect to the game world and I was forced to churn out fluff. When I couldn't find the time anymore, the game died.

I ran a couple of Gamma World PBEMs in the past. I agree with you that having the fluff and adventure ready allows one to concentrate on purely roleplaying aspects.

nightflier wrote:
My game was a combination of all the suggested settings in d20 Apocalypse, with a slight emphasis on Savage Sorcery kinda feel. Something like Conan with lightsabers.

Sounds like 'my cup of tea'. I'm hoping to run a 'Thundarr' type of game which Owen's book seems well suited for. I love settings where the odds are stacked against the PCs, like the old Midnight setting.

nightflier wrote:

Now I have a plan for a game that will start at the present day, but it will be post-apocalyptic in nature, since the changes to our world will happen fast.

One of my initial problems was how to create a set of rules for common people, such as IT managers, translators, mechanics, university professors and such. I wanted to let the players run very easy to kill characters, who will have to learn how to deal with the changes to the world before they can take a PC class.

I am waiting to see if Owen's try at Apocalypse can give me some ideas.

Not 'my cup of tea' :) but good luck with it; it sounds like this book will also be of use for such a game.

Dark Archive

Midnight is a great example of post-apocalyptic fantasy setting. I just ended a 3-year long pbp campaign here, on these boards, and it was a blast. Scarred Lands are also great PA fantasy game world, but I want to be able to run a game where my PCs will be a cyborg sorceress with Nanite bloodline and droid familiar, a chainsaw-wielding paladin of God-Mind (AI who gained divinity when barbaric mutants started worshiping it), a Protoss-like psyonic ranger with lightsabers/mindblades and zergling-like animal companion, a Hellknight in power armor, who fights against the Great Old Ones.

I need random mutation charts, so that I can quickly roll several new mutants during the pause in the game if I need to; symbiotic life forms that can be used as treasure and for story reasons; cybernetic grafts and rules how they interact with arcane casting. Many other stuff as well. :)

I hope that Owen's new game world will give me some of those things.

But what I need the most is at least partially detailed settlement, that can serve as an anchor for the campaign. It can be a biodome, a vault that survived the apocalypse, a ruin of some great city, such as Las Vegas from Fallout or San Francisco from Defiance. The rules are fine, but the players need something that will capture their imagination and allow them to create their own story, without the need to invent larger background.

For instance, Murg is a Mutant Barbarian from the Wastes. But what if Murg's player is not satisfied with that single sentence as a background for his character? He will need to invent Murg's tribe, or ask the GM to do so. I would really love to have a game world that will answer those questions and I thing that SGG has a chance to fill a niche that is rather empty in PF games, much like Midgard by Kobold Press filled a niche that no one knew it existed.

So, give us the rules by all means - but give the world as well. :)


Is there any thoughts about teaming with Hero Labs once this is done or maybe at stretch goals during the kickstarter

Minister of Propaganda, Super Genius Games

Joey Virtue wrote:
Is there any thoughts about teaming with Hero Labs once this is done or maybe at stretch goals during the kickstarter

Absolutely. :)

Scarab Sages Contributor; Developer, Super Genius Games

I don't know yet exactly what setting material will make it into the book, and likely won't know all the details until just before we go to print. But certainly there is going to be setting material. The current plan is that it'll come in three forms:

1. Assumed background. When writing the game rules, we will assume the material is going to be used for the core Warlords of the Apocalypse setting. The morlock write-up is an example of this -- in addition to game stats that write-up includes some information on morlock history and society that is what we envision as "standard" for the book's setting. Much like the information for elves and gnomes and such in the Pathfinder Core Rulebook this isn’t so heavy that it prevents players and GMs from thinking of other ways to use the races, but it’s enough to get a feel for the typical view of such characters.
The same will be true in classes, archetypes, monsters, and even equipment. It’s a little bit in each place, but it forms a cohesive tapestry, without that tapestry being so thick you can’t easily cut it up and rearrange it to suit your own needs.

2. Pick Your Apocalypse. As I have mentioned before, there will be a chapter on how to use different sets of the WotA rules to create different feeling apocalyptic settings, and it will present at *least* three different settings – Plan Z, Road Wars, and Warlords of the Apocalypse. I don’t know how much space I’ll have for each of these yet, though I believe they will at most be micro-gazetteers. But that will be focused campaign setting information, and form a basis we hope to build on in future support products.

3. Introductory Adventure. We plan to include an introductory adventure, and it should have some fungible campaign information. It’ll use the core Warlords of the Apocalypse setting, and should provide a good base for ongoing adventures past the introduction. My plan is for it to include a small settlement, more Sandpoint than Greyhawk in scale, with enough info and NPCs for a GM to run with it until we get some more material out.

And then there is the question of more material. While a lot of factors will go into final decisions, my *hope* is that we’ll have enough popularity to justify both pdf and print support. Small pdfs with new monsters, threats, and apocalyptic treasures will be easy. Bigger setting books (preferably with print options) require better sales, but I’d like to do them. An adventure path is not impossible.

What would you all like to see, both in the book and as follow-up products?


Owen K. C. Stephens wrote:


What would you all like to see, both in the book and as follow-up products?

First and foremost adventures. The reason my group doesnt play alot of saga edition anymore (or anything but pathfinder) is not because we dont like other systems, its because there arent good adventures out there for it. Whether its modules, one night stands, or an adventure path, we play mostly from published adventures nowadays. Its why pathfinder has become our primary system, the really good adventures available for it. Because without a good adventure, a great rule system doesnt mean much, and at least for my group, life limits how much we can write our own material anymore (jobs, spouses, children, etc).

I'd also like to see books that focus on the more popular of the pick your own apocalypse settings. Expanding options and seeting material for the mini setting provided in the pick your own apacolypse section of the main book.


Kolokotroni wrote:
Owen K. C. Stephens wrote:

What would you all like to see, both in the book and as follow-up products?

First and foremost adventures. The reason my group doesnt play alot of saga edition anymore (or anything but pathfinder) is not because we dont like other systems, its because there arent good adventures out there for it. Whether its modules, one night stands, or an adventure path, we play mostly from published adventures nowadays. Its why pathfinder has become our primary system, the really good adventures available for it. Because without a good adventure, a great rule system doesnt mean much, and at least for my group, life limits how much we can write our own material anymore (jobs, spouses, children, etc).

I'd also like to see books that focus on the more popular of the pick your own apocalypse settings. Expanding options and seeting material for the mini setting provided in the pick your own apacolypse section of the main book.

I hate to say 'ditto' but, in this case, I will because you need to know that there are more people than just Kolokotroni who feel this way.

Rules are great but we need a setting (with adventures) to play and most of us don't have the time to come up with a setting and also play in it.

Depending on how much room you have in the main book, I'd like to see WotA expanded to a full setting. I would love to have an adventure path for it or maybe smaller adventures. I think the new 64-page adventure format may be very good without having to commit to a full AP.

If the setting and adventures are well received then you can expand on books that have setting and rules. Expand on a particular region/nation (say 'mutants of the north'), and add classes, archetypes, mutations, spells, tech, monsters, adventure seeds, small adventure, etc. I think this type of 'expansion' is much better than just a book on monsters, another book on technology, another on magic, etc.

Whether the books are PDF or not, I really don't care. I would rather have print but I understand if the economics are not right for it. However, I really want the information.

Scarab Sages Contributor; Developer, Super Genius Games

That's useful feedback from both of you.

Anyone else?


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I'd rather have setting material, background stories and story "seeds" than adventures, myself. An adventure path once a sizable setting book is released might be acceptable.

Print is very important to me.

Dark Archive

For me a setting material is of greatest importance, but the adventures are more than welcome. I think that the most realistic way to go is a WotA gazetteer in addition to the game rules, in a form of 64-pages product, then a 32-pages WotA Companion, meant to bring more world-specific option for players. Then adventures.

In an ideal world, you would take a page from Kobold Press and do a large World Guide book, and then smaller books for various parts of the world.

I realize this is a big task, but I hope that your sales will be good enough to allow this.


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For this first book we need the rules and after that settings and adventures both full adventures and seeds

Contributor, RPG Superstar 2010 Top 4

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I have never heard of this book, but if it can help me replicate any part of the coolness of Thundaar the Barbarian, I would buy without hesitation.


Owen K. C. Stephens wrote:

That's useful feedback from both of you.

Anyone else?

My ideal companion to the core book would be an adventure path. I don't have time these days to be making up my own adventures/campaigns, and this way you would only have to focus on the "relevant" parts of the setting at first, and allow it to grow more organically over time (similar to Paizo's approach with Pathfinder).


I could not say it any better, gr1bble. I will add that I love the feel of a book, but the convenience of carrying my library with me has drawn me to almost exclusively electronic sources.

Scarab Sages Contributor; Developer, Super Genius Games

Certainly we feel we need to get the full rules out, and get them right, first. I want to be able to support a group that includes the savage ruins-tromping barbarian and his Age of Light power sword, the leather-clad road warrior and his custom interceptor, the psychic sorceress drawing on radioactive demons, and the mutant raccoon sneak with more love for than understanding of high explosives.

And I want them to be interchangeable with core rules characters of the same level. Not identical, but able to perform the same roles and handle the same kinds of challenges. So if you are running a zombie apocalypse, and you decide your radioactive zombie lords are bone cobblers, a 4th level group of apocalyptic heroes will be just as challenged by it as a group of 4th level core heroes. That prevents me from having to stat out things like animals, and allows aberrations and vermin to easily slip into their same roles in apocalyptic adventures. And if you WANT dragon in your apocalypse, they're available to.

Sure, there will be a few new monsters, some droids and war machines, a mutant template, a psychic template, and a radioactive template... but I won't have to try to create a complete bestiary.

I'll cram as much setting into the book as I can, but a lot of different people want a lot of different apocalyptic settings, so I also want to provide the full toolkit for folks who are do-it-themselves types.

And then, yes, I hope for some gazetteers, adventures, world books, and maybe even an adventure path. I'd LOVE to have the sales and support to do an adventure path! I'd love to be able to flesh out one or more full PA worlds. I am building with that goal in mind, and trying to stay consistent as I go.

But first, I gotta finish these rules...

Liberty's Edge

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So then get back to work! :)


Cant wait to see how this kickstarter does and how fast it blows through stretch goals


Joey Virtue wrote:
Cant wait to see how this kickstarter does and how fast it blows through stretch goals

Agreed, especially with stretch goals like: 64-page adventure, adventure path, world book (all for WotA setting), then ditto for choice of two 'other settings' (to be determined by contributors)..., then maybe the same treatment for the last setting...


Joey Virtue wrote:
Cant wait to see how this kickstarter does and how fast it blows through stretch goals

I could see the Kickstarter for this book hitting big. Between these awesome concepts and Owen and SGG's reputation for innovative and quality products this project will be an easy sell.


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Owen K. C. Stephens wrote:
... a group that includes the savage ruins-tromping barbarian and his Age of Light power sword, the leather-clad road warrior and his custom interceptor, the psychic sorceress drawing on radioactive demons, and the mutant raccoon sneak with more love for than understanding of high explosives...

Just reading this party makes my mouth water...

How long until this product is out?


I so want to play the raccoon sneak as described. It makes me smile every time I think of that image.


AinvarG wrote:
I so want to play the raccoon sneak as described. It makes me smile every time I think of that image.

You mean like this guy


Heh, maybe so. I was picturing him hunched over in a long coat like one the classic tengu pics floating around here, bundles of dynamite ready to light hanging on the inside of the coat, furtively looking for a place to drop one so he can watch it go BOOM!

Scarab Sages Contributor; Developer, Super Genius Games

Player Killer wrote:
I could see the Kickstarter for this book hitting big. Between these awesome concepts and Owen and SGG's reputation for innovative and quality products this project will be an easy sell.

From your lips...

Contributor, RPG Superstar 2010 Top 4

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Just some feedback!

I have to admit, I have not bought many SSG class oriented products, not out of 3rd party snobbery, but because I tend to be a traditionalist.

But part and parcel to that is that I like to work within a setting that "gels" together. That is, I don't mind really exotic and unusual concepts (at all) if it works within the context of the setting.

I guess I'm saying, if you can sell me the setting—you can get me to be open-minded about a whole lot more in terms of races, classes, and unusual items and so forth. But that doesn't work the other way around. Not fair, I know, but it is true.

It's almost as if the setting has its own antibiotics in the form of verisimilitude and suspension of disbelief. But alter the setting, and then suddenly I don't experience the "allergic" reaction or respond to it like something foreign has been added to my campaign.

So what's my point?

Owen, I read your weekend Facebook posts about your home games. They sound crazy as hell sometimes. They also sound fun.

If you had Kickstarter resources to introduce setting and adventure material to support a fantasy scifi Apocalypse then it could serve to be a gateway for the rest of your product line, because I could see adding unusual classes and races and stuff with no problem.

And this has never been a reflection on your work. I've really enjoyed the stuff you've done with Paizo, to the degree that I drew upon your work specifically in two of my four rounds of RPG SS.

But this Warlords Kickstarter idea.. Setting, adventures, rules? SSG has finally made me sit up in my chair and pay attention. (And I love me some Thundaar)

Good luck, I'm watching!


Pathfinder Rulebook Subscriber
Jim Groves wrote:
I have never heard of this book, but if it can help me replicate any part of the coolness of Thundaar the Barbarian, I would buy without hesitation.

Hey, let's not starting crazy here. There's cool, and then there's Thundarr cool.

Dark Archive

I look forward to supporting that kick starter!

I feel that adventures, adventure seeds, side treks are very important to supporting the system. Give the GMs material to work with and the players will sit down to play. Keep the GM supplied with good adventures and the players will keep coming. Look how well adventures worked out for Paizo.

Raymond M. Lambert

Scarab Sages Contributor; Developer, Super Genius Games

Certainly adventures are part of our plan for the line of support products we'd like to be able to do. And there will be an introductory adventure in the core book, to get people started.


Owen,

I think you touched on this in the past so excuse me if it's a repeat question.

How are you going to represent mental powers?

I hear that the variant psionics books for PF is really good but some of us (myself included) haven't incorporated them into our PF. Will we 'have to' learn another system or will you present mental powers as 'mental mutations'?

Thanks!

Scarab Sages Contributor; Developer, Super Genius Games

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Fabian Benavente wrote:
How are you going to represent mental powers?

So, first let me say I am a big fan of Dreamscarred Press's Psionics Unleashed book. If you want to add a great psionics system to any Pathfinder game, buy and use that book!

Okay, now about MY product...

The main mental powers system in Warlords of the Apocalypse is psychic abilities, rather than psiconics. A version of the psychic system is in Anachronistic Adventurers: The Sensitive, although I'll be making what expansions and changes are appropriate for a PA setting. The psychic system is supposed to be closer to how mental powers worked in pulp stories (including pulp apocalyptic stories) than the psionics rules. So it has a different goal, and a different set of rules, and you can have both psionics and psychic abilities in the same game. (Or even magic, psionics, and psychic ability).

I'll be touching on psionics, perhaps with a few specific mental mutations (which would include all the required rules), and likely a sidebar. I won't be including the whole psionics rule set (if you want psionics in your PA game, buy Psionics Unleashed, just like if you want sorcerers, they'll come from the core rulebook).

Mental powers are definitely part of the WotA setting, but psychic abilities are more common than psionics, and most non-mentalists wouldn't know the difference anyway.

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