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Showing posts with label Press. Show all posts
Showing posts with label Press. Show all posts

Justin Alexander Joins Atlas Games

The Atlas Games team is extremely happy to welcome Justin Alexander to the staff. As our new RPG Producer and Developer, he’ll oversee all things roleplaying in light of long-time Atlas Games staffer Cam Banks’s recent move to New Zealand.

Justin’s writing, development, and producing experience is extensive, and best discovered at his website, the Alexandrian. You can contact Justin by email at justin at atlas dash games dot com, and find him on Twitter at @hexcrawl.

In talking to Justin and his past collaborators about the position, we were impressed by Justin’s prodigious work ethic and by his ideas about the ways an RPG’s mechanics and scenario structures ought to work together to present a coherent way of playing games in the real world. We’re excited to see this philosophy inform our future releases.

Welcome, Justin!

First Review of Witches of the Revolution

Bower's Game Corner has posted the first video review of Witches of the Revolution. You should (of course!) watch it for yourself, but here are some of our favorite excerpts:

“I enjoyed Witches of the Revolution… [a] rock-solid one to four player game.”

“Very well done — huge thumbs up on the rule booklet.”

“I love, love, love this board.”

“Component-wise, it’s fantastic. The box insert is outstanding. The board is super-stinking useful — take note other game companies, this is what your board should look like[.] [Board design] is about user-friendliness…and this is a very user friendly board.”

“Tons of replay value.”

“I like it as a solo game.”

“I love the differences [from other games].”


Hong Kong Task Force Double Eight Adventure for Feng Shui 2 is coming on Free RPG Day


When an international drug corporation comes to Hong Kong and floods the black market with a dangerous drug, only an international team of super-cops can put a stop to threats both mundane and supernatural. Secret anti-magical conspiracies and wizards out of control lurk behind the scenes. Hong Kong Task Force Double Eight are the only ones who can restore the balance.

Hong Kong Task Force Double Eight is a Free RPG Day QuickStart for the Feng Shui 2 roleplaying game with everything you need to start playing a fast-paced, melodramatic, kung-fu cop drama. With four pregenerated characters, you can start playing in no time flat! Show those bad guys in Hong Kong the difference between right and wrong with fists of iron and a kick of sweet, sweet justice!

You can get your copy of Hong Kong Task Force Double Eight this Saturday, June 18, at your participating Free RPG Day retailer. Stick around to play games and kick butt!

Hong Kong Task Force Double Eight was written by Filamena Young, developed by Cam Banks, and edited by Colleen Riley. Artwork is by Britt Martin, Christian N. St. Pierre, and Carlos Villa.



Atlas Games at Gen Con 2015

Gen Con — the greatest four days in gaming — is upon us!

Find Us in the Exhibit Hall

Find us at booth 1401 in the exhibit hall, where we'll be running demonstrations of Feng Shui 2, Three Cheers for Master, and other titles as the mad whim strikes us.

If you're angling to pick up a copy of Three Cheers for Master at the show, you should know that we'll have a limited number available each day, because we're still waiting on our reprint. We'll have plenty of copies of new release Munchkin Gloom, though. We dare you to try to run us out.

 

Join Us for Our Scheduled Events

Three Cheers for Master: We're running a series of Three Cheers for Master learn-the-game and play-a-light-tournament events, where the winners each day compete for Master's undying affection in our booth on Sunday. Atlas President John Nephew made awesome plaques for every day's winner, as well as for the grand champion. Thursday 9a–12p (CGM1575645), Friday 9a–12p (CGM1575646), Saturday 9a–12p (CGM1575647)





Gloom: If Gloom is more your style, come visit us at the Very Gloomiest Afternoon Tea Party, where you'll mix Gloom, Cthulhu Gloom, Fairytale Gloom, and Munchkin Gloom to compete for the inaugural Gloomiest Teacup Trophy. Sadness will surely abound, and designer Keith Baker will be on hand for part of the event to adjudicate your misery. Friday 4p–6p (CGM1575648)

Feng Shui 2: Chi Warriors should plan to attend the Feng Shui Panel & Chi Warrior Meet-up, where the team behind Feng Shui 2 will be on hand to answer your burning questions and bestow a suitable reward to the winner of the Most Magnificent 20-Second FS2 Anecdote Contest. Thursday 4p–5p (SEM1575649)

Ars Magica: Our seminar on the future of Ars Magica will feature talk about all of the mad plans we've got for that game's future, including (but not limited to!) our Gumshoe game set in Mythic Europe. Saturday 5p–6p (SEM1575651)

Designing RPGs: Last but not least, we've scheduled an experimental seminar not directly tied to any of our game lines about creating awesome RPGs. If you believe — as we do — that creating great games is a worthwhile ambition, join us! Saturday 3p–4p (SEM1575650)

Futura Artis Magicae: The Future of Ars Magica



With the announcement of Line Editor David Chart's retirement, it's a good time to talk about the future of Ars Magica and Mythic Europe, to give fans of the game some solid information about what they can look forward to.

Ars Magica Fifth Edition Ends

Thrice-Told Tales, the next book in the line, is at the printer now. After it hits the shelves of your local game store, there are only two more books we intend to release for Ars Magica Fifth Edition.
  • Lands of the Nile covers Egypt for Ars Magica Fifth Edition, as well as Ethiopia and Nubia. This book includes rules for Egyptian tombs and their treasures, the forbidden corpse magic of the Nubian pyramids, and the wonders of Nubian alchemy. Expected release: October 2015
  • Dies Irae ("Day of Wrath") describes four great threats to Mythic Europe, with stories centered around both attempting to stop these disasters, and surviving their aftermaths should the characters fail. These threats go far beyond what might destroy a single covenant, or even a single Tribunal. Rather, each one could lay waste to the whole of the world. When the fate of Mythic Europe is truly in their hands, will your characters rise to the challenge, or let everything fall to ash? Expected release: January/February 2016
Tales of the Quaesitors

Tales of the Quaesitors is the working title of a standalone roleplaying game set in Mythic Europe that uses Robin D. Laws' GUMSHOE system to present stories about the work of House Guernicus and those who would aid them in investigating Hermetic crimes.
  • Aims to present a completely new angle from which RPG fans can approach Mythic Europe. 
  • Tells stories of Hermetic crimes concealed in the shadows of mystery, waiting for your troupe of Quaesitors, Hoplites, and their investigative companions. 
  • Developed by Cam Banks and Jeff Tidball. 
  • Release date to be announced (though almost certainly not before the second half of 2016). 
Fiasco Playsets

Veteran Atlas Games designer and writer Will Hindmarch has prepared two disastrous Mythic European playsets for Fiasco, the game of powerful ambition and poor impulse control. Both playsets will be released for free on the Atlas Games website next week!
  • A Grog's Life: Love, Loss, and Secrets in the Covenant's Shadow centers on the hapless lives of grogs, those oft-maligned yet indispensable servants of Ars Magica's magi. 
  • A Covenant on Fire: Diabolism, Jealousy, and Revenge in Mythic Europe reveals the tragic end of a covenant of magi, as remembered by an aged monk on his death bed. 
  • These playsets represent yet another new way we wanted to explore the idea of roleplaying in Mythic Europe. 
A Sixth Edition?

We have had many inquiries from both fans and potential designers about a new edition of Ars Magica. While we are likely to do a sixth edition at some point in the future, we want to be clear that nothing we've announced here is that. We certainly have many ideas for what a new edition might look like, but such an undertaking won't be carried out lightly.

In the meantime, what we believe absolutely is that Ars Magica Fifth Edition is and continues to be a compelling, fun, mature product line with a deep backlist, excellent support, and a magnificent fan community. We think that it remains as viable for play now as it has been for the past twelve years. If you're a fan, we hope you'll continue to enjoy Ars Magica. If you've never given it a try, we hope you'll give it a go!

Ave David Chart, morituri te salutant!

LINE EDITOR: MMII — MMXV
What follows is, in its entirety, Ars Magica Fifth Edition Line Editor David Chart's farewell letter to fans of this prolific line of game sourcebooks, scenarios, and saga guides. Here at Atlas, we are tremendously grateful for all of David's hard work and exceptional service to the game that he ushered into its fifth incarnation, and wish him nothing but the best in the future. Read on...
At the end of 2015, I will retire as Ars Magica Line Editor. I choose the word "retire" deliberately; I am retiring because I have finished. I have done everything I wanted to do with Ars Magica, and it is time for me to move on, to let people with new ideas guide the game and its world into the future.
I first encountered Ars Magica through the review of the first edition in Dragon magazine. As I lived in the UK, and small-press RPGs were not readily available there in the late 1980s, the first edition I was able to read was the second edition, and I loved it. This was still before most people had the internet, so in 1991, I sent an actual, physical query letter to White Wolf. Mark Rein•Hagen replied, enthusiastically, and the first thing I wrote professionally was 'The Sorceress' Tower', for Ars Magica, published in White Wolf Magazine in 1993.
I contributed to the third edition Wizard's Grimoire, and by pure chance I was online when Wade Racine announced to the Berkeley Ars Magica mailing list that Wizards of the Coast were canceling Ars Magica. As a result, I quickly got caught up in the fan efforts to do something to save the game, including starting a mailing list that we called the Secret Masters of Ars Magica.
That got me an email from the real Secret Masters of Ars Magica, inviting me to join their list. I was added just before an existing member posted saying that I had got caught up in my own ego and saw myself as the great white hope of the game, which taught me the importance of not assuming that you know who is on a mailing list, even a private, invitation-only list. It also got me deeply involved in fourth edition.
When, in 2001, John Nephew asked me if I was interested in becoming Line Editor, I said yes. I started at the beginning of 2002, so when I retire I will have been Line Editor for 14 years.
I came to the job determined to make the game as good as it could be: rules that supported an Ars Magica style of play, accurate history, and historically inspired myth, all presented so as to be immediately useful in a game. After years of writing for the line, I already knew that it wouldn't be easy, but, of course, it was even harder than I had anticipated. To achieve it, I needed to recruit knowledgable authors and keen playtesters. The quality of fifth edition is largely due to their contributions.
The authors had to read large amounts of medieval history, distill it down into a useful draft, design and apply complex game mechanics, revise the draft in line with my comments, revise the draft in line with playtest comments, revise the draft in line with playtest comments again, and in some cases repeat even more times; a few books had four rounds of playtesting. That is a lot of work for a very small amount of money, so I am profoundly grateful for the endurance, enthusiasm, and erudition of the people who have written for me over the years.
Playtesters had a slightly easier role, but, on the other hand, they didn't get paid at all. Their dedication and diligence were also essential to the quality of the final books. The only way to catch all problems is to have a lot of people look at the draft, and the playtesters did that for us, over many years. Sometimes they had to read revised drafts that still contained things they had criticized, because we did not do everything they asked, but their input was essential, and I would like to thank them for all their work.
In recent years, I have felt that my main role was to keep the production system running, so that the authors and playtesters could work their magic and produce the books. In the same way, I want to thank Atlas for not micro-managing me, and for making sure that art, layout, printing, warehousing, and distribution all happened without requiring me to do anything. Sometimes, they went above and beyond, as when they printed a very short run of Apprentices with the dedication to the authors' (and my) children, which had been omitted from the main printing. It has been a pleasure working for them.
Looking back over Ars Magica Fifth Edition, I am very pleased with what we have produced. I think it is a very good role-playing game, with a rich background and effective mechanics. It is not to everyone's taste, but it is what I had hoped to produce. Is it perfect? Of course not. However, I am not sure that we could actually make it better; there are limits to what human beings can achieve.

That is why I am retiring. We have created a game line that I think is about as good as we could make it, and it fulfills my vision for Ars Magica. Its future lies with people who have a different vision, and can bring things to the game that I would not even imagine.

What's next for Ars Magica? Stay tuned! We'll have more news on Thursday...

Gloom at Comic-Con with Geek & Sundry

Geek & Sundry has announced the return of the Geek & Sundry Lounge at San Diego Comic-Con this year, and we're really excited to say that Atlas Games and Gloom are going to be a part of it.

No schedule details yet, but we are allowed to say that they're helping us host a Gloom spotlight event with designer Keith Baker, also featuring talent from Geek & Sundry and TableTop.

You'll also be able to play with Keith — and likely some of his own special guests — at other times during the Lounge's hours of operation, too. And in addition to all of the typically depressing Gloom expansions, Keith has promised to bring along some prototypes, including his completely unpublishable Copyright Infringement Gloom.

But Gloom's not all. We're also going to be showing the forthcoming Atlas Games release Three Cheers for Master to the public for the first time at the Geek & Sundry Lounge, and we'll have their game library stocked to the rafters with other Atlas Games games that you can try for free.

Stay tuned for more details, including how you can get on the player list for the spotlight event. In the meantime, check out Geek & Sundry's video announcement:


Faith & Flame Off To Press

The newest Ars Magica sourcebook, Faith & Flame: The Provençal Tribunal, is now at the printer! This long-awaited sourcebook to the lands of the Occitan, the Basques, and lost Val-Negra is due to be shipped to fine hobby stores & distributors in June.

Gloom 2.0 To Press!

I've just sent Gloom 2nd Edition to press, along with revised editions of Unhappy Homes, Unfortunate Expeditions, and Unwelcome Guests. Woot!

For all you Gloomies out there, here's a list of what you can expect to see in the new versions:

NEW FEATURES
  • New packaging (telescoping box for the core set, larger footprint on the tuckboxes for the expansions by doing them as 2 half-decks side-by-side)
  • Timing icons from Cthulhu Gloom and Unquiet Dead are now incorporated throughout.
  • Rules cards and icon reminder cards are included in each set for easy reference.
  • The cardlist and effect text have been polished for a better play experience (complex cards like Body Thief and cards with delayed effects have been removed, for example).
  • Three Modifiers have been turned into Transformations in Unwelcome Guests
  • Residences and Mysteries have been reworked so that you no longer end up with unusable cards in your hand
  • All the Story icons and a few family icons have been redrawn by Todd Remick
  • Core Gloom now uses the discard rule from Cthulhu Gloom
  • Horror icons have been removed, to save them for Cthulhu Gloom
  • Death cards now have a central art piece, as per Cthulhu Gloom, and blank Story icon at top right. Characters no longer flip upon death.
  • Event cards now have a center illo and a blank icon in the top right spot, to give them the same silhouette as a Death card.
  • Guests now have reminder text in the family icon spot, as Cthulhu Gloom does.
  • Backwards compatibility is maintained
RULES CHANGES
  • The beginning more clearly states the objective of the game.
  • The opening text is streamlined. It also presents the idea that you're competing to prove who has it worst... you're not simply tormenting your family, you're explaining how you've had it harder than the others.
  • Pulled out the detailed descriptions of each family for space.
  • Removed the term "Pathos Points", replacing it with "Self-Worth Points" to avoid unnecessary proliferation of game terms.
  • Mechanical changes -- timing icons, symbols on Event cards, and the new Discard rule -- have been accounted for.
  • Beyond that, it's generally streamlined in line with Cthulhu Gloom.