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John Eternal
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johneternal.com
johneternal.com

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Be a part of this and get some amazing items
I haven't plugged this in here since it started but... 9 hours left.

I really really really really really want to get the stretch goal for Chandler's World of the Lost done. This video has examples of the formatting we'll use if we don't reach the stretch goal, and the format we'll use if we do:

http://youtu.be/J4TqF_sggKA

641 people are in this G+ community. 206 backers so far on the crowdfund thing.

Surely at least 44 more of you here want to A- help make this happen and B- would find it cool to have an exclusive deluxe format print adventure and possible collectible.

(and if you want to help on the Doom Cave adventure itself and get the Thompson poster done - I show the one he did for God that Crawls in the video - that's cool too.)

(And shirts. Killer, killer shirts.)

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Great titles. Pay what you want!
Sorcerer by +Ron Edwards, one of the standout bonus books in the Bundle of Holding's Indie Treasure Trove ( http://bundleofholding.com/index/current ), is a watershed game in roleplaying history.

Historians of indie games point to the design influence of early precursors like Everway, Over the Edge, Baron Munchausen, and Puppetland. Sorcerer is more influential than any of these in a design sense, and just as important, it pioneered a new economic model for tabletop RPGs. In the late '90s -- pre-broadband, pre-ebook, pre-Amazon, pre-Kickstarter -- Ron proved an independent RPG designer could publish a physical rulebook profitably and without compromise.

Bypassing conventional game publishers, Ron connected directly to his audience -- by, essentially, creating the audience himself. There in the Stone Age of the World Wide Web, when we all logged on to AOL, Compuserve, or GEnie with our 14.4K modems, Ron found like-minded players on Usenet and in chat rooms. He first posted Sorcerer as a shareware text file on his grad school web page, then (in 1998) as a .PDF on his own domain (when getting your own domain was pricey!). He set up credit-card processing, ran his own ordering service, and kept his print runs way low.

Ron's 1998 essay "The Nuked Apple Cart" ( http://www.indie-rpgs.com/articles/12/ ) outlined the new indie philosophy, for which Sorcerer became the example: Cut back on production value, skip supplements, skip advertising and conventions, and don't try to get rich.

"RPGs are undergoing a punk rock-and-roll Renaissance," he wrote, "impudently ignoring the approval of the money-men. [...] Are you a practitioner of an artistic activity or a consumer of a advertising-driven product? I urge you to consider your role in roleplaying economics, and to consider whether a shelf of supplements and so-called source material really suits your needs, as opposed to a few slim roleplaying books with high-octane premises and system ideas."

Together with Clinton R. Nixon, Ron co-founded The Forge, which for most of a decade served as the locus and testbed for the burgeoning story-game community. Ron's long theoretical Forge essays ( http://www.indie-rpgs.com/articles/ ) propounded the influential Gamist-Narrativist-Simulationist framework and its "Big Model" successor. In retrospect, his greatest conceptual breakthrough was the articulation of the philosophy he christened "Story Now" ( http://www.indie-rpgs.com/_articles/narr_essay.html ): abandoning pre-planned adventure plots in favor of organic exploration of a premise. "The Now refers to the people, during actual play, focusing their imagination to create those emotional moments of decision-making and action, and paying attention to one another as they do it." This idea, more than anything else, marks modern roleplaying design. And in those early years, the most prominent example was Sorcerer.

Ron has adopted, seemingly effortlessly, each new breakthrough in RPG production and distribution. See, for instance, his quintuple-funded January 2013 Kickstarter ( http://www.kickstarter.com/projects/847190685/sorcerer-upgrade ) for a new annotated version of Sorcerer -- the version offered in this Indie Treasure Trove. Though Ron has for years deemed it unnecessary to issue a new "edition" of Sorcerer, this new version pairs each of the original rulebook's 138 pages with a new facing page that comments on and sometimes clarifies the original text in Talmudic fashion.

[The Kickstarter also justified its existence by funding, as a stretch goal, the Sorcerer Tequila Menu (.PDF): http://adept-press.com/wordpress/wp-content/media/Sorcerer-Tequila-Menu.pdf ]

With the strong Kickstarter demand for this Annotated Upgrade, and the attention it's brought to the Indie Treasure Trove, Sorcerer proves that it remains, after 15 years, as attractive and potent as the demons it describes. This upgraded .PDF ordinarily retails for US$25, but you can get it as one of the Indie Trove's three bonus games simply by paying higher than the average price (currently around $12). But you must get it before the offer ends, Tuesday, September 10. Don't miss out!

http://bundleofholding.com/index/current

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Drifter is already 5% of the way after after only a few hours. Go vote on greenlight, help get Drifter on Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=136694267

#steam   #greenlight   #space   #gamedev  

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Now with 100% more Google!

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For Metal fans, check out Rogue Records!
if i can get your support in Re-posting this...it would rock

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Go...get some great music at a really great price...SHARE THIS POST.
Thanks and STAY THE METALS... 

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Hello everyone and thanks for welcoming me to the community. I, like some of you here I am sure, is currently building out an RPG system for kids. I was wondering if anyone knew of or has tried to run a darker/horror fantasy game for children? How did it go?  I want to think that kids can handle more mature themes, but I don't know when that change over happens developmentally

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