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Come see Galileo Games at the Indie Game Designers Network booth at GenCon! We'll have all the latest for sale and some sneak peeks of future projects to show.

Booth 2311.
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+John Carimando's D&D game setting Warrior Princesses in the Realm of Everafter has been nominated for 'Best Setting' at the ENnies. We're proud to have this setting as the newest member of the Galileo family.

If you haven't checked it out yet, please do! If you liked the setting, go vote! The ENnies are won by popular vote, and we think this is a great product. Thanks!

http://www.ennie-awards.com/blog/the-2016-voting-booth-is-now-live/
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Want to see Blood Red Sands in action? Check out Tony's description of his groups first session.
 
WE PLAYED BLOOD RED SANDS. Session one.
Blood Red Sands purports to be a crunchy GM-less competitive role-playing game, which is quite a claim. Most of the people I’ve ever described it to say that’s an impossible goal, but if it works they’d really like to play it. The game is daunting in several other respects too: it’s mechanically deep, calls (ideally) for exactly five players, and requires an intimidating number of dice. The set up requires you to exile one person from the room for the majority of prep (a rule that you can, thankfully, dispense with your first time out.) The rules state that it’s cut-throat and if you’re going to play, you’d better come ready to go balls out. The first procedure described is the procedure for resolving disputes at the table.

 I’ve been fascinated with Blood Red Sands (by +Ralph Mazza  since it was first released as an ashcan several years ago, and I’ve longed to see if I can get it to work at the table. Fortunately, I’ve got a dream team of hard-core gamers, game designers, professional editors, interaction designers and rules geeks who are as jazzed to play the game as I am.

Twyla, +Brandon Amancio, +Dylan Green, +Philip LaRose and I sat down to play BRS. For our first session, we’ll just be creating the situation. The action will come in session two. BRS is a gritty swords & sorcery game set in a world where all the gods are dead and the inhumanly cruel witch kings rule over what’s left. In each ordeal (about two sessions), we’ll tell the story of one conan-esque hero and his journey towards a confrontation with one of the witch kings. One player plays that hero, the rest of us play factions in the world—power centers locked in an incessant struggle for domination; some aligned with the witch king, some opposing, most neither.

Setup in this game is simply brilliant. While the hero player (Dylan) makes their hero, the rest of roll up a random list of random elements. Some of these are tied to the witch king our hero is aiming at (Shandazzar the Destroyer, a sort of eternal huntsman. who slew the god and his dragon mount so he could hang their heads on his wall.)  Most are not.

Collectively we’ll assemble this soup of factions, goals, cool elements, plot twists, and mechanical bennies into four factions. Then we’ll choose which factions to play.

There’s a lot of interesting stuff on the table at this point. We’ve got some tribesman and clans with sorcerous power, a monster and someone who wants to hunt a monster, a magical artifact (with mechanical bonus), a wizard, some hostages, slaves, a band of Shandazzar’s hand-picked hunters and a band of warriors sworn to destroy them.

BRS is competitive, and the first point of competition is faction choice. The order of choice is pre-determined (I’m first, then Phil, Twyla, and Brandon). This means that whenever anyone makes a choice about how the situation is put together, they’re thinking about when they’ll get to choose their faction and which faction they’re likely to end up with. That’s a lot to front-load the game with, but as we start making our choices it plays out exactly the way I think Ralph meant it to.  

** disclaimer: it’s altogether possible I’m remembering some of the details of this bit wrong, so apologies to the other players if I am. I remember my resonating, but not the exact order that things were done. 
During set up we take turns assigning elements to factions until we have a fully-formed situation. When it’s my turn to choose, I want to make sure one faction is powerful, because then I can choose it since I go first. I see on the table a band of Shandazzar’s hunters. When they take damage, the set a die to its maximum—a powerful battle ability. In my judgement, they’re the best thing on the table. The hunters are an “extra”. That means they aren’t a faction on their own. They have to be tied to a faction, and that’s what I want to do—tie them to a strong faction.  

My worry is that if I do that, Twyla or Brandon, who come late in the order, will weaken that faction by aligning it with the witch king. Only one faction will be aligned. Whichever faction it is will probably be at odds with the hero, who is a powerful enemy to have. So I do something else.  
We also rolled a giant as an extra. This extra gets two bonus force dice, which will make it a very dangerous component. I assign it to a good faction—a prince in his tower—which already has a bonus sorcery die. Now if my opponents nerf the prince and his giant, I can assign the hunters somewhere else. If they nerf the hunters, I can choose the giant. 
At the other end of the table, something totally different is going on.

Brandon and Twyla have figured out they’re likely to get the short end of the faction stick. Their best bet is to create two pretty good factions who can align against me. They want the factions to be as even as possible, and they figure out how to do it. After Phil, Twyla, and Brandon all assign extras to factions there’s one extra left over. It’s the hunters. They’ll be discarded un-used. As fate would have it, the remaining factions are pretty well balanced. There will be no powerhouse faction for me. 

There’s a great moment when Twyla assigns the “artifact” extra to a faction that is a travelling judge and their band of riders. Twyla declares the artifact is a magical gem, murky in nature, but very powerful, that embodies the concept of justice in this world—a Darwinian struggle where it is the predator’s nature to hung and the prey’s nature to be consumed.

But setup isn’t over, and I have one nasty trick up my sleeve. Brandon and Twyla have been talking alliance all this time, and I realize now that I can shoot that down in flames. One of the things we do during setup is assign goals to factions. Goals are very important to scoring points, and points are how you win. For example, “oppose a faction” is one of the goals on the list. I can assign that to a faction that doesn’t have one yet. This creates opposition between two of the factions. I describe the reasons for the opposition when I assign it. This lets me use goals to set up conflicts and make it harder to form alliances. That’s exactly what I do. I create an opposition between the judge (with his artifact) and the prince (with his giant). As it falls out, this leaves no factions well-placed for alliance. This doesn’t mean Brandon and Twyla can’t align, but it does make it harder.

Here's where setup leaves us.

The story takes place in the fetid marshlands along the great river.
I choose the judge and riders with their magical artifact. The judge is Zyrama, a socerous witch who has the blood of Shandazzare in her veins. She rides the roads with her seven hand-picked warriors carrying a potent artifact, a terrible gem named “justice is woe” which knows all men’s secrets and reveals them to Zyrama so she can destroy them. The men, not the weaknesses. She seeks a monster—an angel of light left over from before the gods died. It is an abomination and must be banished.

Philip choose a sorcerer as his faction with the angel as his extra. He is Malloch, the sorcerer of the swamps, who has somehow bound an angel of death as his servant. From his tower of bone he ranges over the swamps seeking souls to bind to himself. His goal is to liberate slaves held by the prince—so that he can consume their souls for his own gains.
Twyla chooses the prince in his tower with his giant as extra. Of course Twyla declares the giant is also the tower. The prince hides his face in his tower which is affixed to the back of a stone giant. His goal is to gather slaves. He may also be forming a cult of some sort. I’m a little unclear on this. (Twyla is playing by Skype, and I don’t have her faction sheet as I’m writing this).

Brandon has the Night Hunters. They are riders of the clans who punish the minions of Shandazzar when those minions prey upon the clans. Dahlia Darkh with her cloak of smoke (!) and her riders seek to oppose the prince and the tower for gathering slaves in their lands.  They also, in a clever bit of fictional positioning, ride giant swamp lizards of some sort. This will serve Brandon will in a swampy milieu.

Dylan, finally, is the hero. The idea of BRS is that the hero player makes their character in private and doesn’t get to see faction setup, arriving on the scene with no preconceptions. But for the first session when we’re all learning the rules, this seemed really hard and Ralph gave us the OK to ignore that for now.

Dylan’s hero Ab Murati is armed with his desire to atone, a thirst for blood, and a testament of the law written by god. I think I can give a better description and back story for the hero after we play our first session.

The first session of the game is scheduled for tomorrow, so hopefully I’ll have more to report on how the gameplay flows!

BRS is a bit daunting as a game, and we were all somewhat leery as to whether it would actually work. But prep left everyone jazzed to play. The rules are not always the clearest, so I would advise having multiple players who have read them and are ready to teach. This isn’t a game where you can muddle through. That said, the reference sheets work pretty well for the prep process and turn what could be a ball of confusion into an easily manageable process. We did make a couple of small mistakes and found some places where the rules were quite unclear, but we managed to figure it all out in the end.

http://brennan-taylor.squarespace.com/blood-red-sands/
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And what to my wondering eyes does appear? #BloodRedSands in the Bundle of Holding! 
(Looking for our other offers? Bundle of Fate +3 ). Adventurer! The Fellowship of the Horn returns yet again with the Indie Cornucopia +3, a stellar all-new collection of small-press tabletop roleplaying games -- the third annual installment in our record-breaking holiday series.
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Come see Brennan at Metatopia this year!
 
Coming to Metatopia? Come see me talk at some panels, or help playtest Samurai World (working title), a game of historical samurai romance. There are two open playtests of the game and I'd love to have you try it out.

Here's my schedule:
Friday 9-10 am: Working With Artists 101
Find out how to work with pros for your game art needs, get tips on art direction, and feedback direct from working artists on what they need from you.

Friday 12-1 pm: Formalizing Your Game Business
As a publishing company grows, new complicated things arise. Tax things. Accounting things. Employee things. Learn about the details from some industry pros (and me).

Friday 4-5 pm: Beauty on a Budget
You can make pretty things even if you've got no cash. Let's talk tips and tricks.

Friday 9-10 pm: Running a KristaCon for Fun and Profit
KristaCon events are great even in the traditional convention setting, and you can use them to build audience for your game, run organized play events, or other business-useful things. Find out how.

Saturday 9-11 am: Samurai World Playtest
Chanbara action, doomed romance! Come see how it works.

Friday 11am-12pm: Learn From My Mistakes
I have made some massive screw-ups in the years I've been publishing games. Want to find out how to avoid them? Come hear my tales of woe so this won't happen to you.

Friday 4-6 pm: Samurai World Playtest
Chanbara action, doomed romance! Come see how it works.
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Care for a peek at what's coming in the new Bulldogs! Fate Core edition? Here is an art preview from that book as well as a couple of the supplements due out this Fall.
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Bulldogs! is here! The print edition of Bulldogs! is now available from Indie Press Revolution, and soon from your favorite retailer. Available in sexy color hardcover edition, and equally sexy but less wallet-breaking black and white softcover edition.

Get yours today and join the fun!

http://www.galileogames.com/#/bulldogs/
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I was part of the Seriouser Badass of the Kickstarter and was wondering when I get my book/s. Also I need to update my shipping address and arent able to find where to do that.
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Galileo Books is putting together a sci-fi magazine called Retro Future!

Retro Future will be a bi-monthly pulp magazine that searches for diverse, surprising, and progressive science fiction in art, prose, essay, and comics. We welcome submissions of art and writing that approaches retrofuturism through a progressive lens.

You can find all the submission details here:

http://www.galileogames.com/retro-future/
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Bookmarking for future review. 
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There was an issue on Backerkit with double shipping charges for Bulldogs! preorders. That's been fixed, so if you wanted a physical copy you can preorder now!
Pre-order Bulldogs! Fate Core Edition - Sci-Fi That Still Kicks Ass on BackerKit - Bulldogs! is a tabletop role-playing game about high action space adventure. Grab your blaster and take to the stars!
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Galileo Games is pleased to announce the release of Bulldogs! Fate Core Edition! All new and revised to bring Bulldogs! current with Fate Core, designers Brendan Conway and Mark Diaz Truman have created a leaner, meaner Bulldogs!

What is Bulldogs!? Bulldogs! is sci-fi that kicks ass. Bulldogs! is a tabletop role-playing game of interstellar action adventure. Bulldogs! is about freebooting ruffians flying from planet to planet causing trouble.

Bulldogs! is now available in PDF at DriveThruRPG: http://drivethrurpg.com/product/166518/Bulldogs-Fate-Core-Edition

If you would like Bulldogs! in print, you can also preorder now directly from Galileo Games: https://bulldogs-fate-core-edition-sci-fi-that-still-kicks.backerkit.com/hosted_preorders

Get in a ship and get flying! Bulldogs! – the last job you’ll ever need!

Pre-order Bulldogs! Fate Core Edition - Sci-Fi That Still Kicks Ass on BackerKit - Bulldogs! is a tabletop role-playing game about high action space adventure. Grab your blaster and take to the stars!
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...and finally the last section...

p. 170  TRAVEL THROUGH THE GALAXY:  "It takes exactly as long to get somewhere..."   (for some reason in the .pdf, a part of this phrase looks faded or erased.)
p. 176  2nd paragraph after green boxed text:  "The first ship to take action in a ship combat is the ship's whose pilot..."  (ship whose pilot)

Unnecessary double-punctuation:  There are some spots in the text where sentences end in two punctuation-marks when only one is needed.  You could eliminate the redundant period on these pages where an exclamation point already exists:

!).      pages 69, 89, 123
!.       pages 91, 188
!".     page 92 
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Guess what's in the Bundle of Nerves! That's right, you can get Kingdom of Nothing, Jeff Himmelman's spooky game of identity and memory. Plus, there are a lots of other Halloween-themed games in the Bundle, all for a single donation! Come get scared!
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The Fate Core edition of Bulldogs! is rapidly approaching! Until then, the older Fate edition is on sale at Indie Press Revolution for $5.00. If you want one, come get it! Once the new edition is released these will be gone forever!
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I haven't ordered from IPR in forever, but I just ordered Frontier Zone!
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Have them in circles
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Dan Maruschak's profile photo
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Introduction
Galileo Games is a publisher of innovative role-playing games and fiction. Galileo Games was founded in 1996 by Brennan Taylor to publish his fantasy role-playing game The Legend of Yore. Since that time, Galileo has grown, publishing a variety of titles, including Bulldogs!, Mortal Coil, and How We Came to Live Here. To buy a game, visit our purchase page.
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