Showing posts with label GenCon. Show all posts
Showing posts with label GenCon. Show all posts

August 11, 2014

Ways of the Force: A Deep Breath Before the Plunge

It's the 11th, one day before I get another year older, (and maybe a bit wiser than I was a year before (though I kinda doubt it).  It's also only a few more days until GenCon kicks off, and the anticipation levels are starting to climb rapidly.

One of the big things that I hoping for this year's GenCon is that we will indeed be getting the Force and Destiny Beta for FFG's excellent Star Wars RPG.  There's been a lot of anticipation for this book every since it was announced that they were doing three separate core rulebooks for their system, with a focus on the galactic fringe (EotE), the Galactic Civil War (AoR), and finally the force (FaD).  There's also been a lot of discussion (some polite, some heated, and some absolutely worthless) about how things are going to shake out.  While there are those that are terrified of the idea of Jedi finally being available as PCs, I'm willing to give the FFG design team the benefit of the doubt.  They've done a bang-up job so far on this system, and the ground rules for Force usage have thus far proven to be effective as well as not subject to being too easily twisted to make an uber-powerful Force user.

Which brings this particularly post back around to my Ways of the Force fan supplement.  When I first released this document back in May 2013, I knew from start that this was going to eventually become obsolete in a year or so.  That it was, at best, a stop-gap measure to provide players and GMs alike some additional options regarding Force users, including an option for Jedi for those folks that wanted to include one of the most iconic character types of the setting.  I've gotten a fair amount of feedback, most of it positive, some of it caustically negative, and some of it pointing things I'd overlooked.

Over the past couple months, I'd taken a look back over my development notes from back in 2012 up to version 1.3, and it was interesting to see how the talent trees for my three Force-sensitive specializations had grown, changed, and evolved.  Of how many different iterations and implementations of Deflect Blasters that I had conceived of, many of which were not implemented at all due to either being totally unworkable or far too random for something that's an iconic ability of the Jedi.

But, as a self-professed "tinker monkey" I couldn't leave things alone, particularly at those points when I was struck with the "Hey, that's an idea!" bursts of insight, such as a means to quite possibly have the Deflect Blasters talent be both simple to implement and roughly balanced.  So while I'd released version 1.3 with the idea of it being "that's it, last update, I'm done," that has turned out to not be the case.

So without further rambling on my part, I pull the curtain back on Version 1.4 of Ways of the Force, the unofficial fan supplement for Force users for FFG's Star Wars Roleplaying Game:

Ways of the Force, Version 1.4

As I'm sure some folks will note, the Jedi Initiate got a pretty substantial overhaul, with a large part of that being due to Deflect Blasters once again being consolidated into a single talent, itself having gotten a substantial revision.  As the Age of Rebellion book is now on shelves, I've updated page references for the talents taken from that book.  Message and Rebuke have gotten a substantial reworking, as did Injure to a lesser extent.

Earlier versions of Ways of the Force had what I'd taken to calling "minor Force powers" in that these were one-use effects that (at the time) I didn't think warranted being made into full-blown Force power trees.  Well, that changed for most of my initial lot of "minor Force powers," either due to FFG beating me to the punch on some of these in Age of Rebellion or because I finally could justify them as being full-blown Force powers.

Well, there's still a number of minor Force abilities that don't have a corresponding effect in the game, and having taken a look through some of my RCR books not too long ago, I decided to revive the concept of "Force techniques."  In short, these are specialized Control Upgrades that add another basic usage of an existing Force power, such as being able to hold one's breath for several minutes (Qui-Gon and Obi-Wan in Episode I) or enter a hibernation trance.  The mechanics behind these are fairly simple, and with one noted exception play with any of the Upgrades that a given power might have.  To be fair, I didn't get the chance to really play test these, but the effects are generally so minor or so specific that I don't see them as causing any serious problems in anyone's game.

I'm not going to say one way or the other if there will be any further updates to Ways of the Force, as a lot of that is going to depend on how things shake out with Force and Destiny.  Always in motion is the future.  But until then, I hope those of you that have enjoyed using some or all of the material in Ways of the Force in the past continue to enjoy the material, and thanks for the support and feedback.  May the Force (and Destiny Beta) be with us...

Edit: Okay, so I made an assumption with part of the FFG rules regarding talents that make use of the Force die.  While there will be a v1.41 to clear those up, in the meantime any instance where a talent says "character rolls " the intent is that the character rolls Force dice equal to their Force Rating, not just a single Force die.

August 4, 2014

Guardians of the Galaxy = fun summer movie

Coming up on a month since my last post.  Hadn't quite intended to go quite so long, but things happen.  Way of the world and whatnot.

Like the title indicates, I saw Guardians of the Galaxy this weekend.  Admittedly, even from the trailers I wasn't expecting a whole lot from this movie, as like a lot of audience members I know practically zilch about this incarnation of the group.  The only character I really knew anything about was Gamora, and that really only from the Infinity Gem limited series, which was so long ago that's probably safe to say I knew squat about her other than "hot alien green chick."

Since I don't have cable and really don't watch a lot of TV, I've not seen most of the adverts for the movie.  Although the initial trailer, with "Hooked on a Feeling" as the background music did a lot to convince me to go see this movie.

And I'm really glad I did.  It's not high drama, it's not going to provoke any major philosophical discussions, but it's a damn fun movie.

I think the scene that really set the tone for the film for me was very early on, when our 'hero' Peter "Star Lord" Quill shows up on a planet after the title drop, does a bit of scouting around with some high-tech gizmo, and stuffs it away to pull out a Sony Walkman, put on his headphones, and start jamming and dancing to "Come and Get Your Love."  If the trailers hadn't already convinced you this was going to be a light-hearted space opera, then this scene would cinch the deal.

I won't go into any major spoilers, but I found each of the main characters to be highly enjoyable to watch.  For me, I'd have to say the weakest of the team was Gamora, but then I could well be biased as I'm not particularly enamored of Zoe Saldana (I honestly thought Uhura in the New!Trek films was a snide bitch as opposed to the slightly sassy yet warm version that Nichelle Nichols portrayed in both TV series and films).  At least the writers didn't simply exploit her for fan-service, and stayed true to the idea that Gamora is a very dangerous and capable combatant.  It was a given that Rocket was going to pretty much steal every seen he was in, but I think he had to work for it given how well Drax and Groot came across.  Yeah, Peter aka "Star Lord" (who?) was the 'hero' of the piece, but I felt he had enough humanizing flaws and quirks that he was just as interesting a character as Rocket or Drax.  Groot was pretty simple, but he's a simple guy and he managed to convey a surprising amount with just tone, expressions, and body language.

Both the stingers where worth staying for, and in hindsight the release date of August 1st made the second stinger even funnier given what movie was released almost three decades ago on that same date.  I don't think anyone actually expected that character to ever show up in the MCU, and I thought it was a nice nod to the older Marvel fans that might actually remember said character.

In other news, it's just over a week to GenCon, and man am I starting to get the pre-convention jitters.  Yeah, there's some neat swag to snag (Force and Destiny Beta, as well recent confirmation that Far Horizons will be available at the FFG kiosk and the D&D 5e Player's Handbook), but one of the main things I'm looking forward to is getting to see many of the d20 Radio crew that I've gotten to know over the years, as well as putting names to some new faces, such as Phil aka DarthGM, who has (for the meantime at least) replaced Dave as the co-host of the Order 66 podcast.  As well as hoping for a chance to play in a pick-up game run by GM Chris, something I've managed to do every GenCon so far and that I've not regretted.

So yeah, Guardians of the Galaxy.  If it's playing in your part of the world, go see it.  It's a fun movie, and proves yet again that when it comes to comic book movies, make mine Marvel!

July 19, 2014

D&D 5e - So it's actually kinda fun.

Been a few weeks since my last post.  And while things have calmed down on some fronts, they've gotten a tad busier on others.

Hard to believe that it's now less than a month until GenCon.  While the gaming and cosplay spotting is certainly going to be fun, and the dealer hall sure to be a drain on my finances, one of my big reasons for going to is to meet up with various members of the d20 Radio forum community.  One of the highlights for me trip last year was getting to meet and talk with Jay Little and a couple other forumites.  Seriously, Jay is a funny guy and has some amazing ideas when it comes to game design; I can easily see how the narrative dice system that FFG uses for their Star Wars RPG came about with him at the helm.

Of course, the big thing that I'm hoping happens at GenCon is the release of the Force and Destiny Beta for FFG's Star Wars product line.  As the last of the proposed three core rulebooks for the system, it's been teased to be pulling back the curtain on having PCs that are Force-users first and foremost as opposed to Force-usage being a "tacked on" element of the character.  I've spoken with the GM for the Saturday Star Wars game I'm, and we'll see about doing a re-spec of Valin based upon the new material, but I think I'm probably going to stick with his current build of Smuggler/Scoundrel/Force Emergent and see which of the new specializations in Force and Destiny work for him.  Valin's come pretty far from the slightly off-kilter street rate, to the point that the group longer refers to him as "a Force-sensitive street rat" but instead as a Minor Jedi.  It's taken over 200 XP to reach that point, and there's still plenty of room for him to grow, both as a character and in what he can accomplish, but it's been a fun journey.

I've also been involved in some official playtesting (can't say for whom and definitely can't say for what), and while it's certainly been fun (I'm working with a pretty fun and creative group of people) it's been fairly time-consuming as well, to say nothing of getting schedules to all line up, which is only a couple steps above herding cats.  Still, it's very cool to be seeing early versions of future material, even if said material doesn't always inspire awe.

But enough blathering, and on to the meat of this post.

Back in the middle of May, I did a blog post titled "D&D 5e... So. What?" in the wake of WotC's official announcement that a new edition of D&D was on the horizon, with a Starter Box in July, the PHB in August, and a new release each month after.  At the time, solid information was scarce as to what this new system would look like, and with the last few versions of the Open Beta playtest material leaving me cold, I really couldn't muster any sort of enthusiasm for yet another round of D&D Edition Wars.  To be clear, I actually enjoy 4th Edition (had a blast playing a Monk in a friend's sadly short-lived Dark Sun campaign), albeit in limited doses, and firmly believe that had WotC called that system anything but D&D, it probably would have been a lot more successful.  Truthfully, I am completely burned out on 3rd Edition, and want nothing at all to do with Pathfinder since it's really just 3rd Edition that's exchanged some elements of complexity for new elements of complexity without really addressing the underlying core problem with the system.

Well, with WotC announcing that they would be providing folks with the Basic rules of D&D 5e both online and for free, that answered the concern of "how are they going to get folks interested enough to at least take a look?"  The D&D Basic Rules pdf isn't very fancy, but it certainly gets the job done in providing readers with the basics of character creation and the fundamental rules for actually playing the game.  Now when I say basics, I do indeed mean basics.  You could ostensibly play a character from 1st level to 20th level using just the Basic Rules, but you'd be doing so with some pretty limited options.

But that's honestly to be expected.  As I remarked to one person on Twitter, the D&D 5e Basic ruleset is very much in the same vein as a "free-to-play" MMO.  Yeah, you can play those MMOs without paying anything, but you're not going to get the full content until you start dropping real-world coin in order to do so.  In that respect, D&D Basic is no different, as the free rules are there to give folks a taste, with the (eventual) option to pay to expand their options when playing the game.  So for what is tagged as a "basic" ruleset, anyone that thought they'd be getting all the bells and whistles has only themselves to blame for being mislead.

The races are the standard fantasy array of Humans, Halflings, Elves, and Dwarves, though the non-human races to get a bit of variety in that each has a sub-type presented that offers a couple of tweaks to the standard racial package.  Humans thus far are pretty vanilla (getting a +1 to all their ability score), but the document does state that if using the optional Feats system in the Player's Handbook, then their starting benefits become a good deal more interesting (+1 to two ability scores of their choice, proficiency in a skill of their choice, and a free starting feat).  Given that feats in the D&DNext Playtest packet were a good deal more potent than 3rd or 4th edition feats were, that sounds like it has promise.

The classes themselves are the standard D&D quartet of Cleric, Fighter, Rogue, and Wizard, with each having a fairly narrow focus in terms of class abilities.  The Cleric is predominantly a healer, the Fighter is a weapons expert, the Rogue is a thief/burglar, and the Wizard is a boom mage.  For players used to the variety of options that the two prior editions of D&D provided, this can feel very constricting.  Now each class does their one schtick quite well, but all you've got is that one schtick to choose from.  Since I tend to stick with combat-types in most RPGs, I don't see this as too big a problem where the Fighter is concerned, as that class has enough other fun abilities to make my character one of the bigger badasses in the room, including such things as an emergency reserve of hit points, the option of an extra emergency action, and eventually being able to make multiple attacks each round.

One of the more complex and perhaps worrisome elements of D&D has been the spell lists.  One thing that I like with 5e in regards to spells is that they've done away with multiple iterations of the same spell type, such as the various cure light wounds, but also found a way to incorporate the aspects of 3e's metamagic feats into the core spellcasting system.  While there are still some aspects of the much-maligned "fire and forget" method of casting, namely the "spells per day" element, it's not as restrictive as the Cleric and Wizard traditionally were, and is somewhat akin to the 3rd edition Sorcerer in that the character prepares what spells they have on hand, but can use their spell slots to cast as they wish.  And if they choose to cast a lower level spell using a higher level spell slot (like using 1st level Magic Missile as a 3rd level spell), then the spell automagically becomes more powerful.  Frankly, I think it's a neat way to keep those older spells relevant even at higher levels and in turn cut down the bloat on spells available.  The 0th-level spells are effectively innate abilities, able to be cast each round and not consuming a spell slot, which certainly helps the party wizard from feeling useless during the early levels of play, something that was always a problem in D&D editions prior to 4th edition.

Now the reason I'm going into all this?  Well, last night I got a chance to sit down with some gaming buddies from prior groups to play a one-shot adventure.  The GM used the first half of the 4e intro module Keep on the Shadowfell, having tweaked the kobold stats to bring them more in line with 5e by using the goblin stats from the Starter Box and various kobold stats from the playtest documents.  Our party of adventurers was five strong, comprised of a Human Folk Hero Fighter (Sword & Board, played by me), a Human Acolyte Cleric (Healing domain, token female of the group), a High Elf Sage Wizard, a Mountain Dwarf Soldier Fighter (two-hander with a maul instead of great-axe), and a Wood Elf Criminal Rogue.  And I must say, in comparison to how some 1st level PCs have felt in prior editions of D&D, we seemed to be pretty darn capable in our fields of expertise.  Granted we were a tad on the squishy side with the two Fighters being the only PCs to have hit points in the double-digits in comparison to 4e PCs, but then monster damage isn't quite as inflated in 5e was it could be in 4e.  The Elf player, being a 4e veteran, did mockingly complain that he couldn't dump-stat his Dexterity and resort to Intelligence for his Armor Class the way he could in 4e, but as noted it was a mocking complaint and he graciously accepted being the squishiest member of the party (AC 12, 6 hit points) as a trade off for having a very potent Intelligence score and thus some pretty impressive arcane power, though with a snooty personality that would give cause for OotS's Vaarsuvius to bemoan the character's lack of tact.

I must say, while I liked the "advantage/disadvantage" mechanic from the outset when it appeared in the playtest materials, seeing it fully in action really helped sell how much of a simple yet effective innovation it was for D&D.  Gone and good riddance to all the fiddly numerical modifiers, just simply roll an extra d20, keeping the higher if you've got advantage or the lower if you're at a disadvantage.  What really helped sell this mechanic was that a few times where a player or GM forgot that the character rolling had disadvantage, they could simply pick up a d20 and roll it; if it rolled higher just ignore it and go with the effect that had already happened, if it rolled lower then use that instead.  And the inverse if there was advantage on the table, though our Wood Elf Rogue was very good at keeping track of when he had advantage on his attacks, since that determined when he'd get the chance to do a sneak attack with his longbow.  What was interesting was that doing ranged sneak attacks was fairly simple, as per the text a Rogue doesn't need to have advantage if there's an active enemy within 5 feet of the target (which there often was since he focused on snipping bad guys that were engaged with the Fighters), something that I'm pretty sure wasn't the case in 3rd edition, and could be true in 4e but then I never saw enough ranged-combat Rogues to be sure (the ones I saw focused on stabbity-stab rather than shooty-shoot).

While the final battle with the Boss Kobold and his flunkies was a close one (the Dwarf went down to a critical hit and just barely survived thanks to the Cleric's intervention), our party of adventurers (hard to call the group heroic when one member is a surly drunkard and another is a self-professed hired killer) succeeded in clearing out the kobold warren.  Unlike 4e combats that could drag on sometimes, the lower hit point totals of bad guys in 5e helped avert that, meaning it was very possible for us to one-shot lesser bad guys, which helped make us feel fairly competent as opposed to being a party of utter noobs.

Also, I'm liking how the proficiency mechanic works.  Only thing missing from what I can see is a means to gain proficiency in additional skills, but hopefully that will be something addressed in the Player's Handbook (remembering that the Basic Ruleset is the "free-to-play" version of the game and doesn't have all the bells and whistles).  There's also the missing Feat system, but we knew that was "missing" going in, and honestly it wasn't really noticeable has ever class had some baked-in benefit that in 3rd edition would have been analogous to having a feat at 1st level.

So what about D&D 5th Edition?  In spite of my earlier misgivings, I enjoyed it, though a part of that I suspect had to do with getting the chance to game with folks that circumstances have otherwise prevented me from gaming with over the past few months.  There was talk of starting up a regular campaign, quite possibly adapting one of the many older campaign series that the GM had written up but never really got to run over the years, though we agreed to wait for at least the Player's Handbook, if not the Monster Manual so that the GM doesn't have to do quite as many guesswork-riddled adaptations of monster stat blocks.  There was also talk of where to set the campaign, but a large part of that will likely depend on what campaign series the GM opts to adapt.  We also mentioned playing through the Starter Box adventure, possibly keeping our PCs from last night's adventure (made easier by the GM not really having much in the way of loot to hand out to us

So in closing, unless you are vehemently against all things based on the d20 core mechanic or deeply tied to a prior version of D&D (or Pathfinder for that matter), I'd say give the Basic Ruleset a trial run before you completely write off this new version of D&D.  If you've given up on D&D ever being fun, you might just be surprised at what D&D5e can deliver if you give it half a chance.  I know I certainly was.

July 4, 2014

May the Fourth (of July) Be With You!

For my fellow American residents, a Happy 4th of July to you.

The past few posts have been predominantly geared towards Mutants & Masterminds.  But as I am first and foremost a Star Wars fan, I think it's time to head back in that direction.

In terms of Star Wars gaming, the big news is that the Age of Rebellion core rulebook has officially hit shelves as of yesterday.  I was fortunate enough that my FLGS had the book on the shelves along with the GM Kit, so I snagged both of those.  I've not really had a chance to look through the GM Kit yet (had other matters to attend to), but I'm really impressed with the layout and artwork of the AoR core rulebook.  The action scenes on display are, to me at least, really evocative of the fact that one of this game's central themes is war.  Kudos as usual to Zoe Robinson for her work in getting her art team to once again produce some great work.

There weren't as many changes to the mechanics as there had been for the EotE core rulebook, though Foresee has a rather major change in the left-hand side of the tree (the initiative boosting portion) that makes that first upgrade a lot more useful to a PC, and makes me glad I picked up the Foresee power for Valin when the opportunity presented itself.  In fact, it looks like most of the specializations are the same as they were in the Beta + Final Week Update.  That's good for folks that have been playing AoR characters, as they don't have to worry about their characters suddenly needing to be severely tweaked.  Admittedly I've not gone over the material with a fine tooth comb, so there might be some minor changes that I've overlooked.

Another reason is that in spite of thinking I was done with it, I've been tinkering with my Ways of the Force supplement.  Yeah, I know that it's just over a month to GenCon and the (hoped for) release of Force and Destiny Beta rulebook, but as a self-avowed "tinker monkey" I found myself going back and re-reading and revising various bits of material from version 1.3, with the top item on the list being Deflect Blasters.

While I like the idea of a competitive check, as it makes the opponent's degree of skill count for something, it was ultimately a clunky implementation, particularly when it got to the point of having the split a single talent into two separate talents just to keep them from being too overpowered.  I've got a newer version of the talent that looks very promising, as it's quite simple to implement and doesn't have to worry about whether the shooter is using autofire or not.  However, the one concern that I have is that it's very powerful, even if still limited to a once-per-round effect.  Right now, the current method plants the talent right back at Row 5 and nearly being a capstone talent of the Jedi Initiate specialization.

A few other talents are being revised, in particular Force Talisman and Fortified Body (which was always a bit of a 'meh' talent in prior versions).

Force Powers got some work done on them as well, particularly Message and Rebuke.  They probably still won't be to everyone's liking, but I think they work much better than the earlier versions I'd published.

I've also been revisiting the rules I created for lightsaber construction, and again have simplified the process, particularly where Advantage and Threat are concerned, but also Triumph and Despair with each having an effect but one that's simple to implement during play.  Gave those a bit of a test run for Valin with the GM's permission, and they worked pretty well, as it's a single roll that would be made during "party downtime" in between encounters and does carry the risk of failure for novice Force-users (i.e. Force Rating 1 with a sub-par Discipline dice pool).

I think version 1.4 is about ready to be released upon the internets and go zipping through the tubes, but I'd like to try and get a bit more testing done on the newest iteration of Deflect Blasters this weekend (time permitting).

I've also been making progress (slowly) on Fallen Stars, a FFG SWRPG module that was meant for the Order 66 Kickstarter last year.  Unfortunately, a series of real-life events made it next to impossible for me to finish that module in anything resembling a timely manner.  At one point I did have it "finished" but a test-run of the final portion of the adventure turned out so horribly that I felt it was better to just scrap what I had and start over rather than foist a crappy final act on the backers.  Admittedly, with Age of Rebellion now being a thing, I'm working on an Appendix discussing what tweaks to make to use this adventure with AoR characters, in addition to providing two sets of pre-gen characters, one group of EotE-themed ne'er-do-wells and the other a team of Alliance operatives.  The central theme of the group getting into a situation much deeper and far riskier than expected still carries through though, no matter if you're part of the Alliance or just an independent-minded spacer.

I've also been getting back into the Dragon Age RPG, particularly as Green Ronin has been dropping hints that Set 3 is actually on the horizon to becoming a reality instead of looking to just be vaporware due to various delays in getting the material approved.  Though with BioWare being focused on Dragon Age III: Inquisition, I guess I can't fault them too much in not getting the RPG stuff approved in anything resembling a timely fashion; guess I'm just spoiled by how Lucasfilm is able to get their end of the approvals process done in fairly short order.  I wasn't able to participate in the Open playtesting for Set 3 (didn't have a reliable group that was interested in the AGE system or the Dragon Age setting), but the material suggested does a lot to expand the world of Thedas for the RPG, even if one doesn't get into the higher (11+ levels of play).  I doubt that Set 3 will be available at GenCon (though I'd be pleasantly surprised if it was), but I may bring the materials needed to run "Duty Unto Death" with a group of custom PCs with me this year for a possible pick-up game.

Speaking of GenCon (just over a month away!), I lucked out and was able to snag a seat at a couple of FFG Force & Destiny events, so I've got at least two confirmed game sessions for the convention, as well as whatever pick-up games I manage to get into.  Even if the adventure didn't last too long on account of the GM being rather punchy, the pick-up run by Jay Little last year was quite amusing, and I still crack a smile at "drink vouchers."  Though a fair chunk of that has to do with the time spent in the lobby of one of the Marriott hotels with Jay and the other players, each of us taking turns changing lines from Star Wars to use the words "drink vouchers."  Some were really cheesy, some were really good, but they were all funny... at least to us.  I'm hoping that this year's GenCon will have a similarly memorable moment.

Well, I think I've rambled on enough for one day.  Again, to my fellow Americans, enjoy the holiday and stay safe.  And may the drink vouchers be with you...

Edit: Seems I might have accidentally overstepped a boundary with a portion of that post.  In the interest of "better safe than sorry," I've removed it, and would thank folks that might have read it before I removed it to not make mention of it here or elsewhere.

August 12, 2013

Looks like it's gonna be quite a week

Well, for starters, I'm another year older today.  How much wiser is up for debate though.

As of Friday, FFG has announced that (much to my surprise) they are doing an Age of Rebellion Beta for their Star Wars Roleplaying product line, much as they did with Edge of the Empire.  Given the very aggressive testing window (ends in the middle of October), I imagine they'll have copies for sale at GenCon.  You can ready Brian "Fiddleback" Casey's GSA article about the upcoming AoR Beta here:

http://gsa.thegamernation.org/2013/08/09/age-of-rebellion-5-questions-answered/

To be honest, I figured that once the basic dice rules had been nailed down as of the EotE Beta, I figured that FFG wasn't going to do Beta rulebooks for AoR much less Force & Destiny.  But, if they are doing an AoR Beta, then that means a F&D Beta is probably also in the cards.  Which means we've only got to wait until 2014 for FFG to pull back the curtain on full-blown Force-users such as the Jedi.

Speaking of Force-users, I've been working on some additions and revisions to my Ways of the Force fan supplement.  One of the major changes was revising the layout of the Jedi Initiate, as there were a few things about it that were bugging me.  However, with the prospect of another Force-sensitive specialization in Age of Rebellion (the Force Sensitive Emergent), I may wind up revisiting and revising all three of my Force-Sensitive specializations, particularly if there are new talents in the AoR Beta that look to be a solid fit for them.

I've also been working on a prototype for a Farseeing power, but that might be all for naught depending on what new Force powers we get in Age of Rebellion.  I'll just have to wait a few more days and see.  The power as I've currently got it requires a fair amount of GM adjudication, but that's generally been true of Farseeing in all the prior Star Wars RPGs from D6 to Saga Edition.  There's not much in the way of Upgrades to be purchased (2 Control, 2 Range, 1 Duration, 1 Strength), but that's fine as well, but it's also more expensive to activate, especially if you want detailed information and want to see something other than than a snapshot of the present.

Also been working on the "Fallen Stars" module, a backer-only reward for the recent Order 66 Kickstarter.  Not quite as far along as I'd like (frankly, I'd like to be done with the module), but I've made pretty good headway.  As is the standard for the RPG market, I won't give any kind of target date for when it'll be completed or sent to the backers; the latter especially as that decision will be up to Chris and Dave.  The only thing that I'll commit to is that it should be in folks' hands well before the end of the year.

Sadly, a lot of my mental bandwidth has been taken up by my day job.  To be honest, I'm amazed that I was able to handle a three-person workload by myself for over a month without having a nervous breakdown, though it did mean a lot of days where all I wanted to do after getting home was crawl into bed.  Thankfully, a few job positions have been filled, which means the strain on me should be reduced by a decent amount.  Which also means I won't be as mentally drained when it comes time to working on various RPG-related projects.

But, as mentioned previously, GenCon!  This will be my third year going (I seem to alternate years due to the expenses involved in both airfare and hotel), and oddly the first year where I deliberately don't have things on my schedule for every single day.  I'm hoping that with a looser schedule, there will be the opportunity for me to get into some pick-up games, be it Star Wars (Saga Edition or EotE, either one is good) or Dresden Files or maybe even some Marvel Heroic RPG.

On the subject of RPGs, while the Sunday Saga Edition Skype game came to a pretty epic close and the Sunday EotE Skype game that's going to take its place is on the horizon, I've still been able to get some face-to-face gaming in, mostly D&D 4e (Dark Sun setting) on Wednesdays as well as bouts of 7th Seas or 4th Edition Legend of the Five Rings on Saturdays.  Granted, there's been some schedule issues making it tough to get everyone together some weekends, but not enough to warrant putting the group on hold thankfully; I've seen too many gaming groups wither and die after being put in "indefinite hiatus."  While I've not run anything beyond a few one-shots of EotE for the Saturday group, there was some excitement out of the prospect of Age of Rebellion, so maybe I'll be able to get a mini-campaign going for that.  If so, I may very well wind up using several of the many WEG Star Wars adventures and simply adapting them on the fly to FFG's Star Wars system.  But we'll have to wait and see how that plays.  Could be that I run a single session, enough of the group decides they really don't like the system, and that'll end my GMing stint real quick.