I’ve been chased about this at various conventions, so I thought I’d give an update on where we are with The Queen’s Men.
It’s done, or at least the main text is finished. It has also been edited by the wonderful, Scott Dorward, who you may remember from such podcasts as The Good Friends of Jackson Elias. Scott found my typos, corrected the ordering and generally made it a much better text.
I’m very pleased with the results. It is now a fully fledged piece of multi-layered fiction gaming, with rules for cast DVD commentary, lots of pre-gens and comedy 70s haircuts.
So now it just needs layout and art. Which, if all goes well, means a release as PDF some time in the new year.
As of today, for the next 5 days, you can get The Agency at a pay what you want price.
That in itself would be pretty cool, but you can get this as part of a bundle with what I consider to be some of the classics of indie game design and great new games. There’s some seriously good stuff in the Bundle of Holding. Plus 10% of what you pay goes to two awesome charities.
Look, do I need to tell you that Sorcerer is the classic indie game that reinvigorated the grassroots RPG publishing movement and has some seriously clever mechanics that drive story in play? Or that Dust Devils is THE definitive western RPG. Or that Heroine is what Labyrinth would be if it was distilled into RPG form? Or that Annalise does vampire stories so so well?
And those are just some of what you get! There’s even secret stuff still to be added…
Really, on a personal level it’s great to be seen as somebody whose games even belong in this august company. Go buy it. You can’t really lose at a minimum $3 buy in (although you need to pitch in at above average to get all the titles).
In the very first version of The Agency, there was a throwaway alternative setting concept for Elizabethan agents. When I revised the book, I considered adding it as an appendix, then decided it would make a nice PDF only supplement. Like all good ideas, it grew, and The Queen’s Men came into being.
It’s part supplement to The Agency, part something all its own. It takes the more meta elements of The Agency, and expands on them. SO it’s not just an alternate setting of agents in 1585, it’s about a 1970s TV series that never was, and the trials the actors and director went through to create it. I hope to give it the feel of a TV series annual from the era.
Anyway, the manuscript is nearly done, so I’ll have more information soon. In the meantime here’s a character sheet as teaser.
I’ve just unleashed The Agency on an unsuspecting RPGNOW.
A game of 1960s spies, bad sets, nefarious villains and glorious technicolor. It features quick character creation and a great abstract threat system to make GMing really easy.
You can purchase a copy in PDF form for the tiny value of $10.
Last weekend I went to Edinburgh for the small, but perfectly formed convention, Nerdinburgh. Organised by Per Fisher, the con squeezed a lot of cool gaming, drinking and food into three short days.
The venue was The Old Observatory House, a wonderously decorated victorian pile at the top of one of Edinburgh’s hills. Amazing view, great architecture, surprisingly cheap in mid October… It also has some rooms ideal for gaming (big tables) and no so ideal (really weird acoustics). Plus Edinburgh’s best off license is very near by!
We managed to cram in four big games and a host of smaller ones. Roleplaying wise, I managed to play Do: Pilgrims of the Flying Temple, Mechaton, Remember Tomorrow and ran The Agency. I also played Cambria and some Bang!
The game of The Agency I ran involved a dangerous group of 1960s science clowns and a weaponised giraffe. Much more gonzo than usual, but the game was hysterically funny and the group really grasped the idea that the game is a homage to 1960s TV, dodgy sets and all! Plus it descended in a pun-fest of epic proportions.
Do was fun, our game was light hearted and vaguely steampunk anime, though the non-roleplayingness of it was difficult for people, I think. We had some lovely imagery though, as our young flying pilgrims tried to help people and avoid getting in trouble. The second of our stories felt a lot more coherent than the first. Definitely a game that needs replaying.
Remember Tomorrow was a gritty cyberpunk tale of a flooded London, a broken family and a data courier with the Chief Inspector’s memory. A perfect little system for anything noir.
Mechaton was a game of giant fighty robot lego. What more needs said?