So I started working on this when I could not sleep at 3 AM.

So I started working on this when I could not sleep at 3 AM.

So I started working on this when I could not sleep at 3 AM. Here is a mockup showing how I am going to decorate the card faces and then a mock-up of what the Wolf cards would look like (that’s the playbook I have from Bryanna’s game).

Yes the art is grabbed off the internet and them amateurishly altered by me. I’m not happy with the Lioness, but that’s because it’s a tiger picture (I could not find a lioness in the art format I am looking for). I think the or Owl and Eagle could be a little more distinctive, and so later I will look for other art.

Because my game will be Asian Wuxia themed, I used images from Japanese or Chinese Ink or woodblock art as the basis for the imagery.

I am unsure what will go on the card backs. Hopefully something cool. 🙂

I’ll print them on my B&W laser printer using card stock, then trim and laminate them in 3mil or 5mil.

Let me know what you think.

So I’m a huge user of tokens in most/all of my games.

So I’m a huge user of tokens in most/all of my games.

So I’m a huge user of tokens in most/all of my games.

One of the ways I like to tokenize in games that have a degree of modularity is to print cards for items and abilities that the players have. My players always get a “Player Booklet” for their characters which is usually a report booklet with 3 hole punched sheets. Since I use a lot of cards in my games I include a sheet or two of collectible card sheets that hold 9 cards.

I know my players and I will almost guarantee that at least three of the five will take much advantage of the “Take an X move from another playbook.” advancement so there is likely to be a lot of ability swapping. As a result, and because I am a glutton for punishment, I will likely print and laminate cards from each playbook to cover the moves once the materials are available.

My question is – would it be acceptable to share the resulting files with the community as a free game aid? I’m happy to do so, but also cognizant of the fact that this is commercial content and I would truly regret taking anything away from the developers of this amazing game.

Thanks and really looking forward to the release! 😀

At this point you should either be getting tired of hearing how FUCKEN FANTASTIC Bryanna Hitchcock’s game was, cause…

At this point you should either be getting tired of hearing how FUCKEN FANTASTIC Bryanna Hitchcock’s game was, cause…

At this point you should either be getting tired of hearing how FUCKEN FANTASTIC Bryanna Hitchcock’s game was, cause all of us player’s keep gushing all over it, or more accurately: be wishing you were there.

I write up some of that in my little post, but it might be said better in Bryanna’s or Tor Erickson’s. But whatever, I’m gonna heap on some more love.

http://www.supernovembergames.com/tomes-of-tomes/2017/10/24/big-bad-con-2017-white-death-and-the-watch

Hey there, everyone!

Hey there, everyone!

Hey there, everyone!

This game looks awesome.

I did want to ask those whom it may concern: Is the Pre-Order phase for The Watch officially over? I ask because the big blue button on the Kickstarter page for “Pre-Order The Watch” has been disabled.

It’s not a huge deal; I can wait like a grownup, I just wanted to ask if this was intentional…because you folks would already have my money if the game was for sale.

Best wishes to you all, regardless, and I look forward to the game!

I wanted to share some thought about the Bryanna Hitchcock game we played at Big Bad Con last week.

I wanted to share some thought about the Bryanna Hitchcock game we played at Big Bad Con last week.

I wanted to share some thought about the Bryanna Hitchcock game we played at Big Bad Con last week. Bry has already done a great writeup (as Tony put it, “And that’s how you do an Actual Play writeup”) which I’ll link at the bottom, and Tomer Gurantz has touched on some of the cooler moments in play, so I won’t cover those. Instead, I’m just going to focus on the things that felt unique to me about the game system and our particular game. These aren’t in order, or even necessarily complete thoughts, but they all feel meaningful to me, even if I may not be able to express myself perfectly.

– Epic gameplay. I don’t know how else to put it. The Watch captures the epic feel of multi-volume, fantasy fiction like nothing else I’ve played. LOTR, Wheel of Time, Game of Thrones… take your pick. I don’t pretend to fully understand how it did this (and obviously our particular play group and Bry’s MCing played a big part), but I think it had something to do with the fluid way it played with time and space in both the war and downtime parts of the game. Bry kept saying, “Don’t worry about exact chronology, we’ll make it work,” and we did, and that freed us up to just create awesome fiction that just worked. Also, the ability to play through epic battles, just touching on the points of greatest character conflict, was critical. And the same with the downtime. I’ll talk about Bry’s MCing, and how it contributed, but the rules really encouraged this style of play.

– Rolling the dice drove the story. We rolled a lot of dice in this game, and it made the story awesome, putting a giant wooden stake in the heart of the claim that you’re either a “roll-player or a role-player.” Bry really pushed this: pretty much every scene was centered on a critical roll, and the results of that roll took the story in a new and exciting direction. This just happened again and again, and picking up the dice was a highly anticipated moment each time.

– Bry should fucking write the book on how to MC PBTa. There’s just no polite way to put this. I’ve been ruminating, trying to figure out what exactly it was that she did, and I came up with a few things:

1. She gave just enough detail to fire our brains up, and then let us take it from there.

2. She had an innate sense of when it was time to roll the dice or cut the scene. As soon as it became clear in a scene that we were floundering a bit, she would ask, “Okay, is there a roll to be made here?” This kept the story moving forward.

3. She placed a huge amount of trust and power in the hands of the players to frame scenes, introduce characters.

4. She kept the focus on the PCs, which made us all feel like bad asses.

– Thoughts about being a guy playing The Watch at a con. This is going to be a bit jumbled, but, whatever. Early on in the game it occurred to me that I was taking a seat in a game that could have been filled by someone who was queer, or a woman, or trans. In other words, I was doing that thing that straight, white guys do: taking up space that marginalized communities need. Maybe there was a trans person somewhere at the con who would have played in the game, and couldn’t because I did. That statement stands on its own, but there are two follow up points. First, I took a lot away from the game about gender identity and toxic masculinity, and I think that’s valuable. Second, if we’re seeing queer/female games fill up at cons, then maybe more people will be encouraged to run them. And that would be a good thing

– That scene between my character, Measho, and Jerry Ozbun’s character, Peale, when Measho tried to humiliate Peale in front of the commander, and it backfired horribly. Well-played, Peale, well-played.

– The romance scene between Measho and Tomer Gurantz’s character Ahjo. Wow. Wow. What was special about that to me, was how it played out moment by moment, with each bit of narration leading to the next bit of narration in a careful, focused dance. First, Measho reflecting on her brother and their matched swords (which Tomer did an awesome callback to in the climactic battle), then Ahjo reflecting on her spear, then Measho going in for a kiss but getting shut down. Timing was spot on!! Also: of course Measho falls for the one asexual character in the game. Figures.

– Adversity. I did find myself, as we got towards the end of the game, wanting a bit more adversity. It seemed like by the time we got to the showdown, every roll was at +3 to +6, meaning we were basically rolling 10+ the entire time. Also, I had a huge stack of +1 forward chips at the end, couldn’t use them fast enough. These bonuses took a lot of the sting out of Weariness (who cares about +2 history with another character? I’m rolling at +6 anyway) and made the final battle feel more like a slam dunk than a desperate fight with everything on the line. Even the death of Tony’s character was essentially a decision he made. I’m curious (to anyone still reading), does playing the game out over more sessions change this aspect of the rules?

Okay, that’s about it. I’ve decided to run a game of The Watch myself, and my players are already pumped. Thank you so much to Anna Kreider and Andrew Medeiros for creating this incredible game, Bryanna Hitchcock for running it, and Steve Moore, Tomer, Jerry, Alison, and Anthony for playing.

Bry’s Actual Play Writeup, which includes Tomer’s comments: https://plus.google.com/u/0/+BryannaHitchcock/posts/7BKNXxDZTnW

https://plus.google.com/u/0/+BryannaHitchcock/posts/7BKNXxDZTnW

So, I was thinking this morning about what I wanted to make my Shadow nation look like.

So, I was thinking this morning about what I wanted to make my Shadow nation look like.

So, I was thinking this morning about what I wanted to make my Shadow nation look like. I kinda want it to have a consistent narrative for the why’s and how’s of it. One theme really struck me as particularly effective.

I read some of the Brian Lumley Necroscope Saga books around 20 years ago. Even back then I couldn’t get through the whole series. Going through my hazy memories, there are some really problematic things about those books.

But the reason they came up is when I started thinking about how to shape my Shadow. In started imagining the first few missions the PCs face men that have been taken and turned. Then a few monsters shaped like men and called aberrants. Fleshy and looking more grown that born. Things would just get more monstrous from there.

What popped into my mind to explain the dramatic changes, was the biology of the antagonists. Vats of flesh soup from which new and terrible monstrosities are created and shaped by the shapers. That to me sounds like something that might fit within the narrative of The Shadow.

So the Shadow would be a nation under the command of a protoflesh being that takes the form of a man by inhabiting his skin. In combat the charade would quickly be undone and the being would burst forth in it’s shape shifty goodness.

Just kinda brainstorming somewhere my players won’t see. XD

So as this game moves towards completion, I am thinking the first time I run the game I might want to shape it a…

So as this game moves towards completion, I am thinking the first time I run the game I might want to shape it a…

So as this game moves towards completion, I am thinking the first time I run the game I might want to shape it a little differently.

I’m thinking a world based in Chinese history and Mythology. Maybe something with Wuxia influences. Perhaps work in some Zodiac and I-Ching flavoring for playbooks like the Raven and Spider.

What do people think?

Well heck. I didn’t even know this community existed.

Well heck. I didn’t even know this community existed.

Well heck. I didn’t even know this community existed.

Last weekend I had a peak RPG experience running The Watch at Big Bad Con. Great players. Here’s my very long AP Report (the end is worth it):

https://docs.google.com/document/d/1HZc-T0OXgmy1DDKMBz5syaFUZ1S8xdgHHDyHRHBhg7c/edit?usp=sharing

https://photos.app.goo.gl/4tR2bsAllVdzSpa63

For those waiting for the PDF like me, does any backer have any impressions of the book so far?

For those waiting for the PDF like me, does any backer have any impressions of the book so far?

For those waiting for the PDF like me, does any backer have any impressions of the book so far? Seems oddly quiet here.