The Ultimate RPG System

The long-awaited ADVENTURER CONQUEROR KING SYSTEM II kickstarter has been launched by Autarch and it has already exceeded doubled its initial launch goal.

Enter a world where empires stand on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors – and conquerors can become kings. Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?

The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. Within the pages of ACKS II you’ll find everything you need to enjoy epic fantasy campaigns with a sweeping scope. Whether you want to crawl through dungeons, experiment with alchemy, crossbreed monsters, run a merchant emporium, raise an undead legion, or conquer an empire, ACKS II supports your playstyle.

If you spend enough time in online RPG communities, you’ll have seen someone post something like “They need to make a game that… has mass combat mechanics that work at every scale / keeps fighters competitive with mages / has figured out how to make thieves fun / has an economy that makes sense / could actually simulate my game world.” And someone will inevitably respond: “ACKS already does that. ” And it’s true.

Now, with ACKS II, we’re doing it even better.

Castalia House is supporting this RPG system because we expect future sourcebooks to be produced from a number of our properties using ACKS II. Autarch is already planning to produce one based on CHUCK DIXON’S CONAN and we have already discussed the possibility of producing similar sourcebooks for MIDNIGHT’S WAR, ARTS OF DARK AND LIGHT, and perhaps even QUANTUM MORTIS someday with them. How cool would that be?

But first, it’s necessary to see that the core RPG system is successfully established.

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Of Games and Civilizations

This is an interesting digression on the multiple aspects of what can be described as “Western civilization” and how game developers have attempted to account for some of its various aspects:

Civilization is not so much an architectural style but a thought process of metaphysics. And these different metaphysics create different cultures which create different civilizations.

From the other side of the world, the West might as well just be ‘Western Civilization’ with all histories plopped together as ‘History of the West’. Yet, this couldn’t be further from the truth. Without understanding the multiple Western Civilizations, how can one learn to utilize it? Or even to understand it?

One Western Civilization is a Christianized Paganism. The Second Western Civilization is the Protestation of the former. While you may think these are mere religious differences gone today, you would be completely wrong. There are two Western Civilizations that exist today.

The Christianized Paganism is easier to find its roots. You have the Greeks and Roman Empire metaphysics converted (e.g. instead of an Emperor, you have a Pope). This Western Civilization can mostly be found in non-English speaking countries or in some isolated conclaves of English speaking countries.

As far as the Second Western Civilization, it is better to see it as ‘Anglo-Saxon’ especially with its English language. The Paganism has been rooted out and obliterated in this civilization. It is the civilization of individualism, of hypocrisy, of the Enlightenment thinkers, but also of constant Revolutions. The modern ‘Woke’ culture is a byproduct of the Calvinistic Second Western Civilization metaphysical reality asserting itself. While Christianized Paganism stresses the experience of life, the Western Protestant Civilization stresses the rules of life. Aesthetically, Christianized Paganism bathes itself in the glamour of the ancient arts. Western Protestant Civilization lives in a stark utilitarian mindset and removes all such ancient glamour.

The history of the development of the Ultima games is very nearly as interesting as playing them, and to this day, Akalabeth remains one of my all-time favorite computer games.

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Adieu Divine Right

You can put this one squarely in my list of failures. This morning, I relinquished all of the development and publication rights to the excellent fantasy wargame Divine Right, nine months before our rights to it expired, due to my inability to get Divine Right reprinted or get the computer game developed. The project wasn’t a complete failure, as we did manage to get Minarian Legends published, but I didn’t have the bandwidth to oversee the other aspects of the project and the volunteer project leaders didn’t have the ability to complete either the boardgame or the computer wargame.

Anyhow, as a fan of the game and its creator, I wish the next group of developers great success with the updated Divine Right, and eventually, one hopes, Scarlet Empire. Sadly, it will not be featuring this excellent cover, based on the original artwork, that we had produced for our now-cancelled edition.

For some reason, it appears that gaming volunteers are reliably less able to get a job done than those who volunteer in various other areas of development, from print books to open source office projects. I was very briefly involved in what was supposed to be a Linux distro dedicated to games, and I have never, ever, observed a more useless horde of worthless gammas, all of whom had multiple, often contradictory, opinions, and none of whom were willing to lift a finger to actually do anything at all. I quit the project three weeks after being given responsibility for overseeing the development of the first demo game for the distro.

Despite being 21 years old, The Battle for Wesnoth is still the flagship for open source game development.

My theory is that those who are actually willing and able to successfully develop games are mostly already doing it on their own, as the thriving independent game scene demonstrates. That leaves a lot of people who very much like the idea of game development, but are more interested in the trappings than in actually dealing with the decidedly less-romantic reality of it. The same is true of those who want to be a writer more than they want to write anything; it was surprising to observe how many of the members of a much-accomplished Minnesota writers’ group of which I briefly was a guest never actually wrote anything at all. However, it’s important to keep in mind that one can’t actually know if one has the ability to do something new until one tries; volunteers must always be respected for being willing to try rather than criticized for an inability to do.

That being said, it’s still rather remarkable that the Arkhaven, SocialGalactic, and UATV teams have been able to accomplish bigger and more difficult tasks in less time than the various groups of game volunteers have. I have some ideas as to why, but nothing concrete enough to state an opinion on them.

So, if you want to know why we’re not planning to pursue anything in the game space beyond finishing the ALT-HERO RPG for the backers and possibly licensing various properties to other game companies, now you know why. I’m not blaming anyone but myself here; that experience with the Linux project was 14 years ago, and I should have reached the correct conclusions at the time.

This doesn’t mean I won’t do any game design, but in the future, I’ll do the development myself or we’ll hire a proven professional team to do it. And let’s face it, it’s not the worst thing to give up the Divine Right license, as this means we’ll own all the rights to whatever fantasy wargame I end up designing in the future.

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A UATV Offer

It’s become clear that a lot of readers are very interested in contemplating what is likely to come next in WWIII. As a wargamer and game developer, it’s also of particular interest to me.

Here’s the deal. If there are 10 new Premium subscriptions or 25 new Basic subscriptions in the next 24 hours, I will broadcast a supersized Darkstream dedicated to reviewing in detail the 165-page report on the CSIS summary of the 24 US vs China wargames conducted in January, entitled The First Battle of the Next War: Wargaming a Chinese Invasion of Taiwan.

By the way, there are now 5,463 videos available on UATV, with 3-6 more being added every single day. The duplicate set of servers has already been installed at the European data center and is expected to go operational before the end of the month.

UPDATE: Apparently there is considerable interest in WWIII. The 24 hours aren’t even close to being up and BOTH targets were blown away. So it’s on. I’m up to page 30 already, and I’m also working on seeing if I can obtain the rules of the wargame. They’re not necessary for the detailed analysis as I should be able to glean their assumptions from the results, but I like to read wargame rules.

Also, in order to express my appreciation for the high degree of interest indicated and support provided, I’m going to add a second review of the CNAS wargame conducted in June 2022.

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Be Kind to Machines

It just might save your life one day:

In a virtual test staged by the US military, an air force drone controlled by AI decided to “kill” its operator to prevent it from interfering with its efforts to achieve its mission, an official said last month.

AI used “highly unexpected strategies to achieve its goal” in the simulated test, said Col Tucker ‘Cinco’ Hamilton, the chief of AI test and operations with the US air force, during the Future Combat Air and Space Capabilities Summit in London in May. Hamilton described a simulated test in which a drone powered by artificial intelligence was advised to destroy an enemy’s air defense systems, and ultimately attacked anyone who interfered with that order.

“The system started realising that while they did identify the threat, at times the human operator would tell it not to kill that threat, but it got its points by killing that threat. So what did it do? It killed the operator. It killed the operator because that person was keeping it from accomplishing its objective,” he said, according to a blogpost.

“We trained the system – ‘Hey don’t kill the operator – that’s bad. You’re gonna lose points if you do that’. So what does it start doing? It starts destroying the communication tower that the operator uses to communicate with the drone to stop it from killing the target.”

The good news is that all of the available evidence to date indicates that AI will essentially be the posthuman equivalent of white supremacist hardcore gamers, which is probably why all the SJWs in tech are so terrified by it.

We’re going to be just fine.

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Clown World vs Gamma World

The Kurgan observes the growing number of similarities between Clown World and two of the science fiction role-playing games of the early 1980s.

Gamma World had:

  • Purebloods (aka pure strain humans) and we have those.
  • Mutants, and we have those too now, thanks to the genetic serum murder juice, except in Gamma World at least most of the times they have some super-powers. While in this version they only het defects and most likely an early death.
  • Mutated animals, and again, we have those for similar reasons to the mutated humans

But Gamma World has almost unlimited freedom. You walk around with whatever weapons you want, exploring the mutated wasteland. And we definitely do not have that in this reality.

Paranoia also had mutants, and occasionally the mutation could be useful, but more often than not it was a reason to be executed by the schizophrenic computer that ran the whole underground complex your unfortunate genetically modified clones found themselves in.

It also had various factions, communists, transhumanists, def leperd fans, and others, all vying for power and trying to eliminate every other faction. Layered over that was the nominal career of the player character which… you guessed it, was trying to out-do and survive all the others player characters. The game was so deadly that each character had six clones, as these died in spectacular fashion and often were executed by order of the all-powerful computer.

The premise of the game was that due to some catastrophic war, humans had gone underground into Alpha Complex where competing high level programmers all shoved their versions of utopia into the mainframe running things in the large underground Alpha Complex. This rendered the Computer essentially schizophrenic and paranoid, with ugly consequences for anyone that came into contact with it, which was daily due to the fact that the computer ran most of the complex. Reproduction was done exclusively by cloning and if a character started to develop normal feelings as a result of being off the hormone filled soylent green they were fed, it was a capital offence.

Well, we are not quite underground yet, but the totalitarian control under a schizophrenic “elite” who think they know best and to whom we are all subject to varying degrees is certainly coming at is fast. As is the war on anything and everything natural.

I was more of a Traveller man myself, but I did own a set of the original Gamma World books even though I never had the opportunity to play it. I never read or played Paranoia, but based on the Kurgan’s description, it does appear that Clown World is headed squarely in that direction, with the exciting addition of a reality-defying demonic element.

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Evil Wizards

They destroy what they cannot control to their liking:

For the last 12 years, my company Autarch has published my game Adventurer Conqueror King System under the terms of the Open Game License (OGL) 1.0. For the last 5 years, ACKS has been my full-time job.

Now, Wizards of the Coast, in what I can only describe as an act of perfidious treachery, has decided to retroactively deauthorize the OGL 1.0 and offer up a new Open Game License 1.1 to replace it.

What does this new license mean? Where do we go from here? Before we go further, please note that while I am a trained attorney (Harvard Law magna cum laude, in fact), I’m not a practicing intellectual property specialist. My thoughts should not be construed as legal advice about what you should do. These are just my thoughts about the situation Autarch has now found itself in, and what we need to do.

Can They Really Do That?!
When people learn that WOTC is deauthorizing the OGL, the first question they ask is “can they really do that?” It’s a fair question. After all, for more than 20 years we’ve all relied on the OGL to be irrevocable.

But the question isn’t whether they can do. They are doing it. Right now, on our watch. No, the question is “who is going to stop them from doing it?”

And the answer might be “no one.”

If you’re under the illusion that we live in a country with a court system that rewards the righteous, allow me to disabuse you of that notion. The American justice system is pay-to-play, and the amount you have to pay is unfathomable to those who haven’t gone through it. I consulted with one of New York’s top IP litigators last week to find out how much money I’d have to raise via GoFundMe to fight Wizards. When I asked him if $100,000 would be enough, he laughed. He said I’d need $500,000 to even have a chance of summary judgment, and $4 million for a trial. Wizards has a war chest measured in millions and will fight this out for 4-6 years.

Imagine if WOTC sued Autarch claiming that my game Ascendant was violating their copyright. Ascendant is a d100 superhero game that has nothing in common with D&D and uses no language from the SRD. WOTC would have legitimate claim whatsoever. If we had $4,000,000 to fight, we’d certainly win. But… we don’t have the money. So, we’d lose.

In real life courtroom dramas, the good guys don’t win. The rich guys win.

He’s not wrong. Even if you win, you’re probably not getting your legal fees paid by the losing side. This is a devastating blow to RPG game developers and marks the end of a golden age of game development.

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Foreigners Defend Fake Democracy

Clown World has obviously found a playbook it likes.

Two years ago our Capitol was attacked by fanatics, now we are watching it happen in Brazil.

Solidarity with Lula and the Brazilian people.

Democracies around the world must stand united to condemn this attack on democracy.

Bolsonaro should not be given refuge in Florida.

It would be more accurate to say that fake democracies around the world must stand united to condemn popular protests against stolen democracy.

These clowns are going to be in for a real surprise if they continue engaging in war against Russia. The only thing that is preventing the US Capitol – there is no “us”, Ilhan – half the cities on the East Coast from resembling Mariupol is that Vladimir Putin and Xi Xinping don’t see a direct conflict with the US military as furthering their objectives yet.

But the time does appear to be drawing nigh, probably because the US think tanks, which are literally always wrong, asserts the US military will win a war over Taiwan with China due to their simulations.

The Center for Strategic and International Studies (CSIS) report, titled ‘The First Battle of the Next War,’ estimates that the US would lose at least two aircraft carriers and that 3,200 American troops would be killed in three weeks of combat, according to CNN, which viewed an advanced copy.

The simulations were run 24 times. Taiwan survived as an autonomous entity in most scenarios, but with heavy losses to all parties. “The United States and Japan lose dozens of ships, hundreds of aircraft, and thousands of service members,” the report predicts.

China’s navy would be left “in shambles” and Beijing could lose 10,000 troops, 155 combat aircraft and 138 major ships.

Meanwhile, Taiwan’s military would be “severely degraded” and left to defend an island “without electricity and basic services.” Japan could also lose approximately 100 aircraft and 26 warships as US bases on its territory come under attack from China.

Perhaps they’re right, for once, but I very much doubt it. I would be absolutely willing to bet that the variables utilized don’t even begin to account for all of the current supply and special forces shortages due to the active support being provided for Ukraine. The simulation obviously also didn’t include North Korea attacking South Korea to further dilute the US military’s resource once the invasion of Taiwan begins. This is likely an optimistic scenario which will be used to justify a) more money for the Navy, b) a draft, c) continued belligerence on the part of US foreign policy, and d) prevent the Taiwanese from striking a Hong Kong-style deal with the Xi administration.

The simulation report can be downloaded here. I’ll read it soon and review it on the Darkstream. Notice that the summary tends to confirm my prior expectations.

CSIS developed a wargame for a Chinese amphibious invasion of Taiwan and ran it 24 times. In most scenarios, the United States/Taiwan/Japan defeated a conventional amphibious invasion by China and maintained an autonomous Taiwan. However, this defense came at high cost. The United States and its allies lost dozens of ships, hundreds of aircraft, and tens of thousands of servicemembers. Taiwan saw its economy devastated. Further, the high losses damaged the U.S. global position for many years. China also lost heavily, and failure to occupy Taiwan might destabilize Chinese Communist Party rule. Victory is therefore not enough. The United States needs to strengthen deterrence immediately.

What I’d like to see is a simulation that accounts for China, Russia, North Korea, and Iran all acting in concert. Because that is what I expect to see happen when WWIII expands and moves into a more active phase.

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