Zaharan Darklord

Thanks very much to all of you who supported the ACKS kickstarter. Here is one of the rewards. From the designer: “It’s a powerful class that oozes flavor and will likely see a lot of use in play.” Here is an excerpt from how the Darklord class is translated into game terms. I am told the artwork will be suitably awesome and will post it when it is ready.
Zaharan Darklord

And those who perceived his shadow spreading over the world called him the Dark Lord and named him the Enemy; and he gathered under his government all the evil things that remained on earth or beneath it, and the Orcs were at his command and multiplied like flies.” 
– Of the Rings of Power and the Third Age, The Silmarillion (J.R.R. Tolkien)
Prime Requisite: INT, CHA
Requirements: INT 9, WIS 9, CHA 9
Hit Dice: 1d4
Maximum Level: 11
From time to time, a Zaharan arises whose cruelty, ruthlessness, and lust for power are remarkable even for one of their dark race. Such a being is called a darklord, and he brings doom and woe to all who cross him. If left unchecked by Lawful heroes, a rising darklord will inevitably unite the vile minions of Chaos and usher in an era of war, ruin, and darkness.
Though they prefer to allow minions to fight for them, darklords are nevertheless formidable combatants. At first level, darklords hit an unarmored foe (AC 0) with an attack throw of 10+. Thereafter they advance in attack and saving throws by two points every four levels of experience (i.e., the same as clerics). Darklords can fight with battle axes, crossbows, great axes, maces, morning stars, and swords, often decorating their weapons with vile runes, bloody spikes, serrated edges, and other sinister decorations. Darklords can wear any armor up to and including plate (and can cast spells while so armored), and can fight with a weapon in each hand or with a two-handed weapon, but cannot use shields.
Like the Zaharan sorcerer, the darklord possesses the ability to learn and cast eldritch spells. The number and levels of spells the darklord can use in a single day are listed on the Darklord Spell Progression table. A darklord’s spell selection is limited to the spells in his repertoire. A darklord’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus. All darklords can use any magic items usable by mages or clerics. More information on casting eldritch spells, and individual spell descriptions, can be found in the Magic chapter (p. XX).
However, the paramount power of the darklord is his ability to dominate beastmen. By calling upon his implacable will and magical strength, the darklord can command the vile minions of Chaos to do his bidding. The darklord must be visible to the beastmen and be able to speak a language they understand in order to dominate them. The potency of this ability is determined by level.
On the Dominate Beastmen table, there will be a dash, an “A”, an “X”, or a number corresponding to the Hit Dice of the beastman and the level of the darklord. A dash means that the darklord has not attained a high enough level to dominate beastmen of that HD. A number indicates that the player must roll that number or higher on 1d20 in order to dominate the beastmen. If the beastmen are already friendly to the darklord, he gains a +2 bonus to the throw. If the throw succeeds, the darklord dominates 2d6 total Hit Dice of beastmen for 1 turn per level of experience. An “A” (“automatic”) means that the darklord automatically dominates 2d6 total Hit Dice of beastmen for 1 turn per level. An “X” (“extended”) means that the darklord automatically dominates 2d6 total Hit Dice of beastmen for 1 day per level. At least one beastman will always be dominated, as appropriate, on a successful domination throw. If beastmen of mixed HD are present when the darklord attempts to dominate them, the weakest beastmen will be dominated first. When the darklord’s domination ends, the beastmen will flee from his presence for 10 rounds, following the best and fastest means available to them. If they cannot flee, they cower in terror, taking no actions and suffering a -2 penalty to AC.
EXAMPLE: Theophanous, a 5th level darklord, confronts a gang of five orcs (1 HD) accompanied by an orc champion (1+1 HD) from the Blood Eye tribe, accompanied by an ogre (4+1 HD). On his initiative, he attempts to dominate the beastmen. He automatically can dominate 1 HD orcs, but he needs to throw 4+ to dominate the orc champion and 13+ to dominate the ogre. He throws 1d20 and the result is 14. Therefore he has (potentially) dominated all the beastmen. Had he rolled, e.g., an 13 he would only have dominated the orcs and orc champion, and had he rolled a 3 or less he’d only have dominated the orcs. He now rolls 2d6 to determine the number of Hit Dice he has dominated and rolls a 7. Since the weakest beastmen must be dominated first, he dominates the five orcs and the orc champion (6.25 HD total) but not the ogre. Had he rolled an 11, he could have dominated the 4+1 HD ogre as well (10.5 HD total). In any case, the beastmen will remain under his domination for 1 turn per level, or 5 turns.
All Zaharan darklords possess certain inhuman benefits and drawbacks from their demoniac bloodline. First, Zaharan darklords are inexorable in the face of horrors that terrify normal men. They are immune to all natural and magical fear effects. Second, darklords benefit from the ancient pacts of service and obedience by which the lords of Zahar ensorcelled the dark powers of the world. Some creatures still remember these pacts and will aid Zaharans when commanded. All Zaharan darklords gain a +2 bonus to reaction rolls when encountering intelligent chaotic monsters. Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by a Zaharan darklord.
Third, due to their background and training, all Zaharan darklords speak four dark tongues. In the Auran Empire campaign setting, these languages are Ancient Zaharan, Goblin, Orc, and Kemeshi. The Judge should substitute appropriate languages of his own devising for other campaigns.

Gamergate: the ride never ends

SJWs in the game industry are trying to enforce their goodthink again, this time on developers.

Hello Raw Fury fans and friends,

Today we revealed The Last Night during the Xbox Press conference and have been overwhelmed with the response we have received. Both good and bad, and we specifically want to draw attention to a few things the creative director has said in the past.

We at Raw Fury believe in equality, believe in feminism, and believe everyone has a right and chance at the equal pursuit of happiness. We would not be working with Tim Soret / Odd Tales at all if we believed they were against these principles in any aspect.

The comments Tim made in 2014 are certainly surprising and don’t fit the person we know, and we hope that everyone reading this who knows us at Raw Fury on a personal and professional level knows that we wouldn’t tolerate working with someone who portrays the caricature of Tim going around the internet right now.

The wording of his statements toward feminism in 2014 was poor, and his buying into GamerGate as a movement on the notion that it represented gamers against journalists was naive, but in the same year he also cheered the rise of women in gaming. In a similar situation as the one happening now, folks on the IdleThumbs forums found questionable tweets and Tim took it upon himself to address them. What came from that was a dialogue where different viewpoints were considered and debated in a purposeful way.

Here is a link to everything including his tweets, his response, and the response of the forum; we hope you’ll take the time to read through it:

Side note: Debating Anita Sarkeesian’s efforts toward highlighting sexism in the games industry is touchy, and though Tim’s post back then was naive we felt that he wasn’t being malicious like so many others have been to Anita in the past, so we share all of this with the hope people can see that first hand. We understand that no matter what there will be people who will not look at Tim the same again and we respect that, too.

A lot can change in three years, including viewpoints, and Tim has assured us that The Last Night does not spout a message steeped in regressive stances. We trust Tim and know that he is an advocate for progression both in and outside of our industry, and we hope that this will be apparent moving forward.

Here we go again….

It’s frustrating, but people encountering an SJW attack for the first time ALWAYS ALWAYS ALWAYS make the same idiotic mistake.

Tim Soret @E3‏ @timsoret  15h15 hours ago
Controversy time. That’s fine. Let’s talk about it, because it’s important.
1 – I completely stand for equality & inclusiveness.

Tim Soret @E3‏ @timsoret  12h12 hours ago
2 – In no way is The Last Night a game against feminism or any form of equality. A lot of things changed for me these last years.

Tim Soret @E3‏ @timsoret
 3 – The fictional setting of the game does challenge techno-social progress as a whole but certainly not trying to promote regressive ideas.


Midisonik

Oh yeah. From now until the end of time, I think this will be my response to those who insist I never accomplished anything. I can’t believe it’s on YouTube. Cracks me up every time; I think I like it better than the actual song. The only thing that would be better if it was accompanied by a playthrough video.

Hang on… there must be… yeah, there we go!


Holy crap, as I was watching this the music sounded really familiar and then, about half way through there’s a flashing sign in the background “PsykoSonik”… It’s literally a SNESized version of their 1st record and if you’ve never heard of them, go check them out. I recommend both records but the second is the better of the two IMO.


Guess who’s back?

Milo Yiannopoulos is back with what is, incontrovertibly, the most controversial book of the decade, DANGEROUS.

A few other sundries. First, I was pleased, and flattered, to learn that the Injustice Gamer has published his Dragon Award thoughts and is recommending John C. Wright’s SWAN KNIGHT’S SON for Best YA novel, and my own A SEA OF SKULLS for Best Fantasy novel. I’ll be publishing my own list later this week, but you can be fairly confident that you’ll find me in agreement with those two well-considered recommendations.

Second, John C. Wright fans will be pleased to learn that THE GREEN KNIGHT’S SQUIRE will be available very soon in hardcover. This is the trilogy that includes the aforementioned, plus FEAST OF THE ELFS and SWAN KNIGHT’S SWORD. We will also have the third Good Guide, PUSH THE ZONE, out in paperback within a week.

Third, the Divine Right team is looking for another volunteer programmer or two. The team lead has put together the following list of requirements.

  • Realistic ability to commit to minimum 5 hours per week for a year.
  • Real-world C# experience (doesn’t have to be professional paid work but something beyond a how-to course or youtube video).
  • Ability to work independently and take the initiative.

Those are the must-haves. He said it would also be desirable to have one or more of the following:

  • Unity
  • Entitas or working knowledge of MVC or ECS Architecture
  • Shader experience
  • AI experience

So, if you want to get some game dev experience with a real team working on a real game that people actually want, this is a good way to acquire it. If you’re interested, email me with DRDEV in the subject.

And fourth, the May Brainstorm will be tonight. Invites will be out within an hour. Sorry for the delay, but we’ve been extremely busy getting no less than five books ready to go out the door in the next two weeks.


Star Citizen: two takes, one conclusion

First, Derek Smart’s observations of the multiplayer system:

This game was never supposed to be an MMO. And it wasn’t pitched as one. And Chris has gone on the record several times, even after all the stretch goals funding were met back in Nov 2014 at $65 million, saying that it wasn’t. And the stretch goals have no such indication or implication that they were building an MMO. Somewhere along the line, because of scope creep and promises made as they pulled every trick in the book to keep raising money from gullible backers, it morphed into an MMO because that’s the only game model that would support some of the things they were promising. And they’re doing all this despite the fact that they neither have the tech, nor the talent, or the time and money to pull it off.

At this point, as I’ve shown above, if they don’t have the framework for their future networking model already in and working in some fashion, there is absolutely no way they’re going to have time to gut what they have now, and implement a proper solution. Something they should have done from the very start. Now it’s too late. And they are still making promises they can’t keep, even as they continue to defer* promised features into a post-release schedule.

My guess is that the current networking layer is going to remain as-is for quite some time, as they continue to build other features and systems on top of it. Then if by some miracle they survive (they won’t) long enough to actually get around to it, all that stuff they are building on top of a network layer they have to replace, will either have to be ripped out, or modified to support whatever it is they need to do in order to support their long term goals.

All of this means that even if they are around long enough for a 4.0 schedule to go live, and it does include the major networking features they need to make what they plan work, until then, backers are still going to be stuck with 8 player clients in Star Citizen. I can’t wait to see what happens when 3.0 goes live with the two moons. It’s going to be hilarious. Maybe they’ll shock everyone and have 6 clients running in Crusader without problems.

Anyone who still has hopes that this project is ever going to be completed, let alone as promised, is delusional.

DevGame has independently reached the same conclusion:

The problem is that literally all the various engines are incredibly restricted with regards to their multiplayer capabilities. They are all match-based at their foundation. What Star Citizen is pretending to try to accomplish, does not exist and never will exist, due to the restrictions everyone has to live by.

The astute reader will, of course, wonder why DevGame has been researching this issue so deeply.


We, the Dread

Electric Pence has revealed the plot of Far Cry 5: Theodore Keal, leader of the Red Ilk Gang, has been terrorizing the inhabitants of Justopia for years…until Joan Kalzi resisted.


That is the header from my old WND column, by the way, colorized by an artist.



Announcing Infogalactic Tech

Following fast on the heels of Infogalactic News, the Techstars and Infogalactic News team are pleased to announce the launch of Infogalactic Tech, for all your daily tech-related headlines. This will likely include game-related news as well, at least until we put together an Infogalactic Game team. Technology is increasingly converged, which is why we are going to need to develop and support new Alt-Tech news sites.

If you have a site that you believe merits being permanently linked at the bottom, please email technews-at-infogalactic-dot-com or make a suggestion in the comments. We will also be adding link suggestion boxes to both News and Tech at some point in the near future. As always, if you wish to support these ongoing developments in Alt-Tech and Alt-Media, please join the Burn Unit. As people continue to join, we’re going to be able to keep doing more.

On a not-entirely-related note, I’ve begun blogging about some of the design and development challenges we’re facing with GameBrain and our other games, and how we’re deciding to address them. This really isn’t extra work; it’s more akin to thinking out loud about stuff we’re already doing. The DevGame post today poses the 3-strike challenge, which concerns how to end a multiplayer game that is based on a 3-strike system.


Gamedev help

Will whoever sent me the questions for Command & Conquer: Red Alert please resend the multiple choice answers to me? Somehow, the database got confused and saved over the multiple choice answers to the 10 questions.

Thank you.

Btw, we’re well over 2k questions now and we’re implementing the graphics. The game should be out this summer and it is going to be excellent.


Dark Lord character class

AUTARCH, publishers of Adventurer Conqueror King System and Domains of War, has announced a new Kickstarter:


The Heroic Fantasy Handbook is a rules supplement that brings the flavor of heroic fantasy to your favorite role-playing game. It will be released as a  160+ page 8.5″ x 11″ softbound book with full color cover and black & white interior art.

What do we mean by “heroic fantasy flavor”? It’s the flavor that J.R.R. Tolkien and Robert E. Howard have in common, once you remove what’s different. Tolkien and Howard are usually considered opposites – high fantasy versus swords & sorcery, British versus American, literary versus pulp, and so on. But if they are opposites, they are opposite faces of the same coin, and that coin is heroic fantasy. Their worlds have more in common with each other, and with those of luminaries such as E.R. Burroughs, Clark Ashton Smith, H.P. Lovecraft, and Michael Moorcock, than with any of their contemporary epigones. Heroic fantasy is set in a world like our own world, one that might even be our world, in its distant past or far future. Its heroes, though men and women of extraordinary talent and drive, have none of the “super-powers” now common in contemporary fantasy (especially games). They do not typically teleport, fly, shoot fire, or raise the dead. Magic in heroic fantasy is more subtle and nuanced than in contemporary fantasy. It works with what is, rather than creating what is not. A magician cannot teleport straight to his friend’s distant castle, though his whispered dreams might reach his friend across the black gulfs of space. A magician will not fling magic missiles, but he might call down lightning from a storm, or capsize a boat with a wave. Working magic might require lengthy ceremonies, terrible sacrifices, or the power of primeval places. And those who use magic risk corruption. Even the wisest can lose their mind, body, and soul if they tamper with dark magic. That’s heroic fantasy.

Cleaving away decades worth of detritus of assumptions and expectations about how characters heal, fight, and adventure – how magic works – what spells do – and more, the Heroic Fantasy Handbook offers a fresh way to play with familiar D20 fantasy mechanics. The Heroic Fantasy Handbook is designed for use with the Adventurer Conqueror King System™ (ACKS™) but is readily compatible with other fantasy role-playing games built on the same core rules.

The second book we’re crowdfunding, Barbarian Conquerors of Kanahu (BCK) is a sword & sorcery, sword & planet, and science fantasy setting sourcebook, designed for use with the Adventurer Conqueror King System core rules and the new Heroic Fantasy Handbook, and readily adaptable to other D20 OSR fantasy games and settings.  It will be released as a 144+ page 8.5″ x 11″ softbound book with full color cover and black & white interior art.

As a fan and supporter of Autarch, naturally, I did not hesitate to back the Kickstarter project. But I also spoke with them about the new books, and as a result, if enough of you back the project as well, they are willing to add a special character class: Dark Lord. Just add a note or send an email noting that your support is “FOR THE DARK LORD”, and in addition to the benefits you’ll receive appropriate to your level, Autarch will add the amount to everyone else who specifies the same, and if the sum total of all reaches the Patron Deity level, they will add the following to the book:

  • Dark Lord class, including but not limited to a Supreme Dark Lord possessing Vile Faceless Minions and Dread Ilk
  • A full-page illustration of the Supreme Dark Lord on his throne of bones, with his elven consort.
  • A full-page illustration of the Vile Faceless Minions devouring SJWs.
  • A full-page illustration of the Dread Ilk in action.
  • A full-page of illustration of Malwyn the Discipline.
Just to add to the fun, if the illustrations are created, there will likely be t-shirts to follow.