Saturday, June 11, 2011

Horror Show October Release Date

It is official. Horror Show will be released in print by Halloween (earlier in PDF format).

From the back page:

Enter the world of cinematic terror with Horror Show.

A frightening new edition to the Network System.

Horror Show is perfect for one-shot adventures, and great for full length campaigns.

Includes:

  • A flexible and light-weight system
  • Versatile rules for creature design
  • Dozens of skills and occupations
  • Mechanics for emulating horror
  • A scalable and open approach that allows for different styles of play

Tuesday, June 7, 2011

Bedrock Update

We've been busy the last few weeks at Bedrock Games, working on a number of projects, all very exciting and different. Here is a brief overview:

Average Joes is a new Terror Network scenario-supplement. Unlike previous TN adventures, this one allows players to be regular people in extraordinary situations. Written by Reuben Hinman (who wrote Operation Hydra and contributed to the Agency Resource Guide) it contains a compelling one-shot adventure plus rules for running civilian campaigns.

Horror Show is virtually finished. We have the cover art, which I think is some of Jeff Preston's best work. It really captures what we were going for (the entire spectrum of horror films). All that remain are some minor adjustments to the manuscript before it goes to the editor.

Orlando's Guide to Organized Crime is still in the final phases of development. The character Orlando (appearing in Crime Network Rule Book as well) was based on my Grandfather Orlando J. Fanti, who passed away in January. The book is dedicated to his memory, but I need to make sure it's perfect.

The other project in development doesn't have a name yet, but it is our first venture into fantasy. We've taken the core Network System and reworked it to include magic and to fit the genre. If you like magic, you will love this game. We created the core concepts over the last year, and now we're ready to dive into the writing. Because it will include a setting, spells, monsters, rules, characters and more, this will also be a larger book than Terror Network, Horror Show or Crime Network (probably around 200 pages, possibly more). We like keeping things concise and to the point, but with a fantasy RPG we simply had to give ourselves more room.

Patriot Incident

Patriot Incident is out in PDF (RPGNOW) and available for pre-order in print (Studio 2 Publishing). It's a great investigation adventure, and anyone interested should check out Tommy Brownell's review (Most Unread Blog).

Brendan

Wednesday, May 25, 2011

Horror Show Update

The writing and cover art for Horror Show, our new Horror Cinema RPG, are complete. This exciting new product for our Network line captures the spirit of your favorite horror films. What sets it apart is its broad range and its flexibility.

Horror Show works for any sub-genre or style of horror. We love horror movies of all stripes and chose to embrace them all. The system is designed so GMs can model adventures on any horror film they want. They can customize monsters and scale the level of realism to their taste. They also have a host of optional mechanics to draw on to help emulate the genre.

Players now have more options for character creation. They have six Roles (ranging from Soldier/Cop to Bookworm) and dozens of occupations to choose from. There are also more options to tailor skill point levels. For example we introduce a mechanic called Skill Gutting that allows players to sacrifice skill points in one category for points in another.

We’ve also reworked some of the original network mechanics. Hazards (called Toxins/Contaminants in our other games) are much more streamlined. Instead of a percentile roll, it is a simple dice pool against characters’ relevant Defense. So now it works like the rest of the system, and makes a little more logical sense.

We hope to have Horror Show on shelves soon.

Sunday, May 15, 2011

PATRIOT INCIDENT RELEASED IN PDF



PATRIOT INCIDENT PDF
A murdered arms dealer and a handful clues...

It is a night of celebration in Boston, but a group of extremists have other plans...

This heart-pounding investigation pits your players against an unexpected threat. They have less than 12 hours to track their leads and stop the attackers, or Boston will never be the same.

The Patriot Incident is a Terror Network module, and provides the gamemaster with a complete counter-terrorism investigation. It includes 19 suspects and over 20 locations for your players to investigate as they race to stop a major terrorist attack.

Tuesday, May 3, 2011

Characters and Conflict: The heart of a successful Crime Network campaign


For those who haven’t played Crime Network, it is a mafia role playing game that uses our light-weight Network System (the same mechanic used in Terror Network). Players assume the role of mobsters and work their way through the ranks of their crime family by establishing rackets and guarding their reputation.

I’ve spoken with other gamemasters who play Crime Network or Mafia RPGs, and they all have their own approach to the genre. Everyone has different groups with different preferences and gaming philosophies. So my advice here may not be useful to everyone. Personally I’ve found exchanging points of view on this has improved my ability as a game master.

I also hear from Gamemasters and players who want to run such a game, but are not sure how. Usually they have questions about how to prepare for an adventure. Sometimes seeing how other people approach a game can help.

Therefore I thought it would be beneficial to share my own experience running Crime Network. I go into this in some depth in our upcoming “Orlando’s Guide to Organized Crime”, but I would like to offer some of my insights here as well.

In my opinion the best way to run a mafia RPG is the way that produces the most fun for you and your group. For me, this means starting with characters. If I have interesting NPCs in play, with strong motivations and goals, I can react to any course of action the players take.

So in my last campaign, which was set in Boston, the players started out as associates in the Martino Crime Family (I opted to use the fictional crime families from the Crime Network rule book). Right away, I knew I had to flesh out the soldier who handled their crew (and the capo he answered to as well). I also took some time to draw up other crews and capos who might come into play. With each character I was sure to establish details like hidden motives and family life. I also created rival criminal organizations (in this case a local biker gang, some Yakuza and a resurgent Irish Mob).

I knew from the start that I didn’t want to railroad my players, and I wanted them to be able to make meaningful choices during the game. To facilitate this I embedded two major conflicts in the form of NPCs.

The first was their own Capo: Frank Nicoletti. I made him a traitor trying to take out the Martino family boss, Michael “Caesar“ Martino. I figured if the players proved themselves on early tasks, he might try to bring them into the plot. For fun (and to make him more memorable) I gave Frank Nicoletti a new-age streak (incense, yoga and meditation), as well as an interest in Martino’s wife.

The second was a violent and wild Irish mobster called St. Andrew. He had forged a deal with another crime family (The Santinis) to encroach on Martino territory. St. Andrew was smart and hired street and biker gangs to do most of his dirty work at first (so it took some time for the players to sense the Irish connection). To make St. Andrew more interesting I gave him a nasty temper and a blunt sense of humor.

My next step was to flesh out characters from other relevant crime families and important crews. This took time, but once I had my master list crews, families, etc, I arranged them in power point so I had a simple visual guide for myself of who all the people and groups were.

Next I got a daytimer. This I used to keep track of my NPC’s plans. This was helpful in terms of organization, but also in forcing me to think about motivations. Using the daytimer, I knew when St. Andrew was planning to send a hit squad after the players. It also helped me know where he would be on a given day. And the daytimer wasn’t limited to St. Andrew. I kept track of all my major NPC’s plans using it.

With this information I was able to start my session with very little other preparation. Since it was set in Boston, I knew most of the locations off hand, and was able to track down real world maps for those I wasn’t familiar with. I also had a few errands in mind for the crew, but ultimately the excitement came from the players reacting to characters and the conflict they generated.

Part of this was because my players really took the initiative. They went out and set up their own rackets, sniffed out rats and basically made big plans for themselves. Part of it was the character planning I had done.

When Frank, their capo, tried to bring them into his plot against the boss, with offers of money and promotions to sweeten the deal, they made like they were playing along and decided to ally with Martino instead. What followed was one of the most memorable power struggles in any game I’ve run. In the end they stopped Frank’s power grab, and he escaped, briefly, by going into the witness protection program (in a later session the players tracked him down and killed him).

When St. Andrew made his move into Martino territory, they rose to the occasion as well. This one took some time and there were several failed assassination attempts on both sides, before the players nailed the St. as he was leaving his mansion for a meeting. It also involved intrigue, as the players had to feel out the other families to see who was on St. Andrew’s side and who wasn’t.

The key thing is I had no pre-planned climactic battles or scenes. I let the players decide what they wanted to do, and I had characters like Frank and St. Andrew react accordingly. Climactic scenes still occurred as a natural consequence of their choices, but none of the events were mapped out and I never forced anything.

I hope other Crime Network gamemasters find this helpful. In the future I may post some of my GM log here as well. I also hope to discuss some of the pitfalls I’ve experienced using this approach.

As always, play the game how you want to play it. At Bedrock we are always happy to share what works for us, and eager to hear what works for you.

Brendan

Tuesday, April 26, 2011

Bedrock Update

The good news is Agency Resource Guide is available in print:

The bad news is, I've had three surgeries and been quite sick, which has impacted the release of other products. I appologize for the delay. We had hoped to have the Patriot Incident and Orlando's Guide to Organized Crime out by now (and Horror Show on the way).

Here is a break down of where we are.

The Patriot Incident should be out very soon. I am working on the layout at this very moment.

Orlando's Guide to Organized Crime is finished (at least the writing is). Once it moves through editing it will be ready for release as well.

Horror Show, a project I've been working on through this illness, is basically finished. The book is written, and Bill and I just need to organize a few more playtests to make sure it is perfect (by the way anyone interested in playtesting should contact us via our website).

We also have a number of other projects in development. These include an FBI game, a western game, a new concept module for Terror Network, and a Crime Network book set in the 1930s.

Brendan Davis

Tuesday, December 28, 2010

Patriot Incident Almost Complete

The Patriot Incident is almost out, and I think Terror Network fans will be pleased. It is a great investigation, set in Boston against a terrifying threat.

Like most of our investigations, it doesn't railroad the characters, but puts them in the driver's seat. I like to think that characters are what create great adventures in gaming. With that in mind, the Patriot Incident allows the characters to react to a terrorist plot, without a series of pre-planned events. It's all about letting them investigate and interact.

It is also, I believe, a very well researched module.

I actually went to the Boston FBI field office to see a squad and interview a special agent to prepare for the Patriot Incident. This experience really opened my eyes to how an FBI field office is run, and one of the pleasant surprises was learning how well suited an FBI squad is to the classic RPG party structure.

Another thing I love about the Patriot Incident is the local flavor. We usually ask our writers to set adventures in locations they are personally familiar with, because we believe this adds depth and accuracy. In the Patriot Incident, we put our local knowledge of the Greater Boston Area to good use. The result is an exciting investigation rooted in a real setting.

I expect to have the Patriot Incident through layout soon, and a big thanks to all the patient Terror Network fans out there.

Brendan