I think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
You should focus on telling us what it is, not what it is not.
Quote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.
This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.
Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.
Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.
Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.
The game speaks for itself, and thankfully, the other game does not.
Quote from: RI2 on May 31, 2024, 04:04:30 PMQuote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.
This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.
Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.
Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.
Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.
The game speaks for itself, and thankfully, the other game does not.
Why so down on FoF? When it was in development, and shortly after its release, you had good things to say.
Quote from: RI2 on May 31, 2024, 04:04:30 PMMechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail.
Hello,
1. Does the game have an advantage/disadvantage mechanic?
2. Can my character own slaves in the game?
Thanks
I have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.
I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness.
Didn't know CG was making a new updated book.
What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)
Quote from: JanDevries on May 31, 2024, 06:42:43 PMQuote from: RI2 on May 31, 2024, 04:04:30 PMQuote from: HappyDaze on May 31, 2024, 12:58:56 PMYou should focus on telling us what it is, not what it is not.
This is the new edition of the game that has been around since 2007. Like always, it is set during the start of the American Revolution, but now the timeline has been pushed back to the aftermath of the Battle at Concord-Lexington. The tone and setting are still the same.
Colonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved. Most Colonists have either chosen to deny the supernatural or rationalize it away. In contrast, others have been irreversibly damaged by their experiences with it. But some know and accept it for what it is and act accordingly, willingly choosing to place their reputations, faith, and sanity on the line to fight back. Seeing themselves as the last line of defense against the onslaught of evil; these characters war with the terrifying forces that lurk in the shadows.
Mechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail. I have made a few tweaks to them, but they already play. an earlier version, you can still use the previous supplements with the new edition.
Where the game stands out is the historical setting material included. This has been expanded, in some cases extensively added to, and designed to get gamers up to speed on a topic they might not know much about.
The game speaks for itself, and thankfully, the other game does not.
Why so down on FoF? When it was in development, and shortly after its release, you had good things to say.
Sometimes, reality is not what it appears to be. You go into a situation thinking the best and then discover the situation is bad.
Quote from: Bones McCoy on May 31, 2024, 06:49:17 PMQuote from: RI2 on May 31, 2024, 04:04:30 PMMechanically, the mechanic is still the same--roll d12 and meet or beat a Target Number to see if you succeed or fail.
Hello,
1. Does the game have an advantage/disadvantage mechanic?
2. Can my character own slaves in the game?
Thanks
No advantage/disadvantage mechanic.
Once you buy the game, what you do with it is out of my hands. I do write about slavery, and I have a background that deals with being either a freed slave or a former servant.
Quote from: Lurker on May 31, 2024, 09:03:36 PMI have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.
I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness.
Didn't know CG was making a new updated book.
What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)
Colonial Gothic is nothing like FoF. The tone is like all the books that came before it. My approach is simple: once you buy the game, you can use it how you want. There is not one true way to play the game. There are no purity tests.
As for the changes, I posted the list as an update today. I will copy it over to here.
Change 1 — A name changeResolution is now Resolve. It still does the same thing, but it fits better with the other stats, sound-wise.
Change 2 — StatsThe "big" change is that stats are no longer static. That means that instead of having, say, a Nimble 7, you would have a Nimble +2. Like the old system, you use your stat, in this case, the +2, to see if you succeed. Basically, Ability Rank + Skill Rank + 2d12 ≧ TN = Success. I will use the example below.
"For example, you want your character to climb a wall in a raging storm. Your character has Nimble +3 and an Athletics skill of +8. Your Gamemaster tells you that the Target Number is 24. You roll 2d12, and your result is 8 and 1, for a total of 9. Adding your Nimble (+3) and skill (+8) is equal to 20 (9 [die roll] +3 [Nimble score] + Athletics skill [+8]). Since 19 is less than the TN of 24, you fail. As to what happens, your GM describes it to you."
So why did I make this change? It makes more sense mechanically. A static number for a Stat means nothing if you use the associated +/- to see if you succeed or fail. Also, the game runs faster since every bonus or penalty is on your character sheet.
One of my players made this change in the campaign she is running, and playing this change, the game does feel like what I wanted it to be. I've moved this change over to Shadow, Sword & Spell, which adds to the action style I was going for.
Change 3 — ActionsEvery Round, you get 2 Actions and 1 Free Action. With each Action, you can move, attack, cast a spell, or take a miscellaneous Action, such as unsheathing a weapon, standing up from a prone position, reloading a weapon, etc. When your turn comes in the Initive Order, you can take all your Actions. No longer do they split.
Why the change? With how Stats are, I needed a way to move over multiple actions like the previous editions. Also, this change plays more like the action scenes you see in movies like The Last of the Mohicans.
Change 4 — Rate of FireThere is a set Rate of Fire depending on the weapon used to make things easy and keep the action moving. Ancient weapons, thrown weapons, and the like have a Rate of Fire of 1. Any firearm—be it a musket, rifle, blunderbuss, or flintlock—has a Rate of Fire of 2.
For firearms, you can shoot and reload on your turn and be ready to fire on your next. Or, you can shoot two arrows, toss two tomahawks, or throw two knives.
Change 5 — Fear and SanityThis has been tweaked a little, but the big change is that disorders no longer exist. They have been replaced with Phobias.
Why the change? Personal reasons.
As many of you know, hell, probably everyone by now, I suffer from pervasive depression (new term), anxiety, PTSD (childhood), and, well, sometimes a desire to depart this Earth. I chose to do this because the current rules make me uncomfortable. Yes, there is still Sanity; it comes into play in many ways. Phobias work better and add to your character's personality.
You roll 8d12 to see what phobia you get when your Sanity reaches 0—you have to love the d12.
Change 6 — Posion and AnidotesCleaner and easier to use mechanically.
Change 7 — Character CreationOk, this is my favorite change.
You need to choose your side, choose your background, and choose your profession. There are 27 professions in the Rulebook; more will come in future supplements (I have 4 in various stages now. I will write about that later).
Professions are presented in the following format:
- Name: The name of the Profession.
- Background: The origin of your character.
- Starting Vitality Bonus: This is the base Vitality you begin with.
- Skills: These are your starting skills. Each skill has a starting Rank.
- Gear: Three items that you begin your career with.
Creating a character now has meat to it and gives you a sense of where your character fits in the world.
Besides the above, the book covers a lot more ground. There is a lot of source material. Since the book size will be 8.5x11, I have more room to provide more to make the game approachable.
Quote from: RI2 on May 31, 2024, 04:04:30 PMColonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved.
Does it posit a world where uniquely American myths are real? Like say Rip van Winkle and the like? Are there European mythical beings that 'jumped the pond' with the Colonists?
A thing I have never heard is not another thing I have never heard of. Informative.
I did have the original Colonial Gothic. I did quite like it, but not enough to run it. For a colonial period vibe, I really like Times That Fry Men's Souls. It's a hex crawl, and really well done. I did run that.
Quote from: RI2 on May 31, 2024, 11:31:53 PMQuote from: Lurker on May 31, 2024, 09:03:36 PMI have always liked the idea of Colonial Gothic type setting and over the years I got Colonial Gothic (I think in a Bundle of Holding deal), along with a few other similar setting systems, but never got to play any of them.
I liked Zweihander, at least when it first came out. Loved the grim dark feel and the similarity to Warhammer. However, over the years they got more annoyingly virtue signaling for my taste. I did end up backing their 'Flames of Freedom' but didn't dig into it too much expecting that it would just make me mad with the decent into wokeness.
Didn't know CG was making a new updated book.
What is the plusses v minuses to the older version of CG v the planned new version. Also v the Zweihander game (assuming the wokeness can be trimmed out of it and still be playable)
Colonial Gothic is nothing like FoF. The tone is like all the books that came before it. My approach is simple: once you buy the game, you can use it how you want. There is not one true way to play the game. There are no purity tests.
As for the changes, I posted the list as an update today. I will copy it over to here.
Change 1 — A name change
...
Professions are presented in the following format:
- Name: The name of the Profession.
- Background: The origin of your character.
- Starting Vitality Bonus: This is the base Vitality you begin with.
- Skills: These are your starting skills. Each skill has a starting Rank.
- Gear: Three items that you begin your career with.
Creating a character now has meat to it and gives you a sense of where your character fits in the world.
Besides the above, the book covers a lot more ground. There is a lot of source material. Since the book size will be 8.5x11, I have more room to provide more to make the game approachable.
I didn't realize you were the game designer. Thanks for sharing the changes
I did back it for the PDF. My wife has banned me from buying any new physical books, at least until we buy/build a house large enough to have my own room with lots of bookshelves.
I've always like the idea of it, but have never had a group to play it with.
I bought Flames of Freedom and a nifty campaign for it and it seemed fine, but I haven't run it. I did run a long Zweihander campaign, and it was great, my major criticism was that combat was too "wiffy". I backed the new campaign as I do think the 2d12 system is nifty. I'd probably run it in the pre-Revolutionary war era. I have a nifty campaign for the older versions (Porstsmouth), but I'd need to hack that campaign because it has an old style "one of your PC's is the chosen one" trope.
Quote from: Insane Nerd Ramblings on June 01, 2024, 04:08:20 AMQuote from: RI2 on May 31, 2024, 04:04:30 PMColonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved.
Does it posit a world where uniquely American myths are real? Like, say, Rip van Winkle and the like? Are there European mythical beings that 'jumped the pond' with the Colonists?
In the rulebook, I do not touch on that topic. In an upcoming book? Yes. However, I have both the Jersey Devil and the Headless Horseman (I renamed him Headless because I liked how it sounded). As European creatures, you will find vampires, werewolves, banshees, and a few other. The bulk, however, are ones specific to native culture lore. Also, keep in mind that animals are a risk as well.
I have four follow-up books in some form of readiness. A lot more will be added to the game via the monster book (I have not settled on a title yet).
Quote from: LurkerI didn't realize you were the game designer. Thanks for sharing the changes
I did back it for the PDF. My wife has banned me from buying any new physical books, at least until we buy/build a house large enough to have my own room with lots of bookshelves.
I've always like the idea of it, but have never had a group to play it with.
Not a problem; I am glad that I could help. As for buying new books. I feel your pain. My wife has put down the mandate as well. I did find a workaround when it comes to reference books.
Quote from: PencilBoy99 on June 01, 2024, 02:39:15 PMI bought Flames of Freedom and a nifty campaign for it, and it seemed fine, but I haven't run it. I did run a long Zweihander campaign, and it was great, my major criticism was that combat was too "wiffy". I backed the new campaign as I do think the 2d12 system is nifty. I'd probably run it in the pre-Revolutionary war era. I have a nifty campaign for the older versions (Porstsmouth), but I'd need to hack that campaign because it has an old style "one of your PC's is the chosen one" trope.
The French Indian War book is still compatible with the new game.
I have had notes for a small campaign set post-Jamestown or Plymouth that plays up the stranger from a strange land vibe. Turn the fear of the unknown to 11, if you will, and play up how out of place you are. I also have notes for the post-Revolution and Pre War of 1812, but those are on the back burner.
Quote from: RI2 on June 01, 2024, 04:48:19 PMQuote from: Insane Nerd Ramblings on June 01, 2024, 04:08:20 AMQuote from: RI2 on May 31, 2024, 04:04:30 PMColonial Gothic is designed from the perspective of the American Colonists: witches are real, devils and monsters run rampant in the world, and Magic exists—usually with terrible effects on all involved.
Does it posit a world where uniquely American myths are real? Like, say, Rip van Winkle and the like? Are there European mythical beings that 'jumped the pond' with the Colonists?
In the rulebook, I do not touch on that topic. In an upcoming book? Yes. However, I have both the Jersey Devil and the Headless Horseman (I renamed him Headless because I liked how it sounded). As European creatures, you will find vampires, werewolves, banshees, and a few other. The bulk, however, are ones specific to native culture lore. Also, keep in mind that animals are a risk as well.
I have four follow-up books in some form of readiness. A lot more will be added to the game via the monster book (I have not settled on a title yet).
Thanks. I have the True20 version of Colonial Gothic from a while back, but never played it. I was curious because I had a long campaign that was set in an alternate-history New World, where the Norse Vinland colony had succeeded. I also had the Headless Horseman and the New Jersey Devil show up. I'd be curious about that upcoming book.
Are there any major differences in background in the new edition from the True20 version? (Obviously rules are different, I understand.)
As a refresher and for anyone else - the True20 book background talks about two big categories: Undead (Ghosts, Vampires, and Zombies); and Otherworldly (including Demons and Spirits). It refers to general True20 rules for vampires, zombies, and a few others. The included bestiary entries are:
A-senee-ki-wakw (Algonquian / Abenaki)
Apotamkin (Algonquian / Passamaquoddy)
Chepi (Algonquian / Narragansett)
Demon - Air/Earth/Ether/Fire/Metal/Water (European)
Devil - Imp/Tormentor (European)
Ewah (Iroquoian / Cherokee)
Ghoul (European)
Headless (American Colonial)
Honochenokeh (Iroquoian / Haudenosaunee)
Jogah (Iroquoian / Haudenosaunee)
Pim-skwa-wagen-owad (Algonquian / Abenaki)
Pok-wejee-men (Algonquian / Abenaki)
Wendigo (Algonquian)
Werewolf (European)
I think it's an interesting mix, but my experience was that I needed to abstract and simplify more to make the different traditions comprehensible to players. (For example, I liked the detail on the eight tribes in the True20 book, but I suspect I'd want to simplify for a given campaign. Too many details often are a hindrance to getting a big picture.)
Something I'd be curious especially about adventure and campaign ideas that go beyond monster-of-the-week. The eve of the American Revolution is obviously a very turbulent time that I'd think would figure into things.
Backed. I always liked CG.
How useful would this be for running something say 1650 instead of 1775? Thinking of something like The Witch plus some of Old Gods of Appalachia.
Quote from: jhkim on June 01, 2024, 06:04:10 PMThanks. I have the True20 version of Colonial Gothic from a while back, but never played it. I was curious because I had a long campaign that was set in an alternate-history New World, where the Norse Vinland colony had succeeded. I also had the Headless Horseman and the New Jersey Devil show up. I'd be curious about that upcoming book.
Are there any major differences in background in the new edition from the True20 version? (Obviously rules are different, I understand.)
The background has been tightened up a lot, and though things are still similar, things have been tweaked over the years. There is now a thread running through the background that has been there since the Revised edition. This thread has become more pronounced and will come into the forefront, starting with 4E.
QuoteAs a refresher and for anyone else - the True20 book background talks about two big categories: Undead (Ghosts, Vampires, and Zombies); and Otherworldly (including Demons and Spirits). It refers to general True20 rules for vampires, zombies, and a few others. The included bestiary entries are:
A-senee-ki-wakw (Algonquian / Abenaki)
Apotamkin (Algonquian / Passamaquoddy)
Chepi (Algonquian / Narragansett)
Demon - Air/Earth/Ether/Fire/Metal/Water (European)
Devil - Imp/Tormentor (European)
Ewah (Iroquoian / Cherokee)
Ghoul (European)
Headless (American Colonial)
Honochenokeh (Iroquoian / Haudenosaunee)
Jogah (Iroquoian / Haudenosaunee)
Pim-skwa-wagen-owad (Algonquian / Abenaki)
Pok-wejee-men (Algonquian / Abenaki)
Wendigo (Algonquian)
Werewolf (European)
Here is what you will find in the new rulebook:
InfernalBoo Hag
Headless
NaturalAlligator
A-sense-ki-wake
Apotamkin
Badger
Bat
Baykok
Bear, Brown
Bear, Black
Beaver
Boar
Cat, Large
Cat, small
Coyote
Deep One
Dog
Eagle
Ewah
Goatman
Honochenokeh
Horse
Jersey Devil
Mestabeok
Night Beast
Nightgaunt
Owl
Pok-were-men
Rat
Raven
Sasquatch
Snake, Giant
Snake, Poisonous
Wendigo
Werewolf
Wolf
Wolverine
OtherworldyBanshee
Byakhee
Chepi
Ghost
UndeadGhoul
Skeleton
Vampire
Zombie
That is the current coverage. I needed to cut more, but that will be in a follow-up book.
QuoteI think it's an interesting mix, but my experience was that I needed to abstract and simplify more to make the different traditions understandable to players. (For example, I liked the detail on the eight tribes in the True20 book, but I suspect I'd want to simplify for a given campaign. Too many details often are a hindrance to getting a big picture.)
When you compare what the game is now to the True20 conversion, it is night and day. There is more explanation about the period, which helps those not familiar with it get up to speed quickly. Regarding the handling of native cultures, the coverage is far more expansive. It offers enough information that those choosing to play a native of a Tribe Adopted have an idea of what the culture they belong to believes in and what they like. Like the editions before it, 4E does a much better job of providing you with the information you need to play the game.
QuoteSomething I'd be curious especially about adventure and campaign ideas that go beyond monster-of-the-week. The eve of the American Revolution is obviously a very turbulent time that I'd think would figure into things.
The game timeline now starts right after the Battle of Lexington and Concord. The French Indian war book, as well as Settings, is compatible. Also, there is the adventure The Journey to Norumbega, set in the early period of the colonies. Lastly, there is Portsmouth 1745. Those are easy to use if you want to build something outside the game's initial scope. My current focus is the build-up to and the times during the American Revolution.
However, as I have written earlier, I have notes and rough outlines for something post-Jamestown/Plymouth and the lull between the first half of the American Revolution and the second half (War of 1812).
Quote from: Thornhammer on June 02, 2024, 07:26:02 PMHow useful would this be for running something say 1650 instead of 1775? Thinking of something like The Witch plus some of Old Gods of Appalachia.
The rules, character creation, weapons, and gear are time-period neutral. The currency rate would be hard. Magic would stay the same as would the monsters in the book.
Quote from: RI2 on May 31, 2024, 11:52:29 AMI think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
I just think it was a travesty that a garbage human grifter took your product and made it into a direct opposite of everything it stood for.
Guys, having heard the whole story about what happened to Richard, I can assure you that there's no reason to think that Colonial Gothic will have any of the disgusting woke pandering that the "powered by zweihander" stuff did.
I appreciate it. I learned a lot from the experience, and the next time something like this comes up, I will be better armed. It was a long few years, and the whole experience broke me. Working on the new edition reenergized me.
Quote from: RI2 on June 05, 2024, 10:38:01 AMI appreciate it. I learned a lot from the experience, and the next time something like this comes up, I will be better armed. It was a long few years, and the whole experience broke me. Working on the new edition reenergized me.
Wow. Way to get yourself back up and take ownership. Something like what happened to you would have made others just give up.
Quote from: blackstone on June 05, 2024, 10:47:45 AMQuote from: RI2 on June 05, 2024, 10:38:01 AMI appreciate it. I learned a lot from the experience, and the next time something like this comes up, I will be better armed. It was a long few years, and the whole experience broke me. Working on the new edition reenergized me.
Wow. Way to get yourself back up and take ownership. Something like what happened to you would have made others just give up.
Not going to lie. The experience had me questioning if I wanted to do this anymore. It was stepping down from shared GM duties with my group that my mind changed. Playing other games pulled me out of wanting to give up. It didn't take long after I was just a player in the various games my group runs that I decided to do the edition.
So, yes, I am glad I didn't toss in the towel. If I did, there would not be the real Colonial Gothic in the world.
Quote from: RPGPundit on June 04, 2024, 05:20:57 PMQuote from: RI2 on May 31, 2024, 11:52:29 AMI think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
I just think it was a travesty that a garbage human grifter took your product and made it into a direct opposite of everything it stood for.
Guys, having heard the whole story about what happened to Richard, I can assure you that there's no reason to think that Colonial Gothic will have any of the disgusting woke pandering that the "powered by zweihander" stuff did.
Was this on one of your livestreams?
Quote from: GeekyBugle on June 05, 2024, 05:59:34 PMQuote from: RPGPundit on June 04, 2024, 05:20:57 PMQuote from: RI2 on May 31, 2024, 11:52:29 AMI think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
I just think it was a travesty that a garbage human grifter took your product and made it into a direct opposite of everything it stood for.
Guys, having heard the whole story about what happened to Richard, I can assure you that there's no reason to think that Colonial Gothic will have any of the disgusting woke pandering that the "powered by zweihander" stuff did.
Was this on one of your livestreams?
I told him everything via private email. For reasons, I don't want to disclose. I don't wanna talk about it publicly.
Quote from: RI2 on June 05, 2024, 06:30:10 PMQuote from: GeekyBugle on June 05, 2024, 05:59:34 PMQuote from: RPGPundit on June 04, 2024, 05:20:57 PMQuote from: RI2 on May 31, 2024, 11:52:29 AMI think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
I just think it was a travesty that a garbage human grifter took your product and made it into a direct opposite of everything it stood for.
Guys, having heard the whole story about what happened to Richard, I can assure you that there's no reason to think that Colonial Gothic will have any of the disgusting woke pandering that the "powered by zweihander" stuff did.
Was this on one of your livestreams?
I told him everything via private email. For reasons, I don't want to disclose. I don't wanna talk about it publicly.
As is your right, but can't blame me for feeling a little sting of curiosity regarding the human waste that made Zweihander.
I need to know what happened at Jamestown.
The real story.
Not the cover story "they" put out.
:-)
Quote from: GeekyBugle on June 05, 2024, 06:32:55 PMQuote from: RI2 on June 05, 2024, 06:30:10 PMQuote from: GeekyBugle on June 05, 2024, 05:59:34 PMQuote from: RPGPundit on June 04, 2024, 05:20:57 PMQuote from: RI2 on May 31, 2024, 11:52:29 AMI think the subject line is clear.
I tend not to post but I felt like it was time. The reason is Colonial Gothic has launched its Kickstarter today, and I wanted to get this out of the way.
This new edition keeps the flavor and style of what has come before. What does that mean? Nothing found in that game is found in Colonial Gothic. Yes, some world background is there, but it is not even close to what you find in Colonial Gothic 4E.
Knowing this place, I am sure you will have questions and comments. So ask away. Note that there are some things I cannot talk about.
Richard
I just think it was a travesty that a garbage human grifter took your product and made it into a direct opposite of everything it stood for.
Guys, having heard the whole story about what happened to Richard, I can assure you that there's no reason to think that Colonial Gothic will have any of the disgusting woke pandering that the "powered by zweihander" stuff did.
Was this on one of your livestreams?
I told him everything via private email. For reasons, I don't want to disclose. I don't wanna talk about it publicly.
As is your right, but can't blame me for feeling a little sting of curiosity regarding the human waste that made Zweihander.
If we ever meet in person, I'll tell you everything.
Quote from: DocJones on June 05, 2024, 10:20:08 PMI need to know what happened at Jamestown.
The real story.
Not the cover story "they" put out.
:-)
Jamestown is nothing. Roanoke is the great cover-up and what happened there...
:)
Richard it seems like I'm not alone in digging the pre revolution period. We need that suppliment!
Quote from: PencilBoy99 on June 06, 2024, 10:45:30 AMRichard it seems like I'm not alone in digging the pre revolution period. We need that suppliment!
It is on my to-do list. I have always wanted to cover this period. The closest I have come is what is found in Colonial Gothic Settings (https://www.drivethrurpg.com/en/product/207733/colonial-gothic-settings) and The Journey to Norumbega (https://www.drivethrurpg.com/en/product/225064/the-journey-to-norumbega).
I will tackle the topic.
The to-do list might be long, but the four books on them are in various stages of completion. I had a lot of material I cut from 4E's manuscript.
Pickled tink over this news! Thanks for the hard work, Sir!
Quote from: Danger on June 06, 2024, 09:23:23 PMPickled tink over this news! Thanks for the hard work, Sir!
You're welcome. The hard work has been worth it.
While you're here, could you sort out the various Shadow, Sword and Spell offerings? There's a bundle with basic and expert books. There are also player and Gamemaster book. There's also a 2nd edition that seems to be all in one. Which books do I need to get the current version of the rules?
Quote from: yosemitemike on June 08, 2024, 07:52:26 AMWhile you're here, could you sort out the various Shadow, Sword and Spell offerings? There's a bundle with basic and expert books. There are also player and Gamemaster book. There's also a 2nd edition that seems to be all in one. Which books do I need to get the current version of the rules?
Get 2nd edition, that is all you will need, rules-wise. GM and Player are optional rules and other ideas that can be added to the game. Basically, a lot of options if you want to tweak the game further.