Archive for the ‘Bulldogs!’ Category

What They’re Doing Now: Brian Engard

Friday, February 10th, 2012

“What They’re Doing Now” is a interview series for this blog where we catch up with contributors to Galileo Games and find out what they’re currently working on. Galileo is intensely proud of our talented contributors, and we’re happy to highlight all the cool projects they’re involved in. The first interview in this series is with Brian Engard, who co-wrote the game Bulldogs!

Brian Engard is a freelance writer and game designer. He’s written for Galileo Games, Rite Publishing, Evil Hat Productions, and others, and he spends a lot of time ranting about player agency on Twitter. He also hosts a monthly meetup of game designers called the Meetup of Doom at his house near Philadelphia. He lives there with his wife Nicole and his two dogs, Coda and Beau.

Interview with Brian Engard

What was the most challenging part of writing for Bulldogs?

Probably writing the space combat section of the book. I wanted to make sure that space combat was something that everyone participated in no matter their role on the ship. It’s no fun if you have a protracted dogfight where the pilot and the gunners are doing all sorts of awesome stuff and everyone else is just sitting there waiting for a chance to do something. Granted, a lot of that is still down to the GM, but I think the chapter provides enough rules and advice that it’s pretty easy to get everyone involved somehow.

How can game designers help a GM to structure a game so that characters can all contribute to a challenge where only one character, such as a gunner, in your example, has the skills to appropriately respond?

One of the tricks, and this is something that FATE does well, is giving the players leeway to help each other in creative ways. In FATE, you can use skills in interesting ways to perform maneuvers and place aspects on things that others can tag for free. The key to the whole space combat chapter was shining a light on that and making sure to tell the GM, “Look, this is where the magic is. This is how you get everybody to do something.” The other trick, and this is a bit more universal, is to make sure the GM knows that he’s supposed to be looking at every player at the table in turn and saying, “Right, so what are you doing?” When you ask the direct question, it’s hard for the player not to answer.

What projects are you currently working on?

Several things! The one that’s currently occupying the most of my time is The Demolished Ones, a FATE-based game/adventure for Rite Publishing. It’s a dark Victorian noir story with some steampunk and Lovecraftian elements that tells a story about memory, truth, and how they give you power but expose you to danger.
I’m also working on a few projects for Evil Hat. I did some system development for Strange Tales of the Century, I’m working on some material for The Paranet Papers, and I just finished writing a hack for the upcoming Don’t Rest Your Head supplement, Don’t Hack This Game.
In addition to all the freelance stuff above, I’m working on my own game. It’s called Becoming, and it’s a game about what it takes to be a hero, what you have to sacrifice to achieve your goals, and whether or not you’re still a hero when you’re done. That one’s still in the early playtest phase, but coming along nicely.

What are your plans for future games or other creative projects?

I’d imagine I’ll continue to do freelance work for Rite and Evil Hat. If Becoming does well I can see supporting that with a supplement or two. I also just came up with an idea for a kung fu game with a deck-building mechanic, but that’s still in an embryonic state.

Bulldogs! can be purchased at Indie Press Revolution and Drive Thru RPG

Stormy Weather

Monday, January 30th, 2012

Today Galileo Games is releasing Stormy Weather, by David Moore. The setting is the planet Yentsin, where the entire planet is a wholly owned subsidiary of the Ion Mining company. Yentsin has a big problem. Some of the workers/inhabitants on the planet, don’t like how Ion runs things. They’ve started a revolution to try and get Ion to change the way it runs things on Yentsin.

Stormy Weather is a free Bulldogs! Adventure scenario about rebels, sabotage, firefights, corporations and what it’s like to be stuck in the middle.  All Bulldogs! Adventure scenarios contain tips on running adventures for Bulldogs! and other FATE games, as well as full fleshed out NPCs for each level of character power, allowing GMs to use the adventure scenario for their group regardless of current power level. Today’s interview with David about Stormy Weather covers the setting, writing for Bulldogs! and what other projects he’s currently working on.

Interview with David Moore

When did you learn about Bulldogs?

I learned about Bulldogs! slightly before, or at, Gen Con 2011. I’m not quite sure when exactly it was. At the time I was planning something I called my Year of FATE. Playing and running FATE games of different sorts to get myself even more familiar with the nuances of the system. One of my friends in the podcasting community told me about Bulldogs!, and the pitch made me want to pick it up to learn more.

The pitch was “Firefly set in the Star Trek universe.” Being the Browncoat that I am, I just had to pick it up and read it. I mean, how could I not? Small time folks, trying to scratch a living in a galaxy of high tech wonders and politics. I was hooked.

What was the biggest challenge in creating a FATE system adventure?

Having too many ideas to write down. It’s supposed to be a short adventure, and I wanted it to be memorable and fit the style of game I like to run. Those things don’t always fit together. I like giving players a lot of choice, having the NPCs react and act to those choices. Writing an adventure that was both shorter, while giving the players choices in how the adventure plays out was difficult.

One of Stormy Weather’s main themes is rebellion. What inspired you to use that theme in a Bulldogs! setting?

To me, it fit. As I mentioned before, the pitch was Firefly set in Star Trek, and a big theme of Firefly was rebellion. The crew that plays the module is probably scraping by, and might decide to throw in with the underdog rebellion. They might also side with the government, deciding that the government is in the right, or just hoping for a bigger payday. I thought that choice was an interesting one I could give players, and could lead to an even more expansive campaign at home if the GM wanted to expand on it. I’d like to hear if people do.

I also wanted it to mean a little more than a delivery run gone wrong. I felt that the crew would have their fair share of those already, and I wanted to give players a chance to talk with the people they were delivering cargo to. I hope I gave the GM and players enough loose ends and hooks to get them interested in coming back to the planet.

Stormy Weather is a flexible adventure, one that lets characters make a variety of choices. Was it difficult to write out an adventure that let players go in so many different directions?

Writing it, yes. The style of game I run gives my players a lot of choice, and I wanted that for the people who will run and play Stormy Weather. Fitting that into a short adventure, and giving the GM enough information to run it without saying “wing it here,” was hard.

I did have help though. Sam Chupp wrote an adventure for us at The Game Master Show several years back called Pocket Full of Secrets, which had branching paths that let the players move in the adventure more organically. I used that as a template for Stormy Weather’s branching choices that the players have. I also encourage the GMs to let the players wander. My goal is to give the GM enough information about the situation, the NPC personalities, and the setting, so the characters can make the choices they want to and the GM can handle them. There is no need to strictly stick to the module if the players make choices that aren’t in it, in fact, I encourage it.

That’s a lot to put into a short module, so yes, writing it was difficult but extremely satisfying.

What projects are you currently working on?

The big gaming project I am working on right now is Vegas After Midnight, the brainchild of Mick Bradley. I am glad that he is letting me play in his brain. The setting is Las Vegas, sometime after a great calamity that leaves only Vegas and a small area around it as the only thing left. Vegas, itself already crazy in today’s age, has a life of it’s own and affects the people living in it. So at the   Coliseum, the Romans hold sway, complete with their own Ceasar and daily chariot races. At Circus Circus, the Carnies rule and entertain with their own bizarre sense of humor. I’m not going to give a date for when it’s coming, since life has had a way of delaying this project enough already.

The other major project I am working on is a novel I co-wrote with Katherine Guevara. It’s a post apocalyptic fantasy that I hesitate to call steampunk for fear that steampunk zealots will stone me for it not being set in the Victorian age. It’s really a story about the main characters coming of age, discovering their true power, and the way they can affect the changes going on in the world they are in. I’m editing it now, and I’ll tell you, editing for me is the worst. It’s moving along at a steady pace, and this one I hope to get out in some form, by the end of the year.

I had a great time writing for the Bulldogs! universe, and I would love to write in it again. I’d like to thank Brennan for the opportunity to write in such a rich and yet open setting.

About David Moore

David Moore is the award-winning host of The Signal’s gaming segment, creator of the After Serenity podcast, and was the co-producer of The Game Master Show. He currently produces podcasts and articles for The Secret Lair, as well as managing their dirigible fleet as Commandant Vandermore. He is hard at work producing more role playing game content and works of fiction, and passing his lifetime love of gaming to his kids.

Download Stormy Weather for Free

Purchase Bulldogs!

 

 

Submissions: Bulldogs! Adventure Scenarios

Thursday, January 12th, 2012

Galileo Games is looking for game designers to create Adventure Scenarios for Bulldogs! This year, Galileo Games has scheduled six Adventure Scenarios for release and we need game designers to create them. These adventures are short games designed to start a campaign, play as a one-shot at a convention, or add to an existing campaign. Designers should be familiar with the Bulldogs! setting and FATE mechanics.

About Bulldogs: 

Bulldogs! is a high action space adventure game. Bulldogs! is about freebooting ruffians flying from planet to planet causing trouble. Bulldogs! is about far future technology—sci-fi movie technology that probably wouldn’t work given what we know about the universe today, but who cares? Bulldogs! is about blasters and faster-than-light travel. Bulldogs! is about hopping from planet to planet and running into a vast variety of weird aliens. Bulldogs! is about being shot at and pissing off powerful locals only to flee just in time. Bulldogs! is about starship dogfights and ambushes by space pirates in rarely traveled star lanes.

Adventure Examples:

Currently, there are two free Bulldogs! Adventure Scenarios. If you are planning on crafting a submission, please view these examples for an idea of what the final project should look like.

  • Jaws of the Barracado: Adventure Scenario by Brennan Taylor. Available now for free download.
  • Rosencrantz & Guildenstern Are Bulldogs: Adventure Scenario by Clark Valentine. Available now for free download.
  • Ghost Pirates of the Bandeth Sector: Adventure Scenario by Nick Bate. Available now for free download.

Submissions:

To submit your own scenario, please send a 500 word pitch and a short bio to Brennan Taylor at brennantaylor@galileogames.com.  Adventure Scenarios picked for development will be paid projects. We welcome new and experienced game designers to take part in this project.

Bulldogs! can be purchased in print or e-book from IPR or Drive Thru RPG. For more information about Bulldogs!, visit the Bulldogs! page. For any specific questions about submissions, feel free to ask in the comments below.

 

We Need You!

Wednesday, January 4th, 2012

What do you do when there are more conventions than you can possibly attend, more games than you could run by yourself in one convention, and you happen to have lots of cool swag?  That’s when it’s time to recruit a few good Game Masters.

We are looking for a few good players to join the Galileo Games Demo team as official Galileo Gamers.  We need people who can demo our games at conventions. If you’ve run a Galileo game, own a game, or have enjoyed a game before, then become an official Galileo Gamer, and help us spread the word about the games you love.

How can I join the Galileo Gamers?

All you have to do is run one of our games at a convention. If you are running a game at a convention Galileo Games is attending, then you can simply talk to us about what you’re running. If you are running a game at a convention we won’t be attending, then please e-mail info@galileogames.com with a link to or photograph of the convention schedule that shows that they will be hosting a game.

What do I get as a Galileo Gamer?

If you run a Galileo Game at a convention you will be gifted a Swag Bag of Galileo products. This Swag Bag may contain t-shirts, games, exclusive content, or even an electronic PDF bundle. The Swag Bag will change depending on what we have in production and the interests of the Galileo Gamers.

What are the Galileo Games?

Official Galileo Conventions

Galileo Games will be attending five conventions this year. If you plan to run a Galileo game at one of these conventions, e-mail us at info@galileogames.com and we’ll make sure to pack an extra special swag bag for you.

  • Dreamation: February 23 -26
  • PAX East: April 6 -8
  • Balticon: May 25 – 28
  • Dexcon: July 4 -8
  • GenCon: August 16 -19
  • Metatopia: November 9-11

We look forward to hearing from Galileo Gamers! If you’d like to run a game at a convention, please e-mail at info@galileogames.com to let us know when you’ll be doing it, and we’ll get you your special Galileo swag.

[Bulldogs!] Free Adventure Scenarios

Monday, October 31st, 2011

We’ve posted two free adventure scenarios for Bulldogs!, here on the site and at DriveThruRPG. These are suitable for any power level, all NPCs are set up for each power level. These have been run at conventions and are great for home games too.

We’ll continue posting free adventures roughly monthly. Enjoy!

[Bulldogs!] Now Available

Saturday, August 13th, 2011

Now that GenCon is past, Bulldogs! is now available from both Indie Press Revolution and DriveThruRPG. Things are moving along quite nicely at the moment, there was a lot of buzz at GenCon about the game and discussions are springing up online. There will be a free adventure scenario for Bulldogs! released later this month, so keep an eye on the site.

[Bulldogs!] Kickstarter Loot

Monday, July 25th, 2011

The Bulldogs! kickstarter ended up a complete success. We raised over $13,400 for the Bulldogs! initial print run, allowing us to bump our order from 500 copies to 1000 copies. This is great news! Now, I’m getting all the great rewards in. Lots of our contributors ended up getting a Bulldogs! t-shirt along with their copy of the game. Here’s the box with 66 Bulldogs! t-shirts inside.

As you can see, there are two designs and a variety of colors. There’s the plain logo or the full color art. If you didn’t get in on the Kickstarter, you can pick up a t-shirt here: Galileo Games Spreadshirt store.
At higher levels, backers got a poster as well:

The two top tiers got Bulldogs! patches, and custom name tape to sew on a jacket. The patches are still coming in, but the name tapes already arrived:

If you went to the top level, you got a TransGalaxy flight jacket with the patches preapplied. Here are the jackets, with the name tape on them. You can see the hand-embroidered Black Watch patch that was made some years ago on Brennan’s jacket. The others will have custom ship patches as well.

The TransGalaxy and Class D Freight patches will look like this:

We’re pretty excited about all this! There will be extra patches left over once all the Kickstarter rewards get sent out, to keep an eye out for contests and promotions where you might be able to get ahold of some for yourself. Come see us at GenCon, too. More info on our GenCon plans coming later this week.

[Bulldogs!] Kickstarter

Friday, May 20th, 2011

Bulldogs! is up on Kickstarter. We’re raising the funds for publishing the book, and we’ve already blown past our initial goal. Extra money is now going towards printing costs, and you can get a variety of awesome extra rewards for buying in early.

Kickstarter backers will get the PDF before anyone else, and you can get a signed and numbered copy of the game. Higher reward levels get you t-shirts, custom patches, or even a Class D flight jacket.

Come check it out and help us get this going!

http://www.kickstarter.com/projects/1034531507/bulldogs-sci-fi-that-kicks-ass

[Bulldogs!] Update on Progress

Thursday, April 21st, 2011

Things have been speeding along since the New Year. I know there haven’t been a lot of updates here, but here is a quick note on the progress of the new FATE edition of Bulldogs!

The art is almost all in, there are only one or two pieces still waiting for completion. The text is half edited and layout has already started. We’ll be running a fundraiser in May to get over the final financial hump, more updates as that is ready to launch.

For now, take a peek at the new cover, art by Jaime Posadas, layout by Fred Hicks:

[Bulldogs!] Developing for FATE

Tuesday, October 19th, 2010

As many of you know, Bulldogs! was originally published in 2005 for the d20 system, back when you could still license that branding. I had a print run of 200 copies of the game in that system, sold through them, and printed another 200 with a few edits and a new cover (1.5 Edition?). Not a bad showing, but not great either.

Bulldogs! actually had some of the best coverage of any of my games simply because the d20 audience was very large (and the OGL audience remains large to this day). Bulldogs! was definitely a small potato in the d20 publishing world at the time, and the whole d20 market closed up shop before it had a long run. I could probably have kept selling copies for several more years if WOTC hadn’t pulled the license. I could have converted it to OGL for the next edition and done another print run, too, but I felt it had taken its run by that point.

Bulldogs! is a game that I’ve had lots of fun playing, and when I was surveying what projects to start on after How We Came to Live Here was complete, it popped to the top of the list. I decided to take an entirely new run at it, and the perfect system for the game already existed. I’m talking about the FATE system from Evil Hat Productions. Their game Spirit of the Century is one of my all-time favorites, and I’d actually run a session of Bulldogs! using adapted SotC rules already.

Developing for FATE is actually a great deal easier than developing for OGL. The basic structure of OGL has more constraints, and FATE is a more free-wheeling, high action system. That fits with the feel of Bulldogs! much better. I mentioned a while back one of the first things that contrasted this: the Ryjyllian warrior’s code of honor. I made some detailed rules about this for d20, but when converting to FATE, it was simple to give the Ryjyllians an aspect: Ryjyllian Code of Honor. Boom. Done.

Right now I’ve got some strong alien species creation rules, a new take on how to present the skills in FATE, and custom stunts for Bulldogs! Since looting and trading are big parts of the game, there’s a brand new Resources system for the game. That, and the ship rules, probably need the most testing at this point.

The rules are coming together, and are about 80% done. They will be going off to edit beginning in November and I’m beginning some playtesting with my local group. I’d like to put a call out to interested playtest groups to get in on the Alpha for this one. Contact me at info@galileogames.com by November 1st and I’ll get you set up with the rules to begin trying them out.

It’s time to kick ass!