Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts

Wednesday, August 14, 2013

The Warlock's 400th Entry Contest!




Yes, friends and neighbors!  After much trial and travail, this blog has officially reached its 400th entry!

And here I am, verging on the publication of my first solo book.  What a long, strange trip it's been, yes?
What started as a brief excursion into in-character journaling has evolved over the years into a series of reviews, miscellaneous gaming thoughts, and now my own company.  It's madness, really.

This past Origins, I sat down with El Willy--my entry into game editing and the master of all things WEGS.  I chuckled as we waited for a few players to arrive for a session of Pittsburgh 68.  "Larry," I said, "you warned me.  Back in the day, you warned me on getting involved in the game industry.  Now...well...go figure!"

So, how do I celebrate this momentous occasion?  With a present for one of you lucky readers!

As a celebration of this blog's 400th entry, I'll be giving away a prize pack of two PDFs:

  • A PDF copy of Sarah Lynne Bowman's The Functions of Role-Playing Games.
  • A PDF copy of my very own Cold Steel Wardens: Roleplaying in the Iron Age of Comics, as soon as it's released to Kickstarter backers.
To enter this contest, leave a comment in THIS blog entry with your answers to the following three questions:

Question 1:  What group sponsored the Kickstarter which I interviewed about in the last entry?
(Hint:  You can look at their Kickstarter HERE!  Or, their website HERE!)

Question 2:  Check out the art galleries over on the Blackfall Press, LLC Facebook Page!  
List one piece of art as your favorite!

Question 3:  Tell me who's your favorite superhero!

Leave your answers to all three questions in the comments, along with your name and a valid e-mail address!
This contest will be open until September 1st, 2013.  Winner will be chosen randomly from the total number of completed entries.  Only one entry per contestant.

Good luck and thanks for your support!

Wednesday, August 07, 2013

In Which The Warlock Interviews: Seekers Unlimited Educational LARPs



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Here's a special for you, my fellow gamers! The folks at Seekers Unlimited--Sarah Lynne Bowman and Aaron Vanek--sat down with me for a digital go-round about their current Kickstarter, which hopes to bring LARPing into the classroom.

Be sure to check out the Seekers Unlimited Kickstarter and help bring some games into America's classrooms! Their Kickstarter runs for just over 3 more weeks, so get in while you can!

(Andy) Tell us all a little about yourselves:  What’s your background; what got you into gaming and LARPing?


(Aaron) I started playing Dungeons and Dragons at a young age, but after a few years grew restless sitting around a table with other adolescent boys; there's only so many times you can throw dice at a target instead of rolling them to hit. We instead played some simple homemade fantasy larps in a tree-lined area near my apartment. I recall participating in a few organized larps when I attended a gaming convention in the Bay Area, but my larping really took off when I started my freshman year at UCLA. That's when I joined Enigma, UCLA's science-fiction, fantasy, horror and gaming club. They created their own larps called "live games," the summer before I arrived. I was hooked, and in 1990 I co-designed and produced my first larp for Enigma, a Call of Cthulhu scenario.

I've been playing and designing relatively consistently since then, with a four year famine in the mid 90s while I attended graduate school in Chicago--althought I did attempt to play remotely in another Enigma live game once. Too bad we didn't have Skype or video chat back then.

(Sarah) I began role-playing through online MUDs, MOOs, and MUSHes at 16, later transitioning to Vampire larping at 19, then tabletop at 20. I primarily played Dungeons & Dragons and World of Darkness games through my 20s. I wrote my dissertation on role-playing games, studying the ways participants discussed the basic functions of community building, problem solving, and identity exploration. After the publication of my book in 2010, I learned about all the various other style of role-playing games out there, attending conventions like Fastaval, Knudepunkt, WyrdCon, PAX, and Intercon. Lately, I try to experience as many different types of games as possible in order to have both academic and experiential familiarity with the various styles.


You’re currently Kickstarting Creating Educational Live Action Role Playing Games.  How did this project get started?  Why did you decide to Kickstart?

We had finished the run that created the six science edu-larps, but they were still in a beta version that used California Science Standards (8th grade); not something we could easily get to other schools in other states. We knew most states were switching to the Common Core Standards, so if these games were to go anywhere we needed to make some changes.


The biggest impetus was the absence of our 501(c)(3) status. We’ve been waiting for nearly a year, but then, there has been some issues with this IRS department. We didn’t want to wait an unknown amount of time to be able to apply for grants and recoup our expenses--we incurred all costs for development and production of these games. Plus, we felt that a Kickstarter campaign would be a good method of introducing Seekers Unlimited to the world. It was fortunate that we received 501(c)(3) non-profit status in the middle of the campaign.


Sarah, you’re a published academic author:  tell us a bit about your book and how it ties into this project.


As I mentioned above, my dissertation explored the ways participants described role-playing games, focusing upon community building, problem solving, and identity exploration. McFarland published this dissertation as a book in 2010 under the title The Functions of Role-playing Games. I’ve also written articles on Jungian theory, social conflict, and the phenomenon of “bleed” with regard to role-playing games. Aaron and I currently co-edit the annual Wyrd Con Companion Book, which highlights academic and journalistic essays on interactive storytelling including larp.


My book features a chapter that describes the various professional contexts in which role-playing is used in order to train knowledges and skills, including military simulations, nursing, psychotherapy, business, and education. Therefore, I knew that role-playing in education was not only a viable concept, but also a surprisingly widespread one. The main difference between edu-larp and these more traditional formats is that we’re using methods and genres developed in the leisurely “fun” context and applying them to education, as opposed to starting from a didactic, disciplinary perspective.


When Aaron approached me to join the Board of Directors for Seekers, I was happy to contribute my knowledge and energy to the project. I believe in the power of role-playing as a transformational tool and would love to see more children experiencing that process.


Can you tell us a bit more about the origins of educational role-playing?


As mentioned above, role-playing in education is not a new phenomenon. Theatre in Education and Drama in Education programs have employed enactment techniques for decades and improvisation is a common part of traditional theatrical practice. Both military and nursing programs use simulations in order to train people how to operate machinery, deal with crisis situations, and practice social interactions. Businesses often employ actors to run teamwork and leadership scenarios; they also use role-playing to help employees learn “soft skills” like interacting with customers. The idea that active, experiential learning is potentially  more potent than traditional lecture and book-based learning is not new.


Seekers Unlimited is inspired by groups like LajvVerkstaden in Sweden, Fantasiforbundet in Norway, and the all-larp boarding school Osterskov Efterskole in Denmark. These groups originated in part from the Nordic Knutpunkt tradition, which encourages avant-garde, high immersion, innovative approaches to larping. While some of these game designers may have experienced more traditional simulations in the past, my understanding is that edu-larpers transfer their expertise from designing and running games for leisure or artistic purposes into classroom practice. In other words, edu-larpers have had transformative experiences in games and want to bring these sorts of “learning moments” to the classroom, including performing the role of leaders, historical figures, and other new identities. Also, the experience of failure in a relatively consequence-free space helps students feel more comfortable taking risks.


We also know that role-playing games motivate some players to do extensive research on the time period or memorize copious amounts of rules in order to perform well in the game. Larping can also teach multiple subjects at once, both implicitly and explicitly; a scenario may involve scientific principles, for example, but the students also learn history, leadership, problem solving, and public speaking.  We’re hoping that the game format will stimulate excitement, investment, and emotional connection to the curriculum.


We know educational games are fun, but how can we determine how well the students are learning?


Assessment of the efficacy of edu-larp poses particular problems. We know, for example, that students participating in the all-larp Østerskov Efterskole show average and sometimes above-average scores on national tests, so the edu-larp curriculum is certainly not hurting their knowledge retention. However, we're not certain how well those methods will work for the diverse needs presented in American classrooms, such as the inner-city Los Angeles charter schools for which we've run programs. Also, assessing whether a larp scenario or some other factor helped a student learn are difficult aspects to untangle.

In collaboration with Anne Standiford, Ph.D., R.N., I recently conducted research on middle school students engaging in a semester-long Seekers program in Los Angels. We measured the students both quantitative and qualitatively--in other words, through surveys and personal interviews--in order to determine changes before and after the Seekers program. We looked at their intrinsic motivation, perceived competency in school, teamwork, and leadership. Overall, the students showed only slight increases on the surveys regarding these areas, but the itnerview data revealed a huge amount of excitement around larping as a pedagogical method. The most striking finding, perhaps, was that 100% of the 21 participants said they would like to learn through edu-larp in the future. If we can inspire students to enjoy learning through active involvement and play, perhaps we can keep students engaged throughout high school and college, should they pursue higher education.


Aaron, do you carry a specific educational philosophy into your games/LARPs?  If so, could you give our readers some insight into those:


The prime directive for us is to make sure the larps are educational, not just fun. We can make entertaining events, but we strive to not only activate the desire for knowledge in a student, but also to give them the means to acquire it and reward them--narratively and emotionally--for their efforts.


I also believe that knowledge coupled with emotional “baggage,” as I call it, lasts much longer. Studies have shown time and again that intrinsic motivation trumps extrinsic every time.


I also believe that the best person to teach students is their teacher--not clever writers (or programmers) who never set foot in that particular classroom. We work with teachers to customize our edu-larps to their requests, and, once we “box” them into a package for others, the aim is to give teachers a lot of leeway to control the lesson. I’m a game designer, not a teacher--though I worked as a private tutor for five years. My analogy is Seekers Unlimited makes the game scenario, the teacher is the GM, and the students are the players. Like any other game scenario, it is the job of the GM to tailor the game to their particular group. We are not taking over the class, we’re providing curriculum guidelines for teachers to motivate students to enjoy schooling. And teachers, too--they often have roles in the edu-larps so they can share the experience of make believe with their students instead of flinging lecture after lecture at them and hoping something sticks in their heads.



I have some experience in tying role-playing into education, myself--I actually ran Paranoia for a set of autistic/ADHD students to demonstrate 50s era “groupthink.” What unique experiences have you had, adapting LARPS to the classroom?


That sounds awesome! The use of commercial off the shelf games (COTS) is also growing rapidly. Almost everything I know about the early 20th century came from years of playing and running Chaooium’s Call of Cthulhu.


Only our first project, Star Seekers, was a classroom adaptation of an existing larp: Christian Brown’s Starship Valkyrie campaign. Everything else was created specifically for a class to meet state guidelines. The experiences we had are the same that any dedicated larper would have. Wouldn’t a nobleman in a medieval campaign know something about feudalism? If we made a larp like that for class, we’d only need to ensure that the feudal system was based on historical research instead of a fictional one.


One of the best experiences I witnessed in a larp was emergent gameplay. In our Ancient Mesopotamia larp for the Playmaker School, where 6th graders took on the roles of priests, governors, astrologers, and merchants in the early Babylonian Empire, one of the students stole some trade items during a market bazaar mod. A courtroom mod for the governors was scheduled for the next day, so I suggested to the teachers that they hold the accused thief on trial. His classmates were the judges, the accuser, etc. And the judges had to use the Code of Hammurabi to decide the case. That was a very intense, special time: it really mattered to everyone in the room what the outcome was, because that was someone they knew, experiencing consequences for an incident that happened the day before. I don’t think pre-programmed games or pre-programmed textbooks can adjust as well or as fast to accommodate the actions of students like that. But of course GMs do that all the time in any role-playing game.


How has gaming in the classroom changed how you game at home?  

I do much less of it, unfortunately. I always enjoyed swimming deep in research for the scenarios I make, and that still applies to the edu-larps.


Aaron, what adaptations do you find yourself making when LARPing with school-age students, as opposed to more traditional gamers?  What do you do on the design end to make LARPing accessible for a non-gamer student?

Something I always do before running an edu-larp is explain what live action role playing is and provide a simple sample scenario for the students to understand what is going on. Most of them get it right away, as they probably still play cops and robbers or other play pretend games. But I want them to understand that this edu-larp will be more structured and not as freeform. I also impress on the students that success or failure in the game does not necessarily mean success or failure as a student. I want them to have the freedom to try and fail in a fictional setting without worrying about grades on their permanent record. It’s entirely possible to fail in the game but still learn the material.


What scenarios could gamers look forward to, if they back your Kickstarter?  Stretch goals?



Balloon Race - Students learn about forces and gravity by racing balloons across the classroom.
Be Your Own Planet! - Students create and name their own stars, planets, and other stellar bodies in a fun game that teaches forces, gravity, mass, density, and concepts about our own solar system. Can their star systems survive interstellar dangers?
Monster Maker - Students role-play Dr. Frankenstein by creating their own clay creatures that duel one another by asking science questions developed by the students and approved by the teacher. This edu-larp introduces students to the basic concepts of chemistry in living systems.
Element Hero – With super powers based on the elements, students must stop villains attacking their city. An adventure that introduces students to the atom and the periodic table.
Noir - Can you solve a mysterious death? Students role-play detectives, forensic scientists, and suspects in a series of possible crimes. Using science and the scientific method, they gather evidence and form a hypothesis about the death. On the final day a trial is held to determine the outcome of each case.
The Great Phlogiston Debate - Students role-play actual scientists active at the end of the Age of the Enlightenment. One of the biggest scientific principles under scrutiny at that time was the theory of “phlogiston,” a substance that supposedly existed in elements that burned and was released when set afire.
Stretch goals:
$10,000 - Hit Seekers (stretch goal #1) – If we make this amount, we will be able to release Hit Seekers as a bonus edu-larp. This will be available in addition to the edu-larps listed above, both print and PDF.
Designed for remedial high school math, students take on the roles of music company executives trying to make money by signing fictional artists and producers and getting them into the recording studio to make an album. It was made to run for at least two weeks, but can be extended for an entire semester as an additional pervasive activity.
$12,500 - Language Seekers (stretch goal #2) - If we raise this amount, we will design a booklet of short scenarios for language teachers. These scenarios will ask students to role-play simple scenes in the chosen language. Teachers can adjust the level of difficulty, the vocabulary and grammar used, as well as play a character that interacts with students. If we make this amount in donations, Language Seekers will be playtested in a high school French class taught by Aaron Vanek's sister-in-law, who requested it (fall-winter 2013-14).
$15,000 - Stretch goal #3 - A secret! (for now)
A hint: we’ll adapt a published YA novel for an edu-larp


How can gamers (not necessarily involved in education) benefit from your research and work?  What can a GM learn from your efforts?

I like to think that we’re training the next generation of larpers; we have the farm league. The students understand what a larp is and they always want more. I suspect a good percentage of them will be looking for larps to play in the near future.


I hope that GMs will learn the power of larping and start to really harness it. I saw that power while running a larp for WorldCon called Space Cadets: Guardians of the High Frontier. A young boy was part of a team that was knocked unconscious by an alien monster. He was lying belly down in a tunnel maze we made in a hotel room, with the giant bug on stilts stomping around outside the tunnel exit. It took a long time, but he finally mustered up the courage to reach out of the tunnel and apply a healing pack to one of his teammates. Together they regrouped and defeated the alien. At the end of the larp I gave the lad a ribbon for bravery--it was a strip of gold cloth with a black Sharpie line on it. It was just a little something I thought would be neat to hand over; I didn’t really think anything of it.


Weeks later his mother emailed me and said he was still thrilled about that ribbon; he kept showing it to his dad. I don’t know for sure, but I like to think that that boy can sleep without a nightlight, or doesn’t worry about the monster under his bed. He was able to be the hero instead of reading about one or watching one on a screen. I may be quixotic, but I truly believe in the power of live action role playing to profoundly affect the participants. Why not use that power to make the world a better place?


I hope other GMs (and players) will appreciate, respect, and endeavor to understand that power. And use it for good.


Who else is on the Seekers Unlimited team?  Tell us a little about your group.




Not listed on the Board of Directors: Graydon Schlichter, a former attorney who works for Evertide Games.


I knew or know everyone on the board and staff, and know most of our advisory council. We are always looking for more help if someone wants to join. Check out our “Get Involved” page here.


(If you want more info, just let me know.)


What’s the next step, pending a successful Kickstart?  

Take a nap.


Then get back to work fulfilling rewards, getting the six science games to market and working on the next set. We have leads to do more games in different schools, which is great.


Once that process is rolling, I want to work on a professional development program for teachers. I’d like to help them learn to run or improve their skill in running edu-larps and, especially, encourage their ability to design their own.


Is there anything else you’d like our readers to know?


Thank you for reading and stay tuned to future developments with Seekers Unlimited! We appreciate your support.

Thursday, January 31, 2013

In Which The Warlock Shows Off Some Progress...


When we ran our Kickstarter, we showed off this:


But this is going in my book!


Wow.  Just...wow.

Wednesday, January 30, 2013

In Which The Warlock Returns From Hiatus...


So, it's been a while!

I decided to take off some time following the ChristmaHannuKwanzaakah holiday, so that I could recover from the fatigue of running the Cold Steel Wardens Kickstarter and focus on preparing the beta rules draft for KS backers.  While I'd like to say that I had a relaxing time off...well, it hasn't really been that, now has it?

A fantastic art piece for CSW, by Eric Douthitt.
This will become the opening "splash page",
at the start of the Equipment chapter!
Art direction's taken up a significant amount of my time, this past month, as it's really not something I've ever done before.  While I have a stable of capable, talented artists, I've been working to provide them quality, thorough notes on what I'm looking for to make Cold Steel Wardens a reality.  The art pieces that have been coming in, so far, have really been impressive.  There's almost a noir-quality about them, inked in black and white, which really complement the mood of the game brilliantly.  While I've only gotten a few pieces in, the art will be mounting up as we start approaching the end of March!

Earlier this month--and much to the detriment of my health, after I came down with an upper respiratory infection!--my editors and I held our "staff meeting" where we hammered out quite a few of the niggling issues surrounding CSW.  One of these was a chapter that I was particularly proud of, outlining a history of the Five Ages of Comics, but is probably going to get the axe.  While the content is solid, it reads too much like a textbook or a dissertation, rather than a rule-book   And, while the discussion is important, there's just no place for it when discussing rules, GMing and providing an evocative setting.

Almost unsurprisingly, we haven't exactly gotten a whole lot of gaming in over the past few weeks.  While we've managed to slide in a few sessions of Hell on Earth--including a great improv session in which the PlatinumChick almost managed to take out two party members in one combat!--they've been few and far between.  I did pick up a new game:  the co-operative superhero rumble Sentinels of the Multiverse.  You can be sure to expect a full review, once we get a play-through in!

And, most excitingly, I'm locked and loaded for this year's convention schedule!  Starting in March, the blitz for Cold Steel Wardens begins, as I'll be heading all over the Ohio Valley running demos and full investigative session of the first ever Iron Age Superheroes game.  Stay tuned to see the schedule!

Monday, December 31, 2012

In Which The Warlock Ends a Year in the Life...



Apologies on the missed post this past week--between the holidays and focusing on ending out the Cold Steel Wardens Kickstarter drive, my attention has duly been focused elsewhere, as you might imagine.

In spite of everything, though, my Kickstarter for CSW has forged on.  As I write this, we're a mere $330 from achieving our funding goal.  We experienced a fantastic surge in the few days following the Christmas holiday, and it's looking like we're going to be funded.  For a first-time RPG-designer, this is more than I could have imagined.  While I would have loved to meet some of our stretch goals, the sheer idea of my dream being funded, being expected still astounds me.  The work ahead is going to be huge, but it's work that's worth it.

That said, I've learned more than I've ever wanted in the last few weeks about starting and marketing a Kickstarter drive, to say nothing of how I work.

  1. There is never enough sleep.  I'm an insomniac by nature, but the sheer stress of running the Kickstarter in addition to all the other works has run me down like a renegade truck.  While I've managed to sleep while off from school, spending numerous nights with 3 or less hours of sleep definitely took a toll on both my health, my sanity, and my ability to focus.
  2. Publicity is a bitch.  It's all well and good to update your Kickstarter.  I made the mistake of updating too sporadically at the start, but swiftly changed to a twice-weekly rotating schedule of videos and text updates.  But, each update requires publicity of its own, which means time set aside for Facebook, Reddit, and Twitter updates.  Needless to say, that's a lot of work, in and of itself.
  3. Your base is extremely important, particularly if you've never done this before.  I underestimated this one drastically, and my recovery from this may well be the only reason that I'm on the verge of success.  While your ability to draw in new backers does hinge on your ability to provide a solid product for people you've never met, it's the people who know you that are going to do the most publicity for you and spread the word.  Further, they're much more likely to invest more money, given that they have an emotional investment in seeing you succeed.  Ensure that your base is on deck, before launching!
  4. December isn't the cruelest month.  There's been a lot of debate recently as to whether it's worth it to run a Kickstarter over the holidays.  As someone who's sitting in the midst of that debate, I don't believe I've seen a real difference based on the time of year.  With an intent to publish by August 2013, I could have waited for January, but it seemed like folly--I'd rather have the extra time to begin working on ensuring that CSW is a fantastic rpg.  Further, one might need only look as far as the FATE Core Kickstarter or the KS for ICONS: Great Power to see drives that are experiencing massive success in the holiday season.  That said, I wouldn't want to push into January or February, as peoples' wallets begin recovering from the holiday splurge.
  5. Appearance matters.  While I've been happy with my updates thusfar, my lack of finished, finalized art for Cold Steel Wardens has definitely been a drawback.  However, that pushed me into that conundrum:  do I pay for art before running a Kickstarter drive with the intent to pay for art?  While that would mean additional funding set aside for layout, it also means a greater up-front investment.  That cost, coupled with the delay in waiting for said art to arrive, pushed my hand towards a December drive.  That said, I may have recouped the cost by tossing in more money up front.
  6. Get your international shipping options straight from the start.  One of the first things that I was asked early in the drive was "Why aren't you offering international shipping?"  I truly hadn't given it any thought and, when I decided to actually offer such an option, I had to add all-new pledge levels specifically to accommodate them!  It seems like a small item, but it's one you want to have in order as you set up your drive!
  7. Stay in touch.  If someone drops you a message, respond to it within one day.  If you have a comment on the Kickstarter at large--which everyone can see--respond as soon as you can get an answer, even if it's "I don't know right now--I'll look as soon as I'm able."  
  8. KickTraq is a double-edged sword.  While it provides fantastic data in regards to what projections one might expect...the math is hard to tear away from.  And that math?  That math lurks within a realm of madness and guilt.  The more you stare at the numbers, the more you wonder "What haven't I done?  What am I doing wrong?  Why aren't people backing me?"  While those are good questions to ask, they eat at you.  He who gazes into the abyss, and all that jazz...
And the biggest piece of advice?  Never give up.  Even when hope seems lost.  Persevere.  
2012 is over, and the next step awaits.



Thursday, December 20, 2012

In Which The Warlock Breathes Deep...


Friends and neighbors, despite my earlier post, I knew full well what I was getting into this fall.  Mind you, that doesn't make any of it any easier, but knowing that you're walking into a trap does give one an advantage.

My students' final hurdle before
their holiday break!
However, here at the end of 2012, things are finally starting to clear up.  My online professional development classes finished out around the 10th.  My holiday break from Northmont started today, after I subjected my 'weasels' to my annual holiday tradition--a viewing of the absolutely abysmal He-Man/She-Ra Christmas Special.  And, I'm almost entirely caught up with grading.

So what does all this mean?  Well, it means that I'm ready for the final sprint in the Cold Steel Wardens Kickstarter.  We're just a hair below 50%, with 12 days to go.  We weathered the "lull" section relatively intact, but it's still going to require a strong push over the holidays in order to meet our funding goal.

I had hoped to stave off the "lull" via two strategies:  the reveal of our publisher, Chronicle City, and through what I called the "Warden's Bounty" system.  However, what I'm finding is that neither piece of news was really effective in bringing in new pledges.   Nothing against the crew at CC--they've been spectacular--but even though awareness seems to be up regarding CSW, that hasn't proved to put any dollars in the proverbial bank.

The Warden's Bounty system was my attempt to mobilize my "base", spreading CSW virally.  The basic concept was simple--convince one person to pledge, and you could "claim bounty" on them, earning a free set of tokens for your Hero Pool.  Convince 5, and I would automatically bump the bounty-hunter's reward level to the next tier, at no additional cost.  While this would require some extra recordkeeping on my part, which I was prepared to accept, I still have yet to actually have a backer claim bounty on another!  While I have no doubts that this method could be effective, it just hasn't been for us.

That said, we fight on!  The last sprint-to-the-end makes up a good deal of every Kickstarter's funding, so I still fully believe we can make it!  If you haven't pledged today, we could really use your support!  And don't forget that you can still take advantage of that "Warden's Bounty" program--be the first to claim your bounty today!

Oh!  One more thing!  I recently was interviewed by the Farsight Blogger about my work on CSW and in the gaming world in general.  Take a look:  Farsight Blogger Interview--Andy Klosky!

Thursday, December 13, 2012

In Which The Warlock Says, "But Wait, There's More!"

For Immediate Release:  December 14th, 2012


Blackfall Press, LLC announces tentative partnership with Chronicle city for new tabletop RPG
Cold Steel Wardens: Roleplaying in the Iron Age of Comics currently in development

Englewood, OH, December 14, 2012– Blackfall Press, LLC has reached a tentative agreement with UK publishing company Chronicle City to produce Blackfall Press’s flagship roleplaying game:  Cold Steel Wardens: Roleplaying in the Iron Age of Comics.  This agreement is pending the results of the Cold Steel Wardens crowd-funding drive, which is active on Kickstarter until January 2nd, 2013.

“Working as a print/publisher partner with Chronicle City enables us to put forward a fantastic initial product with great distribution channels.  Angus Abranson was one of my first points of contact as a freelance RPG writer, and it’s an absolute thrill to work with him on my first solo game,” said A.P. Klosky, the owner of Blackfall Press, LLC and the creator of Cold Steel Wardens. 

Cold Steel Wardens: Roleplaying in the Iron Age of Comics emulates such classic comic book storylines as Watchmen, The Dark Knight Returns, Daredevil: Born Again and countless others.  Using a new game system—the MAFIANAP mechanics—Cold Steel Wardens brings the thrill of street-level superheroes and their moral struggles to the game table.

“I’ve known Andy for some time, and have always been impressed with the work he has done for me in the past, so when he mentioned he was planning his own game – and a superhero one to boot (one of my favourite genres) – I was more than happy to talk to him about teaming up. Cold Steel Wardens has a lot of potential and I’m looking forward to exploring those dark streets with him,” said Angus Abranson, owner of Chronicle City.

Blackfall Press, LLC is a new producer of tabletop roleplaying games located in Englewood, OH.  Cold Steel Wardens: Roleplaying in the Iron Age of Comics is their first wide-release game.  The Kickstarter drive for Cold Steel Wardens can be found at the following address:  http://kck.st/V8ecTS

Chronicle City is a new British based games publisher set up by Angus Abranson (ex-Cubicle 7; Leisure Games). Chronicle City are working with a number of companies and designers to publish their games, as well as designing their own roleplaying, card and board games.

# # #

If you would like more information about Blackfall Press, LLC or Cold Steel Wardens: Roleplaying in the Iron Age of Comics, please contact A.P. Klosky at  apklosky@gmail.com or visit the Blackfall Press, LLC Facebook page at http://www.facebook.com/blackfallpressllc

You can find out more information about Chronicle City, and their games, at www.chroniclecity.co.uk or follow them on Twitter @Chronicle_City, Facebook http://www.facebook.com/chroniclecity, Google+ https://plus.google.com/u/0/communities/113799205206829853668 or by emailing angus@chroniclecity.com