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We are closing our doors

Yes, unfortunately Front Range Games is no more. We had a good start with our initial kick starter, but due to other circumstances since then, we have not been able to dedicate the time necessary to maintain a thriving business. We thank those of you who have supported the company and our products. We hope they will bring you happiness for years to come.

We have disabled registration on this site and we will be surrendering the URL shortly.

Keep gaming everyone and we’ll see you around.

Thematic Dice For Sale

That’s right, after several (failed) attempts to find another solution to clearing out our remaining dice from the Kickstarter project, we finally broke down and set up our own site to do the sales ourselves.

The site is currently only setup for sales in the US. If you are a Colorado resident, we will cover the sales tax.

We are still trying to find the best way to address international sales. If you are an international customer, then please contact us HERE .  We will take your order, find the best shipping rate we can, provide you with a quote and make arrangements for payment.

If you are a Reseller (FLGS or distributor), please contact us HERE and we will confirm your eligibility for purchases at wholesale rates.

All payments will be processed through PayPal.

Why don’t you visit the shop now?

The Golden Age of Open Systems

During this year small but influential tabletop roleplaying game systems have opened up their licensing. Fate, FAE, Gumshoe, and Drama System are now freely available to any designers wanting to put their imagination on paper.

We all know the tidal impact the Open Gaming License (OGL) had on the d20 segment of the industry some time ago. I won’t go into it but it suffices me to say that it created a titanic surge of material that brought as much bad as it did good. But that time has passed.

So why am I excited now? First of all, I like the systems. They are fresh, focused, active, and evolving. Second, these living game systems have great designers behind them that know how to translate play style and thematics into mechanics. Third, they have been supported by successful Kickstarter projects. To me that means the game players are squarely behind the game designers in terms of monetary and creative support. They must like what they see. Lastly, we should see a healthy number of third party rule supplements and settings crop up in the near future. I’m anxious to see how these systems get utilized. Our company, Front Range Games is considering future products based on some of these systems.

So why would I call this a Golden Age? Actually, I didn’t ascribe the term. I first heard it about a year ago by one of the forefront game designers, Kenneth Hite. Kenneth, who by the way has been creating games around Gumshoe recently, mentioned in an IRC channel that we were in a Golden Age of roleplaying. He wasn’t talking about the amount of money that game companies were pulling in. He was talking about the greater state of creativity and access that game designers and players have right now compared with the past.

If you think about it, at no other time has it been easier to write a roleplaying product and have it seen by the tabletop gamers of the world. How easy it is to put your words to text and post your work on the web. Better yet, rub some professional polish into it and sell it on DriveThruRPG! Thanks to the digital age you no longer have to worry about getting it printed and distributed in order for it to be seen.

I accept Kenneth’s opinion and would take it one step further. We are in a Golden Age of open roleplaying systems. With open systems creating your work that much easier. All that needs to be done is dig into one that best fits your theme and weave your magic on top of that. Fate and FAE are excellent collaborative story telling systems where the players help to shape the world. DramaSystem focuses on the intense interactions between the players to move the story along. Gumshoe excels at making games built around investigation, mystery, and using that knowledge to complete the task. Bolting subsystems onto Gumshoe is almost a no-brainer.

Stepping back for a moment, I would like to call your attention to one of the survivors and now monsters of the OGL. Pathfinder, by utilizing the OGL, has been able to gather and collect a very large number of roleplayers.

Pathfinder was birthed during the version 1.0 era of open gaming and is nearly an only child. Unfortunately, it carries decades of weight inherited from the system that fathered it. The new systems I mentioned early are much lighter in terms of mechanics and needed support materials. They come without baggage and bring a lighter feel with them to the gaming table. Unlike Pathfinder, games using the new systems provide a means whereby a gamer can grab a single book and play. I would classify these newer systems as the 2.0 version of the open gaming. Besides using the venerable OGL their System Reference Documents using Creative Commons licensing as well.

And there are additional systems that are within the 2.0 movement that I haven’t named. One that leaps to mind is Eclipse Phase which handles a futuristic transhuman dystopia. I am sure I could find a dozen more.

If you are looking to create a gaming supplement I would strongly advise looking into one of the open systems to see if they meet your needs. Do yourself a favor. Spend your time creating the game you want to play. Don’t expend your energy developing a new rules set. Build on a sure foundation that is freely available to you.

Turn Order in Fate

Introduction

So I thought I’d take some time to discuss turn order in Fate Core based games. Those of you familiar with Fate are aware that turn order is fairly well fixed in that system based on your skills and the type of conflict in which you are engaged. Here is the relevant text from the Fate Core rulebook:

Your turn order in a conflict is based on your skills. In a physical conflict, compare your Notice skill to the other participants. In a mental conflict, compare your Empathy skill. Whoever has the highest goes first, then everyone else in descending order.

 If there’s a tie, compare a secondary or tertiary skill. For physical conflicts, that’s Athletics, then Physique. For mental conflicts, Rapport, then Will.”

The turn order rules as written are fine, but I personally prefer a little randomness thrown in to shake things up. After all, whenever conflict occurs in a novel it rarely follows the turn order paradigm. There are many things which can and do affect the ability of characters to take action in a conflict.

So, with that in mind, I came up with a few tweaks to the turn order system to make conflicts a touch more engaging:

Characters roll 2dF each exchange to determine their turn order

At the beginning of each exchange, have each character roll two fate dice and at the result to their skill to determine their turn order. So if My Notice was Good (+3) My range for turn order would be anywhere from +1 to +5. In the event of ties, the characters roll is also added in to their secondary and tertiary skills to determine who goes first. If you feel a +/- 2 point range is too large, you could reduce it to rolling 1 fate die, but then you lose the advantage of the bell curve giving a larger probability to a result of 0.

Characters can invoke aspects and boosts to improve their turn order

If an aspect or boost can reasonably be applied to a characters turn order, then go ahead and use it to do so. Treat it the same way you would invoke an aspect or boost for an action roll.

Characters can be compelled to worsen their turn order

If an aspect or consequence can reasonably be applied to a characters turn order, then go ahead and use it against them. Treat it the same way you would any other compel.

 

An example of these rules in play

Let’s see how these alternative turn order rules are supported by an actual duel narrated in White Night, the ninth novel of the Dresden Files series written by Jim Butcher. Here is how the first exchange is narrated in the book:

 “Some people are faster than others. I’m fast. Always have been, especially for a man my size, but this duel had gotten off to a fair start, and no merely mortal hand is faster than a vampire’s.

Vitto Malvora’s gun cleared its holster before my fingers had tightened on the blasting rod’s handle. The weapon resembled a fairly standard Model 1911, but it had an extension to the usual ammunition clip sticking out of the handle, and it spat a spray of bullets in the voice of a yowling buzz saw.

Some vampires are faster than others. Vitto was fast. He’d drawn and fired more swiftly than I’d ever seen Thomas move, more swiftly than I’d seen Lara shoot. But bodies, even nigh-immortal vampire bodies, are made of flesh and blood, and have mass and inertia. No hand, not even a vampire’s, is swifter than thought.

Ramirez already had his power held ready when the scarlet cloth hit the ground, and in that instant he hissed a single syllable under his breath and flipped his left hand palm up. That bizarre glove he wore flashed and let out a rattling buzz of furious sound.

A sudden, gelatinous cloud of green light interposed itself between us and the vampires before even Vitto could fire. The bullets struck against that gooey cloud, sending watery ripple patterns racing across it, plowing a widening furrow through the semisolid mass. There was a hissing sound, a sharp pain high up on my left cheek, and then I was slapped across the chest by a spray of tiny, dark particles the size of grains of sand.

Ramirez’s shield was nothing like my own. I used raw force to create my own steel-hard barrier. Ramirez’s spell was based on principles of entropy and water magic, and focused on disrupting, shattering, and dispersing any objects trying to pass through it, turning their own energy against them. Even magic must do business with physics, and Carlos couldn’t simply make the energy the bullets carried go away. Instead, the spell reduced their force by shattering the bullets with their own momentum, breaking them into zillions of tiny pieces, spreading them out, so that their individual impact energy would be negligible.

When the dispersed cloud of leaden sand struck me, it was unpleasant and uncomfortable, but it had lost so much power that it wouldn’t have gotten through an ordinary leather coat, or even a thick shirt, much less my spell-laced duster.

If I’d had time to breathe a sigh of relief, I would have. I didn’t. Every bit of focus I had was bent on slamming a surge of energy and will through my blasting rod, even before I had the business end lifted all the way up.

Fuego!” I cried.

A column of fire as thick as a telephone pole flew from the tip of the rod, struck the ground twenty feet away, and then whipped across the floor toward Vitto as I finished lifting my weapon.

He was fast. He’d barely had time to register that his bullets had missed their target before the fire came for him, but he flung himself to one side in a desperate dive. As he went, he gained enough of an angle to get him just around the edge of Rodriguez’s highly visible shield, and the vampire’s hand flickered to his belt to whip one of those knives at me in a side-armed throw . . .“

 

And now here is an example of how our turn order tweaks would allow for the exchange above to be possible.

 

According to the stats given for Harry Dresden in the Dresden Files RPG, Carlos Ramirez and Vittorio Malvora they each have Good(+3), Good(+3), and Fair (+2) Notice skills respectively. (Actually it’s called Alertness in the Dresden Files RPG, but it is analogous to Notice in the Fate Core ruleset). Additionally, Vitto has Inhuman Speed which gives him a +4 bonus for determining turn order. Given these stats, turn order would be Vitto, Carlos, then Harry, since Carlos has Good(+3) Athletics and Harry has Fair(+2). With the original turn order rules then, there would be no mechanical way to achieve the result we saw in the narrated version of the exchange. Now let’s join a group around the table playing that first exchange:

 

GM: OK, We have Vitto whose turn order is Epic (+7), and Harry and Carlos both have Good (+3)

Carlos: But my athletics is higher, so I go before Harry!

GM: We’ll see about that. Everyone roll two Fate dice and add the total to your turn order.

Carlos rolls +2, Harry rolls 0, and the GM rolls -1 for Vitto.

GM: OK, so we have Vitto at Fantastic (+6), Carlos at Superb (+5) and Harry remains at Good (+3). Vitto draws a pistol from . . .

Carlos: (Interrupts the GM) Hold on a minute. That vamp is going to waste us if we don’t go first. I want to invoke my high aspect, Hot Shot Warden. Carlos has been in scraps before, so he’d be well prepared for the start of the duel. And besides, no matter how fast a body is, a mind is faster. Magic is a matter of will and I want to cast a spell.

The group agrees that the aspect applies and Carlos Spends one Fate point to raise his total to Legendary +8.

GM: OK, Carlos is buzzing with magical energy, what is your action for this exchange?

Carlos: Since Vitto went for his gun, I am going to use water magic to create a shield.

GM: Alright, we’ll call this creating an advantage then. You can invoke the shield when making defense rolls.

Carlos succeeds at casting the shield spell and, after some discussion, the aspect “Gelatinous Cloud of Green Light” is added to the scene with one free invocation.

GM: Now it’s Vitto’s turn and he is going to shoot Harry down like the rabid dog he is!

The GM rolls to attack. Harry rolls to defend. The result is a 5 stress hit.

Harry: Crap, it’s too early to start taking consequences. I’m going to use the free invocation of Carlos’ spell to increase my defense roll, dropping that to a 3 stress hit.

Carlos nods agreement and Harry marks off the third box on his physical stress track.

GM: Vitto’s bullets pass through the shield. They are disintegrated into fine pellets, but some of them still have sufficient mass and speed to be painful to exposed skin. Harry’s duster absorbs most of the impact.

Harry: Ow, my cheek! Well now it’s my turn and that guy’s gonna pay. Fuego, you dirty vamp!

Harry rolls his attack with his spell. Unfortunately the GM’s defense roll for Vitto succeeds with style.

GM: Vitto was moving too fast for you to catch him with your blasting rod. And let’s say that, since he succeeded with style, he’s angled around the shield to have a clear shot at you two. That means you won’t be able to invoke it against him. That exchange is over, now let’s roll for turn order again.

In the next exchange, Vitto gets to go first.

GM: Well, since Vitto emptied his magazines on that first exchange, he now draws a knife and flings it at Harry . . .

 

Summary

I believe these three small changes allow a little more randomness to come into play when determining turn order, which in turn makes each exchange a little more exciting, with minimal impact on the crunchiness of the mechanics. I’d love for people to give it a try and let me know what they think!

 

Other alternatives

Here is a link to the only other alternative turn order system for Fate I found online. I am sure that there are more of them out there to be found, since I didn’t look extremely hard:

https://docs.google.com/document/d/1sDqEyB0_FaCuCr-Xps-RuE72ldeypBF7sDVioUqD3R0/edit

Variety in Gaming

I’d like to get on my soapbox for a minute here and talk about how bad it is for players to get stuck playing one kind of game. Let me start with a question. Are you stuck playing one kind of game or one system? Are you stuck playing one genre? Are you system fanboy who can’t see yourself enjoying anything else but what you are playing right now?

I bet those questions stung a little, and they should. Now, a little history about me. I started gaming back in junior high, many moons ago. It was the old red box Dungeons and Dragons RPG. There were some other systems my gaming group eventually played including Middle Earth Roleplaying, Palladium, Robotech, Twilight 2000, and of course AD&D which eventually became our cornerstone. We had variety. We had fun.

Something happened though later in my life though. I was discouraged by the third edition of Dungeons and Dragons. I felt burned by the way things had changed and became a little bitter even. I went looking for a new system that could be our cornerstone. I found GURPS. GURPS was great, it had the genre variability I was looking for. As a roleplaying group we could do anything with it. I became rather attached to it. So attached that when I was introduced to other systems I immediately shut them down in my mind. In fact, I belittled them.

I can’t quite determine why I became this way, but I did fall into this elitist trap where any other role playing system out there was not good enough to even compare to GURPS. Then, when I was back in school going for my Masters degre I came to find a weakness in GURPS that I hated to admit. I now had little time to prepare games and making GURPS NPC’s and monsters was really eating into my time. I tried just pulling the abilities and stats of the beasties out of thin air but I felt I was cheating the players. I couldn’t do my game prep and give my school work the attention that it needed.

Discouraged, I hit the net to look for answers. It was then I saw some forum post mentioning my exact dilemma. The game that another group had gone to when their own preferred system was failing in the like manner was called Savage Worlds. This system promised a game that was Fast, Fun, and Furious. So I very, very reluctantly picked up a copy the book and found that the promise was true. It was fast, fun, and the combat furious. I was elated. But, I began to fall into the same elitist trap.

Savage Worlds became my new fixation. No other game system could be better than Savage Worlds. It did everything my gaming group needed. However, this attitude didn’t last long. Engaging with Savage Worlds and its community actually had the effect of opening me up to a new world game systems that were being built by smaller, open, and more agile game development companies. After this revelation I laid my fanboy weapons down and found a lot of fun and exciting games were just floating out there, waiting to be discovered and played. I became to taste them, grabbing inexpensive digital copies from DriveThruRPG. Since that time I have vowed never to fixate on one system. There was too much fun to be had by reading, examining, and trying them all.

My plea to you today is to to bury your negative feelings and preconceptions of other gaming systems deep. Real deep. Go out on a limb and try something new. You will be pleasantly surprised, I promise.

Try it, I dare you. Play some boardgames and some miniatures war games. Grab some Magic cards and blow off the dust from games you have long since abandoned. You will find some games you really like. You will find some games you dislike but at least you have enriched yourself by trying and can make an honest critique about them.

Games are meant to be played, not shunned. Fanboyism and apathy hurt you and the gaming community at large. It renders things stale and impedes growth. Variety is after all, the spice of life. Take a look at something new this month. This is my challenge to you.

Tacticon 2013 and more . . .

Things have been quiet, but that doesn’t mean nothing is happening.  Don’t believe me?  Then maybe you should come talk to me about it at Tacticon 2013 in Aurora, Colorado . . . right next door to Denver!

That’s right, I’ll be running two Fate based game sessions [5036.1 and 5036.2] using the Ehdrigohr campaign setting by Allen Turner.  For those of you who have been following our site for a while, you’ll recognize Ehdrigohr as one of the Fudge Dice Themes we have made available through our Thematic Dice Kickstarter Project.  If you haven’t seen the prototypes images yet, you can find them here.

We will be receiving our first shipment of dice soon.  After we have packaged and distributed the rewards to our Kickstarter backers, we intend to set up a shopping cart on the site so that the remaining dice can made available for retail.  Expect to hear more about this soon.

As for our current direction, Carl is hard at work on another Fate supplement that we are developing as a follow up Kickstarter project.  He is also preparing another Game Talk post that should be out soon.  Meanwhile, I’ve been hard at work creating and play testing a prototype for a strategy board game.

Dreaming a new dream

When I was a teenager I recall having a dream where I had super powers and was part of a team of heroes trying to stop some dark power invading the land. It was one of the coolest dreams you could ever have. In the middle of the dream, just as things were getting exciting, I felt myself waking up.

I become somewhat lucid and felt like I was on a rooftop looking over a dark city landscape but I also knew I was lying in my bunk bed, facing the ceiling. I struggled desperately to fall back into the dream. I succeeded but the dream just wasn’t the same. It morphed into something else, quickly losing its flavor.

I spend the next few nights trying to get back to that dream. I set up my environment to mimic that night as the best I could: the same temperature, lying in the same position, and going to bed at the same time. When I laid my head down I tried to focus on nothing but the dream, playing it from start to finish as best as I could, over and over again. It was futile. The dream was gone.

I face a similar situation now. I recently moved to another state and now have a new gaming group. My old group was great… beyond great, they were awesome. I had even been gaming with a couple of them for over 20 years. I’ve only had one game session with my new group and it went well. But, it was definitely different. I missed the feel of the old group.

Something inside wants me try and shape the new group like the old group, use the same game system, same campaign story, and the same type of characters. I know it won’t work. Just like trying to recreate the dream, it will be just as futile to try and recreate the gaming group dynamics.

Each gaming group is different. Heck, even the same group will experience change as time goes on. The point I am trying to make is that no matter what you do you will never be able to recreate the grandeur of any gaming group, campaign, or setting. Don’t even try. Any attempt will never be as good as the original. It will feel forced and insincere. Stop trying to dream the old dream. Build a new one.

Once you realize that, you will instantly feel a sense of freedom. Realizing and recognizing change is liberating. You may find that things that didn’t fit before, fit now. Differing player styles is a breath of fresh air. Breath deep and live in the moment!

For me, the old dream that was my former gaming group, is fading into beautiful memories. I will still get some gaming in them from time to time. But my regular group is in the here and now. I accept this change. I choose to live in the moment.

Thematic Dice Samples Look AMAZING!

We have just received images from the manufacturer displaying the prototypes for our Thematic Dice line and they look amazing.  Here are the pictures that we received.  Judge for yourself!

All the dice in one image

 

To see the images in full resolution (2560×1920), follow these links:

 

All

Atomic Age

Ehdrigohr

Let Madness Reign (Cthulhu)

Mystic Rose

Patron of the Arts

Sun & Moon

The Crusader

 

The Mystic Rose is a GO!!!

Thematic Fate/Fudge Dice - Mystic Rose -- Kicktraq Mini

 

Our Mystic Rose Kickstarter Project was a thundering success!  And, due to stretch goal unlocks, the original Mystic Rose Theme will now be accompanied by six other themes as well in six colors!

We are currently preparing a survey here on frontrangegames.com where our backers will select and configure their rewards.  We decided to create our own survey, since it would have been very difficult for our backers to configure their reward packages using a Kickstarter survey form.

We currently have an option to also distribute the dice through game stores and are investigating that avenue.  If we decide to do this, it is our intention to see that our Kickstarter backers receive their dice first.

We have estimated a delivery date of Jul 2013.  Should any issues arise that changes that, we will let our backers know ASAP.

Two Weeks Left for the Mystic Rose

There are two weeks left on the Mystic Rose Kickstarter project and the project is only $400 shy of funding. Take a look at Update #6 for more information!