Sep 2010
Cities in Colonial Gothic
09/21/2010 10:57
So I am ending the final work on Flames of Freedom: Philadelphia (official title to come) and one of the things I notice with this draft is how important the city is going to be for not only the adventure, but for the GMs to use in their own adventures. There is a lot of detail in the sourcebook portion, and a lot of the stress I have been under, is condensing all the research into manageable chunks. I am glad I have reworked the draft as much as I have (last count eight rewrites), and it has enabled me to think about the use of cities in not only Colonial Gothic, but roleplaying games as well.
Cities are big (I know, no shock there) and they can be intimidating for GMs when using them. What I have done is rethink the approach, and boil down what is important, and what not is important. Thus, there are sections dealing with Inns, Taverns & Coffee Houses, as well as the City Watch, Streets, Education and the like. I like this, because it enables the GM to take these bits, and use them for their own work.
The good thing about this, is that while I am working on the ending points on this manuscript, I am also working on Shadow, Sword & Spell: City. As I think about cities in the colonial period, I am also thinking about them in the pulp fantasy sense. It is strange to be working on cites as much as I have.
Cities are big (I know, no shock there) and they can be intimidating for GMs when using them. What I have done is rethink the approach, and boil down what is important, and what not is important. Thus, there are sections dealing with Inns, Taverns & Coffee Houses, as well as the City Watch, Streets, Education and the like. I like this, because it enables the GM to take these bits, and use them for their own work.
The good thing about this, is that while I am working on the ending points on this manuscript, I am also working on Shadow, Sword & Spell: City. As I think about cities in the colonial period, I am also thinking about them in the pulp fantasy sense. It is strange to be working on cites as much as I have.
Comments
Colonial Gothic Projects, Thoughts, and Ideas
09/15/2010 10:14
Now that I have finished one time sink project (Shadow, Sword & Spell: Expert), I can finally return to my first love Colonial Gothic. Between Graeme and I, we have the next two years mapped out and know what books are coming. A lot of these books are in editing, or about to be written. This game takes a lot of time, and namely it is due to the research we put in to make sure we get the history right.
One of the projects I am nearing completion on is the second part of Flames of Freedom. This part takes place in Philadelphia, and I am very much enjoying my time with it. This is probably going to be a big book, just how big, I am not sure.
While I am working on this, I have been noodling ideas for a PDF I want to do. Said PDF will be a collection of floor plans of period houses and the like. The only thing I am not sure about, is what else should this PDF contain.
The other project I have to undertake is a total revamp of the New World Almanack. This has gotten to big, and it needs a major over haul.
Anyway, back to the subject at hand: PDF of Floor Plans. What else would you like to see in something like this?
One of the projects I am nearing completion on is the second part of Flames of Freedom. This part takes place in Philadelphia, and I am very much enjoying my time with it. This is probably going to be a big book, just how big, I am not sure.
While I am working on this, I have been noodling ideas for a PDF I want to do. Said PDF will be a collection of floor plans of period houses and the like. The only thing I am not sure about, is what else should this PDF contain.
The other project I have to undertake is a total revamp of the New World Almanack. This has gotten to big, and it needs a major over haul.
Anyway, back to the subject at hand: PDF of Floor Plans. What else would you like to see in something like this?
Your stew is ready
09/14/2010 02:17
Available today is the first Shadow, Sword & Spell adventure.
What mysteries lurk in the shadows? Hired by a wizard in search of his legacy, you will soon discover, that a sleepy town, is not all it appears to be. People are missing, mysteries abound, but at least the food is good.
Written by Richard Iorio II (Colonial Gothic & Shadow, Sword & Spell), The Stew is a descent into cooking, legacy, and a strange cult. Set in a remote region of the Spineback Mountains, the adventure is just one example of the type of adventures you can run with Shadow, Sword & Spell.
You can purchase a copy from the Rogue Games Online Store.
$.99 (eBook)
RGG 3010 6"x9" 50 pages

Written by Richard Iorio II (Colonial Gothic & Shadow, Sword & Spell), The Stew is a descent into cooking, legacy, and a strange cult. Set in a remote region of the Spineback Mountains, the adventure is just one example of the type of adventures you can run with Shadow, Sword & Spell.
You can purchase a copy from the Rogue Games Online Store.
$.99 (eBook)
RGG 3010 6"x9" 50 pages
The Rogue Games Forums
09/13/2010 07:59
Ok, here we go. This is going to be a experiment.
We have created the The Rogue Council. These forums are devoted to all things Rogue Games. These forums have a few rules, and we are going to keep this simple.
That is all.
So if you want to join, and take part in discussions, here is the link:
http://talk.rogue-games-forums.net/
See you there.
We have created the The Rogue Council. These forums are devoted to all things Rogue Games. These forums have a few rules, and we are going to keep this simple.
- Treat everyone with respect.
- Be politie to different opinions.
- Remember there is no winner or loser in online discussions.
- This is like a dinner party. Act like you would if you were at one.
- Have fun.
That is all.
So if you want to join, and take part in discussions, here is the link:
http://talk.rogue-games-forums.net/
See you there.
Colonial Gothic: New France
09/09/2010 10:21

As it has always been in Europe, so it is in America. From Quebec to the Great Lakes and the Mississippi Delta, New France offers a constant challenge to the British colonies. French troops garrison Quebec and Montreal. French forts dot the interior. French Louisiana – in theory, at least – extends from the Appalachians to the Rocky Mountains.
Welcome to New France
In this book you will find a complete description of New France, with information on its political structure, society, and major settlements. There are notes on making French colonial Heroes, including the famous coureurs des bois – the explorers, trappers, and traders who did much to open up the interior to France. Campaign settings on offer include the “Golden Age” of French power, the French and Indian War which created British Canada, and the Revolutionary War.
Allons-y! Pour la France – and let us teach these British that they do not own the New World!
Written by Gabriel Brouillard
Price $12.99
Release Date: January 2011
Types of Settings
09/08/2010 01:48
In Shadow, Sword & Spell: Basic we introduced The League of Merchants. this “setting” if you will was designed to serve as the proving ground for heroes. the region is ideal for earlier adventurers and offer many opportunities for Gamemasters to set their own adventurers in, as well as expand to their hearts content. however, over time heroes grow powerful, and they begin to wonder what lies beyond a small region. their desire is to explore.
The pulps, from which much of Shadow, Sword & Spell’s inspiration comes from is rich in the tradition of exploring the world. Think of Howard’s Conan, or Kull and the stories where his heroes explore the larger world and discover adventure. Even in more “modern” works such as Moorcock’s in which Elrich wanders the Young Kingdoms in such of his lost love (Cymoril), his peace (Tanelorn), and for opportunities. World spanning is important, especially if the hero is searching for land to claim as their own, a throne to take, or new markets to buy and sell goods.
Unlike SS&S: Basic, Expert has a setting. Unlike Basic, Expert’s setting is larger and offers many opportunities for GMs to use. Like Basic this setting is only barely detailed. A lot is left blank so you can take it and create what you want. Where we describe aspects of the setting, this is done in broad strokes. We do this for a few reasons.
First a fantasy game without a setting is not useful. A setting helps give context to the rules, but also serves as an example for Gamemasters when creating their own. In addition a setting helps give a tone to a game. Think of Game Workshop’s Warhammer Fantasy Role Play, TSR’s Greyhawk, Dave Arneson’s Blackmoor, or even Judge’s Guild City State of the Overlord (as I type this I realize I have just dated myself). These settings stand the test of time, because of not only the tone, but the hook. The hook for a setting is important, and should be summed up in one succinct sentence. For example, let’s use Warhammer Fantasy Role Play. What is the hook? A grim world of perilous of adventure. That hook is a perfect descriptive element and when kept in mind, helps you create adventures and other items for your players.
Another reason a setting is useful is that it helps set a baseline that players ad Gamemasters can use in their games. This baseline provides not only inspiration for players in creating their characters, as well as for GMs in creating their own adventures.
Finally the other reason to provide a setting is that it is fun top create a world, no matter how large or small it is.
Setting Design
Before diving into the setting let’s talk about the nuts and bolts of setting design. Setting design is easy, as well as offers numerous rewards. However when faced with a blank piece of paper, many world builders fall into two groups:
1. World builders with stage of fight
2. World builders with too many ideas
There might be other groups, but over the years these are the two groups that commonly appear. What follows are the guidelines and lessons we’ve learned over the years. There might be other ways to approach setting design, and our methods are not the only way to follow, but through the years this method has worked for us. Before writing any history, drawing any map, or naming any feature, you need to ask yourself a simple question: What type of campaign do I want?
The answer to this question is important and the answering of it helps guide you in the building of your world.
Is your campaign going to be centered on exploration? if so is it trekking across massive landmasses like some fantastical Marco Polo or Lewis & Clark?
Is this going to center on oceanic exploration where new lands are discovered?
Is war going to be the focus?
Are two kingdoms at war? Cities? Tribes?
The answer to this help guides your in the creation? How? For two kingdoms, you need to come up with the bare bones of who rules, why they are fighting, and what the two kingdoms look like geographically. For two cities, these same questions are useful as well, but you are more confide to the area. For tribes, the area is even smaller.
With the answer to what type of campaign you want, the process of creation begins. Often this is seen as a daunting task. It isn’t. World building is just as enjoyable as creating adventurers, running a weekly game, and devising clever encounters to pit against the player’s characters. where the struggle comes in, is the type of campaign you create. when you boil all the advice down, all the options, and the possibilities, you are left with two types of settings: encyclopedia and sandbox. each has their plusses and minuses, and both are very rewarding.
Encyclopedic settings are setting where you strive to detail everything. Encyclopedic settings are the one that show off the creativity of a Gamemaster and the thought that goes into one often serves as a springboard for other ideas. Another advantage is that the Gamemaster is ready for any question a player asks, and creates a richness of detail that makes the world seem alive. The downside of this is that often the bulk of this material never comes into play.
Though nothing goes to waste, per-say, the details do go to waste if they never leave the confines of note filled notebooks. Players might not even care to ask what the lineage of a certain ruler is. Their concerns are more primal like who is paying them, how do they afford a new sword, or how they can learn a new spell. Examples of Encyclopedic Settings are found in sprawling multi-volume fantasy epics such as Robert Jordan’s Wheel of Time, J.R.R. Tolkien’s Lord of the Rings, Raymond E. Feist’s work, and TSR/Wizard of the Coast Forgotten Realms (originally created by Ed Greenwood). These settings are rich and brimming with detail, however, most of this detail is not needed. So, should not create a setting like this? No. Go for it, but keep in mind that often the bulk of your creation is for your own enjoyment.
So if an Encyclopedic Setting is one of the spectrum, a Sandbox is the other.
What is a Sandbox Setting? It is a setting where you purposely leave areas empty. Instead you think about the area where you plan to have your adventures take place, and you flesh it out in broad strokes. One example of this is The Merchant League found in Shadow, Sword & Spell: Basic. That is a sandbox. Only the bare minimum is written up and as your adventurers explore details are figured out. Growth is more spontaneous and details are created as players ask question, or as you need them.
Sandbox campaigns are rewarding in that everyone has a hand in shaping the growth. However some GMs find them daunting because they often have to “wing it.” This is a good thing, because some of the best creations are the ones you make up as you go along. The key to a sandbox is that all you need are a few notes, as well as a notebook which you can jot down what you create.
Shadow, Sword & Spell is a sandbox. It is designed this way to serve not only as an example, but because we want you to make it your own.
The pulps, from which much of Shadow, Sword & Spell’s inspiration comes from is rich in the tradition of exploring the world. Think of Howard’s Conan, or Kull and the stories where his heroes explore the larger world and discover adventure. Even in more “modern” works such as Moorcock’s in which Elrich wanders the Young Kingdoms in such of his lost love (Cymoril), his peace (Tanelorn), and for opportunities. World spanning is important, especially if the hero is searching for land to claim as their own, a throne to take, or new markets to buy and sell goods.
Unlike SS&S: Basic, Expert has a setting. Unlike Basic, Expert’s setting is larger and offers many opportunities for GMs to use. Like Basic this setting is only barely detailed. A lot is left blank so you can take it and create what you want. Where we describe aspects of the setting, this is done in broad strokes. We do this for a few reasons.
First a fantasy game without a setting is not useful. A setting helps give context to the rules, but also serves as an example for Gamemasters when creating their own. In addition a setting helps give a tone to a game. Think of Game Workshop’s Warhammer Fantasy Role Play, TSR’s Greyhawk, Dave Arneson’s Blackmoor, or even Judge’s Guild City State of the Overlord (as I type this I realize I have just dated myself). These settings stand the test of time, because of not only the tone, but the hook. The hook for a setting is important, and should be summed up in one succinct sentence. For example, let’s use Warhammer Fantasy Role Play. What is the hook? A grim world of perilous of adventure. That hook is a perfect descriptive element and when kept in mind, helps you create adventures and other items for your players.
Another reason a setting is useful is that it helps set a baseline that players ad Gamemasters can use in their games. This baseline provides not only inspiration for players in creating their characters, as well as for GMs in creating their own adventures.
Finally the other reason to provide a setting is that it is fun top create a world, no matter how large or small it is.
Setting Design
Before diving into the setting let’s talk about the nuts and bolts of setting design. Setting design is easy, as well as offers numerous rewards. However when faced with a blank piece of paper, many world builders fall into two groups:
1. World builders with stage of fight
2. World builders with too many ideas
There might be other groups, but over the years these are the two groups that commonly appear. What follows are the guidelines and lessons we’ve learned over the years. There might be other ways to approach setting design, and our methods are not the only way to follow, but through the years this method has worked for us. Before writing any history, drawing any map, or naming any feature, you need to ask yourself a simple question: What type of campaign do I want?
The answer to this question is important and the answering of it helps guide you in the building of your world.
Is your campaign going to be centered on exploration? if so is it trekking across massive landmasses like some fantastical Marco Polo or Lewis & Clark?
Is this going to center on oceanic exploration where new lands are discovered?
Is war going to be the focus?
Are two kingdoms at war? Cities? Tribes?
The answer to this help guides your in the creation? How? For two kingdoms, you need to come up with the bare bones of who rules, why they are fighting, and what the two kingdoms look like geographically. For two cities, these same questions are useful as well, but you are more confide to the area. For tribes, the area is even smaller.
With the answer to what type of campaign you want, the process of creation begins. Often this is seen as a daunting task. It isn’t. World building is just as enjoyable as creating adventurers, running a weekly game, and devising clever encounters to pit against the player’s characters. where the struggle comes in, is the type of campaign you create. when you boil all the advice down, all the options, and the possibilities, you are left with two types of settings: encyclopedia and sandbox. each has their plusses and minuses, and both are very rewarding.
Encyclopedic settings are setting where you strive to detail everything. Encyclopedic settings are the one that show off the creativity of a Gamemaster and the thought that goes into one often serves as a springboard for other ideas. Another advantage is that the Gamemaster is ready for any question a player asks, and creates a richness of detail that makes the world seem alive. The downside of this is that often the bulk of this material never comes into play.
Though nothing goes to waste, per-say, the details do go to waste if they never leave the confines of note filled notebooks. Players might not even care to ask what the lineage of a certain ruler is. Their concerns are more primal like who is paying them, how do they afford a new sword, or how they can learn a new spell. Examples of Encyclopedic Settings are found in sprawling multi-volume fantasy epics such as Robert Jordan’s Wheel of Time, J.R.R. Tolkien’s Lord of the Rings, Raymond E. Feist’s work, and TSR/Wizard of the Coast Forgotten Realms (originally created by Ed Greenwood). These settings are rich and brimming with detail, however, most of this detail is not needed. So, should not create a setting like this? No. Go for it, but keep in mind that often the bulk of your creation is for your own enjoyment.
So if an Encyclopedic Setting is one of the spectrum, a Sandbox is the other.
What is a Sandbox Setting? It is a setting where you purposely leave areas empty. Instead you think about the area where you plan to have your adventures take place, and you flesh it out in broad strokes. One example of this is The Merchant League found in Shadow, Sword & Spell: Basic. That is a sandbox. Only the bare minimum is written up and as your adventurers explore details are figured out. Growth is more spontaneous and details are created as players ask question, or as you need them.
Sandbox campaigns are rewarding in that everyone has a hand in shaping the growth. However some GMs find them daunting because they often have to “wing it.” This is a good thing, because some of the best creations are the ones you make up as you go along. The key to a sandbox is that all you need are a few notes, as well as a notebook which you can jot down what you create.
Shadow, Sword & Spell is a sandbox. It is designed this way to serve not only as an example, but because we want you to make it your own.
Colonial Gothic Thoughts
09/03/2010 10:41
I’ve been working on a project for Colonial Gothic for a while. Said project is part two of Flames of Freedom. This part takes place in Philadelphia, and like Boston, it will have the players moving throughout the city uncovering a mystery. This part of Flames of Freedom picks up the pace of the campaign, and a lot of Colonial Gothic’s mysteries and secrets will begin to be revealed.
I am having a problem with the writing of this. The adventure is good and runs well. Where my issue is in regard to the supplement material for the city itself. Philadelphia is a freaking huge city with a freaking long history. The amount of material is overwhelming, and unlike the other items I’ve written, I am having a problem with knowing what to include and what not to include. This is part of the reason why this book has been so hard to write. The other reason is that I want to do right by Philadelphia.
One of the things most people do not realize is that with Colonial Gothic, we have to not only be true to history, but true to the geographical reality. Philadelphia is real, and real people live there. Residents of the cities we use look to make sure that we get it right. This is what I learned first hand when a residents of Boston looked through Boston Besieged, and shared their pleasure in how we got it “right.”
I am a writer who worries. I do not worry about the writing, or the deadline. I worry about getting it right. This is why Philadelphia has taken me so long. I have to just get it done.
I am having a problem with the writing of this. The adventure is good and runs well. Where my issue is in regard to the supplement material for the city itself. Philadelphia is a freaking huge city with a freaking long history. The amount of material is overwhelming, and unlike the other items I’ve written, I am having a problem with knowing what to include and what not to include. This is part of the reason why this book has been so hard to write. The other reason is that I want to do right by Philadelphia.
One of the things most people do not realize is that with Colonial Gothic, we have to not only be true to history, but true to the geographical reality. Philadelphia is real, and real people live there. Residents of the cities we use look to make sure that we get it right. This is what I learned first hand when a residents of Boston looked through Boston Besieged, and shared their pleasure in how we got it “right.”
I am a writer who worries. I do not worry about the writing, or the deadline. I worry about getting it right. This is why Philadelphia has taken me so long. I have to just get it done.
Flames of Freedom: Boston Besieged Ready For Preorder
09/01/2010 06:53

The siege grinds on, and winter maintains its icy grip. It is 1776.
Welcome to Boston.
While the world watches, and both sides draw up the plans of war, others lurk in the shadows, prowling forgotten tunnels, and battling heroes. Here in one of the oldest cities in the Colonies, an ancient enemy sows the seeds of strife, and a much larger battle is about to begin. While Colonists cry for freedom and Loyalists struggle to reconcile with England, dark enemies gnaw and plague the unsuspecting.
Flames of Freedom: Boston Besieged, is the first volume in an epic campaign for Colonial Gothic. In this book you will find our guide to the great city of Boston, and a ready-to-play adventure which sets the stage for the entire Revolution. Secret plots, secret cults, and mysteries abound, as you explore the city of Boston during the last days of the siege. You are at the start of the revolution and will be caught up in a series of events that will take you from one end of the colonies to the other. That is if you survive Boston first.
Written by Graeme Davis and Richard Iorio II, Flames of Freedom: Boston Besieged is the first part of a four-part campaign for Colonial Gothic. The campaign written and designed by both Davis and Iorio, will follow the course of the American Revolution, and many of the secrets mentioned in the game are about to be revealed.
In addition to the Pre-Order being open, the PDF is available for immediate purchase. All books will be shipped starting on September 20, 2010. To order, visit the Rogue Games Online Store today!
Details:
Flames of Freedom: Boston Besieged
RGG 1778 $12.99 ($6.99 eBook/PDF)
6x9 BW 100 pages