Showing posts with label sequestered industries. Show all posts
Showing posts with label sequestered industries. Show all posts

Monday, December 12, 2016

Sequestered Industries Editorial

Here at Warpstone Flux, we don't do too much advertising (we dropped google ads a few years ago; we might return in the future who knows). We don't do too many giveaways (although I would consider it in the future perhaps). Nor have a constant demand to sponsor us (we have no sponsors at the moment or buttons to buy me a pint, but we do respond to incoming messages that want answers to Horus Heresy questions, etc.; Significantly: we don't ask for anything in return so long as you understand real life might mean delayed responses). It has also been a very long time since I did any conversion and painting commission work (I could be persuaded to do that again, but clearly my time is limited -- if you're interested in that you can email me and we'll have a look at the schedule).

That said, we do have a business that raises money for the hobby and for many of the things that you see on this blog: Sequestered Industries. Plus I pay full UK taxes to run this hobby business in my own time -- its not some shady moonlighting thing!


Sequestered Industries sells roleplaying games and roleplaying game accessories in both pdf and hardcopy formats (depending on the product) through DriveThruRPG.com; RPGNow.com and WargameVault.com. Many of these have attractive (independent) positive reviews due to their standards. 

Our back catalogue contains:
Astulae: a full roleplaying game, campaign setting and system that has achieved Copper Best Seller status. Check out the preview video below.

Expansions for Astulae include: Necrogenic; Encountered and Understorm.


Other products include:
Flux Battle Objectives (a PDF of the various rules we've already published here on Warpstone Flux and more);
One Hundred Planets (for detailed descriptions of sci-fi planets on the go);
One Hundred Alternate Histories (also a Copper Best Seller; for any time line exploration adventures);
One Hundred Alternate Realities (for when you need some oddities to spice you your rpgs);

Plus a wide variety of place name generators in multiple flavours:

And name generators for:
all of which have been done by research in my own time. 

Hence, this is an infrequent blog post to say that if you like the kinds of things that you see on the blog, and you are in to roleplaying games or any of the areas that Sequestered Industries specialises in, then please check out the Sequestered Industries range of products in the run up to the Christmas season. Profits from this business have enabled many posts here on Warpstone Flux by purchasing some of the miniatures seen (the Warhound Titan in particular) as well as the the odd Horus Heresy rule book once in a while. From google analytics, I know that the Horus Heresy reviews are by far the most popular posts on this blog at the moment. 


Thursday, August 25, 2016

One Hundred Planets

As my long term readers will be aware, we run a small home company that deals with roleplaying games and accessories. Yesterday, we released our new 105-page long title "One Hundred Planets". The pitch is below. I'm running an advent here as the profits from this enterprise directly fund the purchase of my copies of the Horus Heresy and provide you guys with the reviews and many of the other things associated with Warpstone Flux … which means my wife is a whole lot happier with me spending money on hobby goodness!


Descriptions of planets in a some resources can be limited. Perhaps a planet is randomly rolled on some chart or other and found to be an ice world. Sure, but that's usually not nearly enough to base a roleplaying session around without some serious work on behalf of the person running the game.

So, maybe its an iceworld, but its melting? Again, very nice, but why is it melting? What's causing it to melt? How about: its a melting ice world that a villainous commercial enterprise is trying to exploit for mineral wealth contained under the ice. This is now getting much better. Heck, there are almost plot hooks here.

One Hundred Planets takes the idea of having a much more detailed description of planets and combines them with plots hooks, physical data, and much more.

For each of our 100 planets, we give succinct details about the parent star of the system (based on real astronomical data), and physical data of the planet in question (its mass, orbital parameters, how long one day is on the planet, its surface gravitation, indigenous life, the number of humans on the planet).

This is followed by a thorough physical description of the planet. Most of the planets are rocky terrestrials in nature, but there is a huge variety contained therein. Whether they experience quakes, the ecosystems and the atmospheres of these worlds are all discussed within.

Under `Planetary History', a detailed sketch is made of the human side of the planet. Was it settled by colonists from the Empire?; does a Guild own it?; are there robots there? These and more are discussed and many include elements of science fiction, although where possible most have been strongly bedded in real world physics.

The political status of each world is briefly touched on: who rules it and what is currently happening are frequently noted.

Finally, for each and every planet, plot hooks are given. The median number of plot hooks for each world is two, but many planets have three distinct plot hooks to take advantage of. These, combined with the real world (nay: real Universe) data, are what makes this volume very distinct. They are ready made hooks for player characters to jump in on and have a purpose to directly associate with the planet in question. With little work, the person running the game in question should be readily able to adapt these to their own play styles and group dynamics to make for entertaining and interesting gaming sessions.

Finally, it is worth noting and highlighting that all of the descriptions contained within have been written without any particular game system in mind. This ``system agnostic'' presentation drive means that the contents of this volume can readily be exported to any given game system that the players desire.

Sunday, January 24, 2016

One Hundred Alternate Realities

Switching over to roleplaying games for today's post, and a bit of self-promotion. My company (Sequestered Industries) released this publication a couple of days ago: One Hundred Alternate Realities.


So what is it all about?

Firstly it is a roleplaying game supplement that is written for any roleplaying game where alternate realities are going to be in play. As such, its not a gaming system in and of itself. But what it can do is provide many ideas for player characters and games masters who want to explore a multiverse of possibility. Perhaps the player group regularly steps through portals to alternate times and places. What would happen?

You step through the portal and emerge in a world where

Vampires stalk the dark night looking to drink blood!

But that's been done a lot. Let's switch it up!

Instead of blood, let's substitute magical items. Suddenly the player character party that's carrying a plethora of magical items looks like very attractive prey to these alternate reality vampires.

In One Hundred Alternate Realitie, we give a wide range of alternate realities and a selection of nouns that can be substituted between each reality.

Organized as a d100 chart the book is not just a one-liner per entry affair. On the contrary, each of the possible alternate realities is explored in a more detailed manner with possibilities outlined for the consequences to society and a few plot hooks thrown in.
The types of alternate realities include:
  • magical realities (e.g. what happens if spellcasting only runs in selected families?);
  • different physical planes (e.g. humans live on a cattle-like creature of gigantic proportions); 
  • supernatural realities (e.g. ghosts live with mortals on a regular basis); 
  • superpower realities (e.g. what happens if ordinary citizens possess superstrength?);
  • psychic realities (e.g. telepathic mind controllers are in charge of humanity); 
  • surreal alternate realities (e.g. when people go to sleep, they wake up in other people's bodies in the morning); 
  • deities stalk the mortal realms (e.g. what happens when the gods have been cast out of the heavens?);
  • apocalypse realities (e.g. self-aware computers torture humanity);
  • alien contact (e.g. what happens why sympathetic humans shelter refugee aliens?);
  • technology has radically changed reality (e.g. what happens if tractor beams are everyday objects?).
These descriptions all contain material that can be swapped between each other to create even more exotic and random alternate realities.  

This book is presented in a system-agnostic manner and is can be used with almost any roleplaying game if a GM needs to build a novel alternate reality of Earth or elsewhere in the multiverse.

I'm very happy to also report that following publication a few days ago, this publication has debuted at numb 31 in the top 100 of roleplaying products in RPGNow (as of the time of writing). Hope that you find this useful and enjoyable. Comments and enquiries most welcome.

Saturday, January 2, 2016

Astulae the Roleplaying Game


In today's post, I am releasing part of the first chapter of my own roleplaying game, Astulae. Its just a "taster". I hope that you like it; questions and comments are certainly welcome.




Overview.
Roleplaying games have a long tradition of using dungeons – often vast underground locations that are filled with monsters to slay, potential treasure to acquire, traps to be disarmed, and glory to be sought. As playing groups mature, questions about such dungeons grow. Why were they built? What is the ecosystem like? How can so many inherently evil creatures live side-by-side without any friction whatsoever? One stock answer to these kinds of questions leads to concepts such as powerful wizards controlling everything inside their dungeons. But this is not without its own issues either. What is the motivation of the powerful wizard? Madness, or some grand master plan?

Astulae is one coherent answer to these questions, using a unique type of dungeon format. In a nut-shell: imagine that your dungeon is not a series of rooms connected together with cobweb-ridden corridors deep underground, but instead, it is a collection of pocket dimensions gathered together from many parallel realities that are inter-connected by a labyrinthine system of portals.

Additionally, Astulae is a nod to mega- dungeons that appeals to the hack and slash style of dungeon exploration of yore. But it need not be used in the typical “adventurer seeks treasure and dragons to slay” manner (although there is, intentionally, a dragon sitting on a pile of treasure in one particular location to cater to this). There are many plot hooks scattered throughout this work and these may play the primary driver behind any Astulae adventure. With a friendly player group, the GM can provide many hours of entertainment within the Astulae exploring many possibilities.

Finally, Astulae can be used in combination with almost any other setting. Since it explicitly connects to many realities, almost any campaign setting can logically find an entry or exit to this novel mega-dungeon.

Setting.
Astulae (a plural) is Latin for “splinters”. At a basic level, each “room” in Astulae is a splinter of reality taken (and sometimes frozen in time) from across a grand ensemble of possible parallel realities. Somewhat akin to pocket dimensions, each Astula (singular) can have its own laws of physics, its own peculiarities, and sometimes: its own denizens – some benign, some deadly, and some incomprehensible. In some Astula, magic and technology can coexist side-by-side, and in others both are strongly suppressed. Further, many Astula appear to be in a state of decay: slow, or otherwise. In turn, each Astula is connected to another via a (two-way) portal that ultimately creates a large ensemble of “rooms” to explore and navigate between – a mega-dungeon in many respects, but not a traditional one. But the configuration is not stable. Portals can be re-routed to other Astula. And new Astulae are added to the ensemble over time to create entirely new pathways and loops through.

Portals. 
Each “normal” Astula typically contains three or more portals (sometimes referred to as windows, gates). These can take many forms: literal doors, small gaps that only polymorphed (or size-changed) characters can fit through, and even hidden gateways (e.g., built in to a set of drawers). Frequently, they appear as swirling vortices of black, purple and blue colours (the colours are not meaningful unless the GM determines otherwise). Other times, they are just “normal” doorways that the PCs can see through into the next Astula. Some are simply a circular gap in space – not until they step through such a gateway will the existence of the portal become obvious. In almost every case, they have well-defined boundaries (such as door frames, or the branches of a tree that curve back on themselves to form an oval) that defines the extent of the portal.

In normal circumstances within a given Astula, one door will lead back to where the player characters (PCs) came from. The other two (or more) doors will lead onward to new Astulae. Which ones they lead to are up to the GM. As a suggestion, the choice of a portal to the “left hand side” (whichever orientation that is!) of the PCs will lead to an Astula that is thematically similar to the one that they are in, whilst portals to the “right hand side” head to more deviant Astula. PCs are encouraged to pay particular note to the orientation of left and right (through making note of which portal they came through in to a particular Astulae), so that they don’t get confused.

Uncommonly, there will be many more Astulae leading off from a given Astula, each using a different portal. These are noted in their descriptions, but the GM is free to improvise on existing Astulae. Many of these extra sets of three portals are at right angles to the other ones. For example, there may be a vertical set of three portals, and a horizontal set of three portals. The vertical ones can be employed as ways in which to translate to a different theme of Astulae.

Etiquette around portals between Astulae natives – the collective term for the people that exist within the Astulae – is mixed. Most groups realize that if they want to freely use portals, then they must allow others to do likewise. Therefore agents of the Mandated Cabal faction (described elsewhere) rarely prevent Brown Clerics (another faction) from using portals in Astula they’re interested in, so long as their own opera- tions go undisturbed. But both would likely be opposed to agents of the Red Telepath wanting to destroy the self-same portal. In the case of flickering portals (those that only open for short periods during the day), Astu- lae natives will sometimes gather in groups nearby waiting for them to appear and gos- sip about the news of the day. In some cases, portals are closely watched. Other portals have been taken over by small conglomerates that charge PCs to use them.

Genre.
In principle, the Astulae setting can be used as almost any genre desired. The GM is free to use only a small subset of the Astula described in this tome; hence it could be totally restricted to a traditional high fantasy ideal, with a good versus evil meme scattered throughout. Or it can be played as a modern era psychological drama to great effect. That said, Astulae is principally intended as a multiple reality and parallel worlds gaming journey. It has some darker undertones scattered throughout, and tensions bordering on outright conflict between various factions (both real and perceived). Further, facets of horror, insanity, control, manipulation, strangeness and conspiracy feature in an array of the locations described. Of these, the sense of being the “outsider” is one of the chief memes associated with this setting. It will show up again and again to the PCs as they frequently look out of place compared to the Astula they enter and their abilities and knowledge appear highly strange and disorientating to others.

Thursday, January 8, 2015

Astulae RPG in New Year Sales!

Astulae, the roleplaying game of alternate realities megadungeon, is now on sale at DriveThruRPG and RPGNow.com until 12/Jan/2015.

Here's what one reviewer said:
I found this game to be very intriguing and the concepts contained within to be new and fresh. The idea of parallel dimensions is not a new one, but there are enough unique aspects of this RPG to make this feel new, in particular the effect of magic and technology between the dimensions. The book itself has a huge amount of information for a GM to create some awesome adventures for their players. I like the fact that it does not tie a GM down to any particular play scheme, however there will inevitably be some work for a GM to do in mapping across thing such as player classes etc, to the classes described in the book. This would be no small undertaking for any GM, although in the appendix it does give an example game system to use. However I feel that this is also it's greatest strength and will allow great flexibility for adventuring.

This is the cheapest it'll be for some time, and an expansion has already been penned and will be released in a few weeks time! Hope you enjoy!

Wednesday, December 17, 2014

Astulae - a new RPG

With equal measures of pride and trepidation, today I've published my first roleplaying game. Its called "Astulae" and I'm selling it via DriveThruRPG at http://rpg.drivethrustuff.com/product/141686/Astulae.

The image to the side is the front cover of the book. Clocking in at over 200 pages, this has been a real labour of love that I've undertaken in my (extremely limited) spare time between moving houses, and between when my young children are finally asleep in their beds and me being asleep on the kitchen table through exhaustion! Its taken about a year to write up, polish, source the images, and typeset the whole thing. 

I hope that some of you out there might like it (Christmas time gift or stocking filler perhaps?! lol!), perhaps at least recommend it to your friends who might enjoy it or "like" the Facebook page for it: https://www.facebook.com/sequesteredindustries. I'm also prepared to hand out free copies to reputable reviewers as well!! (just send an email using my warpstoneflux gmail address).

What's it all about then?

In a nutshell: Its a campaign setting in a twisting megadungeon of alternate realities. 

Imagine that your dungeon is not a series of rooms connected together with cobweb-ridden corridors deep underground, but instead, each “room” is a splinter of reality taken from across a grand ensemble of possible parallel realities. 

Every Astula (a room) can have its own laws of physics, its own peculiarities, and sometimes: its own denizens – some benign, some deadly, and some incomprehensible. In some Astula, magic and technology can coexist side-by-side, and in others both are strongly suppressed. 

But many Astula appear to be in a state of decay: slow, or otherwise. In turn, the Astulae are connected to one-another via portals that ultimately creates a large ensemble of realities to explore and navigate between – a mega-dungeon in many respects, but certainly not in a traditional sense. The configuration is not stable. Portals can be re-routed to other Astula. And new Astulae are added to the ensemble over time to create entirely new pathways and loops through. Will you enter and find a way to profit? 

This book itself is the campaign setting for Astulae and features over 100 highly detailed pocket dimensions (Astula or dungeon-like rooms) across 7 genres (High fantasy, Futuristic, Medieval, Nature, Outlandish, Urban and Waterside), 20 factions or persona who run through these Astulae for your PCs to join with or oppose, almost 50 altered laws of physics and reality or oddities to further flavour each Astula, 36 unique dressings per major Astula genre to further dress the contents of each room, 8 large-scale meta-plots to launch at PCs, and a suggested d6 rules system for groups who don't wish to use the contents in a rules-agnostic manner or adapt them to their own favourite rules set. And that's before all the flavour text and over 70 unique pieces of artwork scattered through the book that can be used as plothooks or inspiration! Jump in to Astulae to plough its depths!
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries