News / The Janitor
Yesterday, J Gray (the Line Developer for Castle Falkenstein here at Fat Goblin Games, but also an accomplished editor and layout designer for many other publishers) made a Facebook post with advice about turning over clean copy manuscripts that are easier for the person doing layout...
This lead to a number of designers, publishers, and others Liking and commenting on his thread and ultimately a discussion came up about the Fat Goblin Game Style Guide, which is one J has had to use extensively while working here at Fat Goblin Games. While we have a different, internal-only document for the Fat Goblin Hoarde written by The Janitor and myself, The Fattest Goblin of Them All has allowed us to take a page from Owen KC Stephen (whom has had his Rogue Genius Games Style Guide and Writer Guidelines available online for a very long time, and they were the starting point for our own Style Guide) so that we can release a version to the world. The single, full document is available via Google Doc/Google Drive here, but is also online in two parts:
It has always been a core component of Fat Goblin Games to try to help foster not just "good" Third Party Publishing and Indie Game Publishing, but hopefully GREAT publishing in those fields. Rick Hershey, the Fattest Goblin Himself-Himself, is an accomplished artist and writer but via Fat Goblin Games, he's also one of the largest purveyors of stock art and stock designs from not only himself, but also artist like Colin Throm, Felipe Gaona, and Elven Tower Cartography.
This Style Guide in combination with something like the Publisher's Choice Fantasy InDesign Template, should give even a total novice to the field of Tabletop Roleplaying Game Publishing a vital leg up. There are of course other great resources from other companies (the Kobold Press Guides, for instance), but those are often more general texts -- these are specific "tools" to actually getting product made.
I hope you enjoy the FGG Style Guide. Please, feel free to take what we've made and "make your own" that fits your company's needs. We might, if enough people request them, share some of our other resources like some example Templates for Class, Race, and Item-focused books/sections/chapters. And if people would like other kinds of "practical guides" we might explore working on those too.
Lucus Palosaari on DriveThruRPG, Facebook, Twitter, Google+ & LinkedIn -- and now on Amazon!
PS -- I feel I'd be remiss if I didn't link here to Liz Court's excellent Section 15 Generator for the Pathfinder Compatibility License. If you want to publish for the Pathfinder Roleplaying Game, this is an invaluable tool!
PPS -- John Reyst of d20pfsrd.com Publishing also collects a great number of Open Gaming Resources as part of his Open Gaming Network here.
I've started the last few weeks' worth of Thursday blogs with some form of "it's been a busy week" I feel, and its leading me to wonder "How many times till I just see THIS as my new normal workload?"
Anyways, every time its mentioned it's always meant to account for a shorter blog that day, as I impart some little tidbit and move on. Today's going to be roughly the same. As I announced last week, I'm trying to get Landon Winkler, our new Shadows over Vathak Line Developer, "up to speed" on all things Fat Goblin Games, Shadows over Vathak, and Antikthon-related. To that end, just today, I had to bang out over 1,500 words in response to a single question/comment he made just to fully explain a whole rationale of why things are the way they are in the setting -- and that's 1,500 words I'll never get to directly publish (ideally, it informs a lot of his future work, so here's hoping).
For those that don't know, 2,000 words written is considered an industry standard for "a day's work" (i.e. 8 hrs) but almost every freelancer I know can explain that that's not really a meaningful number (one freelancer asked his friends in the biz "What's the most number of words you'd written in one day that were published?" and while I answered in the 4,000 - 5,000 range, some people on his Fb were giving 10,000-20,000 words! (which I also get, I wrote the 94 page Call to Arms: Mantles of Power in a fever-dream of 5-6 days, and almost all of that is original text (like 90%+) and a quick Word Count shows the original manuscript clocked in at ~60,000 words, so even at 6 days it likely meant I was banging out 10k a day).
Anyways, this is all to say a LOT of great stuff in "coming down the line" but adding to the hecticness of my life was my wife's birthday last weekend and my birthday on Easter of all things (upstaged by a bunny!). But I'm trying to send to The Fattest Goblin all the bits and pieces of Send in the Clowns, a compiled vs. Stranger Stuff RPG + Three Standalone Adventures for a Complete RPG Experience in one (fairly slim) volume!
While also still trying to get Landon up to speed, and get all the Hoardelings moving forward on their projects, while appeasing The Fattest Goblin of Them All -- AND we're even missing The Janitor largely this week because he's busy with life before shipping off for the next year to a different country!
Thank you all then or your patience and Happy Easter!
My name is Kim, I’m one of the members of the Fat Goblin’s Hoarde, and this is my first blogpost here on the FGG website. I’m the author of 2 of FGG’s publications (Astonishing Races: Samsaran and Sidebar #31 - Non-Combat XP & Non-Monetary Rewards), with more to come.
Today though, I’ve been asked to do something a little different, and write up a post on Illusion magic, something that I’ve been playing around with in my head for some time now.
First though, we need to attend to the matter of what MAKES an illusionist. If we take our modern dictionary it defines an illusionist as “a person who performs tricks that deceive the eye”. If we look at the more fantastic definition of we can go to Paizo’s definition “Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.”
As you can see both of these make sense within their limited context, but the illusionist is, to me, both a combination of the two and more than the whole of them. As such I’d define them more along the lines of “Illusionists use magic and tricks to deceive the eye and the mind, conjure up images of the impossible and use these to misdirect, mislead and defeat their enemies”.
Now, Illusion is one of the magic schools that have 5 subschools (figment, glamer, pattern, phantasm and shadow), each of which has its own strength and purpose. I’ve chosen to briefly summarize them below, and give an example of where you can experience something that resembles this.
Figments create false sensations. – This could in effect be anything sensory, but it would need to be something that can be experienced by multiple people, which would usually be sight, sound, and smell, though you could argue that there might be cases where touch and taste might come into play.
The lowest level example that you can find is the 0-level spell Ghost Sound. Ghost Sound does exactly what is says. It makes a sound or noise, up to a certain level of noise depending on the caster’s level. But where, in my experience, people often think that bigger is better for this spell, I don’t think that’s the case.
Case in point: Obi-Wan Kenobi from Star Wars. When they’re in the Death Star, and he is heading towards the Death Star core, he uses a Jedi ability to confuse two Storm Troopers, into thinking they heard something. Ghost Sound does just that, creates a sound, and could easily be used as a way to trick someone into heading somewhere else. In this particular case, you could possibly argue, that if Obi-Wan had chosen a louder noise, the Storm Troopers would have called in backup, rather than checking it out themselves. Lesser really was more on this occasion.
Glamers change the targets sensory qualities – Basically, this means that it changes how something tastes, feels looks or sounds. (As opposed to Figments that create these out of thin air).
Again, looking at low-level spells, a good example is Disguise Self, a 1st level spell. It allows you to change your appearance within certain limitations. You cannot change your appearance beyond a certain height and weight, it doesn’t change your sound and you cannot change your race.
In this case, we can turn to the Harry Potter universe for a good example: The Polyjuice Potion – While the Polyjuice Potion fails rather spectacularly for Hermione, as it doesn’t allow her to change her race (at least in her first attempt), we can see the effect with Harry and Ron. It changes their appearance completely to look like their intended targets, but it doesn’t change their voices, but they look exactly like their targets. (Admittedly the Polyjuice Potion is a bit more powerful than the Disguise Self spell, since it changes the tactile feel of the targets as well, but it serves as a good example).
Patterns create images that enthrall, startles or dazzles onlookers – In effect, this is any type of pattern that would attract attention and cause people to miss whatever else might be going on around them.
The low-level example for this one is Color Spray. You unleash a cone of colors that stuns, blinds or even knocks creatures unconscious. For something like this, I’m going to turn to the Lord of the Rings.
Not one of Gandalf’s most powerful spells, the visuals for this one was fantastic, however, and I dare say that most people who saw it in the cinemas were likely dazzled and intrigued when they saw the Dragon that his rocket made. And the hobbits caught in the fireworks tent were most definitely stunned as well.
Phantasms conjure up images that only the caster and targets can see – On the most basic level, the caster makes someone see something that isn’t there, but only to that target and the caster himself. Everyone else is unaffected.
For this particular subschool, we turn to Phantasmal Killer, a much higher level spell than seen previously, and much more lethal. It conjure up the most fearsome thing that the target’s subconscious can think of, whatever that may be (with the caster only seeing a vague shape), taking the form of the deepest fears.
Of course, for something like this we turn to horror films, and what better one to go for than Pennywise from It? Having no true form, it takes on the form of the things that scare the children the most, like the monstrous clown Pennywise. (Incidentally, if you want to get back at Pennywise for giving you childhood nightmares, check out Vs. Clowns) – In theory, this monster could take on any form, of whatever of whatever scares them the most.
Another good example would be Scarecrow’s fear Toxin from Batman, making you see thing that aren’t there, and in certain cases, scaring you into insanity and death.
Finally, Shadows create something that is partially real – and are the main damage dealer spells of the Illusion school. These will cause real damage (if not disbelieved) and up to 50% damage, as they are partially real, even against those disbelieving them.
For this spell it is Shadow Conjuration – a relatively simple spell that summons partially real versions of any summoning or creation subschool spells of 3rd level or lower. As such you could cast anything from Monster Summoning I or Mage Armor to Monster Summoning III or Stinking Cloud. As such it is clear that while it might be less effective than these normally (if disbelieved) it allows for an enormous potential for versatility.
Finding an example for a Shadows type of spell is the most difficult, simply due to the fact that they, by definition, appear to be real, and can actually do damage. So the choice this time is equally unusual. The one we’ll go for is the dragons from the book or film Colour of Magic by Terry Pratchett. The dragons are real when close to the Wyrmberg (not disbelieved), but the further away from it, they get, the more insubstantial they become (as they’re affected by the disbelief of the world).
Now that’s an awful lot of text to describe the effects of the subschools, but it goes to show that Illusion deserves more attention than it’s been getting.
I have 2 more things I want to address here, though, though they are connected, and that is a particular sentence written in regards to Illusion magic, in this case coming from the Pathfinder RPG “Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.”
This is where it gets muddy, because what exactly defines careful study or interaction? I’d say that the way to carefully study an Illusion spell (at least as a quick and dirty house rule) is to allow for a Perception Check with a DC equal to the saving throw for the spell (if no save DC is given for the spell simply go for 10 + level of the spell + the casting modifier of the caster) and a minute of study per level of the spell. That means that low-level spells are the least complex and easiest to penetrate, while higher level spells require a lot more effort. – Only should they pass this Perception check will they be allowed to save against the spell. (A book example of this can be found in David Eddings’ Sparhawk series, as they’re passing through an illusionary wall, with companions explaining to each other that it is not real, and therefore giving saving throw modifiers).
Interaction with an illusion spell is a bit more nebulous, but it seems to be mostly combat oriented, so a simply saving throw, given on the first damage dealt should reveal it. Failing the saving throw means you continue to take damage as normal. Of course it is possible to interact with thing like illusionary walls, but that would come under the same effect as the careful study.
And with that, I’ll conclude this relatively shallow dive into Illusion magic. Let us know in the comments if you want to know more about Illusion magic.
This is Kim, signing off for now! If you like this blog consider checking out some of the other things I have written on RPGNow!
Lucus here, doing his first official blog for The Fattest of Goblins in 2017! Welcome, you've survived another year, well done.
Last year, despite a total loss of our previous website and all its blog content (see all about it here from last April) we still produced over 100+ blog posts about a range of topics from the latest News to regular updates on Steampunk Musha to other lines of books to even just some of my personal musing on the RPG Industry (see especially the to-be-completed discussion of roles in the RPG industry here!). It wasn't just myself blogging twice weekly either this past year, as J Gray for instance managed his Falkenstein Fridays for the rebirth of Castle Falkenstein here at Fat Goblin Games.
The problem is, all those blogs take time. A LOT of time really. And time spent blogging about Steampunk Musha, for instance wasn't being spent writing for SpM. This lead to a problem, that I was spending 20+% or so of my week just blogging about stuff, and while blogs can be important, and even lead to sales by featuring products and previews, it might be better if I can dedicate more of that time actually creating, editing, and otherwise producing new content.
Likewise, merely bringing on more bloggers isn't the only answer, as time J Gray spends blogging about Castle Falkenstein cuts into his precious time writing adventures in New Europa, or having Rodney Sloan take over blogging duties for Steampunk Musha just means spending a bit of his time that he could have been working on the world of Rosuto-Shima, out here talking about working on it!
So, a New Years Resolution of sorts for Fat Goblin Games. The blogs aren't going away, but we're going to be shifting their focus and how often we blog. I'll still be doing my once-weekly blog on Thursdays, about a wide range of topics. But now "preview blogs" will be more commonly handled as previews via our various Facebook pages:
Join our online communities on Facebook!
Fat Goblin Games -- Our Main Company Page
Shadows over Vathak -- Our Horror-themed Setting for the Pathfinder Roleplaying Game
Steampunk Musha -- Our East Asian/Steampunk Mashup Setting for the Pathfinder Roleplaying Game
Castle Falkenstein -- Our group for fans of Castle Falkenstein, new and old.
vs. M Engine -- Our group for vs. M Engine, which supports vs. Ghosts, vs. Stranger Stuff, vs. Moon Men, and others.
And we're likely to add to this list in the coming months as we announce and release new product lines in support of other topics and systems.
Additionally, Rodney Sloan and others (more on that later) will be blogging about their respective worlds and settings twice a month here on FatGoblinGame.com, but doing at-least-once-a-week posts (often more, especially as product releases) via their respective Facebook pages.
J Gray has really shown me, at least, how a vibrant and active community can be helpful to the design process AND be much easier for all to engage and be engaging using Facebook as our social media platform for this. If you have even a passing interest in Castle Falkenstein, Victoriana, or steampunk in general I highly recommend you follow that link above to join the group. J's likely to continue his weekly Falkenstein Friday blogs for the foreseeable future, and he posts previews and design questions often on the CF Fb page for gamer feedback, so join him wont you!
So, expect to see leaner, meaner, greener(?) blogs from the Fat Goblin Hoarde and myself in 2017, and join us on Facebook to discuss all things FGG!
This blog, itself, will be short, but that's because the time and effort I would have put into the blog instead went into sprucing up our "About Us" pages, in that we're splitting our lists so that Rick Hershey, Troy Daniels, and I are on an About We Three Bastards page (with images!) and our About the Fat Goblin Hoarde page, the group of freelancers that regularly write for us.