Wrath and Glory on Humble Bundle + Thoughts on Warhammer 40 K roleplaying

This one has snuck onto my radar and was nearly missed by me during the holiday period. All the Wrath and Glory books released by Cubicle 7 so far, except the Starter Box, are on Humble Bundle in pdf form.

This is the D6 system, more in tune with the Wargaming version, set in the Warhammer 40K universe.

I’ve been a casual fan of the setting (as opposed to a fantastic one) since the first release of Games Workshop’s Warhammer 40 K Rogue Trader in the 80s. Hopes were high that this would have been the Sci-Fi equivalent of Warhammer Fantasy Roleplay 1st Editon, which my friends (and the whole of UK RPGdom) and I were absolutely nuts about. We were also big fans of the Judge Dredd Roleplaying game, which was sort of WFRP light, which had whisked us off effortlessly to 2000 AD’s Mega-City One. Initial signs via advert features in White Dwarf were good. The same sort of grim psychedelic fantasy but sci-fi, with a bizarre mix of space elves and dwarfs and Space Knights (the game’s Space Marines), seemed to be on offer. Oh, and Space Orcs gave the game a nice and deadly sense of fun. If we get to choose those as characters, well, I’m sold. Imagine the disappointment when the game drops, and it’s a wargame that leads into a very expensive hobby (W40K pretty much defined the term gamer-crack).

Throughout the 90s and 00s, I watched the setting develop away from the brightly coloured mega-gaming fun of its first edition and get progressively darker, grimmer, and gothic. It’s very much Science Fantasy now, and some fans have described it as Dark Fantasy with guns, the workings of which are more like magic to the setting’s inhabitants.

Finally, a Roleplaying Game emerged from Games Workshop’s fiction arm, Black Libary, called Dark Heresy. Put together by my mate Mike Mason (who now looks after Call of Cthulhu at Chaosium), it focused on the assistants of an Imperial Inquisitor, who are responsible for rooting out supernatural threats that have taken root in the worlds of the human Imperium. It was a D100 system, and you could see its DNA coming from WFPG, which was nice and familiar. While I wasn’t an immediate fan of the setting – because I was catching up with 20+ years of lore with a very, very dark tone, which wasn’t my thing at the time, it was an amazing game. Which did very well sales-wise and then got cancelled by Games Workshop’s Accountants the next financial quarter.

The game, and its numerous splatbooks, moved over to Fantasy Flight Games, who put out similar standalone games, each focusing on one area of the W40K setting. I picked up Deathwatch and a couple of its splat books from a friend because you can play Space Marines, stomping around in heavy metal armour! I played a fair bit of Dark Heresy and found it a bit clunky in play. The starting characters were woefully underpowered, and sometimes it took lots of rolls to get things done, and the text-heavy nature of the rulebooks, on a dark page background, put me off, as a casual fan, from exploring the game more. Also, it was at a time in my gaming life when I was already massively invested in Glorantha, which is an equally lore-heavy RPG setting.

Wrath and Glory is the latest attempt to bring W40K to the masses and takes a different approach than the FFG games. The core rules have everything in one book. So Space Marines, Eldar, Imperial Guardsmen, Inquisition, and Orks are all playable character types. There’s also a method of creating an adventuring party so the characters have something in common with each other. The big change from the FFG games is that the main mechanic is around D6 dice pools, like the wargame. I’m currently reading it, and it’s a nice read, and nicely presented. Lots of great art for all the character types against a nice white page background. In short, it’s a lot less dense text-wise, which the FFG were really bad at (to the point I’d say there was a lot of text padding and rehashing the bleeding obvious). So far, It covers all the bases I need as a casual pick-up and play fan. I hope it won’t get too crunchy when I hit the rules section. But if it doesn’t, there’s a good chance I’ll run a one-shot convention game or a short series of linked adventures. Does anyone fancy an all Orks game? 🙂

One interesting post-script, Cubicle 7 has just announced that there is a D100-based RPG being developed by them.

Reboot the Future is done, but not Finished!

So I finalised the pdf of Reboot the Future end of last week. It’s now in the hands of Kickstarter backers and I move forward next week in getting the printed version out (both POD via Drivethrurpg.com and a printed version which will be available via a pre-order).

Getting getting over the finish line was extremely exhausting, caused mainly by having a final day of constantly fighting my inner Demons of Nope (“you can’t do this”, “Oh no you might be successful”, “why do get to do this”, “its crap, and when you put it out get ready for being burnt in the reviews/comments” etc). But once I had recovered, and had a bit of fun time basking in the glory (about an evening just paging through the pdf going “its done, my cyberpunk game is finally done!”), I had a bit of a reflection on Reboot’s future.

I’m not done with Reboot as a personal project. I love Cyberpunk as a genre, and more importantly as a RPG genre. But I can’t be doing with some of the clunky somewhat uncool rulesets that are out there. As much as I love Cyberpunk 2020, and I’ll probably get Cyberpunk RED to leaf through, I was done with the underlying system back in the mid-90s. Reboot the Future also hooks into conspiracy theory/ufology that opens up the potential to do quick focused games (and supplements) based on various wacky ideas outside of the usual Cyberpunks vs Corporations stereotype.

I’m going to grow its fanbase. When I did Project Darklight, it was a quick get this out and walkway type of job. Which as a publisher is a very valid way of doing things. Reboot is going to be different. I went into the Kickstarter with a grim determination NOT to offer any of the killer ideas I have for supplements as stretch goals. Well, I think they are killer ideas, but by giving them time to grow and develop outside any stress of getting them done for a Kickstarter that is rescinding in the review mirror and whose pot of money is rapidly dwindling, I will do them to a higher standard. And folk who missed the excitement of the first Kickstarter can discover Reboot on subsequent Kickstarters. Then there are all the ideas I have for micro-supplements, kick easy-to-digest low-cost pdfs, which can then be gathered up as print versions and kickstarted at a later date.

I’m going to open up the game to other writers. Something I’ve been slow on other games, including OpenQuest (believe it or not). So as an initial punt, if you are interested in writing for the game, either your own idea or me giving you a brief, get in touch via newt@d101games.com.

Its a simple and direct Cyberpunk. I’m of the school of thought that RPGs should be easy to pick and play, nicely organised, and not a labyrinth of additional options and subsystems. If you have to ask someone else to interpret it, that’s a hard nope to me bringing it to the table. It comes from my introduction to RPGs as an 80s Teenager, where my first games were Fighting Fantasy (whose main architect at least for the rules system was Steve Jackson who now teaches Games Design theory at University level) and Moldvay Basic/Expert – which is an exceptionally clean and simple iteration of D&D. Paul Mitchener, who I’ve collaborated over the years many times, shares this view, and Liminal at the table is one of the most heart warmingly accessible TTRPGs I’ve had the pleasure to run. So it was a no-brainer to use it as a base for Reboot. So gently getting this across to potential customers, and then seeing other people pick up on this, is going to be something I’ll be promoting.

It’s going to help other games I’m writing. Without getting into the fine detail, all my other games are fantasy. I’ve now opened up a world of sci-fi and contemporary gaming by having the rules for weapons and vehicles (esp vehicle combat) in Reboot. These can be used as a base for other games, the upcoming Blasters and Lasers for example.

Its my sixth game line! When I dropped supporting Glorantha, it left a big hole in my portfolio. Not a devastating one, but one I noticed. Reboot and the things that I’ve got planned for it, can fill that hole 🙂

Convention support. Well, I’ve been playing it at various online and f2f cons, and no one has gotten sick of it yet. But keeping with getting new writers involved, I’ll be encouraging others to run the game.

See you on the streets! So I’m all fired up to do more for Reboot the Future. I’ve finally got the Cyberpunk game of my Dreams!

And with the pre-order for non-backers (opening imminently!) and the shipping of physical books soon, so can you!

Detail from Dan Barker’s cover, and the Kickstarter Banner from just over a year ago.

Nearly time to Reboot the Future!

It’s Saturday so I had a mini-lie in till nine, then woke up far too excited since Paul Mitchener got me his final set of corrections last night, and I’m preparing the final pdf for it. Backers should get it Sunday evening.

If you missed the Kickstarter there will be one final chance to preorder the book, including getting the limited edition cover by Daniel Barker (who also did the standard edition cover).

Both printed editions will have sewn pages, ribbons and eight coloured plates 🙂

Really excited about this. I love Cyberpunk, and now have the rules-lite system so that I can get on with playing out the stories that it inspires in me. It took too long to develop, which is down to me fiddling with it to get it “perfect”. As John Ossoway told me “books are not published, they are abandoned” so it’s time to kick this child out of the nest and into your hands. Besides I’ve got lots of plans for supplements (which had to be suppressed during the Kickstarter, so I didn’t sell them short as stretch goals) and will be looking at opening the floor to other authors.

Right back to the last bit of fiddling (honest).

Here are Dan’s glorious covers 🙂

Want to learn more about the game?

Fireteam RPG

Jonathan Hicks, author of Those Dark Places published by Osprey Games has released Fireteam a short rules-lite sci-fi RPG. It’s currently at 50% off and is published under the OGL so other publishers can publish content for it.

Here’s what he says from the product page about it.

This is an adventure roleplaying game designed for quick one-shots of high action and fast combat. Players will take on the roles of Specialists in a Fireteam of the Interplanetary Combine, a government body in constant conflict with the universe.

Threats to the Combine come in all shapes and sizes; insurrection, terrorism, and strange, alien threats that the Combine struggle to deal with. On top of all this they are fighting an ongoing war with the Gene League Separatists, a huge collection of worlds that see the Combine as a threat to their ‘freedom’ and individuality, as well as seeing the rest of the non-augmented human race as inferior. They feel they are fighting a war for the purity of their genetically superior species and their independence, and worlds and star systems continually change hands with the borders shifting every few months. It’s becoming more than the Combine can handle.


– Simple character creation and progress, with just a few minutes for a full combat team to get statted and ready, and more than suitable for one-shots and campaigns.

– Fast, easily modded rules that can be used with most science fiction setting, including rules for vehicles and starships; in fact, the character creation and rules are only 8 pages long, so you can get straight into the action in one sitting! 

– A single-page setting to get you started, and five adventures that fill out the galaxy and cover everything from tactical strikes, secret missions and assaults, to starship battles, boarding actions and all-out war!    

– Can be used as ‘Theatre of the Mind’ or on a grid battlemat, so you can use your favourite minis.

– Easily adaptable to your favourite military science fiction setting, with lots of room for new rules, stats and expansion.  

If there’s a problem, and if every other route to a resolution has tried and failed, then it’s time to call a Fireteam.

Reboot the Future @Grogmeet 2021

This weekend I escaped the house to attend Grogmeet, a gaming convention held by the Grognard Files podcast in my FLGS Fanboy3. It was the first time I’ve face to face game in almost two years! Overall the event was full of happy and enthusiastic gamers, and I didn’t get to talk to everyone I knew because I was always busy chatting with folk. It was an uplifting experience.

On Saturday afternoon, I got to run Brain Dead at the Shopping Mall. This game was my first playtest of this adventure – which is an Early Bird Backer reward. Also, I had an eye on how the extra bits I’ve bolted on the Liminal engine performed. I’ve run Reboot the Future before, but that was a good year ago, and there’s been some tweaking since then.

During a comfort break, the table with character sheets strewn everywhere.

What was immensely pleasurable straight away was that all the players were backers of the game. It was also slightly intimidating. Would they be impressed by my game which is still a bit rough around the edges? Big sigh of relief that they all took to it . and once I had explained the setup and how the characters worked, they quickly owned their characters and drove the action relentlessly 🙂

The setup came in three pieces.

The Setting: New Oldham is a colony world. Originally a desert world, that was terraformed quickly twenty years ago into an industrial workhouse. Then ten years ago, the cooperation that had an iron grip on it, Imperial Sterling INC, quickly withdrew all their staff and operations in response to the Galactic War and the resulting economic downturn. Many parts of the colony have been reclaimed by the desert, including Paradise Heights, a low-level corporate executive housing estate on the edge of New Oldham City. Imperial Sterling and its black-clad security guards have returned in the last couple of years and are busy reopening their operations. Still, Paradise Heights remains closed for the time being.

The Gang. This unit is the character’s organisation and has a background, goals, assets and premade adventure hooks. It’s almost a character in its own right. If you are familiar with Liminal’s crew, it’s the same setup but modified for the cyberpunk genre. Our Gang was the Stainless Steel Providers MC; an outlaw motorcycle gang made up of cyborg-veteran’s of Imperial Sterlings 5th Mechanised Recon Regiment. There’s a stretch goal on the Kickstarter that every backer will get a copy of this Gang if we reach it.

The Job. The hook for the players, the situation as presented by their contacts, the opportunity to make their money, boost their reputation, get them valuable information or all three at once. This job was a tip-off from an anonymous poster on the local cyberpunk bulletin board about a highly valued hoover bike that the poster had tracked down to a stylish vehicle dealership within Paradise Height’s onsite shopping mall, The Palace of Dreams.

The way the job was presented, it was very much a self-starter. It was up to the cyberpunk to investigate and recon before tackling the adventure itself, or as I call it in Reboot the Future, the Conspiracy. And the players sprang immediately into action. Not only was the gang’s cyberhacker, Lady Killer as played by pookie, straight on the case, and bringing in the deep-intel about Paradise Heights, the rest of the gang very quickly moved on that intel, did recon (which involved cleaver use of their gang’s assets), and quickly plan was formulated and acted. Of course, there were complications, this is cyberpunk, after all, but the players worked as a unit, as befitted their ex-military backgrounds and the set up of their Motorcycle Club, and brought the game to a more than satisfying conclusion.

Everybody said how much they enjoyed themselves and had a great time myself, came away with lots of ideas to polish the final game and a better idea of what the adventure write-up should contain.

Big thanks to the players, Robin, Andrew, Jim and pookie.

Reboot the Future, The Art

I’ve said a lot about this game in previous posts, the text, the words etc., but a good chunk of the book is the art.

There’s Dan Barker’s front cover.

Dan Barker’s cover for the standard edition of Reboot the Future

This illustration is the cover of the Standard edition. When we fund, I’ll commission him to do a cover for the Limited edition (which Systems Architects and higher are getting). Believe it or not, the standard cover was done very quickly, and Dan is fired up to do the limited edition cover with more time to do it.

Then there is Jeshields black and white art, which will adorn the inside pages. Here are some samples.

If the first stretch goal funds, More Art, I’ll be asking Dan and Jes for more pieces for the book.

I feel blessed to work with both artists. I love good illustrative art, and both artists capture the dynamics of cyberpunk perfectly.

Reboot the Future, Deep Setting Info

This post is the last of the preview posts, which describes the five design principles I had in mind when I wrote Reboot the Future, Deep setting info you can ignore if you want

The overall theme of Reboot is that everything is information. Literally in the form that the Universe that the characters exist in is at its root pure Information. Information is the treasure that the players seek to gain power and advance their characters.

Reboot the Future works on three levels of information. In a way, these are three information Worlds that coexist with one another, feeding into each other, but to the players may appear completely exclusive. One of the setting’s great “Wow” moments should be the realisation that all three information levels are linked. If you are playing a Closed game where the Game Moderator has set up the setting in private, and the players have not realised this, make sure you don’t give the game away and let them work it out for themselves.

So here are the three levels of information.

  • Level 1: Cyberpunks are Go! This is the standard reality of the cyberpunk, dealing with day to day stuff, and perhaps seeing how the corperations or some shady crime boss is manipulating the situation. But at this level the cyberpunks resolve the matter and live with the consquences and move on.
  • Level 2: Pushing the Hidden Agenda further. Here the curtain between everyday life the deeper world of the conspiracies behind the facade, starts to twitch quite heavily. Suddenly things are not so straight forward. The characters have to make firm choices, make thier own peace with the awful truths they discover, or be prepared to dig even deeper.
  • Level 3: Everything you know is wrong. This is where the final causes of the conspiracies are revealed, hidden behind layers of disinformation. This is where things really get weird, like in the Matrix series of films. There’s also a large dash of Ufology (well the game is set in space) at this level, that some players may not take to. I had a group where I had guided them thorugh levels 1 and 2 in a short story arc, but when I suggested we move the game up to level 3, and tour the Consortium in the UFO they had just discovered, they respectfully declined and we stayed at level 2 and finished the story arc naturually shortly after.

Reboot the Future, Play the Cyberpunk You Want

This post is the fourth of five preview posts about my upcoming Cyberpunk RPG, Reboot The Future.

It’s quite important to me that my players are having fun. And a big part of this is that they get to play in a setting that they are interested in. This is set up in two ways.

  • A setting questionnaire. This quickly and effectively creates the System that the game takes part in. This can either be done by the Game Moderator solo, or more effectively with the players going round the table, to make choices about the type of powerlevel of the game, the type of homeworld that the game centres on, other bodies (satellites, moons, planets) in the system, and some important NPCs.
  • During character creation, character concepts, Drives and Styles all define not only the character, but the direction of play, and the type of situations that they get into. See the previous post about the Rules for more on this.

Because Cyberpunk is a much broader genre than it was in the 80s or 90s, its important to focus in on the things that the players find exciting.

We’re getting closer to launch. I’m anticipating I will push the button just after tea-time, 8 pm GMT this evening.

If you back during the first 24 hours, you will get a free-pdf adventure, called “Brain Dead at the Shopping Mall”. Its a Halloween-Cyberpunk cross over. Here’s the cover image by Jeshields.

Reboot the Future, Everyone’s a Cyberhacker

Today’s Reboot the Future preview post is around the point that in the game, Everyone’s a Cyberhacker. One of the things that grinds my gears when it comes to many cyberpunk game systems, is that only one person can do cyber-hacking in-game.

Sure, it is consistent with the literature, where the hero is usually a cyber-cowboy who can run the ‘net and prise open its secrets, but in-game, it leaves the rest of the party twiddling their thumbs.

So the first design decision that I made for the game was that everyone given the all-persuasive nature of computer use in the 23rd Century,could interact with the game’s virtual reality, known as the Datasphere. 

Each character at birth has an Avatar created for them by the Local Data Authority (LDA), which is their digital representation in the virtual world. For normal citizens, this lets them do a limited number of functions that the LDA authorises. Like online shopping and banking, taking online-training courses, reporting a crime to the local police etc. One of the first things that every cyberpunk does, almost as an initiation ceremony, is get their avatar hacked so the authorities can’t track them through the Data Sphere and the real-world, and they can do much more than Joe Citizen. Like open locked doors and take control of weapons turrets controlled by building security system. Artificial Intelligences control the digital systems of the Data Sphere and oppose illegal use of it. So there are rules for such interactions.

Running the Data Sphere becomes much more of a team effort that the whole gang
can participate in. Either as a quick pop in and pop out activity to open
locked doors, for example. Or a more involved attack on a hardened corporate AI
responsible for controlling data, managing accounts and real-world defences for
an illegal black project.

If that intrigues you go check out the kickstarter.

Oh another update that I’d like to share with you, is that we now have a cover courtesy of Dan Barker.

Dan Barker’s Cover.

Reboot the Future, Cyberpunk in the 23rd century

This is the second of five preview posts about Reboot the Future which is coming to Kickstarter on Monday 1st November.

This time out I’m looking at the game’s setting, Cyberpunk in the 23rd century.

Most Cyberpunk games start at some year in the near future, which amusingly for some of the older games has been and gone. So pushing the setting’s date to further out protects against that and also opens up literally whole worlds of opportunity.

The Consortium is the name of Corporate controlled known space that the game takes place in. Its made up of three types of corporate-controlled worlds, and its capitalism gone mad. Where you either earn and pay for various corporate services, or get pushed out to the slums in the Demilitarized Zones. Within this tightly controlled system of Corporate-Feudalism, they have held back technology for hundreds of years. For example faster than light travel is still science fiction, and any commercial space flight, outside vast expensive colony ships loaded with cryo-stasis tubes, is far outside the means of the general population. Who despite it being a space-age live and die on the worlds they were born on.

The Galactic War was the latest in a series of corporate wars that have taken place in human history. In the mainstream media, it’s presented as a “consumer revolt” where ungrateful anti-capitalist guerillas attacked the corporations, causing a Consortium wide recession. After withdrawing to their corporate headquarter worlds and regrouping, the Corporations heroically fought back and saved the galaxy! The unpleasant truth is that the Galactic War was an inter-corporate war, where the corporations consolidated their assets after the initial colonisation of space, bigger corporations ate up smaller rivals, and one of the four major megacorps was actually ejected from human space.

Project Darklight. Is a collection of corporate black projects run by the ruling trio of megacorporations (known as Tri-Corp). The full extent of which is hidden from the public who are led to believe that it’s some super-science that will rebuild the prosperity of the Consortium after the war.

The Reboot Movement. It started off as a rather cynical marketing campaign, in which the CEO of megacorperation Imperial Sterling INC publically said it was time to “Reboot the Future”. The cyberpunks who had grown on worlds abandoned during the Galatic War, free from crushing corporate control, made this slogan their own. They use it as a battle cry, a focus that they can take control of the way that their communities are being run. That in this period of rebooting society after the Galactic War, they can create a more positive world, economically,  environmentally and ethically, for themselves and their families.