Sunday, January 8, 2012

Happy New year! An interview with Eloy Lasanta



Happy New Year one and all.  I am hoping I find you all well and that your new year is turning out like mine has so far!  I am back to playing Airsoft and I am starting a new diet that will hopefully drop me a few pounds!  

Today is the start of my new year of blogging and I have a special treat for you all!  Today I got the chance to chat with my friend Eloy Lasanta from Third Eye Games.  http://www.thirdeyegames.net

Gobbo: Who are you and what is your gamer cred?

Eloy:  I'm Eloy Lasanta and I'm the owner of Third Eye Games, but I have also freelanced with Vajra Enterprises and Paradigm Concepts as well. I've been playing games from the age of 13, so almost 20 years, and I'm a bit of a system whore. I love to try out as many new games as possible, just gobbling them all up as I come across them. I am known as the RPG motivator, because i'm behind the idea that anyone with the right diligence can create a game and get it out to the masses. I field tons of e-mails from prospective publishers/writers looking for advice and I love to help them out. 

Gobbo: How long have you been making games?

Eloy:  I launched Third Eye Games officially just over 3 years ago, but I have been writing for games since i began playing. My groups used to write up all kinds of additions to our games to enhance our play, where i wrote up adventures, amazing NPCs, new mechanics and other such gaming tools. That made it easy to roll into co-authoring a game called KidWorld and then also working on some supplemental material for Witch-Hunter: The Invisible World. 

Gobbo: What is Third Eye Games and what inspired you to make titles like Apocalypse Prevention Inc., Wu Xing and Part Time Gods?

Eloy: Third Eye Games is my brainchild. It came partly from my frustration with some of the things that came along with freelancing (i.e. long waits for feedback - if you got any at all, the uncertainty of landing jobs, having to deal with getting paid, etc.), but ultimately was because I wanted an unfettered and unaltered vision for my own worlds. 

To talk about the inspirations behind my 3 current gamelines would be quite the mouthful. All three games were concocted around the same time, but were at different stages of development (some were just more complete ideas than the others). Apocalypse Prevention, Inc. was the first gameline, taking my love of the supernatural quirkiness of Buffy and Hellboy and mixing it with a cool, detective Men In Black vibe to it. It deserved to be the flagship game for Third Eye Games. Wu Xing: The Ninja Crusade came out of my love for ninja anime like Ninja Scroll and Naruto and how over-the-top is all is. It took a long time to get it just right due to the complex setting that I wanted to create for it, one that I hoped would be unmatched by other games in the same genre. Part-Time Gods, my game of modern day divinity, was born for my fandom to Neil Gaiman, but i drew from a lot of other sources as well - like comics and the TV show Dead Like Me. All three have done quite well in the market. :-)

Gobbo: So what is Sinister?

Eloy: What is Sinister? Well, it's my take on the monster hunting/capture/collecting genre, turning this well-known idea into full-fledged tabletop RPG. While I have seen other attempts at this, none of them have really hit the mark as far as I'm concerned... so i'm giving it my own shot. Instead of developing it in private, however, i've invited the fans to coming along for the ride. Posting my thoughts, concepts and mechanics to my blog for everyone to see and comment on is giving me an even closer connection with the fans and will (hopefully) churn out the best game possible. 

Gobbo: What can you tell us about Sinister that the Fans do not yet know?

Eloy: Something that the fans don't already know? Hard to say, really. Whenever i come up with a new concept I put it up on the blog for everyone to see. I will say that the combat is being specifically tailored for Sinister and is currently a nice mixture of elements from the Classic DGS an the new DGS-Lite. I hope to be able to unveil this new combat system to the fans soon, but I obviously need to make sure it actually works. lol. 

Gobbo: Is there anything you can tell gamer fans that can help us break into the industry?

Eloy:  I will say that Open Calls are uber-important, but the ability to communicate is crucial. If you respond to an open call with enthusiasm and a knowledge of the gamelines that are in question, then you'll no doubt at least be considered. With a good follow-up email, you may be able to land a job. Meeting with the developers at cons for lunch or even just a chat can cement you in their minds and make it almost impossible for them to say no. Of course, this all has to be backed up by talent as well, so you must practice, practice, practice your writing skills. Just when you think you are good enough, you need to find new ways to advance. Get opinions on your work from people that aren't your friends... that one is a big eye-opener for me. But like i said before, i'm always open to discuss publishing/freelancing with fans and those interested in getting into publishing. 

Gobbo: Thank you so much Eloy for allowing me to interview you for my blog.  I really loved when you let me give away a copy of Wu Xing on the site last year!  You games are great and we love them here.

Eloy: Thanks for the having me for the interview, Lee

Eloy will be here in Denver CO at Genghis Con XXXIIFebruary 17th - 20th.  If you are in the area, sign up and try one of his great games!  You can get more information on Sinister at Eloy's blog:  http://eloythesaint.com/category/sinister/

Friday, December 23, 2011

New Years Resolution...

I must confess, I have been a bit on the lacking side.  Sorry folks.  I do promise that I have some great stuff coming up for the new year...

A short interview with Third Eye Games, Eloy Lasanta, Information about the upcoming release for Dust Warfare, information about the San Francisco Sourcebook for Interface Zero, a Savage Worlds Steampunk conversion for Agents of Oblivion by  Reality Blurs and much, much more.

Please, everyone have a safe and happy holiday season and I will see you back here in 2012...

The Gobbo!

Friday, September 30, 2011

Going off the Grid!



Another artillery shell exploded on the hillside where Sergeant Rick Mayweather and his Death Dealers had bunkered in with a couple of Special Ops Rangers. Axis forces had them surrounded, but anytime the Axis soldiers started forward, one of the Special Ops Rangers picked him off. The snipers didn’t talk much, but they were crack shots. The artillery fire subsided as the sun began to set. Then Sgt. Mayweather started as he heard a thunderous sound that sent a chill down his spine. One of the Special Ops Rangers had already spotted the source through his binoculars and handed them to the Sergeant. Mayweather looked and cursed. The Axis forces had a combat walker, a Luther…
Planned even before the release Dust Tactics and made possible by its success, Dust Warfare is a tabletop miniatures game designed by veteran game designer Andy Chambers in which players take command of elite soldiers, awesome combat walkers, and inspiring heroes on the battlefronts of a World War II infused with alien technology.


Currently in a beta version, Dust Warfare premiered at Gen Con Indy 2011! 


Dust Warfare allows players of Dust Tactics to experience alternate-reality World War II combat in an all-new way. The Dust Warfare rulebook incorporates and builds upon the rules of Dust Tactics to introduce some of the most dynamic and engaging miniatures game design available. Integrating strategic combat with the stunning miniatures from the fast and furious Dust Tactics board game, the Dust Warfare miniatures system uses–and will continue to use–all the stunning Dust Tactics miniatures.


The world of Dust
The year is 1947, and World War II rages on, fueled by the discovery of alien technology. In the alternate 1940s reality of Dust Warfare, Allied and Axis forces wage fierce battles for control of the rare ore, VK, needed to power new weapons and fearsome combat walkers.


Founded in 1938 after the discovery of an alien vessel in Queen Maud Land, Antarctica, the Blutkreuz Korps features a host of the greatest minds among the Axis. Their scientific experimentation led to the development of the first combat walkers as well as laser weapons, the powerful Wiederbeleben Serum, and other military developments.


The Allied powers moved quickly to counter the new technology the Axis introduced to the battlefronts. The British SOE and American OSS agencies combined and were joined by spies from other Allied nations to form the top secret Allied Special Operations Command (ASOCOM). ASOCOM managed to steal weapons designs from Axis forces and developed combat walkers for the Allies.


Now ASOCOM and the Blutkreuz Korps continue to supply their armies with the newest advances while the war hinges not only on the strength and skill of their troops and commanders, but also on the tools of war they can wield!

A new alternative for your alternate 1940s reality
 If you’re already a fan of Dust Tactics, you’ll recognize the fast and furious combat of Dust Warfare, the strategic challenges you must consider to win gripping scenarios, and all the fantastic miniatures. On the other hand, if this is your first experience with Dust miniatures, you’re in for a treat.


Designed to be as engaging and interactive as possible, Dust Warfare provides players with unique command options and keeps you involved during your opponent’s turn as innovative game mechanics allow your troops, walkers, and heroes to react to incoming threats. As you push toward victory, you need also to consider your army’s morale. Soldiers harried by constant fire may feel forced to retreat.

Command an army greater than the sum of its parts
As players wage an escalating battle, each turn divides neatly into two phases, the Command Phase and the Unit Phase. The Command Phase presents generals with the chance to exert their influence on the battlefront. As the commander, you may arrange special deployment of your troops, bolster your troops’ morale, or take advantage of other options. Players gain command points each turn and can spend them as they get them for immediate benefits or save them to aim for massive, dramatic effects in the later stages of the game.


During the Unit Phase, each player activates all available units, but no player should ever get stuck waiting for his turn. Reaction rules allow players to spend activations from their next turn to react to enemy fire or movement. Keen commanders will make good use of their react options, while others may employ feint tactics to draw away enemy fire and leave units vulnerable for later strikes.


As the battle grows toward a white-hot intensity and troops begin to fall, each commander needs to pay attention to his army’s morale. The constant barrage of enemy fire can suppress units or even force them to retreat! The good general realizes that as it distracts his enemy, a suppressed unit can pose a hindrance to his foe. Rules for suppression fire and morale give commanders new options, and the game provides incentive for damaging units, even if you can’t destroy them. Sometimes, just pinning them down creates a golden chance to pursue your strategy.

Adapt to a new environment

The elite soldiers and revolutionary weapons of Dust Tactics need to adapt quickly to their environment in Dust Warfare. Your forces will want to take advantage of terrain as they target their shots. Take control of hill tops and reduce your opponents to rubble as they approach. Blast through walls to expose your enemy’s troops. Dust Warfare provides new rules for line of sight, interacting with terrain, and reactive fire.


Dust Warfare incorporates all Dust Tactics miniatures released to-date. Players find tremendous flexibility in army design. Army builds allow for customized weapon load-outs and adaptable squad sizes.


Draw upon the wealth of units already available for Dust Tactics as you construct armies from squads, walkers and heroes, the main characters of the Dust universe. These famous warriors and legendary fighters lead your troops on the battlefield. When you design your army, you’ll want to review your heroes carefully. Their special gear and rules give their commanders tremendous tactical flexibility, and they can be nearly as tough to kill as an entire squad!


Future miniatures will simultaneously enrich gameplay for both Dust Tactics and Dust Warfare.  I am playtesting this awesome game and am really pleased at the way it is shaping up.  I wish I could say more, but that would require everyone in the world to sign an NDA.  I will post more as I am able too.

Thursday, September 22, 2011

Fantasy Flight Games loss...

... is Vigil Games gain!

Ross holding one of his creations!
Ross Watson [lead developer and line editor for the 40k RPGs] has left FFG as of the end of August.  He has moved on, not for any bad reason, but as one of the team working on the Dark Millennium Warhammer 40K Massive Multi-player Online game.

Information about FFG can be found at their website HERE.

Information about DM 40K MMO and Vigil games may be found HERE!

Wednesday, August 24, 2011

'Dark Crystal' RPG


From Archaia Entertainment


Archaia Entertainment, publisher of the Dark Crystal comic book, has announced plans to release a role-playing game based on the Jim Henson classic late in 2012.  ICv2 caught up with Mark Smylie with the details at the recent Gen Con game fair.
 
“It will be fairly simple, all-ages appropriate, and available for younger players,” Smylie explained.  The game will be designed by Luke Crane, who also created the Mouse Guard RPG for Archaia and the award-winning Burning Wheel. 

The Dark Crystal RPG will use similar rules to those found in Mouse Guard.  Players will be able to create gelfling characters and explore the world of the film.

Smylie indicated that the game will be released as a single hardcover book, and may later be presented in a boxed set as well.  Archaia hopes to have the game finished in time for Gen Con.

A sequel to the Jim Henson and Frank Oz film is reportedly in the works (see “‘Dark Crystal’ Sequel Set”).

Tuesday, August 23, 2011

BUCKAROO BANZAI IS BACK!

 CALLING ALL BLUE BLAZE IRREGULARS…




Buckaroo Banzai Adventure Game Coming In Spring 2012 From Adamant Entertainment


Adamant Entertainment, in association with the Banzai Institute for Biomedical Engineering and Strategic Information, has entered into a license agreement by which Adamant will be producing the Buckaroo Banzai Adventure Game — a training manual for Blue Blaze Irregulars which uses the format of a tabletop role-playing game in order to prepare BBI recruits for the sorts of situations in which they may find themselves while aiding Buckaroo. The training manual will feature guidelines for taking on the roles of either your own Blue Blaze Irregular Strike Team, or the roles of Dr. Buckaroo Banzai and the Hong Kong Cavaliers themselves. Familiarize yourselves with global threats ranging from Red Lectroids from Planet 10 to Hanoi Xan and the World Crime League; Learn about the specialized equipment available from the Banzai Institute, such as the Oscillation Overthruster and the Jet Car; And begin to embrace the motto of the Blue Blaze Irregulars: “Helping him to help us.”


“Buckaroo’s on sabbatical in the lamasery in Kathmandu,” said Reno Nevada, the Banzai Institute’s director of merchandising, and tenor saxophone for the Hong Kong Cavaliers, “But he’s pleased as punch about the Adventure Game. We’ve discussed the need for a training manual for the Blue Blaze Irregulars, outside of Zen & The Art of Motorcycle Maintenance and The Hagakure. So yeah, Thumbs Up from Buckaroo, and from us here at the Institute.”


“As a BBI since the release of Docudrama in 1984, I am thrilled to be working with the Banzai Institute,” said Gareth-Michael Skarka, director of Adamant Entertainment. “It’s been a dream project of mine, and I’m honored that Buckaroo has seen fit to give us his blessing.”


The Buckaroo Banzai Adventure Game will ship to game stores worldwide in Spring 2012, and will feature a cover by acclaimed illustrator Dave Dorman.

Friday, August 19, 2011

GEN CON... ITS OVER 9000!!!!!


So Gen Con was an amazing trip this year as it always is.  There were a TON of people Gen Con broke, no, CRUSHED their previous record.  There were over 36,000 unique attendees at Gen Con this year!  With over 9,000 registered events over the 4 days.  The charity portion of the Con collected over $19,000 for School on Wheels, Gen Con’s charity of choice for 2012!

More info on what I played as I get time to talk about the stuff I did.