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Tab Games Forum » [TabBlog] We're All Going to Die Here Kickstarter Live! » October 01, 2014 14:03:27

beholdsa
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Today we have launched our third Kickstarter project, a tongue-in-cheek horror card game by the name of We're All Going to Die Here!

We’ve all seen the movies. A group of naive teenagers go off to explore a haunted house, or an abandoned hotel, or the woods at night. Everything seems fine at first. They party. They drink. They engage in the usual portrayal of teenage shenanigans. Things may get a little spooky, but everything’s alright until that first fateful scream. Before too long one of them turns to the others and says, “We’re all going to die here.”

We’re All Going to Die Here is a tongue-in-cheek card game about these usual victims exploring their ill-fated surroundings as they try to make the most of the night. Most will die. Some may survive to see the dawn. But it’s not a game about being the last person standing. It’s a game about the proper gory death.

If you’re a horror movie aficionado watching a new flick, you can probably tell pretty early on who’s going to be among the first to die and who’s likely to make it to the end. The early victims all enact certain cliches: They drink. They split up from the group. They sleep around. The characters likely to survive to the end are a little more sensible. And they get a good deal of spotlight.

In We’re All Going to Die Here every player takes on the role of one of the victims trying to survive the night. At the end of every round one or more of them will be killed. Over the course of the game victims will accumulate two kinds of points: Cliche determines which victim will die next. Spotlight, on the other hand, determines which player will win in the end.

Once a player’s victim dies they typically can no longer accumulate more Spotlight or Cliche—these values are locked in. Instead they switch sides. The players join the haunt, playing detrimental haunt effects that make the night all the more difficult for the remaining survivors. It's their goal at this point to keep the surviving victims from maintaining more spotlight than they have.

Back the Kickstarter today!

Tab Games Forum » [TabBlog] Against the Dark Yogi Errata » September 19, 2014 10:56:18

beholdsa
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Even with so many eyes zealously looking over the text, some errors will always slip through the production process. Today we have released an update of the Against the Dark Yogi errata, taking into account feedback from all of our loyal fans who have received the PDF or hardback versions of the game. You can find the errata document here.

Thank you to everyone who has helped point out the issues!

Tab Games Forum » [Development Blog] Designer’s Notes: Axioms of Horror » September 18, 2014 12:33:53

beholdsa
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Shadows Over Sol is our upcoming science fiction horror RPG using the Saga Machine system. Set in the early twenty-third century, humankind has reached out across the solar system, bringing a splintered and broken culture along with it. Humankind might be alone in the universe, but it’s long been its own worst enemy.

Shadows Over Sol is scheduled for the first round of it’s open beta test later this year.

When I first set down to design the new edition of Shadows Over Sol I wanted to make sure that rules were adapted well to the genre. As a science fiction and horror game, it calls for significantly different assumptions than the mythic fantasy game we did in Against the Dark Yogi. In order to start designing the rules adaptations, I first set down and examined the general truths surrounding science fiction and horror genres.

Horror is a difficult genre to do well in a role-playing game. In many ways the power fantasy and exploratory agency that make up many RPGs run counter to the horror genre. This is not to say that these cannot be meshed, bur rather that doing so takes an extra degree of care and forethought.

That said, I want to examine here some of the truths about the horror genre, and how it has influenced the game design.

Horror Axiom #1: Science fiction is largely about speculative technology and culture. Without access to new tech science fiction loses much of its essence. At the same time, horror is largely about being unprepared for the horrific situation. Imagine Alien or The Thing if the protagonists had the best of the best sci-fi tech. They would cease to be horror movies. Sci-fi horror requires striking a balance between these two competing goals.

This was a key point when designing the gear and wealth systems for Shadows Over Sol. I wanted to make sure that players had enough fun science fiction tech to play with, and furthermore had the ability to acquire and use this tech. At the same time I also wanted to make sure that the system had ways to keep the gear in check, keeping it from steamrolling over horror scenarios.

At character creation every PC gets a certain number of purchases that she can use to acquire new gear. This allows her a great deal of choice, and the ability to outfit herself with some cool gear, while at the same time ensuring that no character is going to have gear for every possible situation.

In play every character has a certain number of encumbrance slots, and most pieces of gear will occupy a slot. Stay with me here, I know that encumbrance is a dirty word in some gaming circles, but think of it like this: In sci-fi a character abilities are largely defined by what tech she has. The spy is going to have some fun covert ops tech. The engineer is going to have cool robots or toolkits for constructing things. The gunbunny is going to have a wide selection of weapons.

In Shadows Over Sol gear does a lot of the special ability heavy lifting that traits did in Against the Dark Yogi. So you can think of your current load-out of gear as your ability set in the given situation. Encumbrance slots in Shadows Over Sol are a point of game balance, as they essentially ability slots.

Horror Axiom #2: A good horror story is all about the tension. It’s about the impending doom, the oncoming desperation, the inevitable moment of shock and terror. Then—once the moment of violence arrives—it’s swift, it’s brutal and it’s a game-changer.

This influenced my thinking about the combat system in several ways. In horror you need to know that something terrible is coming and ultimately it needs a degree of inevitability, otherwise the situation doesn’t resolve as horror. At the same time the players need enough capability and agency to really affect the situation and make a difference.

In the Shadows Over Sol combat system actions are declared at the beginning of the round and then executed in phases—moves, manipulating the environment, tricks, then finally violence. What I want here is for players to see the violence coming as long as possible when resolving the actions in the round. That builds suspense. I also want to maximize the ability for characters to stave off the violence another round by messing with the environment or trying tricks. This delays the inevitable and draws out the tension.

That said, the violence does finally occur, it’s pretty brutal—it it wasn’t there wouldn’t be the dread or tension waiting for it to happen.

Horror Axiom #3: Analysis is the enemy of horror. Really, the more you know about something—understanding its capabilities and limits—the less horrific it is. This is counter to a lot of science fiction where exploring and understanding new situations is a common theme.

This axiom is perhaps less of an influence when designing whole subsystems rather than an influence when designing specific gear or specific horrific elements of the setting. The key element here is that there can’t be an easy way to fully understand the source of the horror. There are no Star Trek-style tricorders for analyzing the capabilities of creatures, nor is there any database of common monster facts. For the most part player characters are figuring this sort of stuff out as they go, probably making some mistakes along the way. And this fits right in with science fiction’s exploration themes.

Tab Games Forum » A new way to use Ganjifa » September 09, 2014 08:52:16

It looks like there is a new way to use Ganjifa cards from Tab Creations. They are now being offered by MicroElements for their 4Kingdoms RPG as an action mechanic. Check it out!

https://www.kickstarter.com/projects/microelements/4kingdoms-epic-role-playing-game-for-everyone

Open Forum » Tropes You Love and Hate (non-genre-specific) » September 04, 2014 12:25:58

I was thinking about tropes recently (because we keep being asked about them) and I realized one that I don't really like and thought would be an interesting discussion. So I'm starting this thread.

A trope I hate:

Magic Wand Limited by Plot - I would say that the sonic screwdriver from Doctor Who is the biggest offender, in my mind, of this trope. The sonic screwdriver can do anything at all, unless it is inconvenient to the plot. Then it just doesn't work. Basically, the Doctor has this device that is, for all intents and purposes, a magic wand, and the only weakness it has is a writer who needs it not to work to solve a problem.

another one, while I'm thinking of Doctor Who:

Obvious Trap Landscape - What put me in the mind of this was actually the second episode of the new series. When they're on the space station, they find a room full of giant, rotating fans with a catwalk passing right underneath them so that anyone walking on it has to walk through the fans. The moment you see it, you know they're going to have to walk through the fans at some point in the episode. I hate that. Who builds a maintenance room and then turns it into a meat grinder in the first place? It's something that brings disbelief crashing back to the fore. Like I said, the moment you see it, you know someone's going to have to go through it and risk their life, even die. That's the sole reason it's there in the first place. And it's stupid.

Tab Games Forum » [TabBlog] Final Dark Yogi Update » September 03, 2014 14:03:36

beholdsa
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This will be our final update related to the Against the Dark Yogi Kickstarter, as at this point we have released all the products promised by the Kickstarter, and all the rewards have been shipped to backers.

Neither Tab Creations, nor the Against the Dark Yogi game line, are going to end, however! We are hard at work preparing our next two games: a casual horror spoof card game called We’re All Going to Die Here and a hard science fiction RPG called Shadows Over Sol. We may also have a couple more Against the Dark Yogi products in the planning stages as well. In the future look for occasional updates regarding our upcoming games.

Today, however, we released our official Against the Dark Yogi: GM Screen Inserts. These are three pages of important item properties, consequences and combat options, designed to make the Against the Dark Yogi GM’s life easier. The GM Screen Inserts are in landscape letter-sized format, designed for use with a variety of customizable GM Screen products.

That’s it for now. Happy gaming!

Tab Games Forum » [TabBlog] Against the Dark Yogi: Zone Consequence Cards Released! » August 23, 2014 12:41:19

beholdsa
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Earlier this week we released a new Against the Dark Yogi product, Zone Consequence Cards, in both print and PDF!

Introduced in Against the Dark Yogi: Campaign Options, zone consequences are effects that can be attached to regions of a battlefield to produce more dynamic and exciting battles. Various mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks that consequence will heighten the action of the game!

Against the Dark Yogi: Zone Consequence Cards are a quick and easy way to keep track of zone consequences in your game. Simply set them on the table in the area drawn for the zone, and all of the effects are there and easy to reference! Each of the 21 zone consequences introduced in Against the Dark Yogi: Campaign Options are featured.

Tab Games Forum » [TabBlog] Against the Dark Yogi in EPUB & MOBI » August 04, 2014 22:15:07

beholdsa
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The Against the Dark Yogi download at DriveThruRPG has been updated to include the EPUB and MOBI versions of the game, as well as an updated PDF. All three versions of the game also now include the corrected errata discovered in the last couple weeks. A list of the errata can also be found on our forums.

More Character Sheets!

Last week we announced the release of the form-fillable Against the Dark Yogi character sheet. Today we would like to announce two more character sheet options: a landscape character sheet and a form-fillable landscape character sheet! Consider these a free bonus for the game!

Printing Proofs Ordered

Over the last week we have ordered printing proofs for Against the Dark Yogi: Mythic India Roleplaying, as well as for the Against the Dark Yogi: Campaign Options supplement. These are expected to arrive with us either late this week or early next week. Once we receive the proofs we will look them over, and if there are no errors or other issues, place the general print order. On the other hand, should we find issues, we will need to correct the files with the printer and order another round of printing proofs.

Open Forum » Funny Japanese Show » November 09, 2013 17:48:26

So this was brought up on reddit. The first episode's pretty funny. Kind of like Final Fantasy meets Monty Python. Good times.

Tab Games Forum » Ganjifa Kickstarter » June 04, 2013 23:32:29

Hey, we only need $102 more and we have 4 days left on our first kickstarter project, our Ganjifa cards!

Open Forum » Forum Change » November 02, 2012 11:07:02

beholdsa
Replies: 1

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Just for everyone's information, I have moved this forum back to public visibility. I think the worst of our spam problems have been solved for the moment. And I think we need a place for the public to be able to post topics and comment. I should have a general forum cleanup along with the site revamp later, when we present our new public face.

Open Forum » Portal! » May 19, 2010 21:09:37

Valve is giving away Portal currently (I think until the 24th) so I've finally had a chance to play through it. Has anyone else played it or is planning to? I still haven't bothered with any of the Half Life games, but Portal is spectacularly fun.

Open Forum » The Pledge to Not Suck at the Internet » October 16, 2007 21:25:32

http://valleywag.com/tech/modern-and-awkward/the-pledge-to-not-suck-at-the-internet-311053.php

I found this and thought it was pretty funny. And neccessary. Now if only it was enforcible somehow…

Open Forum » WoW » November 14, 2006 15:06:21

Desolace
Replies: 1

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Yes, thats right dragging up oldballs topics for oldballs forumers. Who still plays and on what servers?

Open Forum » God's Debris » July 13, 2006 22:10:00

I found this earlier today and have been reading through it– http://www.andrewsmcmeel.com/godsdebris/

It's by Scott Adams, but it's not really humorous, just thought provoking. It actually poses some really interesting questions about the nature of both God and Science without really supporting or condemning either one, just questioning them. It's a bit of a read, but I definitely think it's worth it.

Open Forum » IRC/Norton Exploit » March 11, 2006 18:40:12

Sebastian
Replies: 1

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http://it.slashdot.org/it/06/03/03/004215.shtml

Turns out that if someone types “startkeylogger” or “stopkeylogger” in an IRC channel, anyone on the channel using the affected Norton products will be immediately kicked off without warning

Open Forum » I could not have said it better » February 23, 2006 02:19:01



Credit goes to Sluggy Freelance. Date of the comic is Feb 6, 2006

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