?

Log in

Oct. 26th, 2008

Skreek

sashabilton

Goodman Games to publish Raider Guild

Goodman Games is pleased to announce that it has signed an agreement with Axe Initiative Games to publish its line of 4E Raiders Guild adventures and supplements. The Raiders Guild line will be published under the GSL license from Wizards of the Coast, utilizing the Dungeons & Dragons Fourth Edition mechanics. The first Raiders Guild adventure is slated for publication in spring 2009, to be followed by quarterly releases thereafter.
Read more...Collapse )

Oct. 2nd, 2008

Skreek

sashabilton

Some thing wonderful has happened.

Expect a press release soon, the quiet is over.

Aug. 27th, 2008

Skreek

sashabilton

You could be anything that you wanna be

Including an adventure writer for Axe Initiative Games.

http://www.axeinitiativegames.com/raidersguild/documents/adventure-proposal.pdf

Jun. 6th, 2008

Skull Face

sashabilton

Website Updated

Now that D&D 4th edition has been launched it's time to start moving Axe Initiative and Raiders Guide into the public eye. With that in mind I've been playing with the website designs and have a put a new version of the site up. Any feedback? http://www.axeinitiativegames.com

Tonight we're off to the UK launch party of 4th edition at London Dungeons, thanks to Wizards Of The Coast, Esdevium and Leisure Games. If it wasn't that I have to get up to drive to from London to Tintagel, the Arthurian mythic site in Cornwall tomorrow I'd probably make it a big night out.

Apr. 27th, 2008

RG

pond823

Just playing around

Tags: ,

Apr. 21st, 2008

RG

pond823

A hooked slice of awesomeness



A just got a few pictures through from Ben Wootten and I see no reason to be unhappy.
Tags:

Mar. 26th, 2008

RG

pond823

The Crystal Skull Of Ogatanz



Ogatanz was the founder of The Raiders Guild. When he died a crystal replica of his head was made and his spirit infused within. Who then stolen the head and paired away the replica flesh to turn the head into the skull seen here?

Mar. 6th, 2008

RG

pond823

"I don't know much about art, but I know what I like"

I spent some time today talking with Dave Allsop, our art director, about art, art costs, art scheduling and quality and it's got me thinking about whys of roleplaying game art.

Our current strategy is to have high quality art throughout all publications, full colour front covers and greyscale interiors. I get nervous sometimes with this decision, seeing people stating they are surprised the publication X used only black and white interiors in this day and age. However after looking at a few recent full colour publications it seems the case that only the very wealthiest and best selling publishers use great colour work inside throughout.

Adventure modules are for a publisher a little like the maps I used to pour hours into, colouring and drawing individual flag stones on, only for none of the players to see them. As DMs should see the adventures before anyone else, it is them that the interior art should be aimed firmly at. The cover, seen by all, entices them in with a good quality image suggesting some emotional key, as robin_d_laws rightly calls them, to kick start their imagination and convincing them to buy the product (or demand their DM runs it, if a player). The interior art though is far more integral to the adventure itself. While DMs should never, at least in a normal game, see the NPCs as 'their NPCs' they do need to empathize and get in the mind set of the opponents they lay out before the players. This allows them to roleplay the creatures far better as well as giving them a better idea of their suite of abilities and how they might go about using them. A good image always helps covey this, but a bad image does a great deal of damage towards this end. A goblin shaman can be a figure of amusement, being a hallucinating gibbering opponent who is as dangerous to his own tribe as the players or he could be a terrifyingly death cult midget who attacks with stealth and intelligence. Either way a badly draw, luridly coloured stick man destroys either imagery, consigning the shaman to being just another gobbo.

I don't want Raiders Guild DMs to fall out of love with their tools. Colour interior art adds cost to publications in three ways, art budget, printing budget and more difficult to quantify, time. I'd rather we had great pictures that convey opponents and situations that the DM can colour with their words than have them present lifeless stats that haven't invigorated them. Of coarse if we become one of the very wealthiest and best selling publishers, I'll have budget to colour them in for them too.

Next up, I need to think about players guides. Players often want more immediate gratification.
Tags: ,

Mar. 4th, 2008

RG

pond823

Strands

I've had a busy day with simonjrogers, filled with pulling different strands together. There are many parts to publishing an RPG and today I've spoken to people who might make some of the jobs easier. Simon and I also talked more about launching Axe Initiative and organizing that is proving fun. Dave has been been doing concept work again, this time the enemies of our heroes. These are the wizen old men who control the Archivists



My upbeat mood has taken a rather sharp knock though with the news that Gary Gygax has died. At least he has left a legacy upon the many of us that will not be forgotten quickly.

Mar. 3rd, 2008

RG

pond823

First Post

The first post in any blog is always a little daunting. You want meaningful content and yet the excitement of starting a new project often means you are running on enthusiasm and little else. However I suppose I can point you at our new website, which is still in stealth but does contain a link to a podcast Simon and I did to explain Axe Initiative Games and the Raiders Guild.

http://www.axeinitiativegames.com/

I should also say this. Raiders Guild, our flagship product range is a line of D&D-compatible game supplements produced under the 4th edition’s Game System License. There. I've said now, Simon and I are embracing 4th edition D&D, but keeping it separate from Dying Earth & GUMSHOE by creating a new corporate entity. I will be mostly getting people to do things for Raiders Guild while Simon concentrates on the likes of Trail Of Cthulhu and Mutant City Blues.

My job is made much easier by the fact that Raiders Guild is the creation of Robin D. Laws, who has repeatedly worked for Pelgrane Press (and others) on some of the finest roleplaying games material in print. I also consider it a great boon that I've secured Dave Allsop as our art director. Dave, of SLA fame, is now a constant freelance concept artist for Wizards Of The Coast. You'll see much of his work in the upcoming 4th edition and our own range.

So that's it for now. The real work begins and as it does I'll post more information about our progress here. In the mean time, wish us luck and leave a reply to say hello.
Tags: