Sun Spots to be Published for Call of Cthulhu

Weird 8 Becomes Chaosium Licensee — Sun Spots to be Published for Call of Cthulhu

Kickstarter Will Launch Thursday Sept 15th and Be Updated for 7th Edition Rules

Sun Spots is now an officially licensed Chaosium Call of Cthulhu® scenario and will be published for the recently released 7th edition of the rules. The Kickstarter for this scenario, originally scheduled for September 13th, will begin two days later on Thursday, September 15th, and will otherwise continue as planned. chaosium_logo

“With our new edition recently released, we need high quality Call of Cthulhu scenarios to meet the pent up demand for new stuff to play. Sun Spots promises to fit that bill nicely, ” Chaosium vice president Michael O’Brien said.

Sun Spots was originally written and designed by Dave Sokolowski as a Call of Cthulhu scenario for Miskatonic River Press, so will require very little effort to publish as a stand-alone CoC scenario. Furthermore, conversion notes for both Cthulhu Dark and Trail of Cthulhu will be published for free on Weird8.com once the scenario is complete.

The updated press release for Sun Spots with details on the scenario, its art, and storied history can be found here.

 

Press Release for Sun Spots — Kickstarter Launches Sept 15

New Stand-alone Horror RPG Book Launching on Kickstarter Sept. 15th — Sun Spots

Scenario Hearkens Back to Old School Cthulhu Gaming

Dave Sokolowski, author of 2014’s successful Kickstarter scenario He Who Laughs Last, and contributor to both SixtyStone Press’ Masks of Nyarlathotep Companion and Golden Goblin Press’ Tales of the Caribbean, is launching his second Kickstarter to seek funding for his Roaring-20s era Call of Cthulhu® scenario, Sun Spots. The Kickstarter will go live on Thursday, September 15, 2016, and seeks a funding goal of $5000.

This scenario was written under the guidance of long-time Call of Cthulhu editor and writer, Keith “Doc” Herber, before his untimely death in 2009, and brings multiple elements from older Cthulhu games, including long-time artists like Jason Eckhardt, a period-accurate layout and design by Gregory G. Geiger, and the guiding philosophy of Herber, who worked with Sokolowski to make sure the scenario was unique in its approach of the Cthulhu Mythos.

“Dave Sokolowski’s Sun Spots harkens back to the classic Call of Cthulhu scenarios that we all love and dials up the danger with a number of intriguing twists including a new take on an old god,” said Stuart Boon, author of the award-winning Call of Cthulhu book Shadows over Scotland. “Detailed, multi-layered, and engaging, Sun Spots shines with interesting characters, nefarious plots, and ancient evil. Sokolowski has another winner on his hands.”

The scenario has a storied past, with the original draft being written in 2007-09 under Herber’s guidance as it was prepared for Misktatonic River Press’ The Outer Gods book. Although the first draft was approved by Herber with a “I think we have a winner here, and one with a lot of fun possibilities. Nice job…,” Herber sadly died in March 2009, leaving The Outer Gods to never see the light of day. And while both MRP and SixtyStone Press aimed to publish Sun Spots at some point, it was only recently that Sokolowski regained the rights to the scenario and decided to publish it via Kickstarter.

To bring this scenario to life, Sokolowski has collaborated with two key artists who will provide a unique look and feel to the whole project. Both Jason Eckhardt (artist for multiple Call of Cthulhu books, including Escape from Innsmouth, which was edited by Herber) and Reuben Dodd (More Adventures in Arkham Country by GGP, among many others) will provide multiple drawings to help bring life to life to the scenario. The cover was illustrated by Chris Huth (Pelgrane Press’ Ashen Stars and Night’s Black Agents), while cartographer Jake Coolidge has completed large and small-scale maps for the scenario, including a hand-drawn map of the town’s many locations.

Sun Spots has been play-tested multiple times, and it will launch on Kickstarter September 15th with the scenario, cover and many art pieces complete. The Kickstarter campaign will feature the PDF available for $10, a softcover print copy available for $30 and a deluxe and signed hardcover for $70. The Kickstarter page is available in preview now:

https://www.kickstarter.com/projects/davesokolowski/1336129788?token=faed937b

 

About the Game:

Fans of traditional Lovecraft scenarios will find that the extended scenario has an unusual take on one of the Outer Gods that will challenge both players and game masters with a broad, sandbox environment for investigating myriad unusual occurrences. Originally designed for the 6th edition of Call of Cthulhu, Sun Spots will be updated for the recently released 7th edition of the CoC rules. The story drops a group of investigators into the middle of a New England snowstorm in 1925, where a local banker seeks help retrieving his daughter, Susan, from a remote resort town. Things just get weirder from there.

Nearly 28,000 words have been written for this scenario, allowing for a long and satisfying exploration of the resort town of Red Valley, which is hiding rival archaeologists, ancient magics of the Hyperboreans, and a sun that may never set. Herber had this to say as the first draft was finished: “Lots of characters, and I think you did a really good job with them. A lot of writers can only come up with a handful of the usual cliches. This place seems to be populated by real human beings, and lots of them. Kudos.”

Are you willing to take the case and see why Susan refuses to leave Red Valley? Find out what ancient secrets lie at the heart of Sun Spots.

News Sites for Tabletop RPG Kickstarters

I’ve been doing a ton of work to prepare for my upcoming Sun Spots Kickstarter (Sept 12!) and one of the biggest efforts has been around organizing a more concentrated PR campaign. Just getting the word out, sending press releases to more places, and engaging with more people and sites as my Kickstarter project ramps up — it’s a lot of work.

So I wanted to share a list of sites that I’ve discovered and vetted as places you can send press releases for your projects. This list is by no-means complete — please suggest additions!  This list is specific for tabletop RPGs:

Preparing Sun Spots Kickstarter

Well, it’s official — I’m gearing up to launch the Sun Spots Kickstarter on Tuesday, September 13th! Right now, I’m busily running around behind the scenes, getting all my PR in place, writing press releases, finding play-testers, reading online resources, and basically just trying not to freak out about the whole thing.

Because now there are expectations. Expectations! I’ve already had one successful KS project, and I really want to outdo that one in many ways. Furthermore, I started working on this book nine years ago (2007! that’s BEFORE Obama was elected!), and to have it see the light of day and be finished will really be a significant event in my life. Like I said, lots and lots of expectations.

As I’m going around reading different resources for how to run better Kickstarters (these and these have been particularly helpful), I realized that I had written my own lessons learned at the start of 2015, when I thought (incorrectly) that I was gearing up for Sun Spots early last year. You can read about it here, and as I’ve been working on this project anew, I’ve come to understand more about what I was talking about:

  1. Prepare Stretch Goals Ahead of Time: Absolutely. This is perhaps the most important lesson of them all. I still feel bad for Ben Patey, purveyor of the infamous Masks of Nyarlathotep Props Kickstarter. See, Ben contacted me before his project went live; I had purchased his props directly from him, he was thinking about doing the KS and had seen how my project was successful, so he reached out to me for a phone conversation. My most important lesson was to WATCH YOUR PROJECT SCOPE, specifically your stretch goals, because this is where most projects fumble the ball — they don’t know how to scale their projects, end up committing to way too much, and ultimately fail. And then Ben went and had too many goals and wasn’t able to scale, ultimately failing. So this is a huge lesson and one I’ve taken to heart. Fortunately, due to all these problems, backers are less eager for stretch goals, and I’ve been prepping just a few, key goals to add to the project.
  2. Be Very Clear About Int’l Shipping: I’m not sure this ever got better, but I did look up the rates for DriveThruRPG POD shipping and found this chart to be extremely helpful. Fact is, international shipping is still a drag, and will be until the technology for shipping overseas radically changes. The key, then, is just to be clear about how much it costs you, how much it costs your backers, and what you’ll be charging them.
  3. Find Collaborators Ahead of Time: This is a great idea, and something I’ve already thought about. But I’ll want to wait until I’m a little closer to launch before finding active KS projects to collaborate with. I found this great link, which easily sorts the active RPG games live on KS for you. So that’s something to always be checking.
  4. Shorten the Project Length: After some back and forth, I’ve decided to run my project from Sept 13 to Oct 9, which is 27 days. I think this is the right amount, and the start and end days line up with best practices suggested by Jamey Stegmaier and Fred Hicks. And it’s shorter, which aligns with my own needs and observations. While it’s not a lot shorter, I’ve been thoughtful in my planning and am happy with it.

So that’s it! The Kickstarter is getting primed behind the scenes, and I’m running around like a busy little bee. I really can’t wait to share the book with everyone — the art, production, design and maps, not to mention the writing itself — are really top notch and will be amazing once put together. I can’t wait for you to see it!

Stranger Things is Honest in its Love of the 80s and D&D

Finished watching Stranger Things. Loved it, but I’m pretty much the ideal audience. It’s not for everyone, but like True Detective Season 1, it rises above and entertains better than most.

But hey, some people are sticklers and parse everything out, looking for every possible fault before deciding from on high whether something is good or bad. Some people need to make their opinion bigger and more important than the art they are commenting on. Here, cruising along in the 21st century, everybody thinks they know better than artists who pour everything they have into a project.

Me? I want to be entertained. But more importantly I want to be entertained honestly. I want to see clarity of vision, risk taking, and art with boundaries. I want to see love and passion for a project, brought to life with care and creativity. And while I loath both laziness and complacency, I mostly hate those who compromise a vision because they refuse to be honest. With themselves. With their characters. With their audience.

You may find fault in Stranger Things because it’s not perfect. You may not like it because you can’t relate to the characters. You may think its horror-SF trappings cliche and dated. And that’s fine. Good for you.

But I liked Stranger Things. A lot. Because it was written for me, and not just 12-years-old and playing D&D in the early 80s me, who is basically a composite of many of the main characters. But also the me who is a father who loves his child and would do anything for her. And also the fanboy me who likes to be entertained.

And finally for the writer-me, who wants people with my upbringing and interests to be successful and create more cool stuff. The show is honest with its characters, its setting, and, most importantly, its audience. It gives us everything it’s got and asks for little in return. So yeah, I liked Stranger Things. A lot.

I hope you do too.

New Kickstarter “Sun Spots” is coming in September

Things are finally underway! Again! Less than two months until I kick off the Kickstarter for my Cthulhu Dark scenario “Sun Spots” and momentum is gathering as we speak.

Here are components of the project that are already complete:

  • The core text, playtested multiple times (~27k words)
  • The cover art by Chris Huth
  • Multiple interior illustrations by Jason Eckhardt
  • Interior art by Caleb Cleveland

Furthermore, I am already assembling the following items to be ready for the Kickstarter launch:

  • Interior art by Reuben Dodd
  • Blind playtesting
  • Layout and design by Gregory Geiger
  • Maps, including one hand-drawn, by Jake Coolidge
  • Interviews and press
  • Budget, pledge levels and possible stretch goals
  • Tentative “Director’s Cut” version of the book

So everything is coming together for the actual book. The video for the launch is nearly done, as is much of the art for the project page. I’ve got plans under way, and deadlines on the calendar. And over the coming weeks I will post here regularly, sharing planning and providing visibility into the project itself.

I can’t wait to share more with you. In the meantime, read some previews here.

The D&D TV Show was Horrid but Necessary

For a brief minute in my ADHD-rattled, socially-awkward childhood, things actually seemed to come together. Sixth grade for me was a last great height of childhood innocence and fun before the truly disapproving and unhappy adolescence (heralded by arriving at middle school) sucked the wind of out my sails, and one of the main components of all that fun was all the great role-playing materials I got to play with during that time.

The years of 1982-1983 were a time of tremendous growth for the tabletop RPG industry, and I was lucky enough to bathe in all of its nerdly glory. I had all the AD&D books, many of the adventures, and played regularly with a few of my friends (though most of my time was still relegated to sitting alone in my room, rolling up characters and creating dungeons). There was a peak moment where I had all the toys and wonders of childhood (which still included Legos and Star Wars figures), as well as stacks and stacks of AD&D books, dice and modules, all at my command. Reagan’s economy was in full swing and my upper middle class family had disposable income that gave me access to all the new RPGs starting to come out of TSR, games with crazy cool names like Top Secret, Gamma World, and Gangbusters.

Imagine my surprise, when, much to my delight, a D&D television show was announced in the summer of 1983, right as I was unknowingly transferring from child to adolescent. How cool is that? A TV show based on my favorite game! Things could not get any better.

DnD1

In hindsight, maybe the baby unicorn should have been a tipoff

Of course, as we all know, the D&D TV show, which ran for three seasons and had 27 episodes, was pretty much crap. And I rediscovered how total crap the show was recently when I borrowed the entire TV series from the local library and sat down to watch it with my 10 year old daughter, hoping that a) the show was much better than I remember it, and b) her blossoming tastes in TV would be more open to liking this ancient relic than my cynical old man soul would (she does, after all, like The Phantom Menace — clearly I’ve failed somewhere). Neither, unfortunately, came to pass.

Because, quite frankly, the show doesn’t hold up to any discrete sense of viewership, especially now, in our golden age of TV. Even 30+ years ago, it was clear that the TV show was written around the structure necessary for a TV show: 22 minute format, standard characters with simple characteristics, and the need for neat and tidy resolution at the end of every show. And there was no dungeon delving, no tavern introductions, no inventory management, and every character had only one (just one!) magic item that allowed them to navigate whatever conundrum the Dungeon Master allowed the group to get into.

Oh yes, this is perhaps the strangest component of the show — the Dungeon Master is an actual character in the show! Just to quickly reprise the premise of the show (which is covered in the 30 second series introduction but otherwise never examined in detail): six kids go on the Dungeons & Dragons amusement park ride, which magically transports them into the realm of the Dungeon Master, where they are transmuted into different characters in an attempt to get back home. They each get one magic item and are put in various classes (Ranger, Barbarian…), and the DM shows up every episode as they fight Tiamat and Venger, the main villain, in whatever wackiness the DM throws at them.

dungeonmaster

Not someone I would allow my children to “play make believe” with

Back in the 1980s, we quickly realized that the D&D TV show was a scam. Sure, it was great that our favorite hobby was now a national TV show, but there was very little in common between the two. Sure, we watched it because that’s what we all did back then — watch as much TV as possible. But there was always a nagging sense of loss opportunity after every show when, after Uni the Unicorn gets lost, or Presto the Magician pulls something wacky from his hat, that kids who knew nothing about D&D would come away with the wrong understand of the show.

So now, after my daughter gave up on the show for more exciting territory (who knew there was a new Inspector Gadget TV show?), we returned the DVDs to the library and moved on down the path of memory lane. But something about the D&D TV show stuck in my head, and it wasn’t the world map that supposedly portrayed a world where these six adventurers are presumably still stuck.

DnD2

I’m guessing the missing booklet is still in someone’s bathroom To-Read pile

Fact is, regardless of the quality of the show, the D&D TV show was totally necessary in the early 80s to exploit the growing interest in table-top RPGs, and while we don’t really know the impact it had (positive or not) on the hobby, certainly there must be some people who it helped bring to the table. Well, it does actually seem that a lot of people really, really liked the show, and there must be a thread between sitting a 10 year old down in front of the TV and his (or hers, but probably his) asking his parents to buy the Basic Ruleset. Remember that the 1980s weren’t a very friendly time for RPGs, and for D&D in particular. So having a TV show based on the game was a bit risky (and, strangely, risque too) and probably even fueled a bit of the backlash.

But here we are, so many decades later, with D&D still strong, and the not-aging gracefully show still available for a trip or two down memory lane. And yes, it’s bad. Not horrible, but not anywhere near the quality of TV that we’ve grown accustomed to. Yet with all the sophistication and violence in our TV shows today, it’s nice to know there’s still some easy way to introduce younger children to the hobby. Whether you pick it up at your library or cheap on Amazon, the Dungeons and Dragons show is a fascinating view into where we’ve come from.

Tales of the Caribbean Kickstarter

It seems like such a long time ago, but sometime in 2014, I submitted a scenario proposal for a Golden Goblin Press book of Call of Cthulhu scenarios set in the Caribbean. Much to my surprise, my scenario was selected, and I spent some time this spring writing the dang thing up in preparation for the book’s Kickstarter.

Well, now the day is finally here, and the Tales of the Caribbean Kickstarter is live!

You can even see a picture that’s already done for my scenario…

Soufriere1

It’s so amazing to work with talented people! So you should go back it, now!

What I’m Working On

I’ve been a bit silent here lately and not without good reason. Things have been very busy not only with real life but with my writing life as well. So I wanted to take this moment and update my blog on what I’ve been working on…

But first, I wanted to talk a little about real life. Last month I started working at Apple, going back to JIRA administration as a full time job. The most important part of this pertains to how program management and working in a larger role (with more responsibilities) really seemed to sap my energies and take from my abilities to write consistently. With my new job, I certainly work hard, but I have a lot of time at my desk, working, as opposed to spending my days in meetings, getting people to do their jobs. It was a critical change for me to move away from a more intense role and to a position that allowed me to process my work and get things done during the day.

Now I come home and have still have mental energy, so I can wake up refreshed and ready to write. This has been a great change for me and I’m very excited for my new opportunity. Back to my current writing projects…

1. Recently I finished a first draft of a Call of Cthulhu scenario for the upcoming Golden Goblin Press Kickstarter, Tales of the Caribbean. It was a unique honor to be approached by Oscar Rios and asked to submit a proposal for a Caribbean scenario. It was an even greater honor when they accepted my proposal! So I was on the hook, and got to work immediately (this was last fall). But then work got really busy and my mental space got gobbled up (see above) and I put off writing for far too long. There was a convergence in the late spring when I realized I needed to get a new job, partly because I wasn’t writing at all! But the new job came through, and I quickly retooled my lifestyle to get back to writing. So the first draft has been delivered. Lots of work still left, but the big effort is complete.

2. While my scenario He Who Laughs Last was delivered last summer, I still have one remaining stretch goal — a fictionalized version of the scenario.  I have it mostly outlined and some of it written, but still need to just sit down and write the damn thing. If I had been more productive last winter, it would already be done. But I aim to finish it soon because…

3. I am poised to launch my next Kickstarter on July 26th, 2015, for my Cthulhu Dark scenario Sun Spots. This scenario is actually 95% complete already, and there is much history to this project that I started in 2007. Suffice to say that I’m very excited to finally have this see the light of day. You will definitely hear more about this very soon. But even though the writing is done, there is a ton of project management and preparation for this next KS project. I’ve learned a lot from my previous project and aim to make this one even more successful. Stay tuned.

So that’s it — a lot on my plate and I’m really looking forward to moving through it all. I hope you’re as excited as I am about Sun Spots (and the Caribbean scenario as well), and I can’t wait to share more. Soon!