PD46FX Update and why Mark C MacKinnon Doesn’t Deserve Your Money or a Second Chance

A long post title to be sure, but let’s start with PD46FX.

PD46FX Rules Progress

This product has grown beyond a mere rewrite to improve a fan-favorite game system. Aside from many of the tweaks fans of the original core rules are likely expecting (official low attribute penalties, filling in gaps in the combat system, etc.), the game’s principal dice rolling mechanics have been altered.

Whereas the previous rules were a matter of “pass/fail” mechanics — you either rolled over or under the appropriate number or you didn’t in order to succeed — there is now a mechanic that accounts of degrees of success (DoS) and degrees of failure (DoF.) Basically, for most rolls, there is now an accounting for how much you fail or succeed by. This will affect most everything from spells, psychic powers, attack damage, skill rolls, and saving throws. Aside from making die rolls far more interesting, it adds new and interesting layers of possibilities to how much of the game functions.

For example, firing a volley of missiles at a target was rather simple in the original rules — either you hit with them all or you missed with them all (a game mechanic that was strangely at odds with some of the licensed IP this rule set was famous for being attached to.) With the new graded success system, it becomes possible to break a volley attack down into sections, with additional DoS indicating more of the volley successfully hits the target.

At some point, I’ll either put together a video for Youtube going into more detail or I’ll do a podcast or the like explaining this and other changes. Regardless, the core book has made it to 75K+ words already and continues to grow. I expect it to be double that size (at least) when it hits the market.

Mark C MacKinnon Is Back — And Still Owes People Money

On Jan 5, 2005, at 10:14 AM, <trustrum@misfit-studios.com> wrote:

Hi, Mark. I wanted to wait until the press release to see what the
implications on Magnum Opus projects would be, so I was hoping you could fill me in on what your situation now means for me.

There are no implications. Everything is set to proceed as normal; we aren’t going anywhere
    Thanks for checking in, though._____________________________________________________________________
Mark C. MacKinnon — President, Guardians Of Order Incorporated
Treasurer, Game Manufacturers Association (GAMA)
mark@guardiansorder.com     http://www.guardiansorder.com
 

That was the last email I received from Mark. It was sent two days after his announcement regarding Guardians of Order’s money issues (you can find his public release here considering the original site has long since disappeared.) As happened with many others, he stopped responding to my many emails after this inquiring what was going on.

Misfit Studios’ relationship with Mark and GoO was limited to their Magnum Opus program, an innovative imprint program that allowed small press companies such as myself to provide an up-front payment to help cover printing, fulfillment, and distribution that enabled Mark’s company to take on the latter tasks, leaving the imprinting company to put the book together according to spec. This program allowed several companies to get their books into stores before the whole thing collapsed.

For us, it was meant to get World Not Known, a dystopic superhero setting, onto game store shelves. I turned over $1k+ to Mark for the privilege of him taking the money and never responding to me again after assuring me everything was okay with the imprint. Indeed, for months after he had stopped responding to any contact attempts, Mark continued to take money from new people attempting to join Magnum Opus to get their ideas into print. Like Misfit Studios, these people never saw their games produced, their money returned, or another word from Mark.

His actions in this regard almost killed my still-young company by taking money the company could not afford to toss away without a return, and put World Not Known into debt, causing this product to still remain unreleased despite the fact that it was meant to be Misfit Studios’ flagship product line.

What makes this situation even worse is that this was not even a scratch upon the surface of Mark’s widely documented misconduct. Not only did he screw over small press publishers with his Magnum Opus imprint program, but after he “went dark” and stopped responding to emails or printing new product, he kept taking work from freelance artists and writers that he would never pay for, and kept taking preorders through GoO’s storefront for product that didn’t see the light of day.

But it doesn’t stop there.

All of this happened in 2005, yet GoO continued selling online PDFs of games it no longer had ownership of until January of 2012. When found out, “oops!” was essentially Mark’s response on RPG.net  (and the first time he’d poked his head out of the sand in the industry in about 5 years.) The GoO storefront on RPGnow immediately disappeared and freelancers began scrambling for their share of the money products they’d never been paid for had been earning over 7 years. He also refused to let some of the freelancers “see the books” on these sales direct from the source — he required they take his word regarding how much money they were owed. As you can imagine, having to trust him to be honest did not go over well with some people.

I also suggest you check out what George RR Martin had to say about his situation with Mark regarding the 2005 Game of Thrones RPG if you want to worsen what should already be a fairly disturbing impression of Guardians of Order’s former owner.

Why is any of this relevant? Well, Mark seems to want to try taking your money yet again with a new company that is trying to put together a Kickstarter for a fantasy-based board game (I won’t post links or name names here — I don’t want to make it any easier for him to take your money.) In the game’s promotional video, Mark has displayed books containing some of the art he never paid the respective freelancers for as examples of his experience and skills that supposedly make him the right guy to produce his board game.

Know what I say to that? (And stop reading here if you are shocked by bad language.)

(are you sure you want to keep reading?)

(Okay, you asked for it …)

Bullshit. That is what I say.

Mark C Mackinnon is a lying douche bag. He told myself and others that everything was alright even as he was preparing to shutter up Guardians of Order. He kept taking people’s money with a smile by the thousands of dollars — whether to pay debts or to pocket against his impending closure, we’ll never know. He took money from other people in the industry — publishers, would-be publishers, writers, and artists — and kept saying everything was okay right up until the wheels came off (well, when he bothered to say anything, which wasn’t often.) Indeed, if you look into the George RR Martin aspect of this, you’ll find it was George who let everyone know Mark was getting ready to take the money and run — Mark even complained afterward that George shouldn’t have told everyone, despite having hidden it from GoO’s customers and contracted business associates and freelancers for months!

See what I mean? Total douche.

He kept taking people’s money for 7 years after Guardians of Order was no more and claimed it was an accident.

Now he is back and wants you to pledge money to him again, upfront and without product in hand. He wants you to take his word that he will deliver on what he has promised.

Just how much is Mark MacKinnon’s word worth after his history in this industry?

Realistically, it shouldn’t be worth as much as the now defunct Canadian penny, but people continue to pledge money to his game and express that they are glad to have him back in the industry. Know what I say to that?

Screw you, Mark MacKinnon. You are a lying, thieving douche bag. You deserve to be blacklisted from the communities you are now taking money from and deserve total ostracization from owning a business in any way related to the industry you once treated so shamefully. But I guess as long as you promise to offer something people are interested in, there will always be some people naive enough to take you at your word.

I guess that is okay, so long as there remain people to point out your word is not worth the paper your many unhonored contracts were printed on, you contemptible asshat.

© 2013, Misfits In Action: The Blog. All rights reserved.

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Putting Some Bite into Lycanthropy (Part I)

The following is Part I of a series of suggested feats for lycanthropes for the Bite Me! The Gaming Guide to Lycanthropes currently just over 1 day away from ending on Kickstarter.
Bite Me! Kickstarter

Putting Some Bite into Lycanthropy (Part I)
By Thilo Graf

Why do you fight your nature? I can smell your fear and excitement, pup—the adrenaline pumping through your veins, the heightened senses, the rush of blood and primal fury welling up from deep inside. I can see your struggle, taste the building pain in your throat, and hear your growling hunger. Every moves a tribulation, pup, a fight for control. But do not fight it. Succumb to pleasure, to the rapture of ripping into tendons and the ecstasy of warm blood filling your mouth. The primal force will grant you strength, power. Partake of it. Cherish it. Celebrate your communion of flesh. After all, the man before you is a wicked, wicked man. None will miss him. And you need every advantage you can acquire to vanquish your foes. Your pack-mates-to-be are anxious for you to join them. Don’t keep them waiting. Let’s relish your first feeding, for there’s nothing as beautiful as your first consumption of the meat-that-screams. – Ragnhíld Ulfsdóttir, Alpha-female

Lycanthropy is a hereditary curse that can be transmitted as a disease, but is an empowering curse. Those born with it have a modicum of control, whereas infected people tend to struggle hard with it, at least in the beginning. Lycanthropy also tends to be portrayed as ecstatic, the act of transformation violently mixing pleasure and pain, leading to a kind of addiction. The transformation is also a strain on the lycanthrope’s body, as it tries to cope with the painful shape change. The optional rules for lycanthropic metabolism seek to add this bacchanalian aspect to the equation of suffering from the curse. In a sense, these rules put the bite back into lycanthropes.

Racial Option: Lycanthropic Metabolism
Some lycanthropes have a particularly powerful strain of the curse that improves their powers, but also has the potential to burn them out. These Lycanthropes require a steady diet of raw meat to prevent the curse’s sped-up metabolism from burning them from within. Lycanthropes with this option have a sustenance-pool of up to Con-mod+3 or 1/2 their character level, whichever is higher and at least 3.

There are two options for this:1. Assume the lycanthrope character eats enough raw meat at every meal and give them a pool of sustenance points equal to Con-mod+3 or 1/2 their character level, at least 3 that replenishes upon resting for 8 hours.

2. A more simulationalist approach: One sustenance point is roughly the equivalent of one pound of raw meat. Every time the lycanthrope rests for an 8-hour period, his/her body burns 1 point of sustenance.

If a lycanthrope’s sustenance pool ever reaches 0 points, he is immediately subject to the starvation rules. In contrast to regular starvation, lycanthropes with this racial feature may not make Constitution checks to prevent nonlethal damage. Upon incurring non-lethal damage after being fatigued by it, the lycanthrope instead becomes exhausted and takes double the usual starvation damage until he feeds. This damage cannot be healed by any means unless the lycanthrope has a sustenance of 1 point or higher. Magical food conjured via create food and water, hero’s feast, etc., and it does NOT grant sustenance for the lycanthrope.

In turn, lycanthropes with a rapid metabolism may burn their sustenance points to gain various benefits. Unless otherwise noted, burning sustenance is a free action and a lycanthrope may burn multiple points of sustenance at once. The effects do not stack with themselves. A lycanthrope may burn a sustenance point to:

-gain a +1 racial bonus to a melee attack for one attack
-gain a +1 racial bonus to melee damage for one attack
-gain a +2 racial bonus to CMD for 1 round
-gain a +2 racial bonus to CMB for 1 round
-gain a +2 racial bonus to initiative for the encounter
-gain an additional swift action.
-increase their movement rate by +10 ft. for 1 move action. This is treated as an enhancement bonus.

Additionally, Lycanthropes with Lycanthropic Metabolism may use Sustenance feats as a free action instead of an immediate action, and they require no access to raw meat to use them as long as they have at least 1 point of sustenance left in their pool.

On a psychological level, the curse of lycanthropy points towards our buried, violent desires, anxieties of the other genders, and animalistic primal urges to the point where raw passion, with all its potential destructiveness, takes over. Having the GM take away control is ONE way to portray that lycanthropy is a curse, but I maintain it is not a good one. In order to work properly in-game, not only the PCs, but also the players need to struggle with the temptation of the transformation’s power without making it punishing for the player and while maintaining its nature as a curse. My suggested solution to this conundrum is the concept of Meat-that-Screams.

Part II will reveal Meat-that-Screams. Stay tuned.

© 2013, Misfits In Action: The Blog. All rights reserved.

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PD46FX: Misfit Studios seems to be coming full circle

PD46FXlogo

PD46FX system logo by V Shane

Well some interesting news to share tonight — interesting and good, in my opinion. First, though, a bit of back story.

More than a decade ago, I was just finishing up at the University of Toronto and was starting to jump into RPG writing as a freelancer. My first serious gig was for a company, the games of which I’d played from grade six through to my Bachelor’s Degree. I’d been asked to expand some relatively brief game content I’d written for one of that company’s popular product lines into a pair of complete books. Although the project eventually fell through, the experience taught me many things, good and bad, and it introduced me to someone I’ve stayed in contact with since.

Assigned to the project as my editor was a prolific, talented writer who had pretty much rejuvenated two of the company’s stagnant product lines all on his own, and had contributed to create an entirely new one. He had not, however, done any work for the product line I was working on. He and I had several discussions about the work I was doing, and during one of those discussions he revealed something to me: he had not even played the product line I was writing for.

As a new writer handling his first big RPG project, that would have worried me if he hadn’t followed it up with (and I’m paraphrasing here, because it’s been a long time since I heard the exact words): “Steve, you’re a new writer, so I won’t lie — there are things I see that we’ll need to talk about changing and fixing — the sort of mistakes I’d expect from someone just starting out — but I have to say, your book makes me want to pick up this game and play it.”

High praise from the company’s best writer for a young guy just starting out on his first full book.

Since then, this gentleman and I have stayed in touch, talked about gaming and other things happening in our lives (including the fact that we share the same birthday), and had even spoken several times about working together on … something or other. Indeed, back in 2003 I was chatting with him about my desire to start up a small press company and asked if he wanted to help out. I even came up with a name for the company during the conversation, and I asked what he thought of it. He told me that “Misfit Studios” sounded like a good fit. Although we continued talking about working together, he contacted me a short while afterward to let me know he was backing out because he was taking a break from the industry. I understood why and I couldn’t blame him.

We’ve stayed in touch since then, still occasionally chatting about gaming and other things, but I always hoped the opportunity would come up again for us to try working together.

A few weeks ago, I announced that I was putting out some feelers to see what people thought about me tearing down a certain RPG rules system and rebuilding it from the ground up using an entirely new design philosophy. I wanted to keep the parts that made the game the system that had stuck with me for so long while I was younger, but I wanted to put in all the house rules I’d used to fix what I hadn’t liked, along with all the stuff that had occurred to me in the many years since.

As I sit here writing this blog post, the project is only a few weeks old and already I’ve decided I’m moving beyond the speculation stage and am going forward with it as a product. The new design philosophy is already standing out and falling into place better than I’d hoped: I think the Attribute-based skill system really works the way I’d always hoped it would, I’ve retooled the resolution system with an add-on that makes dice rolling more relevant (and, in my opinion, more fun considering what it can do to shape outcomes), and I think the direction I’m taking with the combat rules will really add more depth and potential to running encounters.

In other words, I’m making the game I wished the favorite game system from my youth had originally been: the PD46FX Rules System.

As jazzed as I am by how everything seems to be falling into place with the design process and how quickly the writing is coming along, I was happy to have some very helpful people come on board to offer their opinions on my design choices. One of these people happened to be my first editor, the guy I almost roped into the madness I call Misfit Studios back in 2003. Mostly over Facebook, he and I had several chats about the direction I wanted to take the rules in. Over the course of these discussions, I decided I should just come out and ask if he wanted to come on board and help out with development as the editor.

He agreed. Enthusiastically.

It took me 10 years, but I am finally going to be afforded the opportunity to work with one of my favorite RPG writers, my first editor, my comrade in gaming geekery, and the gentleman who offered me encouraging words when some bad experiences made me nearly leave this industry behind.

It is with the greatest pleasure that I announce that Mr. Bill Coffin will be joining the PD46FX Rules System project as its editor, while also contributing to the game’s design.

This game will seem familiar to some gamers — like an old friend you barely recognize — but in all the ways that matter it will be radically different from the system and design philosophy from which it was born. And, with Bill on board to help shape it, I have the highest hopes for the quality (and amount of fun) that will show up in the final product.

Stay tuned, everyone. Good things are afoot.

 

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