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The Swords Against Sorcery Project

September 23, 1999 in Articles


Contrary to what the title suggests, this has nothing to do with jiggly
camera work or spooky witches. The Swords Against Sorcery project is an
attempt to create a simple set of miniatures rules that you can play when
you don’t have enough time for a full blown game of Warhammer or
Chronopia. It is also meant as an alternative for those of use who do
not buy miniatures produced by either of the two big players in the fantasy
miniatures market. I don’t like dwarves with heads bigger than their chests,
nor do I like swords bulky enough to pass for vaguely sharp iron clubs.


More importantly, though, I’d like this to become OUR baby. I’d love to get
feedback, ideas, criticism, whatever from the on line miniatures community.
I want people to take these rules and bend, fold, and mutilate them to their
hearts’ content. The system presented here is completely freeware. Contact
me at mearls@gamingoutpost.com
if you have any cool ideas or conversions for this system. This is a
prototype version of the rules, so there’s plenty of bugs to exterminate
here folks!


So have at it! If your idea of miniatures gaming is all about tooling around
with toy soldiers rather than wading through archaic rules and wrangling
over the newest and coolest army list, you’ve come to the right place.



Swords Against Sorcery

Why Another Miniatures Game?

I think this is an important question for any designer who is sitting
down to work out a new game. There are plenty of games out there already,
many supported by miniature lines and a steady stream of supplements.
Unfortunately, none of them meet my needs. I like to collect miniatures
scattershot, based more on how much I like the figure than on how well the
figure fits into a predesigned army list. I also like games that play fast.
I don’t want to spend eight hours playing out a single battle.

So, let’s look at what I want out of these rules:

  • Small numbers of figures per side. This is faster to set up and requires
    a far smaller cash investment.
  • Movement based on squares, like a chessboard. This helps cut down on set
    up time and simplifies the rules.
  • Non-standard units. With such a varied collection, I can’t build units
    of models that look the same.
  • Fast playing. I want a miniatures game that takes less than an hour from
    set-up to finish.

Ideally, you could get a quick game in while waiting for the rest of
your gaming group to show up. Just grab some of the figures from the
communal pile of monsters and have at it!

A Note

Part of this project grew out of the Plain English Roleplaying (PERP)
system I’m working on. The die mechanics there are very simple, but I’ve
been toying with a system I call the Binary Engine for some time. The
initial seed for this idea came from Greg Stolze, who mentioned a few ideas
he had for systems on the Unknown Armies RPG mailing list. The seed planted
by Greg has grown into a complete system that I’ve been tinkering with for
quite some time.

Prototype Rules

I. Movement and Initiative

Who Goes First

One player flips a coin, the other calls it in the air. The winner gets
to decide who goes first.

Activation

The player who went first chooses one figure, moves it, and makes an
attack (if applicable). Once that player is done, the other player selects
one of his figures, moves it, attacks with it, and so on. If one side is
vastly outnumbered, the side with more figures should activate more than one
at a time in order to ensure that whoever went second is the last one to
move any figures. In general, try to divide up activation so that the side
with more figures is moving roughly the same number per activation.

Movement

One movement point lets a model move one square in any direction.
There’s no movement point cost for turning, and in this version of the rules
there’s no rules for facing. Let’s just assume that our fighters are smart
enough to check six once in while and leave it at that. (For now, at least.
When I add rules for assassins and thieves this will change.)


Model Size

Movement Points
Small (Dwarf, gnome, kobold)

1
Medium (Human, orc, elf)

2
Big (Ogre, troll, golem)

3
Bigger Than Big (Giant, dinosaur)

4
Pretty Dang Big (Titan, dragon)

5

 

II. Combat

The core difference between Swords Against Sorcery and other
miniatures games is how the dice are used. Most games require you to roll a
die and beat a target number. Swords Against Sorcery steals some
ideas from poker while seeking to cut down on all the stats needed to
describe a figure. I’ve also ladled in a generous dose of the Shadowfist
card game. It’s also important to note that the die mechanics described here
are the proto-mechanics for Plain English Roleplaying’s next edition. But
before we can roll the dice, let’s look at the stats we’ll use to represent
a figure. Strike that. Let’s look at the stat that we’ll use to represent a
figure: training. (I told you this game was going to be simple.) Training
covers how well a figure fights.


Training Level
1: Untrained rabble
2: Average soldier
3: Veteran
4: Elite soldier
8: Hero

Attacking

A model may attack any model in an adjacent square, including models in
adjacent diagonal squares.

Rolling the Dice

You’ll need three different types of dice in Swords Against
Sorcery
: six, eight, and ten sided. Six siders represent an attack.
Eight siders represent the model’s parrying and dodging. Ten siders
represent the model’s speed. When you roll a die, an even number is a
success. An odd number counts for nothing.

Your Hand

When it comes time to attack another figure, you’ll have to choose
which dice you want to use: attack, defense, or speed, and in which
proportion. Will you use all of your dice in an attack and go for the quick
kill? Will you turtle up and wait for help to arrive? Or maybe you’ll go for
speed and get in a quick strike to disrupt his attack? If you have a
training of 5, you could use 3 attack dice, 1 defense die, and 1 speed die.
Or, you could use 4 defense dice and 1 attack die. You can use any
combination of dice, as long as the total for all three types is equal to or
less than your training. Keeping your dice hidden from your opponent, choose
the type you want to use on this attack. Once both players have chosen, both
roll at the same time. I’d suggest rolling in separate boxes (the kind that
GW use to package their plastic figures work well) so your dice don’t get
mixed up. (If they do get mixed up, remember Mearls’ First Rule: The even
ones are mine.) Tally up the successes for each die type and resolve the
attacks. First, compare how many speed dice came up even. The figure that
has more speed successes strikes first. If it kills the opposing figure with
its attack, discard that figure’s hand. If the target survives, the target
player must discard a number of dice from his hand equal to the damage
sustained. Note that speed dice (they’re useless now since you lost the
speed contest anyway) and dice that came up odd (these are, surprisingly
enough, useless no matter what) may be discarded to meet this requirement.
If the speed dice come up tied, all damage is simultaneous. Yes, it is
possible for two figures to kill each other in the same round. If no one
uses speed dice or no one rolls any even numbers on the speed dice, it is a
tie. If one player uses speed dice but gets no successes while the other did
not use any speed dice, it is still a tie. In this case, both models have 0
speed dice successes.

Resolving Damage

Each defensive success removes one attack success. Once defense dice
have been accounted for, the attacking player hits if he has any attack dice
left. Count up the remaining attack dice, add in any factors for strength or
magic weapons, and deal that much damage to the target. Damage is subtracted
from the model’s training. When training hits zero, the model is eliminated.

Ganging Up

Combat isn’t always a one on one affair. If two or more miniatures
decide to gang up on a lone figure, the figures that gang up determine their
hand by adding up their training scores. So, if two figures with a training
of two each attack a single figure with a training of six, the two figures
make a combined attack with a training of four. When resolving damage in
this situation, the figure that is outnumbered gets to decide how to
allocate any damage it deals out. In the above example, if the lone figure
did two points of damage it could deal both points to one of its opponents
or one point to each of them.

Fleeing Combat

Sometimes, a model is so badly outclassed that running away is its best
option. In this case, the model may only use half of its training dice in
speed dice for that combat round. If it survives, it may make a normal move
out of combat. A model that has already moved may do this only if it has not
already used all of its movement points this turn.

That’s the basics for melee combat. Missile combat is a little
different. We’ll talk about that under the next section: traits.

III. Traits

Traits help differentiate model types. They are a set of rules that
give you a lot more options in creating figures without adding too much
complexity. Traits include things like bravery, strength, toughness, and
armor. Here are the most common trait types:

Toughness

Toughness lets a figure take some punishment without affecting its
ability to fight. Toughness is marked like this: Toughness (N) where N is
some number. When a figure with toughness gets hit, subtract any damage it
takes from its Toughness first. When Toughness hits zero, begin subtracting
damage from Training. Example: An ogre with Training (5) and Toughness (4)
gets hit on round one for 2 points. Its Training is still (5) and its
Toughness is now (2). If the ogre got hit for 4 more points in the next
round, its Toughness would drop to (0) and its training would fall to (3).
The toughness would absorb 2 points before dropping to zero. The remaining
two points would come out of the ogre’s training.

Armor

Armor is anything that prevents damage, like chainmail or a dragon’s
scales. Armor is rated with a number like toughness, and is marked like
this: Armor (N) where N is a number. Armor subtracts from the damage done by
each attack that hits a figure. Armor does not go down, unless a magic spell
or something nasty destroys it. Example: Sir Edwin is wearing chainmail,
which gives him Armor (1). He’s also a real tough dude, so he has toughness
(2). He gets hit by five orcs, each of whom does 1 point of damage. Since
Edwin’s Armor works on each attack separately, each orc does no damage (1 -
1 is 0, QED). Now, if the orcs all did 2 points of damage, we’d subtract 1
from each hit, leaving us with 5 points of damage to allocate. Edwin’s
toughness absorbs 2 of those points, leaving 3 to subtract from Edwin’s
Training. Edwin is learning the hard way that 5:1 odds aren’t very good even
for a hero, no matter what the legends he’s heard say.

Missile Weapon

This trait indicates that the model has a bow, sling, spear, or
something else that lacks the up close and personal touch of a sword or axe.
This trait’s rating indicates how many dice the model rolls to make a
missile attack. Missile attacks work only like attack dice. You roll the
dice, count up the successes, and deal that much damage to the target. The
target has the option of spending training dice for defense, but if it gets
attacked later on in the round dice spent to defend against missile attacks
can’t be used in melee. You also can’t make a missile attack and a melee
attack in the same round. If you fire your bow and then some slob charges
you, you don’t get to use ANY dice to counter the attack. Better hope you
wore that platemail.

Strength

If a model has a strength rating, it does extra damage when it hits in
melee. A strength (2) model would add 2 to any damage it does in melee. You
have to hit first, so you can only add in this extra damage after your
opponent has accounted for his defense dice. If you have no attack dice left
over, you didn’t connect with your attack and don’t get to add your strength
bonus.

Guts

A figure with guts is a terrible foe indeed. Stab him, hack him, shoot
him, as long as he can stand he’s coming at you with a vengeance. Figures
with guts ignore training penalties from damage. They still die when they’ve
taken enough damage to reduce their training to 0, but they always get to
roll their full training in combat no matter how much damage they’ve soaked
up. Think of berserkers and you have a very clear picture of what kind of
model would have guts.

Bravery

This will come into play when the morale rules are worked out. Other
morale-related traits include terrifying and inspiring.

Negative Traits

It is possible for especially pathetic creatures to have a trait below
zero. A halfling or a weakling mage might have a negative strength, for
example.

IV. Equipment

Armor

Armor gives models the (surprise!) Armor trait. Chainmail gives Armor
(1), platemail gives Armor (2). Leather impresses the wenches but not much
else.

Weapons

Most weapons, such as axes, swords, and maces, all have the same effect
in Swords Against Sorcery. A figure’s training rating assumes it has
a one handed weapon. A model armed with only a dagger or its bare hands does
-1 damage. A model armed with a two handed weapon does +1 damage. This bonus
(or penalty) acts just like the strength trait.

Shields

Shields give you an extra defense die in combat. So a model with a
shield and Training of three chooses three dice to roll, adds in an extra
defense die, and rolls its hand.

Missile Weapons

Missile weapons work just like melee weapons: they affect the amount of
damage an archer does. A light weapon such as a sling or a dart does -1
damage. Self bows, spears, and throwing axes do normal damage. Long bows and
crossbows do +1 damage.

V. Sample Scenario

The Greedy Dudes vs. the Vaguely Defined Menace

If you’re like me, you hate it when a scenario calls for a very
particular sort of miniature, usual one that no one within 100 miles of you
has ever seen, much less painted. This scenario is meant to be very open
ended and usable with only seven miniatures.

What You Need

  • A chessboard (you can get one out of any $5 set at your local drug
    store)

  • Four terrain markers (coins work well. Regular miniature gaming
    terrain works, too, just make sure each piece isn’t larger than a square on
    your chessboard. Since this scenario is set indoors, you’ll want to use
    columns or furniture rather than trees!)

  • Five door markers (Anything that doesn’t look like a terrain marker
    works well here too.)

  • Three miniatures for the Vaguely Defined Menace (orcs work well here)
  • Five miniatures for the Greedy Dudes (adventurer types work well
    here)

The Story So Far

In a fit of larcenous greed, the Greedy Dudes have broken into the
Local Ruler’s treasure vault and are stuffing their pockets with gold.
Unfortunately, the Dudes’ coin gathering activities have been interrupted by
the sudden appearance of the treasure room’s guards: the Vaguely Defined
Menace. The Dudes want to get out of the room with some treasure, while the
Menace wants to take down the dudes before they can scamper away.

The Forces


The Dudes (4)

Typical moneygrubbers, they could be adventurers, thieves, or desperate
televangelists.

Training: 3
Size: Medium


The Menace (3)

Big and mean, the Menace could be ogres, trolls, or the Oakland
Raiders’ starting linebackers.

Training: 4
Size: Large
Toughness: 1


Special Rule

On any turn, a Dude may opt to fill his pockets with money rather than
move or attack. A Dude cannot spend training dice on any turn spent
gathering money. Mark down each time a dude stuffs his pockets with cash.

Set Up

The Dudes and Menace each set up on the edge row of opposite sides of
the board. The Dudes figures are placed on the board, then the Menace. The
Menace player then places each door marker on a space on the two unoccupied
sides of the board. The Dudes player places the four terrain markers after
the Menace has placed the doors. The terrain can go anywhere on the board
but no piece may be placed adjacent to any other, including diagonally
adjacent. The terrain is impassable for all models. It costs one MP to move
on to a door marker. A figure that moves on to a door marker immediately
escapes.

Scenario Objectives

The Dudes get one point for each dude that escapes the room. Also, the
Dudes get another point for every turn spent gathering money by a model that
escaped.

The Menace gets two points for each Dude eliminated in combat.

The End?

Nope, these are just the prototype rules. We have morale and magic
rules coming down the pipeline, plus our first army lists. I’d like it if
people could give me a little feedback on what’s here so far. Particularly,
I’m interested in how much people like the die mechanic. In our next
installment, I’ll come up with two army lists: Good Guys (elves, dwarves,
humans, and heroes) and Bad Guys (orcs, trolls, dragons, and villains). Send
mail to Mike Mearls with
questions and comments.

Mearls Does Milwaukee

August 11, 1999 in Articles

This was my first GenCon, and only the fifth convention I’ve ever been to.
I’ve been to Total Confusion in Massachusetts twice and DoverCon and Carnage
at the Crossroads in New Hampshire once each. Considering I taught myself
how to play D&D in 1982, that’s not a very good year to con ration I’m
working with.

I went to GenCon as Mearls the Gamer, not Mearls the Wannabe Game Designer
or Mearls the Gaming Outpost columnist. This was my vacation, dammit! That
being said, I tried to maintain a journal to record my thoughts and
observations about GenCon and the gaming industry.

GenCon was an immersive experience. On the flight back to New York City, I
felt like I was returning home from a visit to a completely different world.
For four days we gamers carved a out a little corner of Milwaukee and
claimed it as our own. The stock market could’ve crashed, hell could’ve
froze over, and I never would have noticed. I was too busy buying and
playing games. The only thing that comes close in my experience is when I
went to Disney World as a kid. Everything over GenCon’s four day stretch
revolved around games and nothing but games. The real world didn’t so much
as poke its nose in.

It was strange seeing all these writers and industry people in the flesh
that I’ve read, written, and heard so much about. I think anyone who wants
to write anything about the industry has to come to grips with the fact that
gaming authors and editors are real people. Of course, being the shy and
reclusive person that I am, I only talked to John Tynes and Adam Scott
Glancy from Pagan Publishing (and only then because Tynes recognized my name
off my badge, which caught me a little off guard) and Dave Gross from Dragon
Magazine. I was supposed to talk to a few other people, but I never caught
sight of them. So GenCon could probably be a great place to meet people and
network if you aren’t a recluse (as am I). If you want to get into the
industry, this is the place for you. Bring the business card and get ready
to shake a lot of hands. Industry people are remarkably friendly. That’s
really refreshing in a world where talent seems too often to mean an all
expense paid trip to Asshole Country.

Gamers aren’t as geeky as I’ve been led to believe. Usually, when someone
takes the time to paint a mental picture of the average gamer the first
thing they draw are little wavy stink lines and a king sized belly. I didn’t
see (or smell) too many people who fit that bill. Every once in a while I
had to stop and tell myself ALL THESE PEOPLE ARE GAMERS. I could’ve been at
a mall from the looks of the crowd. I thought the guys sitting behind me on
the plane to Milwaukee were typical frat guys until I overheard them arguing
about AD&D rules. People, we aren’t as freaky as we think. Maybe my freak
tolerance has built up a bit, living in New York and all, but I didn’t
notice any hordes of morbidly obese fanboys rampaging about, mourning the
passage of their beloved 1st edition AD&D and burning copies of the
current Player’s Handbook.

I didn’t sign up for too many events ahead of time, so I ended up buying
most of my event tickets on-site. There were a lot of AD&D games going on,
probably more than all other RPGs combined. Why hasn’t anyone tried to put
together an industry-wide RPGA sort of thing, with players and GMs earning
points and prizes for participating in events? Do companies outside of WotC
make an effort to organize events, recruit GMs, and run games? I hope not,
because it sure as heck didn’t look like it.

I played in a total of three gaming events, a CoC game, a random AD&D game,
and the AD&D Open. The CoC game had a good GM but a lousy scenario. I swear,
for the first time ever the mythos came closer to boring me to death than
scaring me. The adventure consisted of the PCs wandering around Rome asking
uncooperative rubes about some Dutch sorcerer. Then a gang of animated
statues pummeled one of the PCs to death. The End.

The AD&D game had a great DM, a half decent scenario, and two idiot players
visiting us from Planet Asshole, which sucked not only because I hate gaming
with morons but because the DM was probably the best one in any of the
events I played. (She was also ridiculously cute, and I would have asked her
out if she lived anywhere near me. Damn you, geography!) I’ve never gamed
with two guys who were quite this terrible. They were probably munchkins,
and they felt the need to criticize everything that anyone else did. Hey
guys, the next time you want to accuse me of being an idiot, try spelling
“character” correctly on your little nameplates. (Hint: two c’s). I really
wanted to just get up and leave the game (I got the feeling that at least
one other player felt the same), but the DM was good enough to keep me
interested. Keeping Mearls going in the company of idiots is an impressive
feat to say the least.

The AD&D Open was great for the first two rounds. The DMs made the games
fun, the team I was placed in was really great, and the first two rounds
were challenging. The third round sucked. The adventure was idiotic, boring,
and scripted. It was pretty annoying to work so hard to make it to the
finals only to face such a poorly written adventure. I expected something
more. Again, the DMs we had in the finals (we had a team of two DMs) were
great but seriously hamstrung by the adventure.

The moral of the story is this: sign up for games with a friend or two.
You’ll have someone there to make the game more bearable if it sucks. If the
game goes great, then everyone’s a winner.

Now that I’ve talked gaming, we come to the most important part of GenCon:
the dealer’s room! Woo-hoo!

After wandering around the sales floor, it became pretty obvious to me who
had a clue and who didn’t. I’m not going to start pointing fingers, but
here’s what I saw:

If you’re going to run demo games, I shouldn’t have to work too hard to sign
up for one. Why not set up an easily noticeable poster with sign-up sheets?
A few companies actively tracked down people for demos. This is a Good Idea.
Companies that asked me if I wanted to play a game when I walked past their
booths had the right idea. Companies that made me hunt around for a sign-up
sheet didn’t.

Demos are a great way to sell your game to someone who has no clue what it’s
all about. I only bought one game at GenCon that I hadn’t heard of before
the con: Lance & Laser’s War Chest. I invested $30 in the game
because of (you guessed it) a demo game that I took part in. I didn’t have
to ask to play and I didn’t have to track down a sign up sheet. An L&L guy
noticed I was looking the game over, offered to run me through a short game,
and got a $30 sale. It really is that easy, folks.

For that matter, it really helps to talk to potential customers. This should
be obvious. Well then, why don’t more companies do it? I swear, I could have
stood in front of a few companies’ booths staring at their products with
covetous eyes and never had anyone deign to ask me if I was interested in
the game. Ral Partha had the right idea: one of their employees asked me if
I needed any help or if I was looking for a particular miniature every time
I stopped by their booth to browse. Maybe the rest of the world is radically
different, but I appreciate a sales staff that is outgoing and friendly.

What I don’t like is getting a pitch while I’m cruising by a booth. I can be
too polite for my own good, and it is always awkward trying to get out of a
conversation I never wanted to get into. Look, if I walk by a booth and
glance your way, that is not an invitation to sell me on your game. If I
stop at your booth and look at your stuff, then you might want to talk to
me. It’s annoying to hear all about a game I have no interest in buying.
It’s much worse to pull teeth to get info about a game that I WANT to buy.
War Chest was the only game that I bought at GenCon that I hadn’t
planned on purchasing.

Now, the big event at GenCon: WotC’s announcement of third edition
Dungeons and Dragons. Yup, the Advanced has finally been
dropped. 3E as it is referred to looks like a major step forward for D&D.
More classes, no more racial class and level restrictions, much smoother
moving combat, a unified skill and resolution system, and all sorts of
advances that have passed D&D by in the past. I just hope that we don’t have
an idiot gamer/munchkin/get-a-lifer backlash that hurts the game. I mean,
really, if you still prefer First Edition to Second Edition it might be time
for you to move out of momma’s basement. It’s about time that D&D got a real
update. For the first time in almost seven years, I’m excited about the D&D
game. Who’d a thunk it?

The general feeling about the industry that I got from attending GenCon
mirrors my feelings about Third Edition D&D. I’m cautiously optimistic.
There were plenty of gamers, plenty of events, and no shortage of strong,
young companies. Intelligent business sense seems to have finally infected
the industry. Has the darkest hour passed us by? Are things finally on the
way up? I can’t answer those questions for sure, but it is comforting to
know one thing. The industry won’t fail for lack of enthusiasm, a lack of
talent, or a lack of will. Coming out of GenCon, it’s obvious that those
bases are covered.

Thar Be Newbies!

May 28, 1999 in Articles

Everyone likes to whine about the death of RPGs. Sales are falling, there’s no

new blood coming into the hobby, the total number of gamers is dropping with

each passing year.

So, just what the hell is anyone doing about this?

The biggest hurdle to doing anything about the problem is that newbies, like

some species of birds, are attracted to bright shiny objects. Bright shiny

RPGs are the playground of the big boys, or rather what passes for the big

boys in the RPG world. GW continues to rake in the profits because their games

are particularly nice to look at.

The second biggest hurdle is distribution. You have to make sure that your

game can get out there if you want newbies to buy it.

So that leaves the established companies to convert the heathens. Which is a

little disturbing, because rule #1 of RPG marketing is:

Preach to the converted

What’s always bothered me about RPGs is that you always see ads for them in

the same two places: Dragon and comic books.

Most RPGs are made with RPG players in mind, not newbies. Of course, every

game has a little song and dance routine about “What is an RPG?” but almost

all of them caution newbies to find a group of established players and learn

from them.

This is why I think so many gamers hate D&D, the game responsible for most

introductions to RPGs: It isn’t made for gamers. The

rules emphasize teamwork (a new concept to most board game players), build on

easily recognizable archetypes (good for people not used to dealing with world

creation), and draw on black and white, good v. evil themes (mirroring most

video games and mass market entertainment). Experienced gamers want none of

that. They’ve grown out of D&D and want something more. Obviously, then, D&D

isn’t their cup of tea.

But someone has to initiate the clueless. TSR is one of the few companies that

makes an active effort to recruit new players. FASA has the right idea, too.

BattleTech and Crimson Skies are both easy to learn, come as complete

packages, and effectively exploit ideas and images accessible to the average

newbie. BattleTech also crosses the divide into the computer game world,

though I always wished that FASA could include a quick-start BattleTech game

with their licensed computer games. TSR is doing exactly that with Blizzard’s

StarCraft and Diablo, packaging both games with an Alternity or D&D mini-game

respectively. TSR also recently released a $10 (!) introductory D&D game. How

many other companies have released similar products?

So here’s the lesson from Uncle Mearls kiddies: thar be newbies in them thar hills!

RPG companies need to make genuine efforts to attract new gamers. Not only

will the industry as a whole benefit, but individual companies stand to

increase both their market share and their total market base.

Start treating RPGs as games and not just fodder for a subculture. You don’t

have to like RPGs or miniatures to like Crimson Skies, you just have to like

airplanes. Content (vampiric machinations, sword and sorcery, cyberpunk) is

more important than media (RPG, board game, miniatures game). Market the

content; don’t handcuff yourself to the media. I’d love to see someone hawking

a horror RPG at Fangoria’s Weekend of Horrors in Manhattan. Will that ever happen?