KNIGHT GAMES TO PICK UP CHRISTOPHER GREY’S “THE GREAT AMERICAN NOVEL, A
Roleplaying, Card, and Board Game Publisher to Publish and Distribute RPG by
ENnie-Nominated Designer of The Happiest
Apocalypse on Earth
Ogden, UT (February 5, 2019)—Utah-based independent tabletop game publisher Gallant Knight Games announced today that it will publish The Great American Novel, A Roleplaying Game (GAN), the second tabletop RPG by ENnie-nominated designer of The Happiest Apocalypse on Earth, Christopher Grey. The game is designed to deliver the same sort of narrative character-driven experience that is found in Great American Novels such as The Great Gatsby, Beloved, or To Kill a Mockingbird.
GAN utilizes an original
system derived from several game engines including Apocalypse World by Lumpley Games, FATE by Evil Hat Productions, and Fiasco by Bully Pulpit Games, that focus on a character’s journey
throughout a story, their motivations, and the conflicts that get in the way of
those motivations. Designed for scenarios consistent with literary fiction, the
game serves as a framework that can handle any number of settings or trappings.
“Gallant Knight is committed
to bringing high-quality RPGs to the marketplace, and The Great American Novel is no exception,” said Alan Bahr, owner of
Gallant Knight Games. “The narrative-driven design creates an experience at the
table that is immersive, emotional, and highly satisfying. We are committed to
expanding our catalog with games that create unique experiences and that work
to broaden the scope of what RPGs can do.”
GAN will begin a Kickstarter campaign on February 18, 2019, to raise $5,000 for production and distribution. Interior art will be illustrated by Robert Hebert, who was ENnie nominated for his work on The Happiest Apocalypse on Earth. The project’s developmental editor Christopher Sniezak of Misdirected Mark Productions and Encoded Designs, has written and designed for Fate, Gumshoe, and Dungeons & Dragons and has worked on development for several titles including Hydro Hacker Operatives and recent successful Kickstarters Iron Edda and Streets of Avalon. The editor, Lauren McManamon, edits Gauntlet’s Codex, was the editor on The Viel: Cascade by Fraser Simons, and Good Society: A Jane Austen RPG by the Storybrewers.
“Gallant Knight is the
perfect partner for this project.” said designer Christopher Grey. “Alan and
Gallant Knight has an established history of incredible products, prompt
Kickstarter fulfillment, broad distribution, and has earned a reputation of
quality and integrity. The Great American
Novel is a passion project of mine, and I am excited to have put it in such
Following the Kickstarter, The Great American Novel, A Roleplaying Game
will be produced and distributed by fall, available in all locations where Gallant
Knight Games products are sold, including its online store and Drive-Thru RPG.
About Gallant Knight Games
Gallant Knight Games is a
tabletop gaming company dedicated to high-quality roleplaying games and card
and board games. Alan Bahr is the lead designer and founder of Gallant Knight
Games. A game designer best known for the TinyD6 line of games, along with
other games such as Cold Shadows, For Coin & Blood, Planet Mercenary,
Gallant Pocket Games, and many more, Alan is the owner/operator of Gallant
About Christopher Grey
Christopher Grey is a
tabletop roleplaying game designer, publisher, author, and marketer. His work
spans from fantasy and science fiction to alternative history, supernatural,
and conspiracies. Christopher successfully Kickstarted and fulfilled The
Happiest Apocalypse on Earth, a satirical horror Powered by the Apocalypse game
which was nominated for the 2018 ENnie Awards for Game of the Year.
In addition to game design,
he has published over a dozen books for both fiction and nonfiction authors
under Pacific Coast Creative Publishing, as well as his novel Will Shakespeare
and the Ships of Solomon.
West End Games D6 2e is coming!
And as with all the good things that are coming, it’s time to talk about it and give some insight into the process. We first announced our license with Nocturnal Media & West End Games last October, and that intervening 15 months has been spent playing all manner of old West End Games products, ranging from Ghostbusters, to various incarnations of the Star Wars Roleplaying Game to the later OpenD6 and even the arguably more obscure titles like Hercules & Xena.
West End Games and their D6 system is a storied and valuable part of the past of the roleplaying industry. The design strength that underlies this previous incarnations is apparent, even today, and it’s an exciting chance to refresh, update, and pay homage to a historic design!
The Core of OpenD6
When deciding to do a new edition of the D6 System, there are a few key points that must be considered first. What are the guiding design principles of D6 and what are the essential identity elements a new revision & edition must have?
Our design team felt that the core of the classic D6 System can be distilled down to a few core elements:
Fistfuls of D6s.
- The core D6 idea of rolling lots of d6s is key to the game. The core resolution of “roll against TN” task resolution is essential in maintaining the feel of the game (as is the Wild Die). Losing that feel would violate one of the core tactile experiences you get from D6 System!
- D6 System is an game closer to simulationist than narrative, best defined as “moderate crunch”. Streamlining the game is acceptable, but the game should remain recognizable and maintain a similar level of complexity at the deepest level (the core idea being complexity, not complication).
Lots of Customization
- D6 is flexible and can run a variety of genres. It’s easy to customize and adapt the D6 System engine to all sorts of amazing games!
After about 6 months of intensive playtime (the best part of the job!), we landed on some core ideas we wanted to bring to the D6 System Second Edition.
Updates to the D6 System
Character Creation – Streamlined
- Improving the speed of character creation and ease of creation will be a primary goal. Templates are absolutely essential to this process, as is updating and streamlining the freeform chargen processes.
Complexity, not Complication
- A game like D6 thrives upon complexity, but dies if it’s too complicated. Deep tactical choices are fun, complicated and finicky rules are not. In playing the various iterations, both with new roleplayers, experienced roleplayers, and new and experienced GMs, the core feedback kept being that the simpler versions of the D6 System were more enjoyable, easier to teach, and more accessible.
(Even More) Modular and Optional Rules
- By continuing to provide (as well as improve on) modular and optional rules, we can achieve a core design goal for this edition, and provide players and GMs “dials”, that they can arrange to their liking. This will allow quicker and faster adaptation to genres.
Gaming communicates in a different way in the decades since D6 came out. Updating, clarifying and modernizing the communication in the books is a key goal.
There’s a lot to unpack in such a storied line of games, and we’ve been hard at working, working to design a game that will appeal to fans of all ages, experience levels, and familiarity with previous D6 products. We’re really proud of what we’ve got, and we’re going to start unveiling the pieces soon!
- The Gallant Knight Games Design Team!
GALLANT KNIGHT GAMES is proud to announce the Director’s Cut of TOBIE ABAD’s A Single Moment.
This new edition contains revised and expanded addition, presenting new mechanics, new playsets and new narrative guides to high stakes, dramatic storytelling! These books are brought to you by the partnership between Tobie Abad’s TAG Sessions and Gallant Knight Games. Featuring writers like Tobie himself, Carol Darnell, Rob Vaux, and many more, A Single Moment – The Director’s Cut is the definitive edition of the game that inspired new ideas and mechanics, even whole other games!
Other writers in book include respected Philippine Game Designers and Storytellers such as: Nathan Briones of Project Tadhana, Lanz Frago-Crisostomo and Che de Leon of the Greasy Snitches, Mon Macutay of Abubot.ph, Adrian Martinez aka the Great Old One, Thomas Regala of The Epic Gaming Regiment. Rocky Sunico and Flip Velez.
A Single Moment – The Director’s Cut is based on dramatic flashback mechanics that help unfold an ongoing narrative story of a conflict between two samurai, framed around the impending duel to the death. Players will collect dice and scars as they explore past conflicts and trauma, building up to the inevitably fatal confrontation that will bookend the session.
The core book will detail the mechanics, as well as provide guidelines for narrative game play and other optional play modes!
The core two-player game
All new rules for Solitaire play
An expanded game that handle more than two players.
Multiple playsets to move the game into other genres (Space Opera, Romantic Comedy, Westerns – We have over 25 new playsets!)
All the tools and aids you need to play, as well as designer commentary from Tobie himself!
We’ve engaged the fantastic Daniel Jimenz to provide all the gorgeous art for this book, and he’s turned in beautiful work across the board!
The Cover for A Single Moment – The Director’s Cut
The Kickstarter will be coming soon!
Ogden, UT – November 21, 2018 – Gallant Knight Games is excited to announce they have signed a deal with Old Skull Publishing, to help produce tabletop roleplaying games! Diogo Nogueria is a talented designer, whose creative art and game design has powered Old Skull Publishing to the top tiers of classic d20 style gaming!
The agreement allows Diogo & Old Skull Publishing to focus on his game and product design while retaining complete control over both new and existing properties. Gallant Knight Games will assume most of the role traditionally associated with a publisher, including sales, marketing and inventory. All of the games with be co-branded by both Gallant Knight Games and Old Skull Publishing.
“I’ve loved Diogo’s work for a good long while (some of his innovations feature in my own Venerable Knight Classic’s line)! We had the chance to work together a bit at GenCon, and sit down and talk about the future and opportunities, and I’m beyond thrilled that Diogo shares the same vision as we do at Gallant Knight Games, and he’s willing to join our family to help bring it to fruition!
“I am super excited with this! Alan is great guy to talk to and an inspiration for myself! The way he produces his own games and the way he deals with his collaborators and other game designers is an example to be followed (even by those people in the bigger publishers). Being from Brazil, it is pretty hard to have a presence and penetration in the international RPG community. Internet helps, but being able to get your books to conventions, stores and other places helps a lot. Alan was kind enough to offer a helping hand, and I am really grateful for that. Now, with his help and support, Old Skull Publishing is ready to push harder and reach for excellence! I am super excited! Have I said that already?”
UPCOMING FROM OLD SKULL PUBLISHING
Coming up from Old Skull Publishing is a Compiled, Revised and Expanded version of Sharp Swords & Sinister Spells, combining the core book and addendum into a single tome, with new art, rules and layout, as well as the urban fantasy roleplaying game Dark Streets & Darker Secrets!
Look for more details soon!
Utah, UNITED STATES (7/30/2018)
Announcing We Are All Monsters, Here, a New Tabletop Roleplaying Game
“We have always been here, and we will be here long after you are gone.”
Gallant Knight Games and Jaym Gates are teaming up for a late 2019/early 2020 urban fantasy tabletop roleplaying game. The game will be funded via Kickstarter, with a planned launch period of 2nd Quarter 2019, and a fulfillment goal of early 2020.
Inspired by the rich wellspring of mythical urban fantasy (such as the works of Charles de Lint, Terri Windling, Patricia Briggs, and Guillermo del Toro), We Are All Monsters, Here puts the player in the role of a mythical being caught between safe invisibility, and saving the world at great personal risk. Themes include the shaping of personal heroism, chosen family, and the challenges and triumphs of finding your way in a changing world.
A new mechanical system is being developed for the game, engineered to draw on the traditions of oral storytelling and hidden identities, while maintaining an approachable and easy to learn focus.
The core writing team includes Crystal Frasier, Ann Lemay, Elsa Sjunneson-Henry, Tanya dePass, Kat Richardson, Elizabeth LaPensée, and Gina Ruiz, while Gates manages development.
“I’ve worked on some of the Tiny Setting projects from Gallant Knight Games, as well as collaborating with Alan during the fulfillment of the Genius Loci Kickstarter, and I am incredibly excited to be working with the company on this brand-new setting. I’ve wanted to do a Green Man sort of RPG for a long while, and to be doing it with such an amazing team of contributors is a dream come true.” – Jaym Gates
About the Team
Tanya DePass is the founder and Director of I Need Diverse Games, a non-profit organization based in Chicago, which is dedicated to better diversification of all aspects of gaming. I Need Diverse Games serves the community by supporting marginalized developers attend the Game Developer Conference by participating in the GDC Scholarship program, helps assist attendance at other industry events, and is seeking partnership with organizations and initiatives.
Tanya is a lifelong Chicagoan who loves everything about gaming, #INeedDiverseGames spawn point, and wants to make it better and more inclusive for everyone. She founded and was the EIC of Fresh Out of Tokens podcast where games culture was discussed and viewed through a lense of feminism, intersectionality and diversity. Now she’s a co-host on Spawn on Me Podcast. Along with all of that, she’s the Programming Coordinator for OrcaCon, the Diversity Liaison for GaymerX and often speaks on issues of diversity, feminism, race, intersectionality & other topics at multiple conventions throughout the year. Her writing about games and games critique appears in Uncanny Magazine, Polygon, Wiscon Chronicles, Vice Gaming, Paste Games, Mic, and other publications.
Crystal Frasier is a writer, game developer, and comic writer with twenty years’ experience, best known for her work on the Pathfinder line of roleplaying games and adventures and Green Ronin’s Mutants & Masterminds superhero roleplaying game. She strives to make games worlds where everyone can see themselves reflected. She is a survivor of both the Art Institute of Seattle and New College of Florida, and pulls heavy inspiration for her work from European, Central American, and African history as well as the works of L. Frank Baum and Lewis Caroll. In her free time, Crystal reads comics, walks her corgi, and obsessively rewatches old cartoons from the 80s and 90s.
Jaym Gates is an author, editor, and game developer with a background in publicity and public relations. After a stint as the Communications Director for the Science Fiction and Fantasy Writers of America, she has worked as a freelance editor and author for clients including Amazon Publishing, Atlas Games, Vigilance Press, Margaret Weiss Productions, Onyx Path Publishing, Posthuman Studios, Owlcat Studios, and many more. She is currently the Editorial Coordinator for Green Ronin Publishing and the Managing Editor for Nisaba Press, as well as serving as an acquiring editor for Falstaff Books.
As an anthology editor, her titles include Strategy Strikes Back: How Star Wars Explains Modern Military Strategy, War Stories, Upside Down, Strange California, and Genius Loci, as well as tie-in anthologies for Eclipse Phase, Vampire, and Exalted.
In her spare time, she reads, rides horses, gets strange bruises from martial arts, and consults for futurist groups. You can find out more about her at jaymgates.com, or on Twitter as @JaymGates.
Elizabeth LaPensée, Ph.D. is an award-winning designer, writer, artist, and researcher who creates and studies Indigenous-led media such as games and comics. She is Anishinaabe from Baawaating with relations at Bay Mills Indian Community, Métis named for Elizabeth Morris, and settler-Irish. She is an Assistant Professor of Media & Information and Writing, Rhetoric & American Cultures at Michigan State University.
Most recently, she designed and created art for Thunderbird Strike (2017), a lightning-searing side-scroller game which won Best Digital Media at imagineNATIVE Film + Media Arts Festival. She also designed and created art for Honour Water (2016), an Anishinaabe singing game for healing the water. Her work also includes analog games, such as The Gift of Food (2014), a board game about Northwest Native traditional foods.
She is a 2018 Guggenheim Fellow. Her ongoing contributions have been recognized with the Serious Games Community Leadership Award (2017). She was a Research Assistant for Aboriginal Territories in Cyberspace and continues to collaborate as a Research Affiliate in the Initiative for Indigenous Futures. Her dissertation in Interactive Arts and Technology from Simon Fraser University in British Columbia shares experiences from the Indigenous social impact game Survivance (2011). She was a Postdoctoral Associate for the University of Minnesota’s Research for Indigenous Community Health Center where she continued community-led work.
She runs hands-on workshops in an effort to build capacity for Indigenous-led game development. She created curriculum for the award-winning Skins Workshops developed by Aboriginal Territories in Cyberspace and the Initiative for Indigenous Futures. For over ten years, she has offered workshops to partners including the United Indian Students in Higher Education Youth Day in Portland, Oregon; Aboriginal Youth Science Exchange Camp in Sault Ste. Marie, Ontario; Urban Native Youth Association in Vancouver, British Columbia; Native Girls Code for Gen7 in Seattle, Washington; Electa Quinney Institute for American Indian Education in Milwaukee, Wisconsin; Salish Kootenai College in Polson, Montana; and the Indigenous Youth Empowerment Program in Lansing, Michigan.
Born in Montreal, Quebec, Ann Lemay was raised on Star Trek and Star Wars. She has been reading, watching, breathing, and living all things science fiction and fantasy for as long as she can remember. After joining Ubisoft Montreal as a community manager in 1997, Ann subsequently worked in the game industry as a game designer, narrative designer, and writer on a wide range of projects. In 2010 she moved to BioWare Montreal, where she wrote for Mass Effect 3, Mass Effect 3: Omega, Mass Effect: Andromeda, and contributed to Dragon Age: Inquisition. After taking a short pause from games (mostly to sleep), she was lured back to Ubisoft to work on Discovery Tour by Assassin’s Creed®: Ancient Egypt, Assassin’s Creed Origins and an as yet announced title.
Currently, Ann is looking forward to taking on a new role as Narrative Director, at an as yet unrevealed company, with a pretty cool team. A determined advocate for diversity in games, she works to mentor and support like-minded voices in the industry.
The Game Narrative Toolbox, a book Ann co-authored with Jennifer Branders Hepler, Toiya Kristen Finley and Tobias Heussner was published by Focal Press in June, 2015. It is available on Amazon: http://www.amazon.com/Narrative-Toolbox-Focal-Design-Workshops/dp/1138787086
Bestselling author of the Greywalker novels, Kat Richardson currently lives in Western Washington, writing and editing Science Fiction, Crime, Mystery, and Fantasy. She is a former journalist and editor, with a wide range of non-fiction publications on topics from technology, software, and security, to history, health, and precious metals. A lifelong fan of crime and mystery fiction, and noir films, she is also the author of the Science Fiction Police Procedural BLOOD ORBIT under the pseudonym K. R. Richardson. She’s taught writing workshops for Clarion West, Cascade Writers, PNWA, Mystery Writers of America, ArmadilloCon, and Foolscap, and when not writing or researching, she may be found loafing about with her dogs, shooting, or dabbling with paper automata.
Gina Ruiz is a Chicana author living in Los Angeles. Gina was a PEN Emerging Voices Fellowship finalist in 2014. At the moment, she is knee-deep in researching the Mexican Revolution, as well as the Knights Templars. Gina also writes essays, articles about food, recipes, book reviews, and urban fiction.
One of her speculative short stories, “Chanclas & Aliens” is included in the anthology Ban This!, while “Lorca Green,” is in the anthology, Lowriting. Gina has a few more short stories about characters related to those in “Chanclas” and “Lorca” on this site in the Stories section, while others are upcoming.
Gina is a member of Linkedin Journalists and Las Comadres Para Las Americas. You can find her on Facebook, Twitter, and LinkedIn. An avid reader and aspiring Medievalist, she inventories her books and documents her reading on LibraryThing and Goodreads. Occasionally, she blogs on the writing process.
Elsa Sjunneson–Henry is a gimlet made from feminism and snark. She is a deafblind speculative fiction writer, editor, and disability activist. She’s the Managing Editor of the Hugo Finalist Magazine Fireside. Her game work has appeared in her own game, Dead Scare, as well as Blue Rose, Wraith 20th Anniversary Edition, Threadbare, Dracula Dossier and others. She writes from a dragon lair in New Jersey. You can find her @snarkbat on Twitter.