$10.00

Have you ever had Alexander Hamilton wind up your clockwork power armor, jump out of Thomas Paine's ornithopter, and land in the middle of the Battle of Yorktown to punch General Cornwallis in the face?

No?

Well... would you like to?

Sons of Liberty, the Roleplaying Game of Freedom and Badassery, is now available in softcover and digital editions. Take on the role of the Founding Fathers to kick ass and take names for truth, justice, and the American way in the only Roleplaying Game of Freedom and Badassery.

The game's fast-paced card mechanics ensure high-action madness and revolutionary heroics. If you are playing Benjamin Franklin and you aren't swinging an electrified kite over your head to clear the streets of redcoats, then you are playing it wrong.

$10.00
$15.00

For a limited time, I actually have hard copies of Sons of Liberty: perfect-bound softcover books, available for direct sale.

Have you ever had Alexander Hamilton wind up your clockwork power armor, jump out of Thomas Paine's ornithopter, and land in the middle of the Battle of Yorktown to punch General Cornwallis in the face?

No?

Well... would you like to?

Sons of Liberty, the Roleplaying Game of Freedom and Badassery, is now available in softcover and digital editions. Take on the role of the Founding Fathers to kick ass and take names for truth, justice, and the American way in the only Roleplaying Game of Freedom and Badassery.

The game's fast-paced card mechanics ensure high-action madness and revolutionary heroics. If you are playing Benjamin Franklin and you aren't swinging an electrified kite over your head to clear the streets of redcoats, then you are playing it wrong.

Take a peek at the PDF Preview. Or check out the game's Patriot Sheet, Tory Sheet, and Objectives Sheet.

$15.00

So at our family International Americans Kicking Ass Day celebration, we played Sons of Liberty. My mother had watched us playtest way back when the game was still taking shape, and she was interested in giving it a go herself. So after the grandparents headed home, we broke out the game.

Our Objectives fell together rather nicely with a few overlapping results: we had "judge" show up twice, and had a preacher, some Quakers, and a good wife, which we decided were all related. We ended up with a British plot to incite the Quakers to abandon their faith and take up arms on the British side, which, in conjunction with a land dispute resolved by a corrupt judge, would swing the membership of the Salem militia from Patriot to Tory. Clearly, something must be done!

I elected to play Tory, even though I'm a terrible, terrible Tory player. Meghann picked up John Hancock (Meg: "I'm pretty much the colonial version of Batman." Me: "...yes, yes you are."). Then my dear, sainted mother selected her patriot. Of course, this lovely woman who raised me with tenderness and kindness, who does she pick? Sam Adams. And then picks "womanizing" as one of his circumstances, to boot.

The travel hand went well, with the usual slow and deliberate first plays followed by quicker and more spontaneous plays as the players get acquainted with the system. The traitor Benjamin Church was travelling with Sam and John, ostensibly one of the Sons of Liberty, but bombed their carriage and "misplaced" their powder and shot. However, the Sons of Liberty quickly regained their feet and headed to Salem. I was somewhat surprised when my Mom started threading bits of the objectives into the travel hand — not jumping the gun, but totally using foreshadowing and priming the pump for later action. This trend continued through the rest of the game, giving us a pretty tight narrative.


My, what a clever-looking game! Let's play.


Phase One: Set Up
"I shall play Tory, and wear this fashionable wig. You patriot scum get those tricorn hats."


Phase Two: Tutorial
"Um, so I'm playing a club, so I have to say something clever, right?"


Phase Three: Competence
"I'm getting the hang of this. Check out how awesome I am."


Phase Four: Explosion!
"And then I ride the moose through the stained glass window and onto the zeppelin below!"


Phase Five: Gloating
"Ah, the electric feel of victory. Bite me, rebel scum!"

Many thanks to Meghann, Ryan, Vernon, Morgan, Turo, and Selene!

The first printing of Sons of Liberty just arrived, and I'm really digging on how they look. Here, let me gush and share:

(Click on any for a ridiculously larger image.)

Yesterday I came home to find the proofs for Sons of Liberty, and they looked pretty good! To share the excitement (and gloat a little), here's a couple little pics:


Yes, that big block of text on the bottom of the credits page is all the playtesters!


They asked for a diagram of play; they got one. Ph3ar my Illustrator skizillz!

Unfortunately, they didn't send me a bound proof, which would have been nice, but I did review for those last remaining typos, checked the trim and bleeds, and saw what the paper stock looked like.

We start printing tomorrow!

The following is the 100% true account of William Franklin, Ben Franklin's bastard son, who conspired to take control of the thirteen colonies in the name of King George. He's one of many Tory figures you can play in Sons of Liberty.

For an illegitimate son born to Benjamin Franklin and a "low woman," William Franklin has done rather well for himself. Applying the honest skills of his father to dishonest ends, he has flattered his way to wealth and prosperity, ascending to the governorship of New Jersey and reaching beyond. No colonial uprising is going to deprive him of what he's spent his lifetime building. If he's lucky, it will give him the opportunity of a lifetime.
A year after his birth, his father formally recognized William as his son. The elder Franklin and his common-law wife Mary Read raised him with their own two children. William was raised as well as his father could afford, educated in the best schools and a common sight in Philadelphia society. At 16, he enlisted in the 60th foot to fight in King George's War and was recognized for bravery and promoted to captain of the grenadiers.


Have you ever had Alexander Hamilton wind up your clockwork power armor, jump out of Thomas Paine's ornithopter, and land in the middle of the Battle of Yorktown to punch General Cornwallis in the face?

No?

Well... would you like to?

The Sons of Liberty Preorder is now open. Take on the role of the Founding Fathers to kick ass and take names for truth, justice, and the American way in the only Roleplaying Game of Freedom and Badassery.

Physical Specifications
  • 144 pages
  • 6" x 9" format
  • Softcover
  • Perfect Bound

The game's fast-paced card mechanics ensure high-action madness and revolutionary heroics. If you are playing Benjamin Franklin and you aren't swinging an electrified kite over your head to clear the streets of redcoats, then you are playing it wrong.

View the game's Patriot Sheet, Tory Play Aid, and Objectives Sheet.


Play Sons of Liberty in three different modes: Battle Mode, Campaign Mode, and Versus Mode.

In Battle Mode, you and three or more friends play
through one secret “battle” of the Sons of Liberty. One player takes on the role of the Tories, while everyone else picks a Patriot figure to portray. A single battle takes between two and three hours to play.

I'm on Canon Puncture Show 18, where Chris Perrin talks with me about the Sons of Liberty playtest. Thanks, Chris, for the opportunity!

Then there's three AP reports on the Sons of Liberty Versus Mode:

First, Chris Perrin's Lunch Hour Playtest, in which Franklin opens strip bars... for liberty!

And then Chris Bennet's Pick-Up-And-Play Playtest with his non-gamer wife, a Ben Franklin afficianado.

Lastly, the playtest of Seth Ben-Ezra, who we may have to rename Chris just to maintain the theme.

Thanks, guys, for giving the game a try!

We've now got first drafts for the play aids for Sons of Liberty in preparation for the beta playtest starting soon. Available in letter-sized 8.5x11 format, these play aids are freely downloadable.


Patriot Sheets

Break the rules Patriot style on this simple mad-libs style character sheet. List off your patriot's favored circumstances, slot in specialty suits, and you are all set to kick ass and take names.

Then, when you're shouting about how you smack General Thomas Gauge in the face with a giant gear, the sheet also lists the four suits of the game and their corresponding flavors of narration -- is that a Patriotic action, or is it a Clever action?.

Available in letter-sized 8.5x11, two to a page.


Tory Sheets

When you play Tory, you're not playing one villain, you're playing five. What's Howe's Abuse? What's Bloody Mary's Usurpation? What's the difference between playing a 3 and a 4? It's all laid out here for quick reference, along with a slot for the Secret Objective of Campaign Mode.

Available in letter-sized 8.5x11.

I realized a couple days ago that I had hit the point in developing Sons of Liberty that I needed to see it in layout to keep developing the manuscript effectively. So last night I sat down and put together a 'starter' layout, and flowed a little over 80 pages of the book. Since all of the art in the book is square (for eventual potential as art on a custom deck of cards), I just dropped 4x4, 2x2, and 1x1 frames into the pages to adjust flow.

Then I placed actual art into the frames, cause, hey, why not? They were on my hard drive anyway.

I was surprised by how quickly and easily all the disparate pieces came together to make a very good design draft. It's always encouraging to find out you're farther along than you thought you were. ;)

I'm going to fiddle a bit, and then I may have some sample spreads to show off.


(Clicky for Larger)

The British are Coming!

Help spread the news of the upcoming Sons of Liberty roleplaying game with this rugged teeshirt with art by the fantastic Jake Richmond. The tee sports one of the game's teaser images: Paul Revere on a "midnight ride" ahead of a lumbering British war machine. It's a great image for inspiring double-takes, which is always what I look for in a teeshirt.

These tees are from the same folks that made us the Nerdly Beach Party tees, and are high quality shirts with some rock-solid screenprinting. Revenue from these shirt sales will go directly into the production of Sons of Liberty.

Price: $20.00

In short form, folks, this is a very cool looking tee-shirt that I'm shilling to defray overhead for the game. I figure, if I've got this excellent art, I might as well use it. So if you're looking forward to Sons of Liberty and if you'd like a neat shirt, I've got a neat shirt for you. If you're looking forward to the game but don't need this fantastic shirt, well then, I'll have a game for you in Election Year 2008!

At Gamex, I got interviewed for Have Games, Will Travel by the inestimable Paul Tevis. I would say that I sound funny and that I don't normally sound like that, but I think it's mostly just how you never sound like you think you do. So apparently I sound like a nebbish. Good thing to know.

Paul and I talk about Full Light, Full Steam, the Sons of Liberty playtest, NerdSoCal.com, and... a whole lot of other stuff.

I love getting art for games in development. Nothing makes me want to write more than seeing awesome illustrations by talented people with fun spins on "my" material. Sons of Liberty is going to have a whole ton of art, and it's streaming into my inbox every week, now. It's to the point where I can't help but share:

Anna Krieder is doing the Connected (Diamonds) illustrations, involving networking, connections, and social-fu:

Jake Richmond is doing the Patriotic (Hearts) illustrations, involving courage, martial prowess, and sacrifices:

I am so looking forward to laying this book out, since I am going to be drowning in art assets to throw into pages!

So last night we played the second installment of our Sons of Liberty playtest where we are trying out the Campaign Mode. We have cleared the Stamp Acts phase and we are now in Shot Heard Round the World.

Last night it was Mark, Judson, and I. Turo, who played in the first session where we cleared Stamp Acts, couldn't make it, but the game continued undeterred, as it is meant to. It was rather gratifying how much this was not a problem; I don't want to say that I was happy that Turo didn't game with us, but I was happy to see that Turo not being able to play didn't upset the game.

Mark wanted to give the Tory player a try this time around, so Judson and I picked Patriot figures. I played Tom Paine; Judson went with Thomas Jefferson, who Mark played in the prior session. Again, the repeat of characters was a great, big non-issue, and that made me happy. This was also the first time we played with the Tory figures prepared and "on-line" so Mark picked up Governor William Tryon to start with (although he switched to Dunmore later, see below).

We drew objectives and filled out the mad libs sheet, although this time we only bantered about the primary objective and left the three opportune objectives to be fleshed out in cut scenes. I really liked this change, as it led to more fluid play and a sense of possibility and unknown that hasn't been part of the game since the first (single-objective, multiple-scene) playtest. Our primary objective was "The Sons of Liberty must disassemble an apprentice while the British smuggle an author." Our interpretation was, of course, that General Howe's aide-de-camp was a cunning clockwork boy who advised him on tactical matters. While Howe was distracted getting a pro-Tory anti-revolution author into the colonies, we could sabotage the aide-de-camp.

On this day, two hundred and thirty-two years ago, a column of British regulars approached Lexington. They had marched all night on a "secret" mission into Massachusetts, their objective the colonial weapons stores at Concord. They were to quietly remove the arms from colonial hands before the colonials knew what had happened. Their secret mission, however, had been made public knowledge thanks to the efforts of Paul Revere and a dozen other riders who had warned the countryside that "the Regulars are coming!" The column marched into Lexington, an overlookable hamlet at a crossroads on the way to Concord, and found the town's militia waiting for them.

You know that much already. This is what you might not know, and the following is unvarnished, documented fact:

A few days before, General Gage had issued orders to the Regulars in Massachusetts to treat surrendering colonists gracefully... excepting if said colonists were John Hancock or Sam Adams, who were to be clapped in irons if found. Hancock and Adams were in hiding... in Lexington.

Paul Revere had galloped from Boston out to Lexington because his spy network had intercepted British battle plans. Most of the Regulars marching in the column, by contrast, did not know what their mission was even as they approached Lexington. Revere worked with other express riders, but he himself headed to Lexington because he knew that Hancock and Adams were staying there, directly in the path of the British battle plans.

Revere alerted Lexington, told Hancock and Adams to get out of town, and rode on to Concord, as well. Then he came back to Lexington. Why? Because he knew Hancock and Adams. When Revere returned, Hancock was oiling his gun and cursing that the Regulars wouldn't run him out of town without a fight. Eventually, they convinced Hancock he was more valuable to the movement alive and active than dead and vindicated. Revere rode back towards Boston, towards the British column.

The following is a Tory Figure for Sons of Liberty. They're the patriots' opposition, and they're just as colorful as Franklin, Revere, Washington, and the gang.

Colonel Mary Stuart, Baroness Mont Stuart, Commander of the 23rd Royal Welch Fusiliers

Despite the grandiose titles, the colonists in America more commonly know this figure as Bloody Mary, and her regiment as the feared Morrigan Corbie. She is the only child of John Stuart, Earl of Bute, a disgraced former prime minister, and the grand daughter of Lady Mary Wortley Montagu, a grand dame of London society still fondly remembered. Mary Stuart grew up immersed in the movements Britain’s ruling elite, yet she was always prevented from taking a place within it due to circumstances beyond her control – her sex.
Due to an oddity of British succession laws, however, she stands to inherit her father’s lands and titles – or at least, inherit them until she marries, at which point her husband would assume the Earldom and own the family lands. Her mother, embittered at her own sterility and blaming Mary for causing it, thrust an endless parade of suitors on her and pressed her to accept an early marriage. In order to avoid such a fate, Mary sold her silk dresses and purchased a commission in the 23rd Royal Welch Fusiliers, one of the few all-female regiments in the British army. She left for the colonies without even informing her parents.

So this past OrcCon was a blast: I got to run FLFS (and sold three with hardly any effort applied), did another great Primetime Adventures, got to play in John Wick’s Houses of the Blooded preview (more on that later), and then turned the tables and got John to play the current version of Sons of Liberty. He’s going to be writing the introduction, and I figured it might be a good idea for him to actually play the damn thing before he ran off to Arizona.

I rounded up three players for the playtest late Sunday night; one dropped out and I first of all confirmed that the game plays better with three Patriots than with two Patriots. That said, we had Paul Revere (played by Arturo Rubio, who has zero web presence but is awesome) and Alexander Hamilton (played by the Wick). In about thirty seconds we realized that we were about to play Sons of Liberty: the Buddy Movie.

Turo’s sheet looked like this:
I am playing Paul Revere.
I normally have a hand of four cards.
I have a hand of five cards when conducting civil disorder.
I can draw a new hand when raising the alarm.
I can claim a joker when using codes.
I can call for Connected (Diamond) cards when socializing.
I can always play single Clever (Clubs) cards.
John’s was like this:
I am playing Alexander Hamilton.
I normally have a hand of four cards.
I have a hand of five cards when forwarding my own ambition.
I can draw a new hand when raising cash.
I can claim a joker when dueling.
I can call for Clever (Clubs) cards when womanizing.
I can always play single Patriotic (Hearts) cards.

I'm starting to solicit artists for Sons of Liberty. This is one of my favorite parts of publishing; seeing your work reflected through others' interpretations is simply awesome. I'm getting a LOT of art. This project needs a strong visual reference, and no matter how crazy my prose gets, it can't convey the same things as an drawing of Ben Franklin leaping out of an exploding building and Thomas Paine swooping in on an ornithopter to catch him.

But anyway, did I mention a LOT of art? If you know any artists that can do three-cornered hats, sailing ships, and laser beams, by all means shoot me an email or leave a comment here.

Hi, remember me? I used to post a lot. Now I don't; I have a job that actually requires my brain and a computer at home that's less than reliable. But do not mistake my lack of posting for lack of work. Here's a quick overview of what's on my plate:

Story Games Names Project - Jason Morningstar asked me to do up the layout of this project. Like so many projects of its kind, this started as a simple idea and has mushroomed to stupid proportions. At last count, the book is going to weigh in at a little under 300 pages and have like 800 lists.

Sons of Liberty - The rules chassis turned out to be surprisingly functional the first time out; I'm tweaking the situation creation ruleset, and then the system will be done. Then I just have lots and lots of writing to flesh out the figures and world that the game takes place in. Sure would be nice to have a functional computer for that (come on, tax return!). It will be released in early 2008, just in time for election year madness.

Agora: how shall we live? - This game is on the back burner, due out in 2009. It is not being quiet over there on the back burner, however. I have a little flurry of notes scribbled on Post-Its regarding improvements for the game. When it rolls around into active development and then to publication, I expect this to be a very strong design. Very much looking forward to it.

There's that point in every game design where you go from "well I want it to work like this, this, and this..." and leap straight into "oh my god, I must play this as soon as possible."

I compiled the core rules of Sons of Liberty today from the many scraps of paper and posts and whatnot where I'd scattered them. Things started to take shape, and by that I don't mean an amorphous game-shaped thing, but a cast iron statue of George Washington in clockwork power armor kicking your ass.

I have to write out like one more page, do an alpha playtest, polish it and add examples, and then I'll have something ready to post. God damn. I am so freaking excited.