The Stars Are Right!

“The Stars are my allies!”

 

Zodiac

Cover: Classes of the Lost Spheres: Zodiac – Art by Bryan Syme and Graphics by Liz Courts

Some of the City of 7 Seraphs team were so fast finishing their work for that book, they had to make another amazing thing already! Michael Sayre, the master of all-things akashic, joined artist Bryan Syme and the amazing graphic mastery of Liz Courts to give birth to Christen N. Sowards’ vision of a star-powered champion.

Two classes in one, choose the orbit of your zodiac – the martial solar or the supportive lunar – to match your personal play style. Customize your stellar conjurations with a dizzying array of stellar champions, weapons, and gear as you discover an entirely new way to use the universal energies of akasha.

Get your copy of Classes of the Lost Spheres: Zodiac today!

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Featured Artist: Bryan Syme

Telekinetic Blackblade

Blackblade Telekinetic – Artist: Bryan Syme, ©2018 Lost Spheres Publishing

As we continue to develop the City of 7 Seraphs book, we wanted to share some of the amazing artwork by project artist Bryan Syme. Chosen for his remarkable skills at presenting powerful figures, anatomical realities, and actualizing some VERY challenging art orders, Bryan is doing a lot of heavy lifting on populating the Districts and Parities of the City.

Mindblade Noble

Mindblade Noble – Artist: Bryan Syme, ©2018 Lost Spheres Publishing

Bryan has a huge body of work and has worked with some of the best companies and properties out there from Paizo to Kobold Press to Warhammer. We are overjoyed to have his work in the book.

PonPon

Pon Pon Electrokinetic – Artist: Bryan Syme, ©2018 Lost Spheres Publishing

Check out more of Bryan’s work: Here.

And you can see all of his work on City by pre-ordering your copy: Here.

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Co7S at Norwescon!

Shadow Fey Ripper

Shadow Fey Ripper – Artist: Vincent Coviello

Greetings Backers and Friends!

Development is currently churning full-speed and things are moving along nicely. We will be taking a short break from that this weekend to do another playtest game at Norwescon to get a few more pieces of feedback on some of the new mechanics.

Christen will also be on some panels talking about the art direction for the project and other topics.

If you are at the ‘Con feel free to chat with us!

People can still Pre-Order the book here: https://co7s.backerkit.com/hosted_preorders

Can’t wait? You can already check out our backlist here: RPGNowPaizo, and the Open Gaming Store on d20pfsrd.

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Lost in a Forest…

Ballista Tree - Preview.jpg

Ballista Tree – Art: Vincent Coviello

We are deep in the woods of development but wanted to take the time to remind people that it isn’t too late to be left alone in the dark! Instead you can join us in the City of 7 Seraphs by pre-ordering at BackerKit: Here.

Then you can be left alone in the dark with this guy! The combination of David N. Ross (designer of the Shadow Weaver) and artist Vincent Coviello delivers an amazing creature in the Ballista Tree!

Don’t wait too long though, we only have a couple months left to reserve copies of first print run of the hardcover release.

Can’t wait? You can already check out our backlist here: RPGNowPaizo, and the Open Gaming Store on d20pfsrd.

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Struck Dumb with Awe…

Aphos_Final

Aphos, God of the Faith Devoured – art by Nino Vecia

Our apologies for a silent season, but be assured we have been hard at work making the City of 7 Seraphs as great as possible. And art getting art like this back makes us all too happy to wait. Nino Vecia (illustrator of “The Warden’s Call“) renders Aphos the Hungerer to amazing reality in this portrait of the vampiric Eternal!

It is not too late to pre-order City of 7 Seraphs: Here.

Can’t wait? Check out our backlist here: RPGNowPaizo, and the Open Gaming Store on d20pfsrd.

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Stay (10 Random Tips to Help Games Reach 20+ level)

Sarrosian Mirror Slayer

Sarrosian Slayer – Artist: Vincent Coviello

While we toil away making City of Seven Seraphs progressively more amazing, here is a list of a few of our tips for GMs and Players who want to buckle-down for a full 1st to 20th level campaign:

10 Random Things for Getting a Campaign to 20+ level:

1) Check Commitment Levels (Everyone/Pre-Game): Make sure your entire group is willing to commit to characters for that length of time, At medium progression a PathfinderRPG game played weekly (in 4-6 hour games) takes just a little between 1.5 and 2 years to hit 20th level. That is around 80 game sessions people are agreeing to attend to. This is NOT a casual thing. If it looks like this might be an issue, consider Fast Track experience. Make sure everyone is REALLY interested in that length of a game. A lot of people are, but you might be surprised how many aren’t willing to lock-in to that.

2) Plan for Change (Everyone/Pre-Game): Make sure you have backdoors in your story to allow for change in both players and characters. 80 sessions at Medium Experience is a lot to play. Most players will think of this as a privilege and treasure it.  But, sometimes players make mistakes and over-commit. This can be to actual games or to a character concept that turns out to be less enjoyable to them than expected. Have a strategy for dealing with these situations. Don’t make any one character too important in the meta-plot of the game until you know how well the player’s experience is going. After a few campaigns you will probably know who you long term gamers are going to be and you can build stories with respect to those known levels of engagement. Also see 10.

3) Outline the Story (GM/Pre-Game): Have an adventure outline and story-arc in mind for a large share of the scope of the game. I highly discourage a newer GM from running a total sandbox game until they feel very comfortable with the system. Sandbox games tend to be more wild and unpredictable. However, also remember a campaign is NOT a novel. Player agency is crucial to most gamers’ enjoyment of the hobby. Make sure you get a player to have some degree of buy-in before you script out their “destiny.”

4) Check GM Intentions (GM/Pre-Game): Realize that most GMs want to be their own players. This is hard to grasp sometimes but every GM is by nature going to create the game experience THEY want to have. The key here is understanding that a GM does not run for themselves, they actually will get the least fulfilling “player experience” at the table and they should understand that their players might have different desires, wants, and even needs. This is VERY hard to learn. If you want to tell a story with a definite end and strict requirements of the cast of characters, write a novel instead.

5) Know Your Players & GM (Everyone/On-Going): Usually, a home playgroup is comprised of friends. But a lot of groups do start as strangers. The ability to come together over a game is a strong bonding agent. Sometimes people like each other rapidly and “jump in” to a long-term game without any real period of acquaintance or understanding. This can be amazing. Lifelong friendships can begin casually at a Convention or LGS. But sometimes we join forces with someone with radically different out-of-game views than ourselves. Make sure you can respect one another before trying to share a long-term game with them. Or institute a “table-only” protocol for a group of relative strangers and keep the game about the game.

6) Session Zero (Everyone): Have a Session Zero. It doesn’t have to be formal. It doesn’t have to take all night (I recommend planning for that though). It IS a very good idea to do. Level set story expectations, level set description intensity. Confirm commitment. Discuss player agency. Verify that people understand your GMing style and preferences. Talk to players about the kind of game they want. Let your players talk to each other. Make sure the energy feels good. Be willing to identify problems and warning signs.

7) Tear Down Vacuum Builds (Everyone/On-Going): In the current metagame for Pathfinder there are a LOT of resources to aid in character construction. A common player pitfall is to dive into this advice as “bible.” Players commit to the “monk build” from so-and-so’s guide and carry another gamer’s opinions and baggage with them to your table. A player who knows nothing about your campaign. This in-turn can create dissonance with story-elements or cheapen the value of homebrewed rules content. Generally speaking vacuum characters are strong numerically and weak in terms of story integration.

8) Own Your Head-Cannon and House-Rules (GM/On-Going): It is vital as a game goes on to make changes for your table. The GM is final arbitrator of rules. Try to be aware of those changes. Log them if you need to. Nothing is more alienating to a new player than an established groups meta-myths and house-rules. If you have a lot of these consider codifying them. At the very least be willing to discuss them with new players and explain their origins without being defensive or overly “sovereign” about them. What works at your table WILL NOT work at every other table. Try to not rapidly “course correct” or overreact. Among a fantasy storytellers most important jobs is to create consistency and enhance verisimilitude. Changing rules weakens this fundamentally. So does hiding them. This also applies to alterations to a printed Campaign Settings history and storylines.

9) Let Go of Fear (Everyone/On-Going): Two years is a long time. Let people explore. Say yes to stuff. That can be new rules content for characters. It can mean letting them go off course for adventure. Let them ask you about the world you are creating with them. You might be surprised by your own answers. In my experience, people are too afraid. Afraid of losing control of games. Afraid of not being as powerful as another player’s character. Afraid to explore extremes of story or heroism because they are too worried about control or fairness or balance. If you want to build trust at the table, start by giving it.

10) Player Trajectory (Everyone/On-Going): Be willing to address the monsters AT the table. Problem players happen. Usually it is a misunderstanding or lack of setting clear expectations. But sometimes it is a person who has not been looking for friends. They’ve been looking for an audience or rivals or worst of all.. victims. Be aware of player intention. If you sense that a player is moving in a direction that is detrimental to the well-being of your table or your campaign… question it. It doesn’t have to be an interrogation. But it is totally ok to ask OOC why a player wants to do something that seems problematic. Once the motive is established it is easier to identify other work-arounds that work for everyone or to identify a damaging behavior earlier and dealt with it.

Look for more GM Advice here.

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I Wanna Be Sedated! (FINAL HOURS! 112% FUNDED!)

(112% Funded! FINAL HOURS! Visit Kickstarter!)

Aethernaut Preview Small.png

Aethernaut Preview – Artist: Vincent Coviello!

THANK YOU FOR YOUR SUPPORT!

City of 7 Seraphs FINAL HOURS!!! Wolfgang Baur is UNLOCKED! How many more???

Links for Sharing:

Kickstarter Campaign: https://www.kickstarter.com/projects/lostspheres/city-of-seven-seraphs-a-planar-campaign-capstone-f

Kicktraq: http://www.kicktraq.com/projects/lostspheres/city-of-seven-seraphs-a-planar-campaign-capstone-f/

Visit the Coinspinner Preview here: http://www.rpgnow.com/product/220738/City-of-7-Seraphs–Coinspinner-Preview!

Visit the Orchard District Here: http://www.rpgnow.com/product/220515/City-of-7-Seraphs–Orchard-District-Preview

How many Stretch Goals can we get?

Posted in 3rd Party Options, Lost Spheres, Occult Adventures, Pathfinder Roleplaying Game, Planar Adventure, Player Advice, Uncategorized | Tagged , , , , , , , | Leave a comment