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EOE is proud to presents a Harlequin Miniatures Production - Classic Oldhammer Shadow Elves including Heroes, Assassins, Enchanters, Crossbowpersons, Siege Engines and scary Raptor Riders!
Great Designs for the discerning Collector and Roleplayer. These Shadow Elves will bring terror to all that face them in Battle, be they namby-pamby Humans, goody two shoed Elves or the weakling Dwarves. These fantastic Miniatures, originally released in 1990’s, are being remoulded to cast in lead-free pewter by the skillful (ish) hands of John Olsen and his wonderful staff. Please peruse the figures below...
With harsh features and a reputation to match Shadow Elves are a particularly nasty race who believe that they are the only true Elves. They do not see themselves as nasty or evil, their view is simply that it is the other races which have strayed from the correct path. A popular Shadow Elf saying which succinctly explains their philosophy is: “Those who allow others to pass will soon be left behind”. Suffice it to say that the Shadow Elves are continually pushing forward.
Shadow Elves despise humans and their ways and feel that the other Elven races are far too Human in their outlook, at times ignoring their Elven Heritage. (This is not true, in any sense of the word, but that doesn't stop the Shadow Elf from believing it). It is rumored that they cut the tips off the ears of Elves that they capture, “humanizing” their appearance to match their actions, but this is believed to be apocryphal. While it is true that there are subtle and not-so-subtle color variations in the skin tones of every race, there are none so stark as the difference between the Shadow Elves of the south and those who live in the northern regions. Southern clans have deep-red skin the color of molten lava and those of the North have blue skin and often have dark blue or purple hair. There is no clear reason for this Regional difference but it is believed to date back to the time of “The Time of the Seven Trials” during the First Age. No records exist which details what the Seven Trials were or how they could have changed them in this fashion, but cave drawings and pictographs deep in the Indegahn cave system, as yet undeciphered, may hold the key.
DEAD MAN'S CHEST
Squire Olsen, Dr. Edwards, and the rest of the EOE gentlemen having asked me to help promote the whole particulars about this Treasure Island Kickstarter, from the beginning to the end, keeping nothing back but the bearings of the Casting Room, and that, only because there is still castings not yet purchased, I take up my pen in the hope of being paid by John in the year of grace 2018, and go back to the time when John first presented his plan for this Kickstarter and the stained old Salesman with the sabre cut first took up his lodging in the EOE Office. I remember him looking over his desk and whistling to himself, then breaking out in that old Casting Room Pirate Song:
“Fifteen men of a dead man's chest, Yo ho ho and a Pirate Kickstarter, Drink and the devil had done for the rest, Yo ho ho and a Pirate Kickstarter”
The first 4 sets include all the named Characters from the book.
THE TOUGHEST OLD SALTS
The 5th Set includes the Characters in the book that were not named. I have taken the liberty of calling them The Toughest Old Salts.
"We got together in a few days a company of the toughest old salts imaginable--not pretty to look at, but fellows, by their faces, of the most indomitable spirit.”
THE BLACK SPOT DEAL
"...But what is the Black Spot Deal, John?", I asked.
"It's a Rare Deal, Mate. People keep their weather eye open for such deals, then buy them on their honor.
People who is smart as paint is likely to lose their dead lights if they don't see how good this deal be. A collection of the finest Pirate's Pewter. 30 Dirty Scoundrels, Monkeys, Artillery, Barrels & Treasure Chests and even Captain Flint himself"
Why are you talking like this John? "Yarrr, I dunno" he replied
All miniatures 28mm scale and are cast in fine Pewter. Miniatures are supplied unpainted and a few require a little assembly.
Risks and challenges
The Major challenge is time
Most of the design work has been done eliminating the lion's share of work needed for pre-production.
We are working with Fortress Figures to do the Molding and initial casting. Jeff and Ben are highly decorated Veterans of the Kickstarter industry and have over a hundred successful Kickstarters under their belts!
I am very confident that we will meet all deadlines in plenty of time.
So as some of you may know I'm making a diorama! This will be slow going for a while as I get the materials and then it should be full steam ahead. I've started by procuring another copy of the "telephone box" since I don't really like the first one I did a few years ago. It's not awful but not up to my standard for a Christmas present.
So I hear Paizo's got this new game, Starfinder, up and coming. And I am not sure what to think.
Pathfinder filled a need; I tried 4th Edition D&D, and did not much care for the radical changes after several years of 3.5. Pathfinder was just an extension of the d20 system, and worked well as a generic fantasy game ... that, as splatbook after splatbook and so forth, grew steadily less generic. Still a fine game, although it begins to show signs of splatcreak*, as the sheer amount of rules pile up.
Makes sense they'd want to expand their base of gaming; a one-game company is vulnerable to changes in the market, and D&D has finally gotten its head on straight. Time to seek out new life and civilizations... if only to stay competitive.
But I dunno.
First science fiction RPG I ever played was Traveller, which did an amazing job of distilling the basics down to three little booklets in a box, which seems to be how things were done, then. We had combat, we had spaceships, we had computers, find a ship, find a crew, find a job, keep flying. It worked. (I will not discuss Gamma World or Metamorphosis Alpha; while I enjoyed 'em, these were more postapocalyptic and less space opera, and this is hard enough to keep on track as it is).
Another game, Space Opera, was interesting and fun, although waaaay too in love with its rulesset; as I recall, you could burn a whole gaming session just creating a character. Which I guess was a little better than Traveller, where you could accidentally get killed before your character entered PLAY, but Space Opera's extra crunchy rules were a bit much, even for the times.
I enjoyed Star Frontiers, once TSR finally got off their duffs and designed a neat space opera setting, although I took it kinda personally that they did not include a starship design or purchase system, or for that matter much of any information about space travel other than "buy a ticket." What, Traveller could do it, but you can't? They were up front enough, though, about the fact that they'd be out with a separate boxed set that would include the starship rules... eventually. And they did.
Aaaand that's where we take a sharp left, because Star Frontiers was the last generic science fiction space opera I ever played.
FASA quickly came out with a licensed Star Trek game, set during the TOS era, because that's all we had back then; Next Generation was still years away. Still remember the one adventure we played as Klingon officers, who wound up blowing up the ship due to a complex web of backstabbery... but I digress. Not long after that, they also came out with a licensed Doctor Who game, which preoccupied us for a while, as there were a hell of a lot of VHS tapes to track down to keep up with the setting! It did have the advantage of spreading across all TIME, as well as space... although we took a break when West End Games's Star Wars came out, because to a nerd-child of the seventies, the history of mankind breaks down into pre-SW and post-SW. After all, you never saw any Planet Of The Apes RPGs, did you? Hell, I still have a copy of Leading Edge's Aliens RPG around here somewhere; it was fun, albeit rather sketchy, as it was based entirely on the two movies in the Alien franchise as of 1988... had plenty of information about Weyland-Yutani, the Space Marines, the Aliens... and nearly nothing else...
Which brings us to now. As I said above, Pathfinder filled a need.
But there are a great many licensed science fiction games now. Firefly is still going strong. A new Star Wars game still circulates, albeit unsupported due to licensing. A new Star Trek game is in the works, assuming its maker ever gets it out of playtesting, and the current Doctor Who game still seems to be selling.
Is there a place now for a generic science fiction setting? Will it appeal to people who've never tried Pathfinder? Or does the current market favor established licensed science fiction settings where one can watch a movie or three and get an idea INSTANTLY about the world and how it works?
Opinions? Ideas? Rants?
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