Tales of the Rampant Coyote

Adventures in Indie Gaming!

Choose Your Own Enemy

Posted by Rampant Coyote on December 9, 2011

I’ve expressed thoughts on story (at least traditional storytelling) and games a few times similar to Paul Spooner’s guest post this week. But we’re so tied to the concept of linear narrative that it’s very hard to come up with viable alternatives. It’s a holy grail that pretty much changed Chris Crawford’s career forever… I think he’s been tackling the interactive storytelling thing for longer than he was ever actually making games.

But a thought struck me today about the concept of the hero not by what he represents, but by his antithesis. Sometimes the villain is the inverse of the hero – the polar opposite. Other times the villains are often mirror images of the hero, someone sharing many of the same features – even virtues – of the hero, but at some juncture the hero takes the path of “the good” where the villain failed to do so. And the struggle of the hero against his nemesis is the championing of that one virtue that led to that different path. Superhero comics tend to show this in the broadest strokes, but it’s common in literature and cinema as well. The relationship between protagonist and antagonist is perhaps the most important one in a story, even if it may be indirect.

So it seems that if we’re talking non-linear, interactive storytelling, this should be an area we should explore.  Who is our “big bad?” Wouldn’t that be even more important to defining our hero than choosing their stats in an RPG? Of course, choosing a different enemy  could have massive repercussions throughout the entire storyline. Done right, this would have a much bigger impact than a few meaningless alternate endings.

That’s kind of the whole idea, isn’t it?

Imagine, if you will, a game where the story isn’t simply a branching linear narrative, but made of narrative pieces with not only decision points and multiple meaningful choices for the player as the hero, but similar meaningful choices for an AI-driven enemy “character.”  This “big bad” of the game is partly constructed at the beginning of the game as a shadow of the player’s own character generation decisions, but parts of their backstory are retroactively “filled in” as needed, algorithmically created based on the player’s  in-game decisions.

In a sense, the player’s progress through the game ends up being something of a narrative chess-game with many of his opponent’s moves being veiled at the outset. The villain AI is in effect competing against the player, if perhaps indirectly. Okay, maybe chess is too much. I’d settle for narrative Tic-Tac-Toe at this point.

Going from abstract to concrete, let’s take as an example an Ultima-style question-and-answer session as part of the character generation process. At the end of the process, the player chooses compassion over the next-highest virtue, honor. From this, the game can pull from eight “stock” villain archetypes – the one exemplifying the player’s second-highest virtue, honor, but perhaps lacking in some other areas. But the algorithmic addition to the mix is that this villain greatly lacks compassion.

Can a designer create a game with a number of additional “choices” or situations to be sprinkled into the game to change the storyline or landscape based on this villain’s decisions?  While the player is completing his first newbie mission, can the game  wipe out a small castle  the player has not yet visited (and now never will, at least not in this play-through)  in a situation that mirrored the player’s final question — the castle lord got uppity in desperation for his people, and rather than negotiate with a former ally to relieve him and his people, the bad guy took the challenge and completely demolished the castle and nearby village, killing everyone.

One or two set-pieces like that could really make a game (albeit at significant cost in terms of designing alternative states), but perhaps there’s room for more generic, algorithmic changes as well. Text-based backstory items. The types of monsters inhabiting certain dungeons. The types of enemies likely to be faced among the enemy’s forces. The types of algorithmically-generated quests some NPCs send the player off to tackle. That kind of thing. We’ve seen the potential here in many games, particularly the indie RPG Din’s Curse. Throw in some better narrative tie-in so that the algorithmic events don’t feel quite so random, and there is some really interesting potential there.

This wouldn’t be easy – I’m not suggesting that it is – but I really do think that something akin to this approach may be what’s necessary to really reconstruct storytelling to that it will work better within games.

 


Filed Under: Design - Comments: 11 Comments to Read



Guest Post: What Indie Games Can Get Away With

Posted by Rampant Coyote on December 8, 2011

Today’s guest post comes from a local – Utah blogger and commenter on the indie games scene Rachel Helps, of The Ludi Bin. It’s short, sweet, and very on-target, and I’m wasting your time by commenting on it instead of letting you get to the meat of it, so here you go:

As triple-A titles get bigger teams and budgets, indie games are increasingly showing how bigger isn’t always better. Indie games can do a lot of things that big games can’t afford to do: write games for small niches and experiment with the game form.

One of the things indie games do best is resurrect old game forms, which are easy to make and have some nostalgic value for the small communities that love them. Artists are still writing interactive fiction and text-based adventure games. There are still a few MUDs out there and both Adventure Game Studio and various RPG makers have their own communities of old-school game makers. Big studios aren’t as interested in making or experimenting with these older forms (with some notable exceptions), but individual artists who love these types of games can enliven and update these niche genres.

I’m glad that there will always be new adventure games around, but I find the experimentation that happens in indie games most exciting. Bastion forced players to support a little genocide and then let them repent, in a way, and Code Hero is hoping to teach players how to code by letting them shoot and modify code. Games can do all kinds of things along with being entertaining–things that independent developers are willing to try.

Most indie games have their flaws, but there’s something about slightly amateurish games that I find inspiring. It makes me think, “gee, maybe I could do this.” Life Flashes By is a pretty well-made game (and has some admirable, experimental aspects and funny dialogue), but a few audio tracks had me thinking I could compose music just as well. The Life of a Pacifist is Fraught With Conflict is a tiny visual novel that quickly makes a point with cute but simple graphics. More people are making games (even if it is through a level editor), and it’s helping games become better and more exciting.

Rachel Helps, The Ludi Bin


Filed Under: Guest Posts, Indie Evangelism - Comments: 3 Comments to Read



Guest Post: Storytelling and Games

Posted by Rampant Coyote on December 7, 2011

I’m off in Thailand for the next two weeks, which makes a great opportunity for guest posts. Today’s post is near and dear to my heart, about storytelling and games.  Author Paul Spooner of http://www.peripheralarbor.com talks about why stories seem stupid in modern games, and where the real problem may lay…

Traditional storytelling has no place in games.

Tall order? Okay, here goes. Why are a lot of “story games” these days just Simon Says with cutscenes? Why is a good DM more engaging than fully animated AAA graphics? Why do we keep getting so many stupid stories in otherwise well executed games? The answer lies in the nature of storytelling and games.

Stories are all about interesting characters in engaging situations; Games are all about the player, in an interactive environment. Stories are all about arc, symbolism, and witty dialog; Games are all about mechanics, interface, and brilliant interactions. A story is about what the storyteller wants you to hear; A game is about what the player can do. Stories are static; Games are dynamic. “But stories speak to us across the ages!” you cry. Yes, I love stories as well, but the Lord of the Rings is the same whether I read it or you read it. Our reaction is different, but the story is the same. The same thing happens, and that is what we are concerned with.

The story is what happens. The game is also what happens. The writer decides action in the story, but the player decides action in the game. Most games allow these to overlap. This is difficult because the story must encompass all possible player actions and motivations. This is important!

The story must encompass all possible player actions and motivations!

The player and the story must always be in complete harmony. The problem occurs when the game developer writes a story in conflict with the player. If they conflict then either the story wins or the player wins. If the story wins the player is no longer playing. It’s not a game anymore, just a movie, or even a book. If the player wins, then the story makes no sense. It’s not a story anymore, just a stupid sequence of disconnected actions. When they disagree the player either derails the story, or the story derails the play.

Many good games get around this by simplifying gameplay or story. If player action is restricted (FPS style) to simple actions like killing, then the story can be complex (and even fairly linear). If player action is broad (Sandbox style) then the story must be elementary (and extremely bifurcated). This struggle between narrative and player agency is why many older games feel so much more immersive. The story and mechanics are so absolutely simple that the game has no chance to conflict with the story. “But we want games to be more meaningful!” you protest. Indeed, I do as well, but to impart meaning we must make games great at being games. Games will never be meaningful games if we try to make them books or movies.

“But what about RPGs! There the player can tell their own story!” Quite so, I’m glad you brought it up. In a good pen and paper RPG, the DM tells a story to the players, and the players tell a story to the DM. The DM engineers an arc, inserts symbolism, and comes up with witty dialog. The players use the game mechanics, interface (Voice activated usually; Advanced!), and creativity to overcome obstacles and achieve their goals. A bad DM will “railroad” the players to tell the story he wants. Bad players will act out of character and ruin the story. But even at its worst a real life pen and paper RPG is more interactive and narratively cohesive than all but the best computer games. At its best, no computer games come close.

This is because the DM is creative, and can adapt the actions of the world to the actions of the player. A DM can tell a story around the players actions, not in spite of them. In order to achieve excellent story and excellent gameplay, we must invent artificial creativity. We must teach the computer how to tell a good story. A static story will always restrict player actions. Limited mechanics will always frustrate players. Until we have procedural storytelling, games will always have simple stories or limited player agency, if not both.

The “role playing game” in the true sense is, indeed, the way forward for storytelling in computer games. However, we must always recall that most people are not good storytellers. Either we must allow the player to write their own (probably terrible) story, or we must give up the illusion of player agency and force the player act out a “good” story. We must choose between the two. Either way, games can not tell stories the way we have known them. Traditional static storytelling in an interactive game is simply out of place.


Filed Under: Design, Guest Posts - Comments: 11 Comments to Read



Thailand

Posted by Rampant Coyote on December 6, 2011

I’m not much of a world traveler. In fact, I haven’t been out of the United States since I was a teenager. But my day-job does sometimes involve travel, and I was tapped to go to Thailand to oversee the software side of a simulator installation and to do the training on its operation.

So now I’m in a hotel in Bangkok, and fortunately (for now) I don’t seem to have the Murray Head song stuck in my head. Maybe it’s because it is getting drowned out by the Christmas music playing 24/7 in the hotel lobby.

Between fighting jet lag and overall sleep deprivation over the course of the weekend, the endurance-sapping tropical heat, and the day job duties I’m running on the ragged edge right now, though I did manage some sightseeing in on my first day.  I climbed the extremely steep steps of the Wat Arun temple, bought some knick-knacks from a vendor in a boat in the middle of the river, and saw some of the damages caused by the recent floods.

Little bits and pieces that made an impression (and because I’m falling asleep at the wheel here):

  • Women riding side-saddle on the back of motorcycles
  • Ronald McDonald standing in the “thank you” pose – bowed slightly with his hands together in a prayer shape.
  • McDonalds serving as their best-selling dish some kind of teryaki chicken on rice. Yes, I’m sure you could make it a combo with fries and a drink.
  • Crazy traffic that feels more like a variation on pedestrian traffic (and often not much faster)
  • Toilets with… um, spray nozzles.
  • A mall food court with ducks (full body, cooked) hanging in the display window.
  • Just wild, busy streets even late at night.

Anyway, it’s been busy and exhausting but enjoyable. There’s been about zero time for game development or even game PLAYING thus far, and even checking email is extremely limited. I’m sorry if I’m really slow getting responses back. It’s just that kinda trip

 

 


Filed Under: Geek Life - Comments: 7 Comments to Read



Matt Chat Interview with Jay Barnson, Part 3

Posted by Rampant Coyote on December 5, 2011

I’m in Thailand for the next two weeks, which may cause the blog schedule to get a little erratic if I find myself running behind. We do have some guest posts coming up which I hope you will enjoy. In the meantime, here’s part three of Matt’s interview with me. In this section, we move away from some of the specifics of Frayed Knights: The Skull of S’makh-Daon, and we talk about some of the realities of being an indie — how to make games “on the cheap” (and how those costs add up), scoping design to match your limitations, dealing with criticism, and so forth.

Hope you like it:

And as always, if you like these interviews, consider giving Matt a tip at http://www.armchairarcade.com/neo/node/3793


Filed Under: Frayed Knights, Game Development, Interviews - Comments: Read the First Comment



Creativity and Game Design: A Lesson from 1988

Posted by Rampant Coyote on December 2, 2011

I don’t usually have time to listen to podcasts or watch long videos. But sometimes they are very worth it. This is one of those times.

I went to the Game Developer’s Conference for about five years. It changed its name from the Computer Game Developer’s Conference during one of those years – about ten years after this talk was given. I was lucky enough to hear Chris Crawford speak twice, and both times I was seriously inspired by his presentation. He’s that kind of guy. This recorded talk was just as inspiring. It starts out doofus-simple, painting a spectrum of creativity in game design from the tiniest incremental improvements to a theoretical “big leap” of complete originality which doesn’t really exist other than an ideal. Then he attempts to answer the question of whether or not it is worth it – financially speaking and from a personal perspective. Finally, assuming the answer is “yes,” he talks about how to engage creativity and make it work for you – using a whip analogy – and some practical tips on how to make it work while dealing with a publisher deadline. And then there’s lots of discussion at the end.

From a historical perspective, it’s really fascinating. And amusing, when he rips on Richard Garriott for his incremental improvements making FIVE whole Ultima games. He was just getting warmed up. The games being discussed, the complaints about marketing, the technology, the people being referred to – as a gamer from the 1980s and someone fascinated with the history of the art, this is warm, fuzzy stuff for me.

But what’s even more cool is that this presentation is perhaps even more valuable today than it was the day it was given. And I don’t just mean the ability to look back on what he’s saying with 20-20 hindsight. But I will bet you that if you were to explain the opportunities available to indie game developers today – in broad terms – to this audience in 1988, everybody in that room would say, “Holy sh**” (or something to that effect) in amazement and envy.  Sure, shareware existed back then – in its infant form – but AFAICT it wasn’t much more viable than the mail order business by this time.

As another point of amusement, many of the people in that room probably worked on teams that would be quite “indie-sized” today.

As  DanC suggests, it seems were at another point in the cycle – a really awesome point – where all this stuff that was germane to an earlier era is suddenly relevant again. And in a big way. I don’t know if it will be this way forever. Probably not. The behemoths are fighting over the digital space to dominate the landscape and push out the direct-sales indies the same way the big publishers in the 1980s pushed out all the mail-order guys.  Will history repeat itself? Maybe, but repeated history never has identical results.

Anyway — I recommend taking an hour to watch / listen to this, maybe while you drawing or doing something like that which allows you to listen. It’s a great presentation.

Hat tip to Daniel Cook for the video and commentary, and Benedict Apuna for the link to the full-sized video.


Filed Under: Design, Retro - Comments: 3 Comments to Read



Indie Game: The Movie

Posted by Rampant Coyote on December 1, 2011

I live in Utah, and the Sundance Film Festival isn’t far away. I’ve just never had much of an interest in going.

But this year… one of the films admitted into Sundance has my interest. I still don’t know if I’ll go, but this time I just might:

Indie Game: The Movie

It looks… painful yet cool (in an uncool way that only game development can be) at the same time.


Filed Under: Indie Evangelism, Movies - Comments: 3 Comments to Read



Frayed Knights: Indie Game of the Year?

Posted by Rampant Coyote on November 30, 2011

Will Frayed Knights: The Skull of S’makh-Daon be the indie game of the year?

That’s your call.

But you can vote here. Click the link to go to the voting page for Frayed Knights. This type of contest favors the smaller, less niche games that have gotten a lot of coverage and cheap downloads. That doesn’t favor Frayed Knights. We can use all the love we can get. 🙂


2011 Indie of the Year Awards via Indie DB


Filed Under: Frayed Knights, General, Indie Evangelism - Comments: Read the First Comment



Guest Posts Wanted

Posted by Rampant Coyote on November 29, 2011

I’m heading to Thailand this weekend for the next two weeks. I’m trying to get posts ready for release during the time that I’m gone, but this is a great chance for anybody who wants to get something (game and preferably indie game related) off their chest or something to jump in and give me a hand. You will gain fame and notoriety! Or at least my humble gratitude. If you have an article you’d like to contribute (it doesn’t have to be big), email it to me at the feedback or jayb accounts. Please include your name and a link to your website (if any) as you’d like them to appear.

Thanks in advance!

And the trip is for the day job. I hope to get some touristy things in – where possible, considering the flooding – but I’m not sure how much time I’ll have available.


Filed Under: Rampant Games - Comments: 5 Comments to Read



Ultima VII – Now Available at GOG.COM

Posted by Rampant Coyote on

It doesn’t matter that I already own these games. I’m buying them again. I think this is the third time for Ultima VII part 1. This is perhaps the fastest purchase I have ever made from GOG.COM. Or rather, it would be, if the website wasn’t acting kinda slow. I doubt it’s because of this release, but I can fantasize, right? An overwhelming demand for a 20-year-old game finally brings the mighty GOG.COM to its knees on bandwidth?

Ultima-Freaking -VII Complete Edition

I have long maintained that this is my favorite RPG of all time. I should probably put that to the test sometime soon and do a complete playthrough again.

Why am I purchasing this game yet again? Besides having them pre-configured to run in DOSBox (I’ve experimented a little with playing them in Exult in the past with fine results), I guess it’s just my way of signalling, “Hey there, games industry! I am willing to spend money on games like this, even if they are ancient! Make more like it!” Although if I’m perfectly honest with myself, I’d say modern RPGs are probably closer to Ultima VII‘s design than to any other RPG of the era. I mean, look at the laundry list of features:

* Minimal stats, and the only really meaningful stat is Level. I remember hearing that a programmer (the lead programmer?) confessed that the Dexterity stat was literally meaningless – it had no effect on anything the game, but they left it in because the roleplayers wanted it.

* Real-time combat. Combat is just practically non-interactive.

* A really big, involved story. This was probably the most story-heavy game of its era.

* The conversation system was sort of a transition between the older Ultima keyword-style approach and the modern dialog tree.

* A minimal UI. To an almost annoying degree, as you had to click on something to get any information about it.

A key part that has gotten a little lost on modern RPGs is:

* A highly interactive world. I haven’t played Skyrim, but Ultima VII puts Oblivion, Fallout: New Vegas, etc. to shame in terms of interactivity.  This doesn’t just mean the ability to pick up objects and carry them around with you!

Anyway, it’s considered one of the greatest RPGs of all time, so well worth your consideration. It’s aged quite well, IMO, which is saying something (I can’t say the same about Ultima Underworld, released at about the same time, though I love it as well). These were the games I was most excited about seeing from GOG.COM, and now they are here.

Awesome.

 


Filed Under: Retro - Comments: 9 Comments to Read



Matt Chat Interview with Jay “Rampant Coyote” Barnson, Part 2

Posted by Rampant Coyote on November 28, 2011

In this segment, we leave behind the action games of the SingleTrac era and start talking mainly classic RPGs. Are modern RPGs “dumbed down?” Why are indie RPGs so cool? Where did I come up with the idea for the “drama stars” in Frayed Knights: The Skull of S’makh-Daon? These and other questions answered here:

As always, if you like this, consider giving Matt a tip at this web page.

If you have any additional questions brought up from this video, feel free to ask.

And yes, there’s a black spot in the middle of it, where his video editor suddenly refused to show game footage. He’s got a fixed, downloadable version here at this link.


Filed Under: Frayed Knights, Interviews - Comments: 3 Comments to Read



Last Chance for “Show Me The Sales”

Posted by Rampant Coyote on November 27, 2011

There are now less than 24 hours remaining on the “Show Me the Sales” promotion. There are some great games on the list… many of which I already own. ‘Cuz they rock. Space Pirates and Zombies, Scoregasm, VVVVVV, Planet Stronghold, Laxius Force III, Gratuitous Space Battles, Magical Diary, Evochron Mercenary

And of course, Frayed Knights: The Skull of S’makh-Daon!

Yes, I’m an indie game junkie. I admit it. It’s not exactly as if I have time to play all of these games to whatever passes for conclusion.

Anyway, you have just a few hours left to get in on the sale (some of ’em may have passwords / codes / expiration dates that expire a few hours later, but I wouldn’t count on it…)

Show Me the Sales! Show Me The Games Promotion.

I also want to just promote this site a little bit, if I could. Yes, I of course would love you to buy games from RampantGames.com so that I get my little affiliate bonus which helps keep the lights on here and on some months even makes enough to help fund my indie game habit.  But Show Me The Games is an interesting experiment. In a way, it is the anti-portal, the anti-Steam, the anti-Big Fish. Ooooh!  The site admin (Cliff Harris) doesn’t make a dime on any of these games (except, of course, his own). It is 100% direct-to-developer. The individual devs may be asked from time to time to chip in some cash or promotional mentions (like this one) to help promote or support the site, but otherwise it’s a cool free resource for indies to market their games directly.

I’d like to see something like this take off. I worry about living in a world where indies become completely beholden and dominated by major portals – making them not-so-indie after all. As great as it is that indies now have places like Desura, Steam, Gamer’s Gate, etc. – we need to keep these other avenues alive. So if you have friends who are wondering about where to look for the best indie games out there, that’s another place you can point ’em. After this site, of course. 🙂


Filed Under: Deals, Indie Evangelism, Rampant Games - Comments: 4 Comments to Read



“Black Friday” – Frayed Knights Reminder

Posted by Rampant Coyote on November 25, 2011

The “Show Me The Sales” promotion is still going on – you have this weekend to use the coupon code “SHOWGAMES” to buy Frayed Knights: The Skull of S’makh-Daon at a 15% discount.  There are other games at that link that are well worth picking up at a discount, too.

And as announced earlier this week, you can still grab the free strategy guide. Unlike the discount, that’s not going away at the end of the weekend.

Happy “Black Friday.”


Filed Under: Frayed Knights - Comments: 4 Comments to Read



Giving Thanks

Posted by Rampant Coyote on November 24, 2011

My apologies for all my readers (approximately half) for whom today is simply “Thursday.”

Here in the U.S., it’s a holiday where we count our blessings, feast, and watch football. (Er, American Football, for the entire rest of the world who play a sport by a similar name which we in the U.S. call “Soccer.”)  Or in my case, hang out with friends (and family) for a four-day weekend of food and games.

We started the tradition in college when several of us lived too far away to drive home for the holiday, and were too poor to afford plane tickets to make a quick visit – especially with the winter break coming up so soon. After one incredibly disastrous weekend with my roommates’ uncle & family, on subsequent years we decided to celebrate the holiday our own way – with lots of board games and Dungeons & Dragons.  The first one proved to be the Best Thanksgiving Ever, and we’ve continued the tradition. Now that we’re older and have our own families and extended families nearby, we do spend Thanksgiving itself with family (and some friends), but Friday and Saturday are spent slinging dice and raising hell.

It’s kinda funny that to me, Thanksgiving really equates to a “D&D Holiday” in my mind. But hey, that’s not a bad thing, is it?

So what am I thankful for? A lot of things, really. I’m a lucky guy.

But here, publicly, I’m just gonna express my gratitude for still having friends to play RPGs with. We’ve managed to keep the tradition alive for many years, and as much as I love my CRPGs, they are apples and oranges in comparison to getting around the living room with friends and slinging dice and bad jokes. (Yeah, where exactly did the inspiration for Frayed Knights come from, again?)

Now I have to get back to finishing up the pre-gens for tomorrow’s one-shot…


Filed Under: Geek Life - Comments: 5 Comments to Read



Learning from the Arcade Classics

Posted by Rampant Coyote on November 23, 2011

There are a pair of great articles from Ben Garney and Eric Hartman about learning game design from the old arcade games (via MAME) . These are pretty insightful articles — at least they were for me. They made me think a little. They could be narrowly interpreted to only include action games, but I think that there are general lessons that can apply far more universally than this.

Learning From the 3000 “Classics”

Mame Mine: Wacky Sports

One of the great things about the arcade era is that it was a time of great experimentation. Yeah, it was a time of incredible cloning and derivative gameplay too – that’s never changed. But the games were (relatively) inexpensive to make and had a a popular distribution method – virtually every shop that had a bubblegum machine also had an arcade game in the corner.

You know what that’s kinda like? Sounds a little like indie games today, huh?

Anyway, this wildly experimental arena with entire generations of games coming out in less than a year meant there was a lot of lessons learned in rapid succession. While game design today is largely built on the foundation built by this Darwinian dogpile, a lot of the details have been obscured by time and tradition. I think there’s still a lot to be learned from these old games, even if they were built in the infancy of the craft.


Filed Under: Design - Comments: Read the First Comment



Frayed Knights: Get the Strategy Guide… FREE!

Posted by Rampant Coyote on November 22, 2011

For some reason, I thought it would be better to have a “strategy guide” for Frayed Knights: The Skull of S’makh-Daon rather than a simple walkthrough.  Wouldn’t it be neat to have a fairly thick document that can be useful for people who just want hints, or actual strategy suggestions, or just more “in-character” information about the world?

Yes, just as with the game, I apparently wanted to make things harder on myself.  And I wasn’t able to get it done in time for release.  And with the updates I’ve been doing on the game, some of the information has gotten stale. So, in preparation for an upcoming update (sorry for the delays, the Day Job has had me in a little bit of crunch, and I’ve also been doing some early work on the sequel), I’m releasing the strategy guide for you now. It includes “interviews” with each of the characters, pamphlets from the adventurer’s guild, lists of items and monsters with their stats, hints for those who just need a little help, and complete solutions and a walkthrough for people who need more than a little help.  It should have something of value for pretty much everybody.

In that light, I decided to make it free. For everyone. Even if you don’t own the game. I don’t care. Much of the information is useful just for the demo. Enjoy the guide!

There is no catch, but I am encouraging folks to sign up for the newsletter if you grab it. This is not mandatory – please don’t put bogus emails in there or anything if you don’t want to sign up (or are already signed up).  *I* think the newsletter is a good thing, and I am working to make it more frequent and informative, to keep you up-to-date on updates, progress on games, strategies, hints, new games becoming available at RampantGames.com, and so forth.

So that’s enough intro. Go grab the Frayed Knights: The Skull of S’makh-Daon official strategy guide!

Frayed Knights: The Skull of S’makh-Daon Strategy Guide


Filed Under: Frayed Knights - Comments: 5 Comments to Read



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