Friday, December 10, 2010

Myrmidon Design

The oldest Squawk intelligent species design is probably the Myrmidon. Seth's first sketch of what would later become the Myrmidon was probably done in the late 1980's, shortly after playing Shadow of the Beast on the Amiga.  For the first years of the creature's gaming life it was referred to as the "skeet" and had 4 arms and 3 eyes.  Here are sketches showing variations on the Myrmidon design over the years (not in chronological order):


Wednesday, November 24, 2010

Press Release

The Squawk RPG is a science-fiction role-playing game for 3 to 5 players (including Game Master). Players control intelligent avians, dinosaurs and other reptiles who explore the Abaddon planetary system and it's many unique worlds, cultures and technologies. They overcome extraterrestrial monsters, wild dinosaurs, space pirates, and other savage perils along the way.

Half of the Squawk RPG is a campaign (a series of adventures) that allows Game Masters to run the game with minimal preparation time. The campaign allows players to follow a central plot, or explore the Abaddon system, moving freely in many directions. The campaign includes more than 100 possible encounters to challenge the players, depending on which parts of the Squawk RPG universe they decide to explore. Random encounter tables for each world - and rules that allow players to search for specific encounters - keep the campaign new and exciting even when the same group of players have played the campaign before.

The Squawk RPG uses the simple and easy-to-use Scratch Role-Playing System, which is included in the book. Navigation maps help readers explore the planets and moons of the Abaddon system easily. Over 100 illustrations of creatures, technology and places help readers visualize this unique setting. Experienced tabletop gamers will be able to play this game within minutes of opening the Squawk RPG book, and this is an ideal role-playing game for new players as well.

You can buy the paper Squawk RPG book at these sites:
(CreateSpace gives us the highest commission.)


Or you can buy the Squawk RPG e-book at these sites:


If you run a shop or store, e-mail us at squawk@gameartsguild.com so we can get you books at an appropriate price for your business.

Monday, November 15, 2010

Martial Arts & Tres Espadas

You may have noticed that Martial Arts is a common theme in our games. Over half the Game Arts Guild has full contact martial arts experience, and some of us have internal martial arts experience with Aikido and Tai Chi.  Lately some of our members have been involved in a full contact weapon sparring club called "Tres Espadas." Seth (The Serpent Lord) is thinner of the two fighters in this video:
I am the thinner of the two fighters in these videos:
And the larger guy we are both up against in all three of those is a playtester mentioned in the acknowledgement section of the Squawk RPG book.  The guy in the black shirt in these two videos is a Game Arts Guild member:
And last but not least, here's a battle between two Game Arts Guild members in the cold November rain:
Notice that the footage above is not LARPing, but a martial arts exercise.

Thursday, November 11, 2010

RPG Now and DriveThruRPG

We will officially be doing a press release soon, because the Squawk RPG is on Amazon, on RPG Now: 
http://www.rpgnow.com/product_info.php?products_id=85789 
and on DriveThruRPG: 
http://rpg.drivethrustuff.com/product_info.php?products_id=85789 
so people can now purchase the book in paper or electronic form. We are still trying to figure out how to make this accessible to brick-and-mortar RPG shops.  If you run a brick and mortar store and want copies of the Squawk RPG on your shelf, e-mail us at squawk@gameartsguild.com , and we'll figure out how to get you those books at a price that should work for you.

Saturday, November 6, 2010

The Truth vs. the Correct Answer

When you are playing Squawk, the GM's answers to players who's characters are trying to determine the origins of their universe should be something like "no one is sure.  There are no fossils to verify evolutionary theory, and there is a missing link of machinery when it comes to microorganisms and nanobots."  That is the correct answer; "Squawk is something of an alternative universe where large mammals just don't exist," or "Squawk takes place so far away that it is completely unrelated to Earth" are other explanations used previously.  (For more information on how to treat this topic while playing the Squawk RPG, see the last blog post "Squawk's Creation Debate.")

However, when we were working on this book, there was a graphic we used to keep in mind from our own personal designer's perspective what the "real context" of Squawk is.  Basically Squawk takes place about 5 million years ago in another part of the Milky Way Galaxy:
The Terraformers (a type of biomechanical robots called "Golems") were critical to life being spread throughout the worlds of Abaddon.  So both sides of the debate mentioned in our last post are right: the origins of life in Abaddon depended on biomechanical robots, and most of the life there evolved one way or another.  The "good guys" (Symbiotic Order) are more-right, but the Clockmakers are not completely wrong.

Thursday, November 4, 2010

Squawk's Creation Debate

One of the big political issues in Squawk is an argument about the origins of life in the Abaddon system. One side of the argument is the Symbiotic Order's view, and the other is basically the Monopolis Corporation's view. Abaddon lacks rich fossil records because life really hasn't been there that long. Therefore the question of "intelligent design" for Squawk characters is  twisted - on one side the religious order believes in Evolution, and on the other side the areligious corporate scholars have come to the conclusion that life has been intelligently designed. Here's a "poster" Seth made a while ago but didn't end up in the book, which is relavent to the "Debate at Ariel University" encounter in the Squawk RPG (p.130): Debate Poster

Wednesday, November 3, 2010

Logo updated

We have updated our official logo.  The previous one had a very "Vegas" looking design because it had 2d6 and no d20.

Monday, October 4, 2010

Squawk Hex Mat and Tokens

Here's a new hex mat and tokens for playing Squawk with the Grid rules. The 8.5" by 11" hex mat is divided into 1" wide hexes. You may need a few pages this size for big battles. Click on the image to download both the hex mat and the tokens as a single PDF.

Indexed & back in stock

The Squawk RPG book was "out of stock" on Amazon for a little while because we were polishing the book with an index, some slight cover changes, and many grammar corrections.  Amazon says it is now "in stock" again.

Friday, October 1, 2010

Props for Scratch Grid Squawk

We decided not to focus on using the Scratch RPS's Grid rules in the book; we included the grid rules for those who would want them, but the book isn't focused on supporting those rules. Here are some props for a Skand, Titan, and Lyndwrym:


(These were in turn made from 3D models in Blender before this book project started, models for a Squawk RPG computer game we worked on some years ago.)  And if you don't have any hex paper, we made some of that as well:



Wednesday, September 22, 2010

Buy the Squawk RPG Book

You can now order the Squawk Role-Playing Game book at Amazon.com. ($19.95 USD and eligible for free shipping if you buy it with another book that costs at least $5.05.) The factory proof looks great. The 5.5" x 8.5" trade paperback format is bigger than I had imagined, feeling more like manga than a paperback novel.

We included a map of the Abaddon system on the back cover, so you won't get lost.

I let BFG include any of my sketches he wanted - including some that are not my favorites. As a result most pages of the book have artwork that helps you visualize the inhabitants and locations of Squawk's unusual science fiction setting.

I wish we had this book the last time I played Squawk!

Monday, September 6, 2010

Finished Editing Squawk RPG Book

I am the new spokesmodel for D&D Starter

We finished the final editing on the Squawk RPG book this weekend and I still had time to endure two long, grueling days of pure geek pleasure at PAX.

Thursday, August 5, 2010

Public Squawk RPG Beta Concluded

Many thanks to all of you who participated in the Squawk Role-Playing Game book beta testing. If you have any feedback that you have not yet sent us, please send it to squawk@gameartsguild.com

We are well into our final editing process. For example, all of the planned changes to the Scratch Role-Playing System from beta feedback have already been made: http://knol.google.com/k/scratch-rps

Thursday, July 1, 2010

defense changes

There have been 3 new changes to the Scratch RPS (and thus also the Squawk RPG,) related to defense:

  • First and most importantly, the core rolling mechanism is that instead of trying to roll over a difficulty level to succeed, we now have a roll (plus ability bonus) instead equal to a difficulty in order to succeed. This means that defense is now what your attack roll + ability bonus has to be in order to successfully attack that target (equal to or greater than the target's defense.)
  • Second, we are now again listing character's defense explicitly (after tgh/2.)
  • Third, all healing rolls now have a difficulty level of 10 (they used to vary more than this.)

Tuesday, June 29, 2010

Use Scratch-Knol for testing

We have rewritten the combat examples in the Scratch RPS so that they better explain some of the more complicated things that can happen in basic Squawk RPG confrontations. From now on Beta Testers should reference the Scratch RPS knol for the rules instead of the Scratch RPS rules in the Squawk RPG Beta PDF.

Saturday, June 12, 2010

Balancing Begins

There are two changes we have made as result of beta testing feedback, which beta testers should now start using until further notice:

  1. When searching for a specific encounter, if the party rolls the same encounter twice, they automatically find the encounter they are looking for rather than repeat the random encounter.
  2. The damage levels have changed for shooting and knock-out abilites (these details can be seen at the Scratch RPS Knol.) In a nutshell, shooting only damages 2 hit points unless the attack rolls a 20 when it then instead damages 5. Knock Out now damages 5 instead of 6, but still damages 7 if a 20 is rolled. (In combat between vehicles, rolling a 20 no longer damages any extra hit points.)

Monday, May 24, 2010

Help testing? squawk@gameartsguild.com

We have had some helpful editorial feedback from the RPG.net forums. We have rethought some of the book structure as a result, and so far we are:
  • dividing the book into two sections, one for players and one for GMs,
  • massively reworking the introduction to explain the book better,
  • giving a very brief genesis story for Abaddon, (something we have never done before,)
  • clarifying that you really must read most of the appendix and intelligent species sections before trying to generate a character (least bit actually play,)
  • creating a more robust table of contents, and
  • moving the intelligent species section back to before the characters section.

Editorial opinions are appreciated, and that forum is a great place to put that kind of feedback. However, what we need more is a few groups of players & GMs to try to play through the book, and let us know what parts of the book are too difficult or too easy. We realize that the Squawk RPG beta PDF we put out is not as clear on how to play this game as we had assumed. If you want help understanding the Squawk RPG beta PDF so that you can help us with testing, e-mail squawk@gameartsguild.com and we will answer your questions as quickly as possible.

Wednesday, May 19, 2010

Squawk RPG beta is now

From now until the end of July 2010 we are inviting the general public to test the Squawk Role-Playing Game. Download the beta version of the Squawk RPG book. We are looking for feedback from players and game masters, especially about which parts of the game are too easy or too difficult. Please e-mail feedback to: squawk@gameartsguild.com

The size of the book is 177 pages, with a page size of 5.5 x 8.5 inches. Most of the book is one massive adventure or "campaign". We will use feedback from this beta testing to perfect the final version of the book, which we hope to release before the end of August.

Tuesday, May 18, 2010

Pre-Beta editing complete

We finished the pre-beta editing for the Squawk Role-Playing Game earlier today. Now we are putting a beta PDF together for testing purposes. Once the PDF is ready, we'll officially announce that beta testing is open to the public. That announcement will be on this site, and a similar invitation will be on the RPG.net forums.

Thursday, April 15, 2010

The Scratch Role-Playing System

The Squawk Role-Playing Game now uses the Scratch Role-Playing System instead of the Mano a Mano Role-Playing system. (Most versions of Squawk in the past have used Mano a Mano.) Scratch is a simpler and more generalist Role-Playing System (not as focused on close-range combat as Mano a Mano.) We made this decision in 2009, because it is easier for both for us as developers of the book and for new Squawk players. This still means that the Squawk RPG will have a normal all-rights-reserved copyright license, while using an "open source" role-playing system (Scratch, which like Mano a Mano uses a Creative Commons license.)

Monday, March 8, 2010

What is the Squawk RPG?

The Squawk Role-Playing Game is one of the first projects our development team started, and we have aspired to make a publicly available version of this game in one form or another since the mid 90's. It broke off from another project called "The Dark Woods," and has appeared on some of our websites in the past. In 2008 we began working on a Squawk RPG Book, and we expect to have this book available for sale online in 2010. For more information on the Squawk RPG, check out The Serpent Lord's personal notes on Squawk.

Friday, March 5, 2010

Old News

The Game Arts Guild has been around a while in one form or another. Check out http://gameartsguild.com/old_news/ for an index of our old news from 1997 to 2009.