Direct Intent

I am almost finished with Direct Action—the newest version of the kind of game I have worked on and played since Covert Forces in 2005—and hope to have it available early in May 2022. As much as I enjoy writing about elite military units, I am not blind to the real-world problems and issues with these units.

Cover of Direct Action

As military units and tools of national policy for rich nations, elite military units and the operators that staff them have been used in unjust ways, undermining the rule of law and the right to self-determination for many people. They have not and generally are not particularly well-integrated. Their reputation draws to them individuals keen to showcase their physical capabilities and those whose patriotism may lean more to jingoism. Though their initial imagining was as a precise kinetic tool comprised of philosopher-warriors, many have become blunt hammers comprised of shooters. Further, their representation in modern media generally reinforces negative stereotypes of the ethnic and cultural makeup of terrorists and criminals. No matter the truth about the current profile of those who threaten democracy and rule of law, it is always easier to point to the brown and black ‘other.’

To top this all off, during the period that I was working on this, questions regarding adherence to the laws of armed combat surfaced for elite units in Australia, Canada, and the United States. It delayed completion multiple times as I set the game aside.

There are definite problems with these units.

But it is also true that many are drawn to these units because they believe in the rule of law, the right to self-determination, and the requirement for the strong to protect and nurture the weak. Historically, Western society has always lionized bands of elite warriors, no matter the actual truth behind them.

Developing a role-playing game for elite military operators carries many of the same risks as developing games based on the Vikings or Roman legionaries—like Kiss My Axe and Centurion: Legionaries of Rome. Those historical groups did not, in actual history, display the heroism their legends might suggest, and were brutal, violent groups that oppressed those they could safely dominate. However, I would argue that it is possible to play games based on heroism using the tropes of those historical legends, which is why I designed those games.

Understanding that special operations forces can be problematic—as can any military force—this game is intended to allow participants to play heroic characters that have reached the pinnacle of their chosen profession and use their abilities and resources in an attempt to improve the world. That they fail or that they are disillusioned can be included in their stories. The shortcomings of the units need not be ignored, but there is an attraction to ambitious, competent, and driven figures, and that is a good description of most of special warfare operators.

On a personal note, I enjoy playing video games like Ghost Recon and Call of Duty. I have every issue of the comic the Activity. I watched the Unit during its broadcast and have watched both the Six and SEAL Team. I have seen both Acts of Valour and 13 Hours more than once. I am also a middle-aged white guy who has never served but whose career has brought him into contact with various special operations and special operations capable forces. I’ve written a lot of RPG content focused on elite military units. I also believe that black lives matter, that trans rights are human rights, that racism is hard-coded into the structures of most institutions, and that indigenous peoples’ rights and claims must be respected. I am a socialist who believes in strong national security policies and a robust, effective military under complete civilian control.

I want to believe that one can portray heroic characters who have undergone the most rigorous training available in the modern military and now seek to pursue just causes and fight the good fight. That is why I wrote Direct Action and why I think there are those out there interested in playing it.

Not The Time for THAT Kind of Direct Action

This being released concurrently with a post at my Patreon.

TL,DR: I support the protest of police violence against the Black community and demand police reform. Due to current circumstances, I am unwilling to release a game of military action, and will re-purpose it as a SF-action game of resistance against alien overlords in a near future Earth. 

If you disagree that systemic racism is an issue in the US, Canada, and pretty much around the globe, and that we—as the privileged—need to support the Black community, please don’t support me. You don’t want to give me your money as it will be going to support the Black community and police reform.

Okay, the details:

I hope everyone is well and safe. These are truly trying times, and while Canadian streets are not seeing the same kind of protest as many US streets are, we are not insensate to what is happening. Change must occur in Canada as much as the US—I honestly don’t know a country in which racial equality is not a problem.

And if you disagree with that, you would probably be happier not following me and not supporting my work, because I feel very strongly about this. I have been supporting food banks the last couple of months, but I will be supporting causes that have come to the fore in this crisis, causes that are supported by the Black community and especially Black creators and members of the tabletop RPG community.

Having said all that, the militarization revealed in the police force, the use of National Guard troops, and the threat of using US service personnel to police US streets has made me feel very queasy about working on and publishing a game about the military right now. Much like WARMONGER changed because of the COVID-19 virus, I feel Direct Action must change due to current circumstances.

The game will remain the same, I’ve been running two concurrent alpha playtests and the rules are getting close to a viable form. There are much less changes than initially planned, mostly because d20 and 5E were pretty solid platforms to begin with.

So, instead of Direct Action, I’ll be releasing Resistance: EARTH. Themes resonant with the current crisis is appreciated but unplanned. I had playtesters who were not at all interested in playtesting modern SOF, so Resistance: EARTH became a setting we could playtest the rules in.

Resistance: EARTH is kind of a post-apocalyptic action-adventure RPG. You play part of a resistance against alien overlords 10 years after an invasion. A primer is available at my Patreon which provides some insight into what I am proposing.

Thank you as always for your support. Please feel free to cancel that support. You won’t be missed.

Direct Action: Covert Forces and Special Operators

Undertaking the most difficult missions in the most dangerous locales, special operations forces are the tip of the spear. Secretive, highly-trained, and hauling the best kit, these shadow warriors represent a tactical response to strategic threats.

Direct Action is a game based on d20 and Fifth Edition, and draws on previous SEP products like Covert Forces: Redux, Blood and Guts 2: In Her Majesty’s Service, and Canada’s Combined Security Reconnaissance Section. Characters are special operators from national covert forces in adventures that can either jump from the headlines or explode out of fiction. Hunt down terrorists, shut down drug syndicates, protect diplomats in ungoverned spaces—the missions are as varied as the operators’ talents and training.

Kit up and head out for some high-speed, low-drag action.

Direct Action is will be the June 2020 release on my Patreon.

Quantum & God: Gates of Hell

You were born into a world threatened by demons, protected by the benevolent Eternal. Now, the acolytes of the Eternal hunt you, ready to spill your blood, and you’ve found out the demons are real, and they are part of a war in the heavens. This world—your world—was built on lies, but its truths hold many more terrors.

Quantum and GOD: Gates of Hell is the sequel to Q&G: Rebirth (released through my Patreon but not generally available right now), and is an adventure for 3-6 player characters. It will be released with both mechanical information for Fifth Edition and for Sword’s Edge. Fifth Edition characters should be of levels 3-5. While the story provided does not require characters of good alignment, given that the goal is to save the world, good or at least non-evil characters are the most suitable for this adventure.

This adventure is intended mostly as a framework, but if played through with only the events and encounters related, will likely last two to four evenings, depending on the number of players and the speed with which they generally make decisions and move through mechanical encounters.

In this adventure, the PCs have been thrust into a world they don’t understand, and must come to terms with powers they’ve been raised to consider “demonic.” They’re chased by the followers of the Church of the Eternal, but have also found allies and enemies, and uncovered a threat to their world.

This provides a capstone to the adventure begun in Rebirth, but the world and the storyline begun there could wind through many other threads before arriving here.

Please note: a key component of this adventures is the questioning of a monotheistic religion followed by the populace of the setting, and revelations regarding it. While this is not intended to ridicule anyone’s beliefs, if you or someone in your group is sensitive to criticism of organized religion, you probably will want to give this adventure a pass.

Quantum and GOD: Gates of Hell is a possible project slated for a vote on my Patreon.

Abyss of the Crimson Caves, a Fifth Edition Adventure

Sword’s Edge Publishing has released its second of three Fifth Edition adventures, this a sequel to Cult of the Abyss.

A minor cult following an obscure myth is seeking artifacts and using ensorcelled children to do their digging. The Crimson Caves hide more than simply this, as the cult is building an army for the day when their deity is released. It’s up to a band of adventurers to free the children and foil the cult in this dungeon crawl for Fifth Edition.

Abyss of the Crimson Caves is an adventure for 3-5 player characters of levels 5-7, though it best played with 4 PCs of level 6.

The format of this adventure has the monsters listed without further information in the room description, with the monster’s information blocks at the back of the PDF in the order in which they appear. A separate file is included with the monsters information provided in the order in which they appear so that it can be referenced while playing.

This adventure and the earlier Cult of the Abyss is already in the hands of my Patreon backers, as is the following one. If you like the kinds of products SEP releases, you might want to back the Patreon to get them first and usually cheaper.

Abyss of the Crimson Caves is available now at Drive Thru RPG.

Cult of the Abyss, a Fifth Edition Adventure

Sword’s Edge Publishing has released its first Fifth Edition adventure: Cult of the Abyss

Young Prince Erd has been kidnapped along with some other children from a village. An observant hunter told the Royal Guard of seeing a handful of armed men leading a small group of children into the Red Valley. The characters are sent to retrieve the prince and rescue the children. Easier said than done as the characters find themselves facing off against a strange cult in this dungeon crawl for Fifth Edition.

Cult of the Abyss is an adventure for 3-5 player characters of levels 5-7, though it best played with 4 PCs of level 6.

The format of this adventure has the monsters listed without further information in the room description, with the monsters’ information blocks at the back of the PDF in the order in which they appear. A separate file is included with the monsters information provided in the order in which they appear so that it can be referenced while playing.

This adventure is already in the hands of my Patreon backers, as are its two sequels. Those sequels will likely get a release in the following months, but if you like the kinds of products SEP releases, you might want to back the Patreon to get them first and usually cheaper.

Cult of the Abyss is available now at Drive Thru RPG.