Tag Archives: third eye games

Another Conversation with…Eloy Lasanta, Chief Merman.


Tom: It’s my pleasure to welcome back Eloy Lasanta to Go Forth And Game. Eloy has a great new project on Kickstarter and I wanted to talk about it. First remind us about your company Third Eye Games.

Eloy: Third Eye Games is my gaming company that I started about 3 ½ years ago. Since then, I’ve released three successful gamelines, Apocalypse Prevention, Inc, Wu Xing: The Ninja Crusade and Part-Time Gods. I can’t tell you how fun it is to own your own gaming company and really have an outlet for your creative juices.

Tom: I’ve read API and Part-Time Gods. They both look really fun. Now for your newest game, Mermaid Adventures. Tell us all about it.

Eloy: Mermaid Adventures, an RPG of Undersea. It’s a tabletop game geared toward kids and adults that gives a lot of fun options to tell great stories. The system I created for it is simple enough for kids to pick up quickly, but has enough depth that even the adults have something to sink their teeth into. In the game, players create unique merfolk from 8 different kinds (it was only 4 before we hit our stretch goal on Kickstarter), each with their own personalities and special gifts.

Tom: It’s occupying an appreciated niche – children’s rpgs. I would think it was difficult to get the system honed to something that short attention spans can grasp. How did it come about?

Eloy: Before I started working on Mermaid Adventures, the only kids RPG I had heard of was Faery’s Tale (I even got to playin a session run by a 9-year old and it was really good). Faeries weren’t never my thing though, so when I decided I was going to bring my kids into gaming, I went in search of a cool mermaid RPG. Guess what? There wasn’t one. Again, it’s great to be a game design. I see an unfulfilled niche and I fill it. In the end, Mermaid Adventures is a reason to play with my kids. Having kids I the best motivation to get into the kids market.

It's undersea fun for everyone!

Tom: My 10 year old LOVES role playing games. Spirit of the Shattered Earth and Icons are his favorites at the moment. It’s really cool having your kids take up your hobby/loves. Why are you Kickstarting it?

Eloy: Everyone knows by now that I’m a huge fan of Kickstarter. I kicked off Part-Time Gods on there and I loved the excitement that surrounded the game. I wanted to recreate that for Mermaid Adventures and have been very successful thus far. The main thing about Kickstarter, for me, is that it allows me to put out a better product. Sticking with my budgets and access to art, I can make a game about 80% of what I want it to be. With the enthusiasm and funding direct from the fan on Kickstarter, I can go above that figure and then some.

Tom: The Kickstarter has exceeded successful funding as of today. That is fantastic. You’ve included some great perks for backers. New characters, additional adventures. Even a couple of new rpg’s. It’s a really fun idea. Did anything change from initial concept to final product?

Eloy: Playtesting reveals all. There were a couple holes in the way Attributes were arranged and how your character is hurt went through a few iterations before we got to our final version. Thing is, though, the game was very simple from the get go, but creating games for kids is still very difficult. It’s hard for someone with a verbose vocabulary to write to a lower grade level than what you’re used to. With my other games, I could use big words with lots of explanations, but with Mermaid Adventures, I’m using easy to grasp language so that the kids can pick up the book and read it too. That’s the goal of it all.

Tom: What is unique about Mermaid Adventures?

Eloy: I met Melissa Gay a while back, almost two years ago now, and we hit it off immediately, bonding over both being parents of autistic kids and our love of the hobby. Since then, she’s done work for Apocalypse Prevention, Inc. and was the lead artist for Part-Time Gods. But guess what she did before RPG illustrations? That’s right, children’s books illustrations. So, she was my obvious first choice for this project. She is very good at what she does and has a way of creeping into my brain and taking out exactly what I want… and then some.

Octomaid

Tom: Have you had any problems with the game?

Eloy: Problems? The biggest problem I’ve heard is that parents are being hassled by their kids to play almost every day. “When are we going to play Mermaid Adventures again?” is something I hear quite often myself nowadays too. The documents have gone through their fair share of alterations to fit the audience better, simplifying math, adding in options that will appeal more than others, things like that. Other than that, no actual problems.

Tom: How did you playtest MA? Do you have a group of kid gamers?

Eloy: Not only did I play test this with my own kids (and the neighbor’s kids), but I sent the game out to quite a few gamers who were looking for a game to play with their kids (ages ranging from 4 to 12). I got a lot of helpful feedback that has made this game super awesome. See, I’ve never written a game for kids before, so I knew what I wanted to accomplish, but it has taken time to really get it into a final form worthy of my goal. I’

m quite happy with it now.

Tom: You posted a video of your daughter talking about MA. How does she like it and what influence did she have on the game?

Eloy: Gabrielle’s my #1 sounding board. If I throw something at her and she says “I don’t think that’d be fun, daddy”, then I really need to rethink putting in a game. She’s made a dozen or more characters using different iterations of the rules and has had fun the whole time. I’m loving spending time with her and sharing my RPG with her and she loves “playing the games daddy plays”, so it’s a thrill for both of us. That’s why I shared the video. I wanted others to get in on the excitement that we’re having at home.

Tom: I can’t wait to play Mermaid Adventures with my kids. What is next for you? What else is in the queue?

Eloy: Mermaid Adventures has been funded, but we’re not stopping there. Our stretch goals are set up to release a few other setting using the same rules, so I’m hoping we can hit all of our goals.

I’m also currently editing API Worldwide: South America, writing Wu Xing: Truth and Lies, and starting development of Divine Instruments (for Part-Time Gods). In short, my plate is very full.

St. Eloy

Tom: Over on your blog, EloytheSaint.com you’re doing open development of your new game line, Sinister. Tell us about that.

Eloy: With Sinister, even though it’s something that a lot of other companies are doing nowadays, this is my first foray into open development. The name comes from what I intend to do with the setting itself… it’s my “Sinister” take on the monster training/capture genre. The main goal is to make an RPG of this kind, one that is just as engaging with its mechanics as it is with the story. I’m working very closely with a talent artist, David Bednar, and really crafting a world that you’ll be able to (and most importantly, WANT to) explore. I’m posting a new idea for the game every Friday on my blog and i’m always looking for more feedback on the ideas. So far, I’ve had some people who have gotten sucked into my design process and I thank them all for it. Now, we just need more. When it’s done, it’ll likely be kickstarted sometime in 2013.

Tom: Are there any links or sites you want to direct us to?

Eloy: ThirdEyeGames.net is for the main site, but I also wanted to point out my blog EloytheSaint.com, where I am openly developing my next gameline, Sinister. You can also find my podcast, Rolling 20s, and all of Third Eye Games sales numbers there as well.

Thanks so much for your time, Tom! Back to writing for me!

Thanks for another great interview Eloy.  It looks like Mermaid Adventures is moving along swimmingly.

 

Mermaid Adventues!


Eloy Lasanta’s latest game, Mermaid Adventures, is bubbling toward its second stretch goal. Check it out here – http://www.kickstarter.com/projects/135802053/mermaid-adventures-an-rpg-of-undersea-fun and see what a treasure it is going to be.

Some of the beautiful art of Mermaid Adventures

An Interview With Eloy Lasanta of Third Eye Games


Today I have Eloy Lasanta in for an interview. Eloy is the owner of Third Eye Games and designer of two role playing games, Apocalypse Prevention Inc. and Wu Xing: The Ninja Crusade.

Tom: Welcome Eloy. Tell us a bit about yourself before we jump into the questions.

Eloy: Well, I’m the owner/operator of Third Eye Games (that great publisher that brought you Apocalypse Prevention, Inc and Wu Xing: The Ninja Crusade). I started playing a long time ago when I was 13 years old and it took hold over me ever sense. When I’m not spending time with my children or girlfriend, I’m usually reading a book, writing or role playing.

Tom: First question, What makes a good rpg player?

Eloy: That’s a tough question. There are tons of players that probably consider themselves the best players ever and are likely not the type of player I’d want to run a game for. For me, a good role player is someone ready to play, knows their character and has the ability to create their own stories. That’s a little out there for some storytellers that don’t regularly play indie games that give the players narrative control. But even within traditional games, the willingness to get into character and act on behalf of that character is a big deal. Also, I love players that occasionally throw wrenches into my plans. “Oh, what does this button do – oops, I pushed it” is great for me as a Storyteller. It helps me flex my muscles and adds crazy randomness into my games.

On top of all of that, there needs to be a willingness to play as a group (no matter how much a loner your character is supposed to be). While some in-group conflict is cool, splitting the party up because one player wants to be the star while the others dilly-dally around is just not good playing.

Tom: What do you bring to the table?

Eloy: Literally, dice and a great attitude. Continuing from my earlier point, when I make a character, I think about all the aspects of their life, but most importantly… I give my characters goals. There’re too many games where the Storyteller is expected to come up with everything. It takes a type of player like myself to say “Ok, since my character is like this, I’m going to do this or that” and a special type of Storyteller as well, one that can handle my sandbox play style. I’ve never been a “let’s kill it and loot it” type of player.

Tom: What is your take on GNS game theory?

Eloy: The GNS theory makes sense actually. It lays out the different types of play styles in pretty easy to understand bites. I myself like a mix of them, which of course is completely against the actual theory of “a game should do one thing well” mentality. I’ve never had a problem with the GNS at all.

What I have a problem with are the players that vehemently follow and apply the GNS to their games. These are the ones that go around telling me that the way I role play is wrong because it doesn’t follow the edict set forth by the Forge. I usually just end up sighing and walking away from these conversations, because there’s no debate to be had with a zealot.

Tom: What is your most memorable gaming moment?

Eloy: One of my favorite moments was in Dark Ages: Vampire. I’m playing my crusader Tzimisce and having a ball. We stop at a bar and run into a man who’s also traveling. He starts talking to my comrade (another player) in Italian – which is one of the few languages my character didn’t know. There conversation reveals that the man knows of one of my greatest enemies… and then he says my enemy’s name – I instinctually cleaved him in two. Blood everywhere, my companions getting very angry with me and the law being called made it a very chaotic scene. He was convinced that the man was working with his enemy. So while extreme, the action was still justified. The crap-storm that followed was a lot of fun to play in. I’m all about upping the stakes in a game.

Tom: What are you currently playing?

Eloy: I’ve just come off of running some Wu Xing: The Ninja Crusade for my group and we’re continuing with a Changeling: The Lost game that we put on hiatus for a while. Changeling has to be my favorite game that White Wolf has ever made. I’ve got my eye on the Dr. Who RPG for my next “go-to” game.

Tom: What is the hardest part of designing a game?

Eloy: The hardest part of designing a game is trying to encompass all the different character types that a player might want to play. You have to take the social players into account, just as much as the combat players. The game has to have the ability to make all of these kinds of players happy, in my opinion. A compelling setting is also a must for me as a designer and roleplaying customer. I’m much more likely to buy a game,…if I like the setting. So, I try to keep this in mind when I’m brewing up a new game

Tom: Tell us about the trials and tribulations of playtesting.

Eloy: Oh man, playtesting. I’ll say that there are really no true “trials” or “tribulations”. In all honesty, I approach playtesting as a way to see if my ideas work. I playtested the initial Dynamic Gaming System (DGS) for Apocalypse Prevention, Inc. for over a year. For Wu Xing: The Ninja Crusade, since it used the same basic system, took only 6 months and several groups of playtested to get it just right. I love feedback of any kind myself. Even learning of things that I may have done wrong is really good for me as a designer.

Tom: Who’s work in the game industry do you admire the most?

Eloy: In all honesty, I really admire Justin Achilli’s work. He’s been one of my favorite writers for a long time. His language and grasp of design concepts make his work my favorite. The few conversations I’ve had with him, however brief, really made me understand where his influences come from as well.

Tom: Do you play board games too?  If so which ones are your favorites?

Eloy: I do play boardgames too. Though not “technically” a board card, I really love Dominion. Carcasonne is also another favorite of mine. I wish I had more time to play them.

Tom: Tell us about the history of Third Eye Games.


Eloy: Third Eye Games began when I got tired of small freelancing gigs or writing stuff for free. I also really wanted an outlet to pursue new gaming concepts and settings that had been circling around my head for years. Apocalypse Prevention, Inc. was the first of these settings, allowing me to explore different dimensions, demons from other worlds and humanity’s attempt to protect humanity. I like walking the line and creating the grey area of “protecting our kind” vs. “demonic genocide”. We’ve sense released 3 sourcebooks, detailing new demon races and how API operates in other countries. Great stuff!

As soon as we had API underway, I had time to concentrate on a new setting, Wu Xing: The Ninja Crusade. This gave me the opportunity to create a fictional world, unlike API that just took place in our own world. Wu Xing allowed me to expand on combat concepts I created for API and a way to pay homage to many of the anime and kung fu action influences that I’ve had throughout my life. It’s only been out for a month and already has several 5 out of 5 Reviews, which means that people are feeling what I was trying to do with it. Which makes any designer feel great!

The next phase for Third Eye Games involves brining our fans into the process and rewarding them for being fans in the first place. We just started the Fan Rewards Program. Doing stuff for Third Eye Games, from buying books to running demos at your local store to talking about us online, gets you points that you can spend on FREE STUFF!!! I’m really excited about this new initiative and I hope that it brings the relationship between Third Eye Games and fans to the next level.

Tom: Tell us a little bit about your games. Let’s start with API.

Eloy: API stands for Apocalypse Prevention, Inc, a shadow corporation that polices the supernatural on Earth. Players take the role of agents within the corporation, who implement the policies the company’s set forth. The world is full of demons that either help the company or are hunted down and exterminated/incarcerated/deported. Fun fun stuff!

Tom: Now how about Wu Xing: The Ninja Crusade?

Eloy: Wu Xing: The Ninja Crusade is our brand new game where the players take on the roles of ninja from rival clans that must work together in the face of utter destruction. The Emperor’s family has been murdered by ninja and he has ordered the death of all ninja. After picking off a few clans, they decide to band together and fight back. There’s rivalry, intrigue and awesome martial arts abilities going on in this game, and it is a blast to play (and GM)!

Tom: Have you had any production problems?

Eloy: Production problems… I think every company has them. Mine have been mostly due to poor back-up practices, but I’ve corrected them. lol. Others come from communication with some freelancers. Not to say that any of them were unreliable, but I’m quickly learning exactly how important constant communication is to keeping deadlines.

Tom: What’s up next for you and Third Eye Games?

Eloy: As I said we just released Wu Xing: The Ninja Crusade and are currently developing sourcebook material for this setting as well as Apocalypse Prevention, Inc. Also, Volume 1 of an API Anthology and a Savage Worlds conversion for the setting is in the works. (The API Anthology came out this week.)

Tom: Where can we find you on the Internet?

Eloy: http://www.thirdeyegames.net – From there, you can find all the great links to buy the books (PDF or Print), as well character sheets and discussion forums for Third Eye Games products.

Tom: Thanks Eloy. That was a lot of fun.

Be sure to head over to Third Eye Games and give API and Wu Xing a look. And while you are there check out the new API Anthology!

Apocalypse Prevention, Inc. – Read Through Review


This is the first of what I’m calling ‘Read Through Reviews’.  These are reviews of games that, for some reason, I haven’t played yet.   At some point I may get around to them but I want to get some first impressions on them down.  First up
Apocalypse Prevention, Inc. from Third Eye Games.   The designer is Eloy Lasanta.
API is a role playing game in the vein of Inspectres and Ghostbusters.  It’s really more like ‘Men In Black’ the rpg.  You play an agent of a secret organization tasked with saving the world from ‘demons’ or other dimensional monsters.  Ok, that sounds pretty cool.  The game shoots for a horror/humor combination and from my reading it will deliver this.
Here are my impressions.
Cons
  • I didn’t like the placement of the reference guide pages.  I would have liked them at the end.
  • Combat math is too much.
  • The layout of the book or maybe the organization is a bit wonky to me for some reason I can’t put my finger on.
  • It doesn’t really tell you how to play.  It assumes you know.  Some examples of play would have been super.
Pros
  • I like the cover art.  The art throughout the book is pretty good.  The illustrations of the ‘races’ and characters gave me a good idea about those characters.
  • I like the ‘In Brief” section.   The back story is good and imaginative.  Anchoring it in history is a neat idea.  It gives the story some weight and makes for some story hooks like playing past incarnations of API.
  • I like that the book jumps right into the process of creating a character.  This is what most people want to get to first and it should be at or very near the front of an rpg.
  • I like the positive and negative ‘aspects’ of Passions.  Like Aspects in FATE but just different enough to be interesting.
  • The Reference Guide is good.  It is relatively clear, understandable, and gives an idea about how the game works.
  • I like how levels and references are based on 10.  The ‘she’s a 10′ comparison to explain this was spot on and cleared it up immediately.
  • The list of Gifts and Drawbacks is extensive.  There is a lot of variety and interesting takes on clichéd ‘powers’.  And there are some unique ones as well.  I like the ‘taint’ spell.   I have not seen that one before.  That is very cool.
  • The GM section is pretty good and fairly clear.  Again, examples would have been good.
  • FATE influence is heavy which is good.  XP instead of Fate Points is a neat change and interesting.  I like that you get XP for acting within your Passion.
  • The sample characters are good and show well what a character should be like.
  • I like the target numbers ladder for conflict.  Again FATE influence with a twist.
  • I really like the Initiative Track.  That is the coolest and most unique thing that jumped out to me.  It’s a board game mechanic in a rpg.  It’s a visual reference for initiative.  Neat.
All in all the book is pretty good.  I like the MIB vibe with some Ghostbusters mixed in.  The system seems solid from the read through.  Idemoed it at MACE this year with the designer (who is a very cool guy).  The demo was a little rough but I can see some light there.  I think adding examples of play would be a huge plus.  The demo showed the system off but if I hadn’t had that I would have been lost or at least confused about how conflict was suppose to actually work.
Eloy announced that API will be getting Savaged!.  He is currently working on the conversion and I look forward to this.  My group has just begun using the Savage Worlds system and it is fantastic!  I highly recommend it.
That’s about it.
That’s about it.
Go Forth and Game,
tomg
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