Just what the question says: you could end up owning (and presumably having the wherewithal to publish, if you so desired) one existing RPG. Which would it be, and why? What would you do with it?
is " so I could totally ruin it" an acceptable answer?
I've got partial standing rights to two. Just lack the funds to do anything about it yet.
The Fantasy Trip.
I would organize the production of a boxed-set re-issue, with the core rules intact and unchanged but cleaned up and re-organized, a touch of modest changes here and there to smooth out things that arose in the last 40 years of play, and a shit ton of cool play maps, terrain and figure markers.
Star Smuggler
It was a solitaire space trading RPG from DwarfStar
Rules I'd probably go with Mythras. I love the game and if I was a big ticket publisher I'd be marketing the ass off of it.
Setting: The Sword of Shannara / Knight of the Word series and dual promote/release as a classic fantasy/urban modern fantasy games. Work on crossovers and media tie ins.
I would love to resurrect A/State. It's one of my all time favorite settings.
I would love to see it get another set of rules and a continuation of the campaign setting.
And adding some new stuff, and take what great material that already exists and 'tighten' it up and make it more congruous with the setting.
- Don't Rest Your Head
- Immortal: The Invisible War
- Fading Suns
- Paranoia
- Shadowrun
- Underground
...
Oh wait, you said one.
After the Bomb 2nd edition and related TMNT works. I would love to make them one magnum opus game. The best mutant animal creation rules anywhere. I lack the skill or funding to make a go of it though. I would want to balance things a bit better.
Quote from: Larsdangly;964610The Fantasy Trip.
I would organize the production of a boxed-set re-issue, with the core rules intact and unchanged but cleaned up and re-organized, a touch of modest changes here and there to smooth out things that arose in the last 40 years of play, and a shit ton of cool play maps, terrain and figure markers.
Stole my answer so I'll say 1977 Traveller. And what I would do is reissue it in the little black box with the same text and art and no changes to make the original version easily available again.
D&D, obviously, for purely financial reasons. Apart from that, I'd love to get my hands on the World of Darkness to do something different with it. I'm so tired of iffy mechanics and eco-terrorist werewolves. The end result would likely more resemble the New World of Darkness setting-wise but with rules that don't make me want to take a hammer to the book.
Tunnels & Trolls 5th ed. Nothing else comes close for me on this question. As to what I'd do with it - I'd reissue all the solos, and GM dungeons, commission some new ones, and write a ton of different settings powered by T&T.
I don't know, D&D of course but like most of them it exists in a place and time relative to its fan base. It becomes very hard to please everyone. The more I've run 5th edition the less I've liked it but I don't think it would make sense to replace it or redirect it at this point.
Rolemaster's been working on a revision that I lost faith in a long time ago but again, I'm not sure you could interfere with that without pissing off all the fans. If I did it'd be a very slightly cleaned up RMSS from here on in. You'd be surprised how much faster a handful of little changes could make it.
Traveller is Marc Miller so owning it doesn't really work for me. Yes I know there are those who'd dispute it but maybe if it came with revitalized brothers Keith instead of Marc Miller as part of the package?
GURPS yeah, well, I'd love to own GURPS and direct its development. Vehicle Design would be out right quick and Mr. Pulver would get the kind of cheque that would ensure it. But I'm afraid I'd probably do a new edition and the guys who want this that or the other would be pretty angry.
No I'm better off owning and writing my own games I think. Not having fans is kinda liberating :D
Amber Diceless. I would restructure the two rulebooks so that all of the powers, etc, were together. Maybe divide the rules into a player's book and a GM's book. Maybe put out a set of maps. Some Trumps. A bunch of stuff.
Own? Completely?
MERP: The reason it went out of print (and why Iron Crown has issued a "no points bulletin" on the subject of pirating) is that ownership is clouded. AIUI, Iron Crown owns the copyright, so they can print it: The Black Hats own the trademark, and can forbid IC from making any profit on production.
Own: The copyright, the trademark, the patent, artwork, dedicated fonts, etc.
Get volunteers to proof read and OCR the entire series, then make it public domain.
Waste World by William "Bill" King. Best over-the-top gonzo post-apocalyptic/whatever fest. I would finish the line (one supplement per Mega cities). Maybe simplify chargen but the game engine is rock solid.
The Whispering Vault So I could get it all back in print and add new stuff to this unjustly forgotten classic.
Quote from: JeremyR;964612Star Smuggler
It was a solitaire space trading RPG from DwarfStar
Holy cow! You're the other guy that bought a copy of that. My first mission, I met the gypsies, and they actually paid off. "Gee, this game is easy..."
Either GURPS or TFT.
TFT is of course much less work to deal with, and doesn't have the stigma and expectations of GURPS. I would first re-publish the existing books, and then make a few new versions. First would be a TFT with pages re-organized and with house rules that patch the main issues I care about. Also glorious maps and counters and PDFs and tips on how to print one's own. Some convention games and videos to show off the tactical combat. Then I'd make an expert ruleset that plays about how I play GURPS with my house rules, but just low-tech. Then I'd add higher-tech versions and other content. I might try negotiating with SJG to see if we could agree on standards so all the material would be stat-compatible between systems, and publish conversion guidelines.
If I had GURPS, I would publish ready-to-play modules and campaign books, that condense the rules to the relevant playable stuff for the campaign. That way, new people to the system could actually have books they could learn and play with without being deluged with content that is irrelevant to anything they're liable to use. I would also probably make an Advanced Combat rulebook (just the advanced combat system, well-organized and tweaked a bit so the 4e bits I dislike are turned into my versions) and an Expert Combat rulebook (or two or three by tech level) that similarly present complete versions of the combat system with the really gritty optional rules worked in (stuff from Martial Arts, Technical Grappling, Low Tech, High Tech, Tactical Shooting, etc.). The Expert books would of course have my house rules and revisions in place of some stuff. And I'd hire others to do the types of content I am not into myself, so there would probably also be complete limited versions for other settings and playstyles. And of course a basic version (or several) to learn from. I might also look at making a rulebook generator system, where you select the optional rules and other stuff you do or don't want, and it generates a PDF of your ruleset. Oh, and there would be counters, usable practical vehicle rules, other generic GM rules for common situations (such as developed travel rules), and ready-to-play action adventure modules (like Orcslayer but it comes with all needed maps and counters or PDFs to print counters from).
MERP not just for the reasons above, but if you completely owned the rights to it you could print great Middle Earth stuff without interference from the Tolkien estate. MERP was faithful to canon while still being great fun, imaginative, and new. Have to resurrect Peter Mullen though.
Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.
I would re-do WFRP 3e, keep the core dice mechanic, but eliminate the cards in lieu of talent/career trees like the Star Wars games.
Then re-release the 1e-2e campaigns and adventures with the high production values 3e had.
Quote from: sureshot;964676Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.
So what does it mean to you to "modernize" rules? That seems to have no actual meaning as rules don't become obsolete due to changes in technology.
Buck Rogers XXVc.
There's no money to be made in tabletop RPGs (aka game-rule book-publishing). One would have to be a philanthropist these days, primarily producing a game as a labor of love.
Big Eyes Small Mouth
Definitely Dungeons and Dragons as it has the most market potential. Other games that I would add if I could would be Fading Suns, Runequest/BRP, Chivalry and Sorcery, WEG Star Wars, and MERP.
Technically not an RPG, but rather a licensed property ideal for RPGs: John Carter of Mars
Dungeons and Dragons?
Why? Because I like $ - and it's the most profitable by a large margin.
Quote from: Charon's Little Helper;964703Dungeons and Dragons?
Why? Because I like $ - and it's the most profitable by a large margin.
People make money off RPGs? :eek:
Quote from: Just Another Snake Cult;964702Technically not an RPG, but rather a licensed property ideal for RPGs: John Carter of Mars
That would be cool if someone made an actual RPG designed around the stories rather than trying to plug the stories into preexisting mechanics. I know there are several attempts at pulpy "sword & planet" games but to date all the ones I've seen have been the latter, which doesn't do justice to the genre in my view. We need a Pendragon for A Princess of Mars.
Quote from: Just Another Snake Cult;964702Technically not an RPG, but rather a licensed property ideal for RPGs: John Carter of Mars
There's a new John Carter RPG due out later this year. Along with a miniatures games and a board game. Might be worthy.
Quote from: sureshot;964676Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.
Stole my answer.
I'd be hard-pressed to choose between Fantasy Hero or Dragon Quest. Probably go with the latter, because it would be strange to get part of the Hero System and not do the rest, but I'd have no interest in anything but the Fantasy Hero part.
The responsibility for Dragon Quest might weigh on me, though. Doing a cleaner presentation of the rules without substantially changing anything would be tough.
Probably Mage: The Ascension. I'd pull it squarely out of the World of Darkness setting and put a bit more vigour into getting some setting elements more grounded into real-world occult. I'd also unpack the system to streamline it and make the core of the game more accessible.
If I had the rights, I'd also like to make The Design Mechanism's Luther Arkwright a standalone game also.
I'm thinking the big thing with Dragon Quest would be simply moving the skills from Book III to Book I and combat from Book I to Book III. Fantasy HERO kinda scratches the same itch but it's part of HERO and should remain there. I wouldn't get far with HERO as I'd stick with sixth edition as it fixes many things and makes them better whatever the diehards may say.
Quote from: Dumarest;964710People make money off RPGs? :eek:
They do on D&D. Not much else - hence my answer.
Quote from: JeremyR;964612Star Smuggler
It was a solitaire space trading RPG from DwarfStar
The owners of the IP released it some years ago as a free PNP.
Quote from: Tetsubo;964626After the Bomb 2nd edition and related TMNT works. I would love to make them one magnum opus game. The best mutant animal creation rules anywhere. I lack the skill or funding to make a go of it though. I would want to balance things a bit better.
The standalone After the Bomb RPG pretty much allready did that though? Its not a good chunk of the TMNT rules and the TFB stuff rolled into one book with the TMNT IP removed.
Quote from: Weru;964638Tunnels & Trolls 5th ed. Nothing else comes close for me on this question. As to what I'd do with it - I'd reissue all the solos, and GM dungeons, commission some new ones, and write a ton of different settings powered by T&T.
Most, possibly all the solos and possibly more are now up on Drive-Thru. I picked up Caravan to Tiern last year when spotted it. Not sure what rules version they have up on DT though.
Quote from: Krimson;964687Buck Rogers XXVc.
Same.
D&D is the clear financial choice, but owning Waste World would be more fun.
Also, the idea of taking a property from obscurity to prominence would be a great ride if it could be pulled off.
Of course, I am talking a multi-media approach, not just selling dead trees and PDFs.
Quote from: kobayashi;964666Waste World by William "Bill" King. Best over-the-top gonzo post-apocalyptic/whatever fest. I would finish the line (one supplement per Mega cities). Maybe simplify chargen but the game engine is rock solid.
Waste World is freaking awesome.
It's also the best 40k RPG.
However, if you ever own WW, please get Bill King back aboard. WW could become an awesome multi-media IP.
All the old TSR properties, for nostalgic reasons.
Dungeons and Dragons, and I'd publish it exactly as it is now:p!
And then I'd use the proceeds from it to acquire the rights for other RPGs I want, or support the writing of such that I like, because why not;)?
Quote from: Dumarest;964711That would be cool if someone made an actual RPG designed around the stories rather than trying to plug the stories into preexisting mechanics. I know there are several attempts at pulpy "sword & planet" games but to date all the ones I've seen have been the latter, which doesn't do justice to the genre in my view. We need a Pendragon for A Princess of Mars.
I find the existing Under the Moons of Zoon and the Savage Worlds: Mars adaptations fully adequate, myself.
Quote from: Spinachcat;964775Waste World is freaking awesome.
It's also the best 40k RPG.
However, if you ever own WW, please get Bill King back aboard. WW could become an awesome multi-media IP.
It is also the best 2000 AD comics rpg ever, it encapsulates perfectly anything from Rogue Trooper to Nemesis the Warlock.
It could even do The Ballad of Halo Jones... And Slaine, and... ok, ok, I'll stop rambling.
Getting Bill King aboard would be mandatory of course.
Well, one can dream...
I'd grab up a little unknown game called Fuzion and touch it up a bit, market it better.
Quote from: sureshot;964676Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.
Rifts was just released in Savage Worlds rules. I've played a couple of sessions and it's a lot of fun, but I never played the original so I'm not sure how to compare them.
Quote from: Just Another Snake Cult;964702Technically not an RPG, but rather a licensed property ideal for RPGs: John Carter of Mars
As hedgehobbit noted, there is a John Carter RPG in playtest by the same folks that brought the new Conan RPG and are playtesting a Star Trek RPG. They are also planning a miniatures line and board game.
Quote from: Omega;964767Most, possibly all the solos and possibly more are now up on Drive-Thru. I picked up Caravan to Tiern last year when spotted it. Not sure what rules version they have up on DT though.
I know, but I'd want to reissue the cool A5 size copies they sold here in the UK.
Quote from: kobayashi;964827It is also the best 2000 AD comics rpg ever, it encapsulates perfectly anything from Rogue Trooper to Nemesis the Warlock.
So true!!
When I ran WW, I'd grab images from Heavy Metal, Judge Dredd, Slaine and others for inspiration.
Well DnD would make most sense if you are in it for the $$ . Oh and just to piss off any and all DnD fanatics by publishing something totally not what they expect (so we can have all the moaning bs about DnD 4e not being DnD etc.) :p :D
Other than that, what i'd most like to be in possession of is the rights to Exalted.
That's if we talk about existing RPGs.
If the question is "what license or IP would you like to own and make an rpg out of", the answer is totally different. But i guess that'd be another thread.
Quote from: Weru;964855I know, but I'd want to reissue the cool A5 size copies they sold here in the UK.
Get an A5 Printer? :confused:
Quote from: Omega;964905Get an A5 Printer? :confused:
The question was what licence would you want and what would you do with it. I don't need to print any solos for myself.
New World of Darkness, or as it is called today Chronicles of Darkness. Here is what I do.
1. I so would end second edition and denounce it as a abomination that it is.
2. Make it some what similar to D&D mechanically, but with no classes and closest thing to level would be the power stat.
3. Allow for complete customization for clans, covenants, bloodlines for vampires to make each game unique.
4. Allow complete customization of tribes, add in Bloodborne elements, and make the Pure reasonable/playable opposing faction.
5. Mage would get the most changes to its mechanics for balance reasons. First of all no instant cast spells unless it is a attainment which are extremely hard to get, harming yourself, or allowing a paradox. Secondly all orders are the antagonists it just how authoritarian and crazy any order can get. Yes I am forcing mage to be a game of personal enlightenment instead of political game.
6. Changeling... Well for the first time ever Onyx Path made some right moves. The kiths, seemlings, and courts are great. I just need to remove some bullshiity mechanics.
7. Make the God Machine and the Principal forces of Order (aka closest thing to Lawful Good) as both have the ability to produce angels.
8. Add in hex crawl map for the local area (aka city) and region area.
Quote from: Omega;964766The standalone After the Bomb RPG pretty much allready did that though? Its not a good chunk of the TMNT rules and the TFB stuff rolled into one book with the TMNT IP removed.
I want the space stuff and dinosaurs and the settings outside the US. The whole enchilada.
Quote from: David Johansen;964647.
No I'm better off owning and writing my own games I think. Not having fans is kinda liberating :D
I agree with that. There was a time I had some very strong, well defined ideas regarding Gamma World in terms of mechanics, setting and tone. And in the privacy of my home group I was bring that to life. But my vision for Gamma World wasn't necessarily true to the original spirit of Gamma World or something I should impose on the other fans of the game.
My experience running Gamma World mixing with other influence led to Mutant Bikers of the Atomic Wastelands and more recently Bounty Hunters of the Atomic Wastelands in which I was able express my own vision without baggage of the legacy game or inflicting my perference on the fans of an existing game.
1) The Dark Eye
I would scrap the wannabe GURPS rules system and make a streamlined retroclone of the game's first edition witha focus on the game's uniquely German setting. Throw that bitch into a clean boxed set and off we go.
2)Chivalry & Sorcery
Rework and clean up the red book first edition for the ultimate faux medieval circle jerk.
Dune: Chronicles of the Imperium.
Just for the license, then do something useful with it.
Fringeworthy -
1) Provide the edited and cleaned up rules, instead of the rules that make sense to a 70s grognard. (Which I had done in the 80s, but they decided not to publish it. I retouched it with in the 2000s)
2) Use all the source material and incorporated in the core book. (Big list of alternates)
3) Publish a book or six of altnerate world seeds
If I could get the rest of the IP
Publish the short stories that support FTL2448
Provide a reset rules for Bureau 13 and FTL 2448 (And incursions too)
Quote from: sureshot;964676Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.
Ditto. Sure, I know there's the Savage Worlds version, and I would continue to license Pinnacle to keep that going, but I'd want to tighten up the old system, hopefully with an eye towards making existing sourcebooks still useful. Also, so I could have a Risus: Rifts book just to blow folks mind (and throw some work at S. John Ross.) Someday soonish Kevin's not going to be able to run Palladium anymore, and I'd rather the company didn't dissolve when that happens. (Heck, one of my 'if I won the lottery' daydreams is to offer to buy up Palladium, clear it's troubles with the Robotech Kickstarter (if only by refunding backers), and help it move more smoothly into the current century.)
Quote from: Snowman0147;965082New World of Darkness, or as it is called today Chronicles of Darkness. Here is what I do.
1. I so would end second edition and denounce it as a abomination that it is.
No way hell no. NWOD was the edition that brought me back. Sure the books lost some of the flavor. Yet it was to me the best version of the rules. It's so easy to adapt the rules to many genres. One can even play a mortal and not end up a dying almost instantly. Better NWOD then the previous edition where the writers own metaplot had written them into a corner. What was the point of playing when no matter what the world will end.
I am talking about the shitty edition that tries to copy off FATE with the beat/xp system. The first edition of nWoD is okay.
I mean crying out loud man. nWoD has two editions already so what rock you come out of?
I'm just disagreeing with you Snow nothing personal.
I only played the first edition is the new version really that bad?
1. Mage the Awakening 2.0 so I could get the Fate like elements out of it. Other then that rules are pretty solid and the reach mechanic is innovative and the setting and what triggers paradox both make utter sense and is very clear. Unlike Mage the Ascension what you can do isn't a minigame of "let's convince the GM it's possible". It's a game of here is what you can do safely and here is what you can do with risk balanced against here is what you can do if you go down a dark path that somewhere in the middle leaves you a hollowed out vessel for a CoC entity of unreality that they use to step into reality and start having serious fun and fucking reality up just because they're here.
2. Wheel of Time RPG, it needs to be updated to how the setting currently is and was hinted to go in the future. I would use a game engine that was either custom or something not D20.
Quote from: sureshot;965414I'm just disagreeing with you Snow nothing personal.
I only played the first edition is the new version really that bad?
It depends on what you want out of your game. XP (the term Beats is idiotic) was changed to be more based on characters screwing up or dealing with Conditions; a good chunk of your XP is going to come from your character failing and/or looking like an idiot. Everything is based on Conditions, and there are tons and tons of them. There are a lot of other changes and these range from good to bad, but those two (Beats and Conditions) completely turned me off of the new edition of nWoD.
If you're at all interested, though, I think you can still download the God Machine Chronicle rules update for free to take a look for yourself.
Quote from: Snowman0147;965082New World of Darkness, or as it is called today Chronicles of Darkness. Here is what I do.
1. I so would end second edition and denounce it as a abomination that it is.
2. Make it some what similar to D&D mechanically, but with no classes and closest thing to level would be the power stat.
3. Allow for complete customization for clans, covenants, bloodlines for vampires to make each game unique.
4. Allow complete customization of tribes, add in Bloodborne elements, and make the Pure reasonable/playable opposing faction.
5. Mage would get the most changes to its mechanics for balance reasons. First of all no instant cast spells unless it is a attainment which are extremely hard to get, harming yourself, or allowing a paradox. Secondly all orders are the antagonists it just how authoritarian and crazy any order can get. Yes I am forcing mage to be a game of personal enlightenment instead of political game.
6. Changeling... Well for the first time ever Onyx Path made some right moves. The kiths, seemlings, and courts are great. I just need to remove some bullshiity mechanics.
7. Make the God Machine and the Principal forces of Order (aka closest thing to Lawful Good) as both have the ability to produce angels.
8. Add in hex crawl map for the local area (aka city) and region area.
Damn, I hope you NEVER get near any version of the NWoD, a more stupid set of ideas overall I rarely see. The last thing we need is any version of the WoD to be DnD or GURPS-a-fied. I hate DnD 4e for a reason it's because its a completely balanced game and that isn't reality in a living world. Some people are just better, some are masters in specific areas, that's just how it works IRL and should in a good rpg.
Seriously what needs to be altered or removed is the stupid beats system and the conditions as mandatory to make more experience. Nobody needs a carrot to up the horror if you as a GM do it right. The WoD isn't supposed to be the Justice League or the Superfriends, it's supposed to have some types of Night People being stronger/weaker then others. And groups like the Pure are supposed to be repugnant and hopefully unplayable because they are and need to be because the Forsaken are barely playable themselves as the antagonist. You do know they have a whole tribe that have as their whole reason for being hunting and killing humans? And unlike Red Talons the Hunters in Darkness don't just talk the talk they walk the walk in game, at the table and aren't some dumb illiterate unable to speak a human language joke. They can read and went to school. They convince their pack to join in.
You obviously know nothing about MtAw given the only actual sane choice is to contain paradox thereby physically hurting yourself. Hell, to get my players to pick the fun choice with actual consequences is a houserule I made (Clash of Wills -2 to -10 depending on how much overreach you're attempting). Releasing the paradox is the reason every other faction of the Night People either stay away or tread carefully around mages. First because mages aren't meant to play well with others regardless and second isolation is major thing in Mage, any version of it. Third to make the GotV the nasty bastards they are in the fluff and fourth make the Mysterieum the secretive assholes they are in the fluff. Fifth to understand why the Silver Ladder leads instead of the Free Council and why they are trying to expand the Lex Magica at any opportunity. Sixth to show why you better be on the local Adamantine Arrow's good side. Seventh you better hope you're not on the Seers draft board. Because unlike the Diamond except the Silver Ladder in some legacies they have such great toys and Archmages working openly order wide.
Changeling they nailed and just need to alter/remove the beats/conditions system. Demon like Beast needs to seriously reign it in already and at least try to play nice with the others. I have no idea other then either ignore them or a ground floor rebuild of both games. I chose the former since it's less stress and totally easy to accomplish with no ramifications. Beast is it's own thing far more then Mage and Demon is a blue line game anyway.
To actually interact with a Mage you either have to be sleepwalker or minor template type like a ghoul, wolfblooded, or variant of, like a Second Sight type or something like a Sleepwalker Hunter etc. No 200.00 dollars and no pass go. Isolation remember? Mages have serious power but they cannot be in regular society like Kindred or Uratha.
The Orders are filled with non-sleepwalkers, sleepwalkers, Second Sight types it's the reason they're worldwide unlike the other Night People organizations. 20% of all mages do classic Teleportation/Phase Door things innately. Mages by nature know more and network more by nature. You have one path that controls Death/Matter another Life/Spirit....that's pretty straightforward then you have your Force/Prime mages that control technology and truth... and yeah the fun Mind/Space path that screws your Mind like a vampire and teleports to Hong Kong no paradox unless you're a sleeper or that awesome path Fate/Time that Time Cops hate because she can curse you on top of mucking with you timeline wise. Yeah there's a reason mages separate themselves from everyone.
Rule System
Big Eyes, Small Mouth 2nd.
Its a good system with a very versatile character/mech creation system.
Setting
A toss between Babylon 5 or the Stargate series.
Hey can't do it worst than Onyx Path. I can only do better.
Quote from: Snowman0147;965602Hey can't do it worst than Onyx Path. I can only do better.
At least both of us believe the same games have merit and just need a few fixes that aren't that impossible to do.:)
TURTLE LORDS by Allesandro Testudoro. Hasn't had any love since 1983.
Amber was the dream for a long time. Then I just said fuck it and wrote Lords of Olympus.