Welcome to the Moebius Adventures blog!
Here (shockingly enough) you’ll see posts about what’s going on with Moebius Adventures. The goal is to provide information you can use about our game rules or settings for your own nefarious purposes.
What is Moebius Adventures?
Moebius Adventures was born in the mid-90s from the minds of Sean Bindel and Brian Fitzpatrick, who were looking for something a little more flexible than the roleplaying game systems they’d been playing. The initial publishing efforts were not that successful, as POD capabilities were not quite where they needed to be and that initial effort was less than successful.
This time out, Brian (“Fitz”) is working on his own as Sean had an auto accident in 2000 that cut short his life with us. Brian is working hard to finish the projects that he and Sean started together to create a lasting memorial to his friend.
The hope is to see some of their early efforts take off, even if only in limited fashion, so that others can enjoy them the way that Brian & Sean did while developing the ideas in the first place.
Thanks for dropping by! If you have any questions, be sure to drop me an e-mail at info(at)moebiusadventures(dot)com.
We have a new writer on the block working for us -George Fields! He is a regular Hackmaster GM and a huge fan of Kenzer & Company, plus has created a few products of his own for Geocentric Designs. His first work for us is One Spot #3: Dolothar’s Shrine and we’re hopeful it won’ t be his last! But it’s great to be able to collaborate with another writer like I used to with Sean!
Congrats to George for his adventure - Legacy of the Elm King – is now available for HackMaster at Kenzer & Co’s website!
A Bit of History
A few folks have asked about the origins of Moebius Adventures, so let’s go back in time…
Moebius Adventures was formed through the work of myself and one of my best friends from college – Sean Bindel. We gamed a ton in college (everything from D&D and Battletech to Cyberpunk, Ninjas & Superspies, and Vampire – plus quite a few I’m forgetting) and after and at some point in the early 1990s we started toying with the idea of creating our own roleplaying game. It took some of the best parts of D&D and Palladium Fantasy and spun them out into something different. The core attributes of our system revolved around the concepts of Mind, Body, and Soul… M, B, and S – so we looked for some word we could twist with those three letters – and Moebius was born!
We toiled away at our little game and eventually sold our first book in 1997 – The Age of Phaedrus — Book One: The Heroes. (Currently unavailable for sale or download, but I might offer it if someone is interested.)
We sold exactly one copy (home-printed, three-hole punched, in a binder mailed to the UK) and had two reviews on RPG.net. It was not well liked, though we had a blast playtesting and using it ourselves and this was before PDF sales of RPGs really took off. We were undeterred and over the next couple of years continued working on games and had grand plans for games such as Covert Directives (a near-future cyberpunk-ish game that utilized much of the same system) and Immortals Wake (a fantasy game based around elemental magic).
In 2000, Sean passed away in a car accident and my world changed dramatically. It took several years for me to get back to gaming regularly in any capacity, but in late 2005 I started working on pulling together a book of the core Moebius rules. I published the Moebius Adventures Core Rules book in November 2007, more than ten years after our publishing efforts began. I gave away over 1,000 copies of the game during the Thanksgiving give-away sale at DriveThruRPG that year and had a few (albeit poor) reviews. It was at that point I realized the error of my ways. My strengths lie in designing worlds. Sean’s strengths were in systems. And when I tried my hand at doing systems things didn’t go well.
I decided to focus at that point on reviewing other people’s games and Game Knight Reviews was born in 2010. Though I wasn’t doing a lot of my own writing, I was playing more regularly again and getting tons of ideas from reading other people’s stuff. And GKR did really well for a couple of years.
That brings us up to late 2012 when I decided I’d start writing short, system-neutral supplements that played to my strengths: world building. One Spot #0: Hand’s Goods was published in March 2013 with One Spot #1: The Painted Man a few months later. I was bitten by the bug and discovered that writing these little PDFs I could not only show my creative side but help other gamers with problems that plagued me at the table from time to time. Who doesn’t sometimes need a little help at the table with a location you can drop in or some NPCs or even just a little creativity boost?
Since restarting, I’ve produced over 30 products and don’t seem to be slowing down much!
Probably more than you wanted to know, eh?