Wednesday, 27 June 2018

Cold Dice and Flat Line Statistics

I've read a few articles about the good and the bad of d20 games, I've seen and heard the cries and  laments of their players, yet People still come back for more?

Cold Dice and Flat Line Statistics 

Roll yours stats, quick before they melt!
I'm not saying the idea of a Flat system with a chance at cold dice is a bad system, there is not enough evidence to say that definitively. Yet if the evidence continues to present itself, then what conclusion can I draw?

I read several forums of people discussing their games, the most common problem I see are two ends of the spectrum. My dice went cold, I hate this game.. to My Dice are Hot, WOOT, Love this game.

When did dice rolling become the reason to play? When did it ever stop? 

Statistically, The chance of rolling above a 16 on a d20 is 1/5, while decreasing to a 15 does increase your odds 20%, to a 1/4, if your attempting to break free of a hold-person spell, the chance of failing 3 times in a row is down to 42%, so almost 60/40.. but that's if the GM lets/makes you roll every round.

I know when I was a kid, I might have asked for a stealth roll every combat round, or a climb roll every 10 feet of rope, But as I matured, I don't even ask for a basic roll, unless there is a reason why a roll is suddenly needed.. 

If I attempt to climb down a rope, in real life, I know I have some basic chance at climbing down a rope, so if I do things carefully, I'll do it. If I'd never climbed down a rope, well, ok, different story, and if I go to climb down the rope and suddenly there is a reason I need to climb down fast, then I might slip, so again different story.

So it should be for game rolls, unless the character has no skill, no fall back stat of at least 60+%, then why roll, just say, ok, it takes longer or short, but you're safe, you do it.

If you don't, if you obey the dice and not the logic, you get strange scenarios, For me this spoils the game, fights break out over the bad ones, so you have to 'bend the rules' to save your game, but vice versa, if the strange scenario is funny, or allows your heroes to do some bad-ass awesome yet bu*****t moves, then that's supposed to be fun, so leave that in?

Cases in Point:

I saw a guy, in a game, his character perched on the roof, ready to fire an arrow, he crit fumbled (not a thing, except everyone does it) so instead of firing the arrow, the bow hits him in the head, he rolls for balance, crit fumbles again, so not only does he fall, he catches his buttons on the gutter, slicing open his jacket effectively reducing his armour by a few points, now falling to the ground, he tries to grab at a rope (washing line?) and crit fumbles a third time, the rope rips from the wall, bringing down bricks and plaster, compounding the damage, he dies as he hits the ground from 3 floors up and large parts of the building crush him. 
Haha, the text, it sums it up so nicely..

...from shooting an arrow..

I mean, what are the odds? 

Except we know.. 1/20 x 1/20 x 1/20.. so this means that typically, with a DEX of 13 (they are archers, who makes an archer with a dex less than 13) out of 8000 archers on rooves, 400 will crit the target!..4800 will hit the target, 2400 will miss and 400 will accidentally strike themselves in the head, causing them to fall from the roof, 260 of them will catch the roof edge and live while 120 will plummet over, and 20 more will half rip off their own armour and plummet to their deaths.. of them 13 of them will grab at the rope and catch it, 6 of them will miss and hit the ground, maybe death occurs, and that 1 guy, pulls the wall on-top of him, 100% death.

8000:1, and yet, snipers around the world, performing missions, practice tasks, war-games, the real odds of such ridiculousness would be on par with winning the lottery.

The Player, also a GM, took it in stride, thats the game. Well done to him, yet 80% of players would call shenanigans, argues the stupidity of it all and probably -redact- the scenario to something else..

Yet Counter Point: Different Game, similar system, Same player, Aims his Arrow down a corridor, hopes to bounce the arrow off the ground at speed to enable it to achieve x2 distance in order to hit the BBG at the end of the corridor, 500 feet away, He NEEDS a modified 20 make the first bounce, and the second roll to make a hit, (with mods, needs a 17+) Yet rolls a 20, GM announces the arrow bounces off the teeth of a nearby statue, the to hit roll is also a 20, not only does it bounce a second time to attain distance, it maintains its speed enough for full damage, last roll, again, a 20, critical, through the eye socket of the bad guy, killing him, and taking out his chance at escaping and returning in subsequent adventure, players shout with Joy, .. Whoa Whoa.. can the GM call shenanigans? Nope.. its done.. Game Over Man, Game Over...

The "Problem" is, that this is a game, and you WANT fun, exciting, amazing things to happen to your characters, Yet, when the same math, the same odds, KILLS the characters.. they cry foul..

My dice went cold, I hate this game.. to My Dice are Hot, WOOT, Love this game.

If you develop a game with more realistic odds (I did) You also take away the upper chance of that awesome moment, If you include some special mechanic for the awesome (I also did), you by definition add in a special death mechanic. You can't have it without, because players soon realise they can't die, and become bored with the game (I've seen that one played out a few times) or the GM does..

So how to include the awesome death, awesome kills? 
That's the million dollar question. Only recently I tried something new.. and so far, play testing suggests this might work.. more news to come...

Wednesday, 16 May 2018

The Snowflakes take down D&D

I saw this on Twitter the other day:

How do you explain to young players that DungeonsAndDragons stands against racism (which it does, there are wonderfully inclusive illustrations across the 5e books) while codifying "racial traits" and foregrounding race as a determinant of ability? Will 6e change language used?

Um what?

Will D&D eventually get taken down by snowflake propaganda?

Now While the reply was no, It did prompt the thought, what if it could? 

Being sexist is no longer acceptable (was it ever?), and yet many plot points, interaction in stories, conflict and resolution is based around sexist issues.
Racism is a big no-no, yet again, classifying a group of "friends" and "enemies" based on your own race, friendly races, not friendly races and downright annoying races, is again, conflict & resolution.

If you took the conflict and resolution out of stories, do you even have a story?

"Johnny went to the Dungeon of Doom, which was decommissioned due to snowflake laws no. 17 & 19, He walked casually through the interesting caves, the safe catacombs, viewed traps that were triggered and locked behind large perspex walls, and eventually arrived at the final chamber where a lovely necromancer awarded him a trophy of participation, and suggested he purchase a "I survived the Dungeon of Doom and all I got was this lousy T-shirt" t-shirt."
Never ceases to amaze me that any idea, someone has thought of too

Its unlikely to happen, but I can see whole armies of snowflakes petitioning and boycotting products because they allow violence, sexism, racism, exploitation, slavery, all the standard fantasy RPG tropes. Sure, I think certain rules in FATAL went overboard, and as the industry shifts towards crunch lite games, and the backlash of crunch-heavy niche markets, games like that are cludgy, outdated, yet have a niche/cult audience, more too them.. but banning it? Ha!

What next?

If you've seen Black Mirror (in particular Season 4, episode 2) we might be looking at a dystopian future where kids are over protected by the state, and suffer horrendous psychological damage, or alternatively, our grandchilden grow up in a world bland yet peaceful, where everyone has a healthy productive life, without any struggle.. and crave it through secret underground clubs that roleplay a distopian past, where people struggle to go to work, play archaic games on weekends and write blogs of angst in the evening..

Who Knows....

Thursday, 4 January 2018

{Old Drafts} Why Buy a Game?

{Old Drafts August 2015, as part of my "drafts Cleanup"}

I look at the Mobile Games market, they're evolving faster than other markets, because of the ease of entry, the numbers of people entering the market, the consumers and their attitudes, So its a micro cosmos market to study.

The Whole Freemium model, Get in for free, play the game for free, and either hit a brick pay-wall, pay or quit, or quicksand of skill, and you need to either master the game or pay to get back to the ease of playing, or the game is still free, but you can buy a cool hat for your character, or asking the player, Hey you've been playing for over 20 hours, you obviously like it, why don't you give something back to the creators.. 

So I look at myself, and ask: Why don't I pay for these games? I'm a games developer, I went to Uni for 3 years to study games design, and yet I can't bring myself to pay a cent for a single game so far? How am I going to understand how to get someone in the market to pay for my game, if I won't buy someone elses.. Am I such an outlier?

Back up a step, I played computer games for years, but only paid for a handful of them, in the beginning c64 games were easy to copy, then later, learning to hack a game was a skill in itself, which got me into computing, then later I found it more interesting to make games than to play them.. I actually only like to play games that in themselves are problem solving games.

In Roleplay, I couldn't afford games as a kid, so I played my own, I borrowed books from friends, read them, took notes, and returned them, didn't ever run them, let along buy them.. So how can I expect someone to fork out money for my RPG if I won't for someone elses?

Well, I have to be an outlier I guess.. I'm not a consumer, I'm a creator. So I can't use my own thoughts and feelings on being a consumer to judge the market with..

So Back to Mobile, What would it take for me to buy into a game.. and then it hit me.. Minecraft, the last game I bought, in 2009, I bought in for two reasons, A) because I thought it was going somewhere that no other game had gone, and B) because I could create something that lasted.. 


The General Thought was: If people don't want to pay for a mobile game, why don't they, and when they do.. why do they?

The Mobile market is a micro-cosmos-market that we can study, because its a persons free time, they usually have to 'connect' to the net (or connect to people) to play, people wont just pay for anything, but after they get interested enough.. they pay for something in game.

I don't know if I'd pay for GM up front, I'd need to see the "product" and see that indeed it is better than average.. because average is free. Maybe once I'm in the game, I might consider paying, but once I'm in for free, I sorta feel like I'm in already..


Giving it for free vs Paying for it.. I'll come back the crude version at the end..

Players aren't just the consumers, they are contributors too, so Its actually harder to ask them to pay, You don't have a one way situation, sure the GM runs 80% of whats going on, but without the players 20%, its hot air.

I compare it to teaching a language, as a tutor, often. I need the student to want to be there, want to learn, do their homework and participate. I'll prepare the lesson, which can take as much time as the lesson itself, and which sux if they don't turn up, but at the end of the day, my skills are needed for the student to learn, because they want the skills in the language.

As a GM, I need the players to want to be there, want to play, do their own form of homework (character backstory, thoughts on what they want from the game) and participate.. I'll prepare the world, the background plot, the simulated environment, sometimes twice as much time as playing.. and while yes it sucks if they don't turn up.. we just continue the next week (worst is enough players to make it work, but the critical player isn't there) My skills are needed for the the players to have the enjoyment... but and this is the crux.. but, what do they want from the RPG session, that they can't get elsewhere, or for free? There is no clear understanding in skills or experience that will help them in the future.. so they don't compare it to a lesson, instead its considered just a fun activity.. 


I can only compare it to the mobile games environment.. hundreds of thousands of games, for free. Hundreds of hours of artists and programmers to make these games, and one in ten will earn any money, one in a hundred will break even on costs, and one in a few thousand will make some money.. Studios come, make 2-5 games, if they hit the right audience with the right ideas with the right timing, they make 1 game which pays for all their costs for the time it took to make the 2-5 games, then they are broke and out. Many Studios don't get past the 2nd game, they don't make a cent from either their first or second and they struggle to make a third and they can't afford to make it any better, because artists want money and costs and costs and down the drain they go..

Rarely a game gets audience, ideas, timing and market penetration all together, jackpot, and they either go on to make more games, 100,000 companies and one gets to survive a few more years. Its all about economics.

An Indie game, by a westerner needs 10,000 players to pay $1 (profit) to the developer to cover costs/minimal life expenses. It takes 6 months full time artist & programmer (or split between more people) to make an average mobile game. 

Indie Games, and Indie Mobile Games have more developers coming to market than consumers are picking up smart phones and joining the market. Each Indie Dev needs 10,000 new consumers to discover his product, to allow the market to break even. 

Then add in, that a Romanian Developer can survive on $250 a month, he only needs 1,500 players to cover his costs, he can make a slightly crappier game, maybe even spend 4 months making it, and he's set.. but the smart ones, spend 6 months, grab their artist and programmer friends and make a slightly better game, and takes 20,000 players from the market, so there goes 2 indie developers in the western market.

The Market shrinks, so prices shrink, 

Is the Indie RPG Market headed the same direction? will a few thousand writers make games, some getting a few hundred sales? some getting none? one in a 100,000 actually breaking into the 'big leagues'?

Is part of the problem, that more indie writers are coming to market faster than people interesting in mobile games?

2018 Review: How does this relate to RPGs, Are more RPGs hitting the market than people willing to buy them? I know some GMs who buy everything that interests them, even if they don't have the time.

I think I read that 1400 new RPGs were released since 2015. Even if 1/12th of that match the genre you're interested in, that still means you'd need to playtest every weekend a new group, with new rules for 2 years to find out which of the 116 published games work best for the scenario you are making..

Maybe I should review all the RPGs, and provide the results as a paid product? "Comprehensive list of all RPGs til 2018.. 2020, since It'd take me two years to research and include them all.

While I never included a title, nor conclusion to this wall of text.. I think I could say that maybe people go to D&D because there is too much choice, not enough clarity.. maybe the market needs some clarity.. 

{Old Drafts} Roleplay worlds vs Novel Worlds

{As part of my "Drafts Cleanup" } Roleplay worlds vs Novel Worlds

Roleplay worlds need balance because players will test it

Novel worlds usually only have the protagoinist attempting that thing.. once, so the author can balance through story control.

Story Telling roleplay therefore, has to, by its very definition, railroad the players into doing what the Storyteller wants.. to ensure balance.

{An old draft about this thought. saved in April 2015. I never bothered to take it further.. maybe when I have time in the future}

Catch Up Posts for this Blog.. Prelude

It came to my attention that I have saved the drafts of now, over 50% of my blogs, which surprised me as I was hovering about 20% for some time.. which either means one of a few things: A blog about blogging & drafts & random thoughts

I'm being blocked in my creative process or something more..

I Often write topics that come to me, with the intention that I research the topic, fill it out, add some snappy thoughts, scrub out the crud and publish it.. as often as not I just post as I write, so its raw thoughts. I've never felt that a Blog should be a carefully crafted journalistic masterpiece. I'm no journalist, I failed English in Year 10. I have always read a blog as a person, writing their thoughts, into a website that in hope, people will read. Nothing more.

So when I write, I sometimes I ask myself.. would I want to read about this?

And too I ask.. Do I want someone to read this?

I stop for a few normal reasons,.. I have to confirm what I've written is legit.. if I'm going to quote from a rulebook, instead of using my memory, I'll check that I was right. Sometimes, my memory of an event is different than the reality.. this might become its own blog.. why would I remember that D&D fall damage is 1d20 per 10 foot? but often as not, if this is the hinge of that blog post.. and its wrong.. then its not a blog post...

So I have a few dead ends..

I might stop because I think there is more research to be done on the topic, maybe I want my point to come across as more solid, by quoting others that have said the same thing or have similar points, but research takes time, if I get bogged down with life, I might forget to come back to a topic.. and if I have a few other thoughts pop into my head before I finish..then it drifts to page two of my blog posts.. and I forget that its there..

So I have a few open thoughts...

There are posts that I start, then the media posts the same thing.. so I ask myself.. is it important for me to talk about something to bring up my 2 cents, if my 2 cents are the same two cents as someone else? this is one of those.. Hmm, moments.. Maybe the reader won't read that other post, vs maybe the reader will say.. I already read this, and the post was a week earlier than mine.. is that just a rehash of the same thoughts? I would personally not want to read a rehash, and it might cause negative thoughts for me (and therefore my readers) if I posted it, so I will avoid it...

So, there are a couple of blog vomits

And there are posts that I start, and then ask myself, am I blogging or am I ranting? These ones have topics that have riled me up, but during the process of writing, I've become more angry, not less, and I look back over the words and say, I think I have a topic, but its buried under all the bile, that I don't want people to read this.

So there are some bubbling volcanoes

But the Ones that have started to worry me more, are the ones where I poke at the beast, the SJW territory, the area of the net that, if they even read THIS post, I fear that some repercussions might come at me..

Then I read this: Unhappy DM blog and thought.. Hmm, well maybe, just maybe, those topics are not so taboo anymore..

Anyway.. my time to post has been reduced with life, so I thought why don't I just grab those posts, clean them up, add to them and post them.. with the Caveat, that I pre-warn people that what they're about to read might be outdated or trigger happy, and I could save alot of time except maybe the research titles)

Blogging allows you to 'put the date' back in time, which I considered, but this also messes with the timeline, so that people won't see them as new posts.. and they'll largely go unnoticed.. which might be a good thing?

Any thoughts?

Wednesday, 29 November 2017

[personal] The Dungeon Shed

Due to circumstances, my 'office' needed to be relocated.. Here is my story

The Dungeon Shed: Building a new Dungeon

   My mother in law was due to arrive in 6 months, my 'office' had, for the most part, become a dumping ground for everything in the house. With a baby on the way and a 3yr old in between your legs every 5 minutes, It got harder and harder to sit down and do anything in anything. 
   My blog (maybe you noticed) slowed to a crawl, I was attempting to write things down when I thought of them, but my blog list is more drafts than published.
   My painting was shelved, my art, shelved, my maps, on pause, since I had clients to organise for, I couldn't just halt that, so I somehow managed to make the time to complete some of those.
   My programming, well that was already on crawl status.. its so true, when you work in IT, you just don't want to come home and code anymore. My gaming map projects, my angularJS animation projects, even my Angular PHP Express project, nick named "eky-phpang-zuboing" from monty python. Paused.
   Worst of all, my gaming, game-mastering and rules writing, were on a slow burn, I could of course get online to write the google docs, but as discovered before, Google docs starts to slow down at 30 pages, and at 50 pages, becomes a real crawl. Like my life.. 


   So, Mother in law on her way, she needs a place to stay.. look honey, yo're not using all that 'stuff' can you pack up and make room for a bed at least?
   Creative juices kick in, My shed, its a decent 7m x 3.25m sized room, until this moment I just 'put' everything in the shed, making it hard to find anything, suitcases, boxes for equipment that need to be packed up periodically, like heaters or fans, or the moving day boxes, or that old table, the old fridge that could be used for extra needs..

Initial problems

   The no.1 problem is Australian Heat. No.2 Problem is Rain, No.3 problem is that its a rental. No.3 is easily dealt with, I request of the owner permission to add plastic sheeting to the walls to protect my goods. success. Next, request permission to add some insulation to protect my goods in summer. success. But then I hit a few road blocks.
   Height. I'm 6ft+ There are roof poles that are 6ft. so everytime I go in the shed I need to duck. often. Also, wet floor. the previous renter left some large slab pallets 3m long, 1.5m wide, to keep their stuff 'above water' If I stand on these, I almost hit the roof, let alone the roofing poles.. 

Day One

   So, I have a look at the floor of the shed. Dolomite, easy to dig, I figure, hey roleplay game, how about we have a working bee, one weekend, and you help me dig out my floor, and I'll run some gaming sessions when the room is done.
   5 weekends later... Seriously, I miscalculated the soil, the workforce and the sheer workload.

Day One Delays

   So, Having everything IN the shed, that needed to come out, took an hour and a half for 2 guys. Since the team was late, it was me and my sidekick. Once the team arrived, we took out the pallets, both of them, and cleared the shed. The team, god bless them, brought pickaxes and shovels.. as jokes. We needed them.
   After 4 hours of work, and a 1 hour lunch break, light was beginning to fade, in the eyes of the workforce. So After digging down 10cm, 3m sq, we put the pallets back, then all the gear back, and we opened some beers, and declared it a day.

Conclusions of Day One

   I'm old, I can't work like I used to, so I'm glad I had 5 young lads that were willing to put in some effort, and yes, 5 workmen, $100 each, it would have been done in an hour or three, but I thought of it as good team building exercise, partial share in the workload = partial share in the fun when its built.
Just wished it would have been done earlier.

Between the days

I work, 50 hours a week, so coming home to work on the shed was not something I was keen to do, but it needed doing, I had now at this time, 5 weeks til grandma arrived and I had to put everything from the office, into the shed, computers, miniatures, paints, everything, and it needed a safe environment. So I took Mondays off for a month.
   On Mondays, I stapled up plastic sheeting, cardboard insulation panels, put in the wiring, all needed to be 'temporary' if need be (but what landlord is going to want to rip out a 'room' which gives their property extra cred + likely increased rental income).

Day Two

   Team was delayed, didn't arrive til lunch, stopped early, dug maybe 2m sq. But we did discuss the idea to roleplay a scenario, where they played as themselves, having been sucked into a portal buried under the shed.
   To their defence, we hit some huge rocks, some cement blocks just shoved in the whole which was the floor of the shed, it took some effort to get them out.. but THAT gave me an idea on how to make the floor even more water proof.

Week Two

   I did some measuring, and figured out how to place the cement blocks under the pallets, so they would be 'raised' above the soil, leaving a gap so water wouldn't seep into the pallets over time and become a mess.

Day Three

   Lost a few of the team to social commitments, my wing-man was there, on time, mental note to award such behaviour, extra sessions of roleplay, etc 2m dug.. sad..

Week Three

   With a few mathematical calculations, based on how long it was taking to dig, I put word out that I needed some extra help, Uni Students to the rescue! despite my back, I dug 10 buckets extra to prep for the pallets.. still wasn't enough.. argh

Day Four

   The Team makes a minor comeback, We manage to get a palette in place, the wrong place, and lopsided, but closer to the mark than anything before..

Week Four

   Perfectionist just doesn't allow for errors, using a crowbar I raise and re-dig all the slabs re-position all the holes, and get that first palette in place. As it turns out, if I hadn't, I would have been seriously suffering now.. now its 3mm too high on the wrong side of that palette. Bearable, barely. back then, it was 2cm too high and slanted to one side by a few mm too.. argh that would have made everything out of whack, and the floor would not be flat. I'd say lucky me, but just plain perfectionism.

Day Five

   Having prepared most of the holes.. most of the work, I just needed the guys to come back and put in the two palettes. but, it needed a dash of digging first.. 2 hours it seemed.. but, despite the time, and the lack of enthusiasm, we managed to get the floor in. YAY!

Week Five

   Now to move furniture. Two tables, 8 boxes of RPG gear, several board games, several boxes of stuff, its in the shed.. Grandma arrives in three days, wife apologizes for not trusting that I would do what I said I would do

What happened next?

   Well I took each weekend after that, to put down plastic sheeting, then some masonite to nail it all into place (and stop any dice from falling between the palette panels) I have yet to actually finish that process, but I got the room in a bearable state.
   Unfortunately, after putting everything on pause to get the shed to a place that could 'store' my gear, I did not have the time to make it a place I could use the gear. as much as I attempted to set up my laptop, gear, etc, with summer coming on... (see below)


   Yes, a cash injection of $500, could have done it far faster, but for that matter, I could have spent $5000 and had the whole thing redone from scratch as a gift for my landlord, but this has been an interesting experience, and I for one enjoyed it (even if my back still doesn't) for the moment, I have a 6x3 interior shed/room that will get used on moderately cool to cold days. I would do it again, because Its fun to build things.

Now, I can maybe start getting back to my normal daily tasks, get some work done in my shed, temperature permitting, and when I can, I can blog about it all. 

p.s. I might put together a short video of all the things that were done, stage by stage, maybe it'll be of interest to someone somewhere.

Aussie Summer & an Iron Roof

   32 outside, 38 inside, with the door wide open and the fan blowing air into the shed. I buy a portable airconditioner, set it up, plug it in, and shut the door.. in an hour its 39 inside.. aircon is overheating, it can't cope. Why? iron roof. I burnt my finger checking the temperature of the ceiling of the panel that is unprotected, un covered and heat radiating into the shed. a quick googling suggests that's 60.c+ its only 32.c today but my roof is 60.c!
   So my plan is to construct a 'layered roof' transportable (maybe) I'm thinking perspex and bamboo, both free or cheap from the right destruction yards/locations, if I can deflect 50% of the heat, I think it'll be worth it, just need 14 panels of the stuff and some inexpensive but durable joints....  

Saturday, 7 October 2017

Example of Game: The Fall of Forttown.

In my newest Campaign, a Westmarches style game (well, my normal style, but most people call it west marches) I trialed a simple little project game to get some 'numbers' on whats going on. In my last post, I showed the turn by turn for 3 turns, so you could understand how simple it was to 'create a history'

Now, for your ( and the players playing this campaign) pleasure I present to you:

The Known History of Jesem South and Fort Jsemby

Not much is know why and how the world ended, except from some stories told by a small group of surviving adventurers known as "The Boomers" or if you believe them north folk in Fort Jsemby, maybe the world ended because of them.
Gone now 100 years, There was a Battle between the gods, and Two gods known as The Spider Queen and the Lord of Blood, defeated the Greater gods of War, Fire, Earth and Wind, they defeated the Gods of Battle, Healing, Life and Rebirth. Once defeated, smaller gods fleeing in their wake, called upon their followers to come together and build a mighty wall.
One warrior, known as Bob, The High Priest of the Gods of Bears, known as Klarg, used his mighty bear shape to shield the city of Forttown. Then him and his High Advisor, "TBA" advised the town to build almighty walls. They summoned Elementalists, to raise great walls around the city, and protect it, because they knew that the great Plague was coming.
Soon after The Spider Queens minions cursed all that stayed outside the walls, and were sacrificed to the Blood god. Their bodies rose up again as mighty warriors and besieged the town. But due to the foresight of Klarg and an unnamed god, The town survived long enough to summon the Lady Grey.
The Grey Lady, known well as the priestess of healing, came to this town just in time, she had come to save the last of Humanity. She brought a powerful spell for the mages to cast known as "Purity of the Gods". With this they were able to hold off the undead army, just long enough, so that the mighty heroes could defeat the Spider Queen and the Blood God.
Unfortunately for the world, the Heroes perished, and all the land lay cursed. The Lord of Blood cursed all those creatures of blood to fight against the living, with exception to Fort-town. While the Armies of Undead fell, the cursed ones remained.
For several months, Refugees of the world seeking shelter, discovered that Forttown survived, At first it was the few survivors of Middlehelm, Durnshine and Breylake, all reporting that their cities had fallen, their dead raised up and marched on, Middlehelms dead strove south, Durnshines dead boarded boats and sailed to the Islands, and Breylakes dead marched north into the deserts.
Months later, survivors from Beltayn, travelling with the gypsies, managed to arrive, reporting that the city held on, but recently fell to hordes of sun scorched undead coming south from above. They ranks included the fabled desert raiders on strange beasts, accompanied by Sand wyrms and Eefreets.
By the years end, a few Elves and Dwarves had arrived at the city, but the elves perished to their diseases, they spoke of undeath reaching all the way across the scarbourough mountains across the snowy tundra of Ruasha and the Northern Peaks of Keltaya.

All was lost. 

The Blood Forests, Home to a range of bloodthirsty native flora and fauna

<<from his point forward dear reader, I must remind you that the only information here is that known by the characters as general lore, Yet, over time, I encourage the players to submit their stories to be included later>>
The Towns Heroes gathered, they decided to travel out into the lands, help what people they could, back to the city. While many new small caravans arrived in the first few weeks, after a month, not a single caravan arrived ever again nor did the heroes.

Worse, The river, the lifeblood of the city, began to show signs of disease. At first a few dead fish on the shores, then the fish disappeared, and then people swimming were attacked, by the fish. Soon enough bodies began to be spotted in the river, but when poles were brought to fish them out, they moved. The undead were simply floating downstream from what ever had befallen them.

The Seperation

Map upside down.. oops
Soon enough the undead, crawling from the river shores, became a larger problem. Heroes were unable to take care of the problem fast enough. The undead used the bridges moors to crawl up and enter the town at night.

After  a particularly vicious battle, the city council met, and decided that the bridges needed to be separated from the towns. As people fled for the side they wished to stay on, They destroyed the bridges at each end, leaving the centres hoping to repair them later.

A Tale of two Cities

Now, as separate cities, each was responsible for food, health care and their own defences. Each town formed its own smaller council, its defence leadership and its own advisors from the few magi and priests that remained. It has been said that they should have made the decision for all magi to stay on one side and all priests on the other, to devote more work to differing goals, rather than have two whole sets of people working on the same problems without proper communication.. but 20/20 hindsight will always have the answers.
While the bridges allowed the undead to crawl up at any time of year, save the coldest winters when ice trapped them below the waters, it was only when the water levels dropped that the undead would wade out onto the shores of the old wharfs, would the townsfolk notice that this too would allow the undead to enter the town.
In the first High Summer, as the waters receded, thousands of bloated bodies started crawling from the rivers depths, to the shores and clamber up the beaches, The stench was overpowering, the undead numbers in the tens of thousands, the riverbed was a graveyard of monstrosity. Hundreds of townsfolk were called to fight back the undead, while others, less able, dug out the beeches and replaced them with walls.
The South side of the city, had the most beaches, and irrigation for its farms, So that summer, the south side of the city was inundated with undead. It took a bear, a spirit bear of great power, and size, to come to the rescue. The bear, guided by the high Priest of Klarg, pushed back the undead, giving the townsfolk the time to make the repairs, and build the new walls. His High Advisor " Joined the townsfolk, and took charge of the construction, his knowledge of undead, stone and building lore, combined with the Dwarves of the city, managed to construct great stone structures, worthy of Dwarven mines (or so the Dwarves said, and they still stand to this day)
The North side, had the fortune to already have the great wharves, which were built upon a natural wall, combined with the extensions built long ago, few undead managed to climb its shores.
The Council of the south, decided to build farms closest to the river, while the Northern council, with advice from their magi, built farms as far downriver as possible. The reasoning was, they could use some magi, and the priests of the Lady Grey, to bless the water and cast purification upon the water, allowing the water to become cleaner, the further it got in town, while it entered town from the west gate at its most poisonous.
Neither could have foretold the events to come, that may have given them cause to change their minds.
Either way, houses of the poor were destroyed first, they were given rooms in the empty houses of the rich, and some established themselves as new 'families' in the years to come. The Land was tilled, and winter, food stores were at last beginning to look healthy.
Year after year, the Bear God dealt with the undead clambering their way up the beaches and farms, while the Great Architect summoned walls to protect the city, while in the north, they had their existing great houses to hold up in. It took almost 15 years to seal off the waters, but in that time, over half of the city was lost.

A Time for Tears

Water had become scarce, The Wells of the city were somehow still clean, but the river, the source of water for thousands of people, was a brown bloody mess, limbs still floated downstream on a daily basis, touching the water now suicide, as it quickly consumed your soul and your body became one of the undead.
Bodies were now to be cremated, and the ashes mixed with the soil for healthier growth in the farm. 90% of the town was reduced to an agrarian life, the few cows, sheep, pigs and horses that remained, were under stick guard for breeding, and only the oldest were slaughtered for meat.
Luckily there were some folk who knew how to clean water, without the need for magic. One Dr Arthur Mometer discovered that boiling the water in a closed pot, until the pot became almost red hot, would destroy the blood and return the water to normal. Also that the fat of animals could be used directly as a soap, without additives, to clean off the blood rain. This helped people to survive the coming years.
Not much was recorded from this point on, some references and histories were burnt in the great attack of 1008, but what has been found is recorded here.
Sometime around 20 years after the Seperation, Some young folk found the scrolls and parchments of the Guild of rangers, and secretly started learning the skills taught by them to travel, unseen, unknown in the forest, and snuck out to see the world. Not much is known about their adventures, but 3 days after they left, they appeared at the north wall, running for their lives, exhausted, chased by what seemed like millions of undead, clutching a heavy book. The book contained several spells for mages, some of which thought lost forever, prior to the end of the world, let alone as a result of.
The Great War Barracks were built in 950, and A warriors guild was formed to deal with undead that appears from time to time, but also to exit the city and cleanse the ruins of old Jesem.
The High Priest, traveled north on boat, blessing the waters to hold back the fish, and dealt with an army of undead that managed to sneak in the east gate. but unable to return, he established a church in the north to hold back their undead that gathered at the walls. Many of which were the ones chasing the rangers.
So the North, realizing that gathering intel from outside the walls, a good thing, developed the Adventurers guild, it was mostly volunteers, those that studied with the Rangers Guild or had magical talents not suited to Healing magic, would form small parties, and push through the undead shanty town that hugged the walls, and break out into the wild unknowns. Often they'd return, requiring many purification spells to survive, but with knowledge of the outside.

What Lay Beyond

Like a wall of thorns, the Undead circled the city, claimed the heroes that returned. If only the Undead could be cleansed. With the help of the city, magi would be trained the clean the undead, to purify its waters, to burn back the forests of death, to free to city, and its survivors would be great heroes.
Klargs High Priest passed away soon after, and a day of remembrance is celebrated by the south, As is the High Advisor, his day of remembrance is celebrated by all of the city, as he went on to found a college and pushed for the wharfs to be opened so communication would improve the towns abilities.
Furthermore, In a Last Attempt to secure the Library South of the City, The Grand High Librarian and High Advisor, Cast a “Encastlemet spell” to surround the area, before the spell got halfway, it petered out and the Librarian Died. The Wall is known as “Riley’s Wall”

Slowly.. Markets were being built in the cities to allow the flow of goods and services, Blade bottomed boats were built in the wharfs to transport people and clear the water of undesirables, while food was grown both sides, it was grown differently with distinct varieties, South side food is a interesting alternative, while North side food is considered by the young folk to be exotic and upper class.

The Real growth began after. South side City doctors discovered a new cure to the Blood rain, and they were able to clear the streets faster. soon after, discoveries in magic allowed the purification magic to improve, also as more mages were being recruited, the water as it left the city was almost drinkable, after boiling twice and adding mint leaves to get rid of the taste.
Against advice from the north side (or maybe in spite of) An Adventurers guild was set up in the south side city too. There, there is a shrine to the Bonners.
50 years on, the year 983.. The South Side Barracks are finally officially established, Training is now sponsored by the council and veteran Warrior / Adventurers are permitted to exit the walls and fight the undead in the surrounding lands. On the north side, the Council of Guild masters is established, boosting internal trade regulations and setting a minimum standard of living for all.

Soon after with Metal Scavenging taking place in the nearest empty buildings, better weapons are being forged in the cities. The North decides to devote itself to armour, and the south, to weapons.
A Lesson is vigilance, whilst the adventurers were able to 'exit' their city, burn off the diseased shanties and villages, and return to their clean, safe lives, they often ignored the lessons on safety and thoroughness, and as a result, awaken an undead behemoth, which follows them back to the city. In a panic, the Last Elementalist scoll is used, to make the ground beneath the creature into mud, temporarily, it sunk, but only up to its knees before the spell wore off, trapping the creature only metres from the wall

In an effort to increase the powers of Klarg, the new High Priest of the church of Klarg begins the construction of a great Cathedral, with the help of the ‘royal family’ and some secret hidden cash reserves, it gets built, while many deem it unworthy, as soon as the capstone is placed, a Enormous (like 100m tall & wide) Klarg Bear appears in spirit form, All undead are repelled from the walls, by kilometers. Artisans manage to forge lighter chain-mail after long forgotten lore is rediscovered. The North finally builds its own Wharfs, so Large Barges can transport People, Carts and Goods across the river.. They need to be rebuilt every few years due to the wood rot from the tainted water, but it’s the only way for the North and South to begin repairs as one city, instead of two.
For the first time in decades, undead are spotted inside the walls, a breach, the walls crumble and hoardes swarm into the city, hundreds are slaughtered, some rise up as undead, but for which side? Internal conflicts aroze from the news, was it the undead somehow being controlled once again, had Hekatte returned to finish off the world? The city is devestated, while the breach is controlled the wall has been opened, and other undead will wander in, seeking the smell of life.
So a Party, Two High Priests of Klarg & The adventurers guilds from both cities form a small army and not only push back then Undead that breach the city, but push outside the walls and annihilate all undead for miles, with Holy Lights, Smites and such
The North Built a Hospital and Improved all medical supplies to both sides of the city, In a desperate need to transport soldiers and medicine across, a second Wharf is built, doubling the flow of goods south.
For the longest time, the citys population was stable, people are having many children, some born with defects from the Blood, but more often than not, children survive to their teen years, but with soldiers, ongoing battles and the never ending threat from he blood disease, it plateaued, yet now, in 1021 Population has stabilized and shows growth. The Mages have improve on their Purify Spell further and have increase their ranks by a lone hero that comes from the north. He brought information.

Soon after, Artisans begun work on the underground caves, accessing minerals from an old iron mine. There are some natural, non undead creatures down here, some are reportedly being used by the aventurers guild, and while illegal, children often sneak down into the caves.
 The Academics studying the Information brought by the foreign mage, have deciphered its abilities. By “Dangling” a special device in the water, they can purify more effectively, If they can Claim the Bridge & small Fort to the north, they’ll be able to purify the water before it gets to the city.
The city blows the emergency horns, calling back all adventurers, and holding a specialized meeting.  Light has appeared at the end of the tunnel, They have a goal, its going to work, but only if we all work together. The City is going to expand.

Friday, 6 October 2017

Number Crunch - The Fall of Fort-town

Here I will simple write out the actions taken by two players on a game untitled, the basic rules are in my previous post here. I'll try and post a small brief on how each turn played out, but I'm going to leave the conjecture on the history for the next post.

Number Crunch - The Fall of Fort-town

Firstly Maps: I took this randomly created map (left) that had a fort & walls and a river between, to make it two halves of a city. Then Myself and my Player, plotted relevant points to a hex grid and counted out areas that were 'population' vs 'anything not population'

It worked out well enough.

Introduction to Structure:
Turn #1 - isn't it obvious?
CITY NAME: Since this is a tale of two cities, I'll separate them until later when they re-merge.
ADV - Each turn in the beginning, a significant adventurer arrives in the town (fleeing from the zombie horde), They have an influence on the city, before settling in
Actions: typically It'll be like this "3 x Action name - results if imporant
Lastly, Changes to the game, 
-------------- Then a separator

Turn #0 Roll for Population increases, due to influx of refugess. North side poor = total Pop 11, South side Pop 17, Gathered food roll d6: 2 = population.. dang it.. well better than a 1 = half the population, would have gone cannibal on us.
BOTH Cities still joined: Jsemeby Fort-town it remains.
ADV - None from the Chaos.. starts next turn.
Major Changes.. All Zombies active attack this turn, Zombies co-ordinated attacks against the wells to check for initial breaches, wow.. none.. Wall spell happens, all Walls are now 2x health + 2x AF. Ok, secured.. no more external zombie problems.. oh wait, they can climb on their backs like ants? Nope, thats not in the Number crunch.. leave that for the Write ok..
Lastly, Bridges are destroyed to ensure safety of north, as south seems to be overrun.. so the north panics.. Kaboom. two cities
Turn #1
CITY: South JFT (Jsemby Fort Town)
ADV - - Mage Arrives, Offers Spells: Earth Elementalist - Shore Up the Water against river flood zombies.
9 people assigned to shore up the river bank
2 assigned as guards
3 assigned to tear out the houses on the west bank.. (My world doesn't have west, but I'm using it for ease of translation)
3 assigned to turn land (the west bank) into Farmland.
ZOMBIES: 6 Zombie hordes emerge from the river into the south side, as the embankment is being made.. argh! 2 guards are not enough.. 1 death.
RESULTS: 3 food added, total 20 food, 16 consumed (guard loss) = 4 food remains.
BONUS: Hero MAX destroys Zombies on river bank.
BONUS: Hero RILEY Overseas construction of river embankment +1 wall
ADV - Merchant, Bonus 25% food covered for turn.
3 x tear down the rich apartments on most ariable land.
1 standard Village destroyed
2 x build Farm on that land.
4x Guards to defend walls (I have no idea of what to expect)
ZOMBIES: Emerge at my Pyre location.. crap -1 happiness
RESULTS: only need 75% food = 7, 3 food remains.
Turn #2
ADV - Entertainer - decreases unhappiness for turn.
Due to Overwhealming attacks by Zombies: 13 Guards
3 x destroy buildings
1 x Build Farm
ZOMBIES: Attack Pyre & Farm
RESULT: 7 population loss from starvation, 3 population unhappy
BONUS: Hero Max, destroys Zombies at River Bank
BONUS II: Hero Riley oversees construction of river embankment +1 wall.
ADV- Doctor, Sets up Medical Practice -10% disease
2 x build embankments
6 Guards
1 x Destroy buildings,
1x Build Farms
ZOMBIES: Invade Pyre Land, Take over Village in region.
RESULT: 1 Loss to Zombies, 4 Loss to Starvation, 2 Unhappiness
Turn #3
ADV - Entertainers, Once again clear unhappiness (what luck)
3x destroy Town
3x Build Farms
2 Guards
ZOMBIES: destroyed, Town Cleared.
RESULTS: 2 pop loss from starvation, 3 unhappy
BONUS: Hero Max purges the Pyre
BONUS: Hero Riley, Shores up the Pyre against attacks.
ADV: Academic - Helps town to Build Walls
5 x Guards, to clear town, but fail.. pyre still zombie infested.
ZOMBIES: Pyre is Zombie shanty town now..
RESULTS: no deaths, population food stable

So, 15 years, ( 5 years per turn) Our populations stabilized from Farm income vs pop requirements.

While we were a bit lax on rules, and making stuff up on the fly, we had fun. We played 20 turns and around turn 16 managed to rebuild wharfs so we could transport goods and services from town to town, effectively reforming into one town, but by then, political upheaval caused the two to remain semi-seperate. I don't want to give too much away at this point, because the players might read it and also I'm not sure how interesting it is to read a turn by turn of a unfinished game. If there is any interest, I could later post it up.

If I did it again, I'd have thought out the turn by turn, destruction of peoples houses causing unhappiness, but maybe destruction of zombies causing calm, our food system was broken, and in effect we cheated to get as much population as we did, but maybe there were hidden stores that were unaccounted for, and we didn't include more food abilities in adventurers, Turn 6, a Mage Adventurer turns up south side, so maybe a few banquet spells weekly, and north side had some merchant adventurers, somehow get through from another town..

So, For I'll write up the 'history, as known by the players, as their characters who grew up in the city would have learnt from their parents and grandparents.

Sunday, 1 October 2017

Been a While - Here, have a game.

So, Backstory TL;DR:

July 1st, I had 1 month to prepare my new "workspace", my mother in law was coming to stay with us for 3 months and I had 2 choices: 1) Pack up my office and use the kitchen table, sometimes, when available, to do any of my projects/painting/maps/drawing, etc. or 2) convert my shed from a dirt floor + metal skin, into an office. Its the 2nd of October, I am now at my spare PC (more on that later) in my new office.. its 60% compete, but only 65% completable. Should I have chosen the former choice?

I'm back baby!

The following section is about constructing a room, not really relevant to roleplay, but if you read it, you can have a look at the rules to a mini game at the end.. 

 So, July: I asked my current roleplay team if they wanted to 'help me out' in reward I would run a campaign for them of their choice, rather than testing the current game. So for 4 weekends, a small group of uni students, came to my place to dig up the dirt floor with me. It was supposed to be a 1 weekend job, but there were complications:

Diggy Diggy Dwarves
First up, The floor was only soft on one corner, so my initial test dig of 1 foot, multiplied into a 7x3.5m shed, divided by 3 (3 diggers 3 helpers) put me about 8 hours of digging. Instead it was much harder for 2/3rds of the shed, trippling the dig time, plus there were slabs of cement, just dumped into the original foundation, plus rocks, scraps of rubbish, etc..

We used the cement slabs (average 45x45x12cm) as supports for the floor, as I didn't want to be hauling dirt out, then hauling it back to get the floor level. This may have cost me an extra weekend of time to get right (digging out the extra holes & levelling it all) but in the end it paid off, the floor panels just dropped into place and are 1% margin of error flat.

The Floor panels are huge 3.2 x 1.3m palettes, used for hauling stone from quaries, their wood slats are close together, so dice can't fall through (but dust can) but due to the time restriction, I only put 2 big ones, and a medium sized one in, So now I have a nice 3.3x4.5 'space' in my shed, with a nice wooden floor.

For insulation I stapled plastic sheets to the walls, then stapled cardboard panels over that. The cardboard is from shipping containers that have fire retardant on them for warehouses (added safety), just cladding 1/3rd of the room so far, has dropped the heat by 5c on hot days and +5c on cold. So my expectations to improve that up to +/-15c should be about right for Australian Weather.

 It rained almost every week, so I've been able to check and test my 'water proofing'.

When I said 60/65% before, I mean that to continue now, I need a few more warehouse cardboard boxes, some more bubble wrap/foam sheeting, then next some proper wall panels, get the cables for electricity hidden behind the panels, and set up the extra lights for filming, then, I'll be ready to start streaming live my game sessions.

Yes, that's another purpose to the shed. not just an office, a whole gaming room for streaming games, events and other RP related stuff. Cool huh!?

Want to know more? honestly I don't know if this is such a relevant topic, but kitting out your RP cave is sorta something a large number of people do.. so maybe I'll post a few blogs related.

As Promised:

Mini Backstory Game for Gamesmasters

Every now and then I need to know alot more than just "this city of Z was founded by X and has been here for Y years" Backstory for cities isn't exactly easy to do, I've used civilization to create larger more world encompassing maps, but for smaller situations, I like to grab a player who might be from the town and have him 'work the story'

Why a player? mostly if you're from a city, you know some of its history, not the specifics, but at least the generalities. Having a player choose the key values for a city, improves their character, gives them some world knowledge that they can bring to roleplay.

The Game was Originally designed to deal with the 'aftermath' of a post apocalyptic situation, but I've adapted it for a complete backstory system as well as a localised plot points.

Game Rules

Write down everything that happens, you can make it into a story later

Basics: Using some kind of grid (I prefer hexes) you either start with 1 cell of village/population(pop) & 2 cells of farm. Each turn the village cell counts as 1 turn of actions. Each pop cell requires 2 food to eat, and each farm produces 1 food. So the starting 1 & 2 is self sustaining.
When the whole 'town' has accrued 3+ food, 2 of it can be consumed for 1 population growth, once per turn. Turns are set to 5 years for this 'medieval' version, scale up or down based on your needs.

Unhappiness: Every pop cell above the 1st, results in a slowly building 5% unhappiness. which is rolled each turn. If the roll is successful, 1 pop cell is too unhappy to work effectively, and you miss out on their action this turn (and reset unhappiness to 0). Also, you roll again against the success roll for further unhappiness (1 unhappy group riots, which causes further unhappy groups). i.e. total unhappines is 50%, roll is 23, so if the next roll is 23 or less, another pop becomes unhappy. If the whole town ever becomes unhappy, further rolls result in chaos & you lose d4 population per 4 population.

Happiness: You can build locations to allow your happiness to counter the unhappiness, such as markets, taverns, theatres (see below)

Heroes: Every turn there is an increasing 1% chance that a hero will visit your town, and complete a quest, resulting in a large improvement to your town. Mark these on your towns history.

Creatures: Each turn roll a d12, on a 10 or 11, add a 'small creature' to the edge of your map, approx 10 cells from your village (d6 or d8 direction, according to your map type). on a 12, add a 'big creature' Then roll d12 for each creature on the map, if its a 10 or 11, move them left or right, and on a 12, move them closer to your town and increase your unhappiness by 5%. If a creature moves into any of your cells (farms or buildings) destroy it, and increase your unhappiness by 20%, if they move into a pop cell, increase unhappiness by 50%.

Combat: When a Hero or a Guard attacks a creature in a turn, roll your preferred systems combat, for simplicity I use a simple d12: 
Guard: Attack 8, Defence 1, HP 1 vs small creature Attack 7, Defence 0, HP 1. 
Attack - Defence = roll under value, if success = -1 HP. continue rolling until defeat/win.
Big Creature: Attack 12, Defence 2, HP 3.

Each turn you can do the following:
* Turn land into Farmland
* Turn land into village (population)
* Turn a village / Farm back into Land
* Research 'discoveries'
* Prepare Land for "Larger" Buildings (needs 2 actions) - cannot be surrounded by monsters
* Build a Larger Building (needs 3 actions)
* Send out 'guards' to deal with local monsters
* Turn Larger buildings back into Land (needs 2 actions)
* Build a wooden wall

You could create some resource rules for village / wall / large buildings, which would bring far more depth to your town, i.e. forests for wood & hills for stone, if monsters block the path, then you lose access.

Discoveries & Larger Buildings:
When you have 10x level discovery points for any given discovery path, you unlock its abilities/actions.
Heroes as units, can perform actions (spells/etc) or attack creatures. See combat for details.

Warrior: Level 1: Can use 1 action to create a warrior hero from 1 food.
Warrior: Attack 9, Defence 2, HP 1: Special can give 1 damage to 1 creature & is used up.
Warrior Level 2: Can build a Barracks (Large Building) which gives you 1 warrior for 1 food, no action required.
Warrior Level 3: Can create 1 free warrior per turn.

Bard Level 1: Can spend 1 food and decrease unhappiness by 5%
Bard Level 2: Can build Theatres (use Large building location) which negates 15% unhappiness.
Bard Level 3: Can create Bard Unit (1 action, 1 food)
Bard Unit: Attack 10, Defence 0, HP 1: Special: Enthralls small creature to become population in town (used up)

Merchant Level 1: Can spend 1 action to decrease unhappiness by 5%
Merchant Level 2: can build Taverns (use Large Building slot) re-roll 1 unhappiness roll.
Merchant Level 3: Can Create Merchant Unit.

In the Fall of Fort-town, we had Undead hordes, Disease & the like, so mages with purify spells, doctors to heal sick and other aspects of the game were tied in. I'm not sure how they would work outside of a seige situation, but maybe you could add the elements in as you see fit.

Lets look at the Fall of Fort Town as an example on the next Blog:

Tuesday, 15 August 2017

RPG a Day, the first 12 Answers

Saw this:

Thought I might jump on the band wagon and answer a few.

#RPGaDay the first 12 answers.

#1 I wish I was playing my OWN, PUBLISHED RPG right now.. as in, I wish DD12 were published.

#2 Oh, Yup, same, DD12, the White Book.. get it out there!

#3, Sometimes I see some kickstarters, sometimes a google+ post

#4 Original Dungeonworld, as in MY 1994 published game + DD12 my updated version

#5 None, its unique. Verbal combat? Mental combat? Stealth rules? Best answer I can give is, its like Terry Pratchett meets Game of Thrones

#6 I'm a creator, not a gamer. I'd be adding more to my world, going on adventures in it, and making it all a little better.

#7 When I realised that we don't play a set of skills or numbers, we play a character represented BY those numbers. but at the same time, those skills and numbers define our character.

#8 None, go play a board game.

#9, Mine. You can have an effect upon the world after 4 sessions, within 10, you can be the heroes of an epic tale.

#10 I don't know.

#11 Is there ever a truly dead game? if so, shouldn't it stay that way? surely there is a reason no-one is playing it anymore?

#12 I don't judge a book by its cover, or an RPG by its art. I read the rules and determine the beauty by the math, the logic and the abilities a player can blend together for awesome moments.