Monday, 27 July 2020

Turning the Blog Around

Its been a long slog of a roller coaster, and I've been sporadic. Honestly, I just didn't have focus. The rules are in several documents, my life is in several locations, I'm all over the place.

So its time to clean it up. 


I'm going to turn this blog into what people used to expect from a Blog.. what I expect from a Blog.. a Web - Log of what happens in another aspect of your life.

This is called Dungeonworld Dev for a reason, it was the development blog, but when I wasn't developing, I was just throwing stuff at the wall, and seeing what stuck. There are over 100 'articles' that didn't. I didn't press publish. For a myriad of reasons, fears and the like.

I might still go back and click publish, but, like I've said before, I'll tag them, so you, dear reader, can see the difference.

What I'm going to do, is push forward with this like a proper log of events. When I Write, Draw, Create or do anything related to Dungeonworld, MY game. I'll blog it in here.

Why? Because I think its what I want to read.. someone else making a roleplay game, and all the trials and tribulations of that process.

Where I'm starting.. 


* I have a 99% complete map for my Kickstarter. since it took a year and a half to get here, that 1% will likely be another 2-3 weekends. I need to scan reworked images, crop them into the giant map, and publish it.
* I have Several, Half finished, roleplay documents. Core Rules for Dungeonworld v4/12, Core Rules for DD12 v0.7, Cataclyzm, barely a chapter, Pirate Cave, barely a chapter, Alita ripoff, some NPCs, Paladin Concept, a design draft. An Almost finished Magic Synopsis, written in by my in world alter ego.
* I have a card game, to help GMs make plots for that session/scenario/campaign, based on player input.

I have several ideas for several other things.. another map, but for a city, another map, but for a mega-dungeon.. these need to wait, til map #1 #2, #3, #4 and #5 are finished..

I might migrate this.. I think, a cleaner start might be a good idea.. but maybe not? I might duplicate this to another forum, such as medium or minds.. and 'start' from the next post, or maybe this one..

Good luck to me..


Lets see if this pans out, or its just the coffee speaking.

Wednesday, 15 July 2020

Dark Moscow

Unsure if I wrote about it elsewhere, I want to document it before I forget, my epic.

The Streets and Lives of Dark Moscow.


The City, Built of Wood, sometimes with basements of stone, to house the furnaces, or shore up the property against fires, or in rarer cases, whole buildings of stone and a crude form of cement, was a great place of commerce and trade, but also poetry and crime.

Sometimes both.

1812, Smirnovs 'Moscow Fires' a great setting for Roleplay


Players were the street kids of the city, born and raised in the backalleys to illegitimate women or worse, they were raised to fend for themselves, and their gang.

Over the first session, players are instructed as to their gang, they participate in the naming of their gang and their rivals. They form an understanding of their world, through its creation. Once its established, then, they are unleashed unto the world.

The Concept was getting players used to playing Rogues, either as primary or secondary classes. They sneak through the streets, half at night, they run across rooftops, they shimmy down gutters or climb into wells, sometimes, slithering up latrines at gain access to the buildings, so their brethern can steal in, and clean out the silverware.

Players soon learn, that, its all well and good to playing theives, but then there are things like dues to the guilds, other gangs, rivals, rogue rogues, all on top of living in a city that just doesn't quit, suburbian nightmares, all manner of people just trying to get by.

Then, there is the politics. gangs and rival gangs, follow the rule of the king and queen of the theives. Rivals unto each other.

Do players try to gather enough wealth to get out? or enough clout to hold their own? or push forward into other ganglands to claim a large chunk of pie? or worse/better attempt the long gamg and try to take down the king.. or the queen? Or some weirder wilder game of cat and mouse with the militia?

Some say, the longest game of all, is to rise above it all and become a politician, the highest rank of theif there ever was.!

Then, throw in a handful of mages, a bucketload of priests and thier whole gang/rivalry system, the flow of heroes coming and going from the city, soldiers pushing on to the war. Its all happening in Moscow.. and underneath too.

The City-underneath (expansion)

At one point, some mage discovered the city was built on some of the most powerful leylines of travel magic, and they harnessed the magics to create a passageway for the nobles, well it didn't take long for the nobles to realise they could profit from the transport of goods and people, and the whole thing became a freeforall, Now the 'City-Underneath' is used by the common folk

Now, your intrepid gangs have to deal with, not only the gangs in the standard four directions, but also with gangs that can rise up from underneath. BUT, that also means, with a little reconnaissance, the players can find smaller weaker gangs, and take their territory faster, or, just as easily, sneak into a territory, shake down a merchants house, and be gone before the nobbies or the bullies have even blinked, worse for them, any number of hundreds of gangs could have been responsible.

This also means, low hanging fruit in your own territory could be raided before you know it, worse, big hauls, which might have taken weeks to plan for, get pulled out from under your players feet..

On the other hand, there is a greater number of ways of making a legitimate path work, in a number of emerging busineses, logistics, courier work.

And, as a last resort, players wanting 'out' might accidentally be standing at a travel portal, on the wrong day of the month, in the wrong season, when a layline passes over, and get teleported to a whole different continent, or worse.. whole different world.

Monday, 13 July 2020

Character Names

I've always thought, if you're going to roleplay, you shouldn't be choosing your character. You should play what you get, to that end...

Having your group, make your character

The Idea here is, as a group, you have needs and wants of your group, you want to help each other out, and play as a team. So why do we let players make their own character, often it results in some kind of loner, trying to be self centered, or an over achiever as the player is trying too hard to be the best group friendly character.

So Instead, I tried this for several years, often at conventions, because captive audiences will do new things, and go away telling friends how interesting it actually was to try something new.

So, First, your name. 

(Now as player, you can veto one thing, but only one thing, if you want to change your name, do so, but be aware you cannot veto anything else later)

Write down: The last two letters of your first name, the middle two letters of your last name, the first two letters of your mothers name and then the last letter of your fathers name.. sounds like a meme.. I know.. Now, read it to the group. don't show them, read it! and have them spell it for you. That's your name.

(GMs: Nominate your world to match known common earth like traits, this is purely an association game for your group, not fixed to any tropes, unless you want it that way)

Ask the group, what kind of culture does it sound like, matching what the group knows of current cultures, then Ask the GM, if it sounds like a name that matches part of their known world, and have your character come from there, if that place is a set race, that's your race, if there is a choice, have the group decide.

Now you can roll the dice for your characteristics, apply racial modifiers, cultural modifiers, and ask the group, what kind of character do they think it is, picking a primary (or secondary) lifestyle for you, and you choose the other.

Lastly, they pick your starting profession. You can always change, but this is what your parents chose for you.

Why do it like this? Is this un-fun?

As an artist, and author, I often balked at my teachers telling us to write / draw specifically in a genre or style that I didn't like. Yet, every time, I learnt something more of the genre, or the style and while I may have never done another piece like it, I am amazed at how much I got out of it in the long run.

My greatest piece of art, was life drawing of my own shoe, when I encountered it years later, I had forgotten how well I could draw, yet as a kid I distinctly remember how bored I was with the idea of drawing a shoe.

In this sense, I've often considered, roleplay is a form of art, its a learning experience, and we should use it as best as we can to tell stories, but not self-indulgent personal fantasy in the truer sense of the word, but instead the story emerges as we have our characters go on the arc of self discover, self loathing, and self acceptance. Which can be next to impossible if we build out own fantasy archtype as our character.

Lastly, I have had groups make their self indulgent fantasy character, and get bored of it, all to early. They've achieved their pinnacle and there is nothing more to do with them after, But players, saddled with this personal abomination, grow to like them, and over time, have claimed how, despite themselves, they have found it to be their favourite character.

So I say,..Give it go..  you might be surprised.