It came to me, when writing the script for my stand-up comedy, about how I'm married to a Russian spy, because she learnt to throw grenades in school.
Saturday, 21 November 2020
Granades, a way to determine if you're running OSR, Blended or Narrative
Wednesday, 18 November 2020
Character Retirement, computer games and roleplay games and mine
One of the interesting disconnects in C.RPGs is the 'new' character. When a player dies/retires their existing character, and brings in a new 1st level, how the system treats them.
Character "Retirement"
The Psychological Aftermath
Karma, or How I deal with this
This is one of the less tested parts of my game, as it happens so infrequently. So I will probably make some tweaks at some future point.
Monday, 2 November 2020
Co Gamesmastering
There is a trend, I've noticed, in splitting up the role of the gamemaster, so that less mentally prepared gamemasters can still run the game, without having to do 10x as much work as the players. At first I was like, NO! (as a backlash to GM-less games) but then I understood, I've always done this.
Ways to Co-Gamesmaster.
The Gamesmaster runs many roles, For me the underlying plot points, major NPC actions behind the scenes and how they affect the other NPCs that interact with the players. Economic flows of goods, services and information based on NPC actions and player actions, often less dominant for shorter 3 month campaigns, but are almost vital to immersive roleplay with longer campaigns, often done by the GM between campaigns.
Then the more nitty gritty, crunchy subsets of individual NPC motivations, how to roleplay those NPCs and this includes BBEGs as much as the minions, townsfolk and random encounters.
Yet some GMs I find, are so bogged down in other aspects of the game, they don't have time for the above; instead combat, maps, dungeons, gear tracking take up their time. None of these need be done by the GM. Lets look at ways to break down the components of the game for players to be more equal in the games tasks.
Combat
Often there are players who are one-trick wonders, spell casters, healers and some rogues, just are not built for ongoing battles. These players are left wanting at the table, causing games to even change their rules to be more inclusive, breaking the basic world rules, in an attempt to give all players something to do each round. (most DnD spells, in a town setting, can be used to advance economies, so why risk life and limb, when you can be employed locally to work your magic)
Get these players to be in charge of the monsters, they'll pull punches, and let the heroes win, but the GM can play as the boss monster to balance it all out. Everyone is involved.
Maps
Vice Versa, when combat is done, and the barbarian is just walking along with the group, unable to swing their sword, maybe the player can sketch out the map, drawing out the GMs descriptions of corridors and rooms, and if they get it a little wrong, well more realism, more immersion. (all players can contribute, to avoid, if need be)
Rules Lawyers
As often as not, players don't have the time to be looking up spells, components, prayers and effects, players not engaged with the rooms traps or secrets, might glance through the rulebook, looking up how they'll level up, or what spells they'll need for the next room. In real life, when someone is taking charge and looking around a room, others saunter in the corridor, or stand by the door, ready to leap out when a trap triggers, while they stare off into space, have the player pre-prepare some skill calculations.
Dungeons
As often as not, a dungeon can be created with random tables, maybe the player would like to be the dungeon designer this session. DD12 has a clear and fairly simple set of rules on how to develop a dungeon, without going overboard in monsters or treasure. Often a side lair is a good little random encounter on the path from town to the main quest. Players might pick up some extra treasure, and a scratch or two. Let your players learn the ropes, by making one of these lairs.
Bards Tales
Some players like to track the details of an adventure, jotting down the notes of each step along the way, helps in many little ways. The following week, when trying to remember the events for experience, a quick handy list helps remind everyone of where they are in the plot, what's coming up, what not to skip/miss and gets the group into the game a little faster.
Logistics
Have a player track all goods the party has, but also, approx. how much it was purchased for. In real life, we often remember these little bits of information, because we remember the whole path, picking out the goods, seeing the price, going to the shop keeper, maybe a discussion, then handing over the coin, taking the goods home, glancing at the receipt maybe, opening the goods. The whole process is flushed away in roleplay, and just the object is written on the character sheet, and the coin deleted. Having this info written in the log acts as the players memory of those events.
NPCs
When an NPC is not vital to the plot, and a PC's character has retired for the night, or is incapacitated, or in another scene entirely, don't have them bored waiting for their turn, hand them an NPC card, with some motivations, ideas, and possible skills, and get them to do the interaction. Shopkeepers, Urchins, Salesmen, Gate Guards and more, are all fairly common NPC tropes, let the players roleplay together, while you watch as the assassin from the rooftops.
Conclusion
So yes, the GMs role is huge, if you want to do it well, so why not split out many little tasks for your players.
Sunday, 18 October 2020
I'm hurt man.. hurt BAD
Sometimes, I like to experiment with obfuscation of the values, so players can 'roleplay' better, instead of:
Obfuscating the Hit Points
So I tried this out (You can use this for a game attempt, its kind fun, for GMs, but might be a little math intensive for younger GMs)
The Hurt System:
The Threshold System
My Current System
Conclusion
Thursday, 1 October 2020
Inktober Intro & Art #01
I've decided to 'try' to participate in Inktober in 2020. Partially this is for some practice art, in preparation for the Blood Rain Kickstarter next year.
I'm going to draw a bunch of things to include in the PDF and the town Map.
The Town Map is made up of three distinct types of buildings, Inner city Main buildings, Outer city hovels or interesting places, and Downstairs Dungeons. If you're reading this in October 2020 and want to participate, pop me a message of something you'd think matches the theme, I'll add it to the list, and I'll roll a die to see which one I draw from the list.
Inktober 01: The Shroom Tower.
Appologies: After posting this, a series of events, unexpected, came up, moving house issues, settlement issues, we were homeless for the month of Oct, so drawing Buildings was furthest from my mind.
I'm going to endevour to attempt to do this over the coming months, in a build up to my next Kickstarter Project.
Wednesday, 30 September 2020
HASBROQUEST - The good, the Bad and the Ugly
So, Hasbro has re-released Heroquest, the game, many of us loved as kids, that nostalgia feel of kicking in a door, beating up the monsters, looting the rooms and moving on to the Boss fight.
Hasbro, has decided to crowd fund their game, to 'get a feel' for how the market will respond.. and its not good.
HASBROQUEST - Fail?
I'm not going to go on about how great Heroquest was, Its a little dated, but its target audience was 10+yr olds so I don't expect it to be on par with Darklight momento Mori, Dungeon Universalis or even Descent. It has the main components, equipment, weapons, armour, spells, monsters, rooms, heroes and a boss fight. It even has a plot!
Instead I'm going to focus on the Hasbro fiasco, how, in many ways, they failed, regardless that they've hit $1.6mil as the time of writing.
The Good:
Price & Availability:
For many, Heroquest was off-limits. They were born too late, the game was out of print, buying one on eBay would set you back $300, when minimum hourly rates are $15 (the original was AU$30, when hourly rates were AU$5 ) Now under this new campaign, the 'all-in' is $150, and the base box is $100, far more affordable.
Association:
Some players can't get immersive if their character isn't the same gender as them, this perception-locked some women out of games for years. Now HQ has the full first 4 heroes as females too. Awesome.
Additional Components:
There is an argument about the miniatures (see below) yet, the fully modeled furniture is an improvement, the inclusion of extra model for Sir Ragnar, Mentor and the Witch Lord (again see below) Abominations models, Extra door types for the expansions, and as Stretch goals slowly unlock, we see a wider range of some new Heroes, and some extra monsters for some quests to be even harder. There's a lot more than the original game. Bonues, if you own the original and felt there was little to no need to grab the new version.
Already Existing Fan Base:
Because of that 'blank map' at the end of the quest book, there were all manner of existing quests published by avid players online, before even the internet, I was downloading HQ maps on Bulletin boards. New Players to the genre will have a plethora of material, so the 'extra content' will keep you going at least a year if you're into it.
The Bad:
Availability:
Well, its ok for Americans ($30 shipping, when most KS give it for $10).. Sorta sucks for Canadians ($130 shipping costs??? WTH?) and Double sucks for the rest of the world, as its not even available. Buying a game, sending it to one of my friends OS and then having it sent to me is in the ballpark of $100+ shipping. No Thanks.
The Models:
HQ1 (as we'll call the original) was a game aimed at the 10+yr olds, so the miniatures were simplified enough to be accessible for painting. I remember spending weeks learning how to paint by painting up my own set of HQ. It set me on the path of 'local painter' as I painted up several hundred miniatures for the kids in my school, and put a decent amount of pocket money into my club and game.
But the New HQ2 models are complex, complex enough even I'm looking at them and thinking.. do I want to justify buying this, then only give them a base coat of colours with some contrasts? No.. its HQ, I'll have to go full layers, drybrushing, NMM, the works.. but that's time I don't yet have. So those models will likely sit on the shelves for years, unpainted, til my kids are old enough to do it for me.
Pulse:
Some of the content, looks like its pulse exclusive, so the FOMO addicts will HAVE to buy it there. Will retail have all eight hero models? will it have the extra skeletons? dice? We know Ragnar is locked behind the pulse exclusive, but what of Mentor or the Witchlord?
The Ugly:
No Talk:
This is on Hasbro. Pulse isn't kickstarter, and what brings a percentage of Kickstarter projects money, is the watercooler talk, in the forums of each projects. Without that, the community doesn't exist, there isn't much going on, other than all these external, often negative views of the Hasbroquest. And its heartbreaking.. why?
The Goal, The Funds and the Potential.
Most KS backers well know, Second time at the plate, Kickstarter projects, hit millions in their first few days, it rockets up so fast, it brings in hype by itself. Kingdom Death Monster, Frost Haven, They hit a few million in the first few days, and topped Twelve million before their ends.. And they are boutique games, KDM is a very niche audience of Heavy Metal (magazine) Style content, set in a brutal world, and Frosthaven is an Expansion for Gloomhaven. Only people who know this product are likely to back it.
Yet Heroquest is so well known, People will back it, just to have a copy, not even to play it. Then another audience of people who always wanted to play it will have a chance to play, lastly at a easy enough price point of $100, anyone even remotely curious about the hype, might have gone in on it.
Instead, as a result of being in its own crowd-funder, No Community, No Chat with developers let alone other backers, and locked into only USA. It barely hit a million by day 3, and now, several days on, struggles to hit the 2nd stretch goal. It should have been $5mil by now, it should be unlocking 10, or even 20 stretch goals, It should have revealed expansions.
Hasbro, You lost at least $5mil in sales.. so far.. and honestly, this would have been the biggest KS, topping $15mil had you done it right.
Conclusion
I love Heroquest, and it pains me to see a product that could be getting into the hands and minds of this next generation of shut-ins, giving them an opportunity to "Escape From Reality".
Yet instead.. of the 11k backers, I doubt more than half will make it into the hands of kids to play it. A Third of the Audience will be my gen, buying for nostalgia. A third (some of which will intersect with the first) will be scalpers or owners, the game will sit on shelves, and not played for months or years. Hopefully at least half will be for kids, for adults who bought it for their kids to play together as a family, and young adults who had enough disposable income to get into this hobby with HQ.
p.s. I would buy it if I could.. but I can't.. so.. If I'm lucky, retail will have it, and those special minis won't be 'too' expensive online later.
CAVEAT...
Kickstarter is not for companies, its not for existing products, Its not for established brands.
For that reason, I would give Hasbro a pass, and put the blame directly on Kickstarter.
Kickstarter has come a long way, but the gap between a Kickstarter Audience, and the Retail Market exists. There needs to be a place where Established, Existing Companies can put out a 'product' start, and see if there is an audience for it. Some kind of Niche Starter, or Fund Injector, something companies like CMON and Mythic and Hasbro can come along and say, HEY, we have this cool project, the normal retail way of marketing this will likely end up scraping funds at the middle and the product will need to be scaled back to accomodate that.. BUT INSTEAD, if we launch on this Fund Injector Site (owned by Kickstarter, so members of one, can access the other) We get a target audience, who will let us know with their comments and their wallets, IF a project should exist or not.
Also.. Maybe.. All Fund Injector(FI) projects, are required as part of their terms and conditions, to help fund other projects on kickstarter, based on their success.. kind of a pay it forward system. If you raise $1mil on Fund Injector, you're required to spend $100 on 10x other projects, before you can do another future project. (what I think would be better, is that they mentor KS projects, and provide funding for the project creators, to create their projects.. artists, editors, maybe even project mentors to help newer kickstarters to build better KS project pages)
Also, for security and safety concerns, FI projects are not protected like Kickstarter projects, If you raised the funds, your contractually obliged to deliver the product as advertised, to at least some extent.
This will help the KS community, Will bring in more people.. Will segregate the audience to understand that KS projects are not pre-order, are not guaranteed to deliver, while FI projects are, or at least are legally obliged to prove it if they couldn't.
Sunday, 27 September 2020
Combat, Revisited
There are several 'parts' of combat, that are often not addressed. While they may not be obvious to the roleplayers in general. If a players is interested here's the reasoning and logic to the way the stats are why they are:
Combat Break Down
In All parts of Combat, it comes down to three simple structures to an attack. Anticipation. Contact. Recovery.
Anticipation, is the part when you decide your going to make an attack. Mechanically, you declare an attack, and pick up your dice. BUT, in that part of the game, your character is 'looking' at where they may attack, and preparing the swing. They anticipate hitting the target.
Contact, happens as they expected, or not, or worse, shocking them into how badly the missed, or in some cases, shocking them into how successful they hit.
and Recovery, gets their weapon back out of the Contact and prepared ready for either defence or the next attack.
Initiative takes all three components into account, which is why the absolute minimum of 3 initiative exists. When a player starts basic combat, they only care to 'hit', even Initiative in basic combat is obfuscated out into 'number of attacks'. And if the characters is a non combatant, they may never learn, understand nor care about the parts of combat.
But. Epic Warriors will.
First, Anticipation.
A Warrior worth their salt, will take a -2 to hit, to 'not look' at the target, why? because the first defencive skill anyone takes is being aware of the attack. Gauge opponent, Gauge Attack, Gauge Swing, all allow the Warrior the ability to 'see it coming' adding massive +3s to defence each. The Simple dead stare skill negates the last two completely. And with some fancy skill changes every round, can negate the first too.
Also, a Player can feint an attack, they spend 1/3rd of the Initiative (the anticipation part) to trigger the opponent into a defence position (negating their defence for the round) and then follow up with a real attack, which the opponent didn't defend against.
Next Contact.
Early in a Warriors career, a GM can trigger a whole range of reactions in characters, epic failures and epic successes, can cause a shock attack. the player has to roll under their level on 2d12. If unsuccessful, they can lose their attention, and be open to counter attacks from other opponents.
There is a whole gamut of skills that can be triggered in the contact portion of the blow, from increased damage, twisting weapons for increase wounds, cutting deeper, but also many powers activate on contact with the target. Players should be aware of their skills, failure to activate a skill because the player was not concentrating, means their character was also, lost in the event and the skill/spell or ability was not performed, or in the case of trigger events, some cause of fate, the event didn't trigger. Combat should be fast, and rewinding for lax players will slow things down.
Recovery though can be the most important.
Some Warriors, knowing the advantages of the round by round, might forgo the recovery phase, and take advantage of the wounded, and winded opponent. flurry of blows, ignores the recovery phase, and allows the character to make a subsequent attack at 2/3rds the initiative, provided they hit. Shivs can perform a larger amount of damage from sequential hit after hit. The opponent loses the recovery phase to prepare to defend, as does the attacker, and the attacker must focus the attack on the same target, location and other factors.
But, Opponents with good combat skills can also take advantage of these three slots of time.
Weapons with a heavy Anticipation Initiative, will find themselves at the mercy of smaller quick weapons. Any weapon with an Initiative under half that of the attacking Initiative, can under basic combat rules make a jab attack, and if successful, will disrupt the attack from taking place, yet the Initiative for the Contact and Recovery is still spent, and the jabbed victim must often wait out the pain Initiative too.
With some skills involved, an Attack, can be parried in the contact phase, and even turned back against the attacker.
And lastly, When the Attacker attempts recovery, a quicker opponent might now take advantage and get in their own strike, or now, retreat to run away.
Just some thoughts for you, next time you're playing dd12.
Monday, 27 July 2020
Turning the Blog Around
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
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.
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| 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 folkNow, 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.





