Sunday, September 13, 2020

The Excellent Travelling Volume

Got some sweet zines from James Maliszewski. I don't really know a lot about Empire of the Petal Throne. But I did a drawing for James' The Excellent Travelling Volume (#11), rendering Srükárum, servant of Sárku and lord of the Legion of the Despairing Dead.






Saturday, September 12, 2020

GOZR Creatures

Here's a sample of the creatures from GOZR. Still a work in progress, but the stat block is very simple.

THREAT: This number ranges from 0 to 7+. It is the number of times the creature can make additional attacks or other actions or force re-rolls.

DEF: Defence is the number subtracted from damage. Always a minimum of 1 point dealt on a hit.

HP: Hit points.

SIZE: Small, gooz, large, giant, and huge. The creatures of this world will lean to the large size. Lots of megafauna. Also, creatures are assumed to be of animal intelligence. Intelligent monsters are not a thing, generally. But you can get some interesting behavior just looking at the animal world.

DMG: How many hit points of damage dealt per attack. Generally based on size, but varies.

Beyond that, I'm avoiding an obligatory description as each will have art. Instead, just going to include some bullet point notes about behavior, special attacks, defenses, etc. I'm also including tables for creating creatures on the fly.

Sunday, September 6, 2020

Slaying Time!

Here's some new pinup art I did. You can see the color version and other pinup art at my Blood Red Pinups blog. But of course I'll still post some of this content here as well... just not much.



Saturday, September 5, 2020

GOZR Mechanics

 

The mechanical interface for GOZR is like this:

You have three stats and each stat is a target number. When you do an action, you roll 1d20 vs. your own target. Then you follow up with whatever results are called for, such as damage.

And this is fine. This works. But I wanted to simplify and reduce dice rolls so I was strongly considering taking an Into the Odd approach and eliminating the action roll, going straight to the effect roll.

But I'm also taking a cue from The Black Hack and making the players do all the dice rolling. So when you are attacked by a monster, what do you roll? It doesn't make a lot of sense to roll your sword damage in that case. But the original three stat mechanics do work just fine for this since you're rolling against your own target, regardless of the weapon or attacker.

For now, I'm sticking with three stats as targets because in every case I've thought of so far this works, especially for a game where players make all the rolls.

Sunday, August 30, 2020

Blood Red Pinups


I created another blog called Blood Red Pinups where I plan to post my pinup art. I marked it as mature because I have a ton of stuff that is absolutely rated-R and doesn't fit here on Doomslakers.

If you like my pinup work and/or you like the "genre", follow the new blog. Tell your weirdo friends about it too. I don't know exactly where it will go but I know right now I'm keen on pumping a lot of energy into it.

Strike while the iron is hot, as they say.


But James... why are you doing this? (you ask).

The short answer is I like cheesecake.

Sunday, August 23, 2020

Ranting and Raving About Discworld Covers

This is a mini-rant from a 49 year old man who likes the stuff he likes and doesn't like the stuff he doesn't like... but who understands when he might be full of shit. And he usually is.

Terry Pratchett. Discworld.

I'm one of those nerdy types who isn't a total geek. Like... if you asked me who was in the C3P0 suit I'd say "there was someone in the suit??" Also, I'd say I don't know where the hyphen goes in C3P0, or if there is one. I also have never watched more than 2 or 3 original Star Trek episodes and I haven't bought a Marvel or DC or Dark Horse comic book off the shelf since the 90s. And I consider myself a comic book lover!

In short, I don't obsess over most stuff. I'm big on ideas and wee on details.

So I don't really know anything about Terry Pratchett other than he was a British author who wrote Discworld and he was, by all measures I can tell, a good man.

My discovery of Pratchett's Discworld came via an illegal download of the first few books in audio format. Wonderful stuff. Not just the books themselves, but the performance of the reader. And see... I don't know who the actual fuck read them. Some British dude* who gave such wonderful life to the characters. And they had this cheeseball echo effect on Death's voice. I loved it. I wouldn't want to hear them any other way.

Josh Kirby killing it.


But this isn't a post about the content or the audio. This is a post about the covers. Remember those deliciously cartoonishly evocative Josh Kirby (RIP) covers? No? See, I posted one here, right above this paragraph, for your enjoyment. I fucking love these. They make me want to pick up the book and read.

Now, I do want to acknowledge something important that seems to bug a lot of people. Kirby's covers don't seem to accurately reflect what's inside the pages. For example, famously, Twoflower is a bespecktacled tourist. He has "four eyes" because he has glasses. But Kirby painted him literally with four eyes. But, because Kirby's art was so dense and kind of hard to parse at first glance, this doesn't really bug me. Of course it might be because my exposure to Discworld came through audiobooks and I wasn't even looking at the covers**.

These covers were published, as far as I can tell, for the original editions of the paperbacks up through maybe book 26, The Thief of Time. That was 2001. Looks like Josh Kirby died in 2001 at the age of 72. I really had never known his work since I had no exposure to these books as a kid or even as a young adult. It wasn't until I was around 35 that I found them. In a short time, he has shot to the top of my favorite artists list for sure. With a bullet.

Anyway. Let's move on from 2001. I'm not going to discuss the next cover artist, Paul Kidby, because I'm not familiar with the work. What I'm going to talk about, and what is the focus of this rant, is the direction the publisher took with the reprints.

They fucking suck. I mean seriously. Look at this shit. We go from these whimsical, wondrous, fantastical paintings, lush with detail, to these spartan, plain, dull, lifeless, center justified pieces of crap?

"For the new covers let's go full 1995 CD-ROM, who needs delicious art?"


Sigh. I know. It's the god damn digital age. You need to think about how people interface with book covers. The spines of books, which used to tell us the title and author so we could pull them out and then be wowed by the covers, are now just the fucking covers. Because you need to see that title and author clearly in a tiny thumbnail on your digital device. There's really no need for a lush cover anymore. Fewer people are picking this up off a shelf and running their fingers over the art. It's just the reality in which we live. And I accept it.

But I don't have to like it, motherfuckers. And I don't.

/rant

Here's a video I found randomly where a guy is bitching about the same problem, but with horror covers. I feel ya, pal. I feel ya.

*His name is Nigel Planer. If you didn't think he was British, now you god damn well know it.

**Interesting point, actually. Am I so easy on Kirby because I just love his art and I have no particular connection between experiencing the stories and looking at his paintings? Maybe for others this was more jarring.

An RPG Folder You Once Smooched

Another chapter in this unfolding story.

How this works, for the record: I open random PDFs (I usually close my eyes and click) in my gaming folders and I snip the title, then I give a very quick, short, off the cuff response to what I see. Usually this means I haven't read the thing completely if at all. Sometimes I dive deeper, sometimes I just say a sentence or two.

So here goes another batch.

Paragon: Universal Role-Playing Game by Sean Boyle. Right off the bat, the title isn't going to grab me. But this is only because a) I'm not a huge fan of superhero games and b) I'm not a huge fan of universal systems. Those are my biases going in.

Not that this is a supers game. It's universal. But that cover art by Adrian Reece (which is a bit too early-age digital for me) screams SUPERS.

Um... you need d4, d6, d8, d10, and d12. So no d20 on this bad boy. Plus you need a deck of Paragon cards. A PDF of the cards comes with the game so you can print them out. They're simple black line art so that's no biggie. The cards are like special effects, such as Lucky Break. That type stuff.

Oh man... there are 13 stats for a character. There's a max load table (lifting I guess?) with decimals. So those are not giving me a warm and fuzzy. There's a list of backgrounds and weaknesses, which feel like GURPS-style Adv/Disad. Which is totally fine, of course. It's an intuitive concept and I don't know why people shit on it sometimes.

There's a beefy list of mental disorders, which is a huge callback to classic RPGs that tried to model everything. And this game is definitely in that lineage. It wants to simulate everything it can so you can play any genre you like. Of course, from a game design nerd perspective, this is a fool's errand and no one should endeavor to do it. What you usually end up with is a textbookish set of all-things-being-equal rules that might fit well in an empty white playing space but is clunky and uninspiring when you try to use it in a genre or in a very person setting.

Not poo-pooing this game at all. It's a fleshed out labor of love. But generic systems are just not inspiring to me anymore and I don't believe they accomplish the task they want to accomplish, in the end. At least not for anyone other than the game designer and those few people who for some reason love the blank white space of such a game.

Hypertellurians by Frank "Mottokrosh" Reding is a sci-fantasy RPG... and I really really love me some sci-fantasy. It is a Creative Commons game, which is rad because you can make your own Hypertellurians content and put it out to the world.

The text says it is compatible (more or less) with most old or new adventure games. I'm not sure what that means since game mechanics are pretty disparate between games. But it does look like the game has six character classes or types, so maybe it's got some strong D&D DNA in it?

The text says that the rules use "natural language" so there's lots of room for interpretation, which is good. But also I can see that the characters have numbers rating stats. So it's a mix.

A big portion of the charsheet is inventory slots. One of the key principles of the game is that what you carry defines you. This is certainly a strong callback to old school D&D in which the thing that differentiates two level 1 fighters is that one has a club and the other has plate mail and a sword. Big difference. Also, games like Knave and Into the Odd certainly put a high premium on inventory. I'm also doing this to some degree in GOZR. Anyway, I like it.

I just flipped through and saw a power called Magnificent Mucus Membrane. That's a winner.

The game's art is a mix of custom art and what I think are old public domain sci-fi pieces that kick a lot of ass. The cover by Anna Katariana Molla is pretty sharp. I snagged a print copy of the game and it looks not too shabby. It's on the edge of being a little bit too desktop publishing for my taste, but it's pulled back just enough to be good.

The character sheet is fantastic. It's drawn, and there's a painted version. I can't see who the artist is, though. I might be stupid. But there is a Skullfungus version too! And we all love some Skullfungus.

In the Heart of the Sea by Goblin's Henchman is a one page dungeon. Or more accurately, it is a one page seafaring hexcrawl procedurual thingie. It's only one page. Henchie gives us three "hex flowers", which are big hexes with 19 smaller hexes inside. Each day you roll 2d6 and use the navigation directions hex flower to see which hex you end up in. Each hex has some kind of encounter or trouble or other event. It looks like a very simple, fast way to determine sea travel events if you end up on the high seas in a hexcrawl kind of campain. I'm gonna say neato!

Sunday, August 16, 2020

GOZR Rollin'

 Continuing this post right here.

GOZR is an adventure RPG. You roll up a random gooz and go an adventure in a fantasy world at the end of its life. When the world will end is not known, nor is it necessarily part of the game like it is in Mörk Borg. But there are going to be negative things happening due to the end times a comin', thus there is incentive for PCs to seek out a way to stave off the end and heal the earth.

(As I write this, I realize I need to give this bit some more thought. So far in the pages I've created there is next to no discussion of the end of the world. But everything I've created so far is related to character creation and mechanics, so there's still plenty of room to explore the idea.)

Here are some of the game mechanics.

Action Classes: The history of this game design lies in Dead Wizards, back when I had the idea of embracing the old D&D attack matrix as a core game mechanic. I came up with three categories of action and was planning to have them represented on the character sheet as a descending AC matrix. I killed the matrix but kept the three action categories, which I call Action Classes, or ACs (nods). These are your stats. They are Cunning (stealth, charm, skill, cleverness), Prowess (physical action, combat, danger stuff), and Magic (intellect, knowledge, arcana).

I went with these three categories because, per this game's lineage, the idea was to evoke sword and sorcery. And when I thought very hard about how my favorite sword and sorcery characters interacted with the world it was in these three ways, primarily. You don't really need anything else to play this game.

Each AC is a target number, which is generated randomly. When you do an action related to that AC, you roll 1d20 vs. that target. There are very few modifiers and the ACs rarely change. Instead of your ACs getting better predictably, you have randomized and organic character development. Maybe you are blessed by some forgotten deity and your Magic AC is improved by 1, or maybe you find a weird alien device and your Cunning gets a little better when you're using it. Etc.

GOOZ: Every gooz has GOOZ. GOOZ is the spirit of the people, your connection to the Powers-That-Be. GOOZ is a pool of points you can spend to do cool shit. Right now the cool shit list is this:

  1. Pull off an amazing stunt.
  2. Be next to take action.
  3. Second wind (heal a little).
  4. Know a fact from the GM.
  5. Take an extra action.
  6. Add a new fact to the game-story.
So basically GOOZ is your pool of luck or fate points, which no self-respecting adventure game should be without.

Talents: Every gooz PC gets a random power. I have a list of 20, but I'm planning to have alternate lists so there are a lot more of them. Powers include things like having a third arm, a third eye, magical luck, toughness, education, cuteness, psionics, etc. I'm thinking that while very gooz PC has at least one Talent, only about 1 in 6 gooz NPCs have a Talent.

Doing stuff: Pretty simple. Mostly you're going to roll 1d20 vs. your AC. The mods will be low and rare, with the most common being Lucky. If you're Lucky in that type of action, you get +2. Luck stacks, so if you end up gaining Luck on an action for which you are already Lucky, you get another +1. And the opposite is true for being Unlucky.

For this mechanic, I was originally going with Advantage/Disadvantage. But I feel like that clever mechanic, which I do love, has been used to death. Plus it doesn't stack as well. You can have double Advantage and roll 3 dice, but most games don't actually allow that for some reason. Anyway, I'll be avoiding Adv/Dis for GOZR.

Death and junk: I'm using Hit Points. I tried to think of other ways to do this, but to be totally honest I really like the simplicity and utility of HP so I'm sticking with it. When you run out of HP, you choose between Death and Debasement. If Death, you roll on a table or pick a little boon toward your next PC. If Debasement, you roll on a table to see how your PC gets fucked up... but lives. Nothing good comes from Debasement, so dying over and over will inevitably lead to a wrecked character. Which sounds like a hell of a good time to me!

I'm considering an additional mechanic that functions like a saving throw. I am really on the fence about it. Basically it's like the Sand mechanic from Sand in the Bone (these two games share like 90% of their DNA in terms of mechanics). You would roll 1d6 with a target of 6+. You'd add your current GOOZ to the roll. So if you have 4 or 5 GOOZ, you're more likely to succeed. If you've spent it all, you're not. What I like about this idea is that it's another mechanic to utilize, and I'm a fan of games with a few sub-systems to break up the fatigue of rolling the same thing over and over. However, this method does penalize you for using GOOZ... and that is not what I want. I want you to spend the GOOZ and do cool shit. So I'm leaning toward not using this.

I could keep it and just say you can spend only 1 GOOZ to boost the roll. Maybe then the target is 4+ so it's a 50/50 shot. This would be totally a luck/fate mechanic. Kind of a pass/fail, do/die thing. But I'm really not sure about it so right now it's not part of the game. Just an idea.

Um... what else? Random weapons, armor soaks damage, crits and fumbles are a thing (because FUCK YES), and the whole god damn book is table heavy.

Target for this thing is 24-32 pages. It will be a complete game and hopefully will include an adventure or an adventure generating thingie. Beyond that, if I'm still feeling it, I'd love to do a follow-up book of nothing but alternate random chargen tables, and maybe other follow up books to boot.

In the end, this is a labor of love and a project that is all about inspiration. Of course  I want it to play well, but honestly rolling 1d20 + mods vs. a target number is quite well understood and I'm not too worried about running into serious "balance" issues. Playtesting should hopefully reveal any serious flaws.

But let's not get ahead of ourselves. Still a lot of work to do on this bad boy right here. I'll keep you posted.


Saturday, August 15, 2020

GOZR Rising

I posted a few times about my pet project GOZR. I pick it up now and then, work on it a while, then drop it for a time. I picked it up again recently and I've managed to knock out several more pages. Feels good to make progress. In spirit, this is exactly how I do Black Pudding. In fact, this whole thing could easily be part of that zine except that it's a) not very compatible with old school D&D and b) in color. 

GOZR is part of my grail quest to create an RPG that captures the vibe of fantasy adventure games, heavy on the sword & sorcery, with an original system not dependent on class or level. It's part of that quest to have a game with "organic" character development. That is, characters change and grow through play. You find magic items, get cursed, meet powerful allies, and learn new tricks. Random rolls between adventures add unexpected developments.

Here's a short snapshot of what the game is, right now.

Physically, it will be in comic book format. Now let me be clear: I don't mean it is a comic, I mean the aspect ratio is 6x9ish and the printed book will look and feel like a comic... all floppy and shit. As of right now, there are no actual comics within its pages. That could change, though.

I'm doing it this way because I feel like the floppy comic format is a lower buy-in in terms of price and you can be unafraid to get beer on it. I would get a couple of copies if I was running this at a bar, then just toss 'em down on the table.

The game is about the gooz, a people at the end times of a dying world. The gooz were perhaps once the slaves of, or creations of, the Pretty People. In my mind, the Pretty People are just humans and/or elves and such. Doesn't matter much. They came and went and left behind vast cities and places now in ruin. The gooz dwell mostly in Gooz City and are dealing with having been the "ugly ones" and now they are really the only game in town, in terms of civilizations.

The world is dying. There are references to an angry sun. My idea is that the adventures will offer secrets that could be used to help heal the world. Gooz have to decide if they want to make sacrifices to heal their world, or just murder hobo their way through ruins. I am not drawing analogies between the fate of the gooz' earth and the fate of our own planet. You certainly can read it that way, but it is not my intention. This dying earth concept is 100% inspired by Richard Corben and various end of the world fantasy, such as Jack Vance.

In fact, the gooz themselves are basically all those weird dudes you see in the Den sequence of the movie Heavy Metal. The ones that serve the queen whats-her-face and carry machine guns.

Remember these goons?


Ok. So chargen is randomized. There are tables you roll on. Some are mandatory, others are optional, and others are relative to other results. There are also "high risk" options. These are tables that do the same thing, but have bigger risk/rewards. I love the idea of letting the player decide how much risk to take. So for example during your adventure interludes when you do level-ups you can choose which tables to roll on. If you only want something useful, roll on the safe tables. But if you want something wickedly useful, you'll have to risk some nasty shit.

This is all hand-drawn and lettered. That's the reason it takes so god damned long. I'm composing, editing, and drawing it on the canvas as I go. A terrible idea, but also wonderful and fun. It is a game meant to inspire and encourage creative play, like Black Pudding. I hope it does what I want it to do.

Next post I'll talk about the actual mechanics.

Wednesday, August 5, 2020

OSR Nostalgia & Candy Bars

R.I.P. Steve Z
This post is riffing on or continuing some thoughts I had here and here. It's a bit rambly. Skip if you like.

Way back in the ancient times of the 1990s I was deeply involved in the small press comics and zine scene. By the early 2000s the internet had came along and killed that scene almost utterly. Yes, I know people continued to publish and people continue to publish today. But the scene I knew in the 90s is long dead, killed by the internet, rising costs of mailing, and ready availability of cheap alternative publishing methods. Hell, we photocopied shit because it was cheap and we didn't have print-on-demand.

Anyhoo... this is analogous to the G+ gaming scene and the OSR. To me, anyway.

G+ was where it was at. Games, communities, conversations, news, everything. In the 2010s if you weren't on G+ you were not keeping up with the pulse of the OSR and indie games movement. It's a god damn fact. Everyone was there, even if they didn't want to be. And it was fantastic.

That time lasted about 8 years or so, then Google stuck a fork in it. Now it's dead and the OSR and indie scene splintered as a direct result. It's fucking true. Don't argue with me. Yeah, some of you might have been existing on the fringes, ignoring G+, and nothing much has changed for you. Goody gumdrops. You are very special.

So anyway, G+ died and took much of the OSR's mystique with it. Of course it wasn't just the death of
Blood in the Controversy
G+ that gutted the motherfucker. You spend enough time with a group of disparate people connected tenuously by a common interest in a hobby and you're going to develop rivalries, controversies, and enemies. Peoples' true colors come out over time and they are judged for it. Bad shit comes to light, battle lines are drawn, factions formed, actions taken, communities fractured.

It is inevitable. So I'm not really arguing that the death of G+ was what killed the mystique, it was just the final blow to an already bloodied combatant.

When I started messing around in the OSR sandbox around 2012 or so there were a few tentpole circles that I remember. Lamentations, Tenkar, DCC, Dragonsfoot, Story Games, Podcasters... I'm probably missing some. These are just the tentpoles I remember the most. There were smaller ones too, such as BFRPG's community.

Fast forward to 2020 and you still have remnants of these same groups plus new ones that have grown
This got me started, honestly.
in the interim. They are more rabid and polarized now. Some groups have drawn hard lines in the concrete and do not mix with other groups on any level. Lamentations is certainly in a hardcore stance at the moment in response to various controversies. Story Games has morphed a lot and is perhaps more diffused. I have no idea if Dragonsfoot is still breathing nor do I know if Tenkar's corner of the OSR world is still alive. DCC seems to be trucking along much the same, though I haven't heard of any big Kickstarters in a while so maybe it's losing steam? You also have some other smaller groups/circles, such as the Hydra Collective that have amassed some oeuvre since 2014 or so. You've got the Troika! community. There's a pretty robust collection of RPG circles on Twitter, though that's where you'll find the most intense battle lines. The OSR Anchor podcasting scene came on fast and hard and I think is still going. Of course there are the Outer Circles of the movement where we sometimes send the unwanted, and I generally ignore most of that shit because I've got enough on my plate, thank you very much.

A very tasty jam
It's a funny thing to realize that you feel nostalgia for a movement that was itself largely based on nostalgia. And the OSR was most definitely nostalgia-driven. At first I resisted saying that because I didn't want to say that a thing I loved was "just nostalgia". I've come to a different understanding of it now. Nostalgia is as legit and viable a reason for loving something as anything else. It's all about time and space, distance and personal connections. It's also a neutral term, isn't it? You can have nostalgia for Marathon candy bars (good) or for Confederate flags (bad). Nostalgia itself is neutral without context.

Nostalgia for D&D or Traveler or MERP is good, generally. It's fine. It's wonderful.

At this this point I have logged many more hours playing Labyrinth Lord than I ever did with all versions of D&D combined. Hell, I would say I've played more hours of DCC RPG than I ever played of D&D. For me, 2012-2018 was a golden age of gaming. So many wonderful games and books, so many good times, so many new friends.

That era is over. But as with most good things, something new emerges. We're in a new time. I'm still enjoying myself in gaming. I'm still publishing books, which is the great love affair of my life. I have positive vibes for the future, despite some of the negative energy that has pervaded the scenes in recent years.

Onward.

The RPG Folder from the Pits of Tartarus

A continuation of this erudite series.

Hack: the RPG is an RPG hack written by Eric Bloat, lifted from his zine Valor Knights. It is basically an amalgam of The Black Hack and The Blackest of Deaths.

Eric's idea here is to provide a really basic, loose, fast RPG framework from which you can hack your own games, worlds, and adventures.

The core mechanic of this game is to roll 1d20 vs. a target number. At the same time, roll 1d6. If the d6 is a 1, there is a Hindrance. If it is a 6, there is a Benefit. It's an elegant way to establish a non-binary resolution mechanic that isn't too fussy. Most of the time that d6 is ignored because it'll be 2-5. And hey... if that bugs you, then you can create your own house rules for what 2-5 means. Right?


In Darkest Warrens by Scott Malthouse is a "minimalist fantasy RPG". It lives up to the title.

In the most basic sense, this is D&D with massively simplified rules. It uses totally different names for stats and things but it's the same basic concept. You have attributes, classes, and levels. Everything is resolved by a 1d6 roll. The game is 5 pages long and includes all the rules, advanced rules, magic, monsters, an adventure, and a setting. And it has really great art plus a map by Dyson Logos, no less.



Metahumans Rising is a superhero RPG by T. Dave Silva.

I literally have never looked at this or head of it. I clicked it open and I have to point out that the first thing I see is the PDF contents tab showing me the word "offensive" twice in a row as the first two items listed. This is a link to page 61 of the PDF describing boons or something related to offensive powers. Funny little editing snafoo I guess.

First impressions are that this is a labor of love. It starts with a memorial to St. Julian Perkins Jr, R.I.P., who was one of the game's playtesters. Very nice to see this right up front. It shows that this is truly someone's love project.

Ok, so the text formatting is not good. Lots of gaps between words on the memorial page. Perhaps that was just a last minute addition and didn't benefit from a second pass. Dunno.

The chapter headers are not attractive. They remind me of cheap desktop publishing. I would prefer to see this simply with big bold words instead of the generic header images. But I'm being mean about the aesthetics.

Lines and Veils... is a great idea. I don't know if it is original to this game or not, but I dig it and I'm happy to see it here. Basically players decide at the start what are the Lines and what are the Veils. And I'm guessing these can be updated. A Line is something that does not happen in the game. So I'm guessing maybe a player might say that any depiction of rape or child murder is a Line. You don't cross the line. A Veil is softer... it's something that can be referred to, but not "shown". Like... the villain Mad Mad Daddy might have blown up an orphanage, killing a bunch of kids. But this isn't experienced at the table, just referred to. This is a great rule to have right up front.

Ok, so this is a fairly detailed, dense game. I can see by skimming it that there are ample examples of character creation and design of setting. It's a game that seems to encourage you to create the comic book universe you want to create. Lots of stuff related to the various ages of comics, and so on. What I'm not seeing much of is game mechanics. The crunchy dice rolling bits don't seem to be mentioned until page 80+, and even then I don't readily see how it works. Not necessarily a gripe, I just haven't invested the time and energy into reading all of it.

The art is not bad. My overall impression is that this is a heartfelt supers game with a lot of love put into it. I feel like it's a bit bloated and the organization isn't entirely intuitive to me. But that's me. If you're looking for a supers RPG I believe you should give this one a look see.


Monday, August 3, 2020

Labyrinth Lured or Not?

I might have posted about this before, but one of my many unfinished projects is a Labyrinth Lord resource book that compiles all my unpublished, forgotten, lost, and neglected LL ephemera such as classes, monsters, and spells. The silly working title is "Labyrinth Lured".

In recent times I have considered shifting gears on this and making it Old School Essentials compatible. In this guise it would be a setting book, not just a collection of resources.

The jury is still out on what I will eventually do.

Here's a list of the classes I know of that are slated for this collection. Some will be stricken from the list because I've already done a version, probably in Black Pudding. I italicized the ones that are probably going to be cut from the list.

Arcane Savant
Barbarian
Botten
Drow
Dwarven War Priest
Elf Warrior
Elf Arcanist
Gnome
Hunter
Keeper
Medusa
Mentalist
Neanderthal
Neanderthal Shaman
Ranger
Sarik
Summoner
Witch

Of course making this a Labyrinth Lord resource book instead of an OSE setting book has a very strong appeal for two important reasons. First, it would be easier. And I need to practice biting off things I can chew. Second, given that OSE makes LL a bit obsolete, it would be a nice send-off to my favorite game of the OSR movement. It is entirely possible I'll never do anything specifically for Labyrinth Lord again. No shade at Dan Proctor... he did a major solid for the entire RPG world by publishing his retroclone. It's just that the benefits of OSE outweigh my already powerful nostalgia for LL. I feel a great need to give LL some love.


Sunday, August 2, 2020

Thief! Stop, Thief!

Sorting old shit leads to finding little lost gems or little lost turds. Here's a lost gemlet I found. I might have posted this on G+. I can't remember.

This is an alternate thief skills method. I have never used it, but I can't imagine it would suck too bad. The big caveat is that I didn't consider classes or races that have great saves. So if you're playing a game where race and class are separate, the smart player will always go for a halfling or dwarf thief to take advantage of this method.

Of course I was thinking of B/X when I wrote this... like I usually am. So with that system, I believe this would work quite nicely.

It looks like I wrote this in June of 2017.

THIEVERY BY SAVING THROW

Why not use saving throws to handle Thief skills? It’s a d20 roll, it has a built-in target number, and it scales by level.

There are seven Thief skills. Five of them have percentile ratings that are roughly on the same level, starting as low as 10%. One of them, Climb Sheer Surfaces, has a much higher percentile rating. The last one, Hear Noises, uses a d6. To use the five categories of saving throws for Thief skills we’re going to condense these seven skills into five skills as follows. Yes, we’re basically ignoring the differences in some of these skills in order to have a clean system. I don’t think we’re losing much, to be honest.

Open Locks and Remove Traps
Move Silently and Hide in Shadows
Pick Pockets
Climb Sheer Surfaces
Hear Noise

Now, for my taste, I actually prefer something like the following, which adds some more range to the Thief’s skill set. But your tastes may vary.

Breaking and Entering (Open Locks/Remove Traps)
Stealth (Move Silently/Hide in Shadows/Pick Pockets)
Climbing (Climb Sheer Surfaces)
Awareness (Hear Noise)
Deception 

On the character sheet next to the five saving throw categories leave some blank lines. Have the player write in the names of her Thief skills next to the categories she wants to link them to. When a skill is used, make the save. Add the ability score modifier that makes the most sense for the skill.

A Thief’s best save is Paralysis, so the player would put the skill she likes best in that category. It is followed, roughly, by Death Ray/Poison, Magic Wands, Spells, and finally Dragon Breath.

Using this method the worst skill begins at 20% and the best skill is 35%. But the character’s ability score bonus, if they have one, can push that up 5 to 15 percent...much better than 10% starting out. Sure, the climbing skill is seriously nerfed but I’m not so sure that’s a bad thing. And if you want to preserve it or Hear Noises as they are they simply leave them as they are.

What I like about this idea is it uses an existing system that scales by level, it isn’t too far off track from the original skill levels (but still better), it utilizes the PC’s ability score modifiers, and finally it grants the player the freedom to focus on certain skills over others.

Album Law

Using my free time wisely, I created a sophisticated system for ranking music albums based on music + cover art. This is important work. Here is my system, which I have dubbed Album Law.

Albums have 4 stats.
2 of the stats are ranked 3-18 (you know how that shit works).
2 of the stats are derived from the other 2.

Music (Mus): This is how much I like the sound. Ranked 3-18.

Art (Art): This is how much I liked the album art. Ranked 3-18.

Disharmony: This is how closely matched the Mus and Art are. Like descending AC, you want a low number. It is the absolute difference between Mus and Art, rounded down.

Level (Lvl): This is the album's overall power. Ranked 0-9 where 0 should stay home and 9 is name level, lording over a keep. It is derived from a secret forumla based on Mus and Art (add them, average, round down).

In my head, albums ranked in this way are PCs about to embark on a deadly adventure such as G1: Steading of the Hill Giant Chieftain. But it strikes me that an adventure for levels 6-8 would work better. I just need to think of a good one.

Example albums:

Slift "Ummon"
Mus 17
Art 18
Dis 1
Lvl 8

Greyhawk "Keepers of the Flame"
Mus 9
Art 6
Dis 3
Lvl 3

I feel like I accomplished something this morning.

EDIT: I changed "Harmony" to "Disharmony" since that is what I was actually going for. The idea is that if the art and music score the same, then they are in perfect alignment. The higher the Disharmony, the less the art and music are in synch. This is important.


Saturday, August 1, 2020

Black as Hell Tees

Just a friendly reminder you can get a Black Pudding tee shirt and some other goodies at this link right here.


Blogger Ch-ch-changes


So we're going to be forced to use the new Blogger interface. For the record, I hate it. You click on "create new post" at the top right and you're taken to the main page where you have to click "new post" again. In the Japanese auto industry this is called "muda" or waste.

In the old version, I could click on edit after I publish and then be taken straight into the post to make changes. Now I click edit and I'm taken to the dashboard where I have to "revert to draft" and then edit. Muda. Waste.

When you typed a label in the old version it just worked. Now you type it, click it, then you have to type over it to do the next one?? Or choose from a list, I guess. SUCK ME.

Those are my biggest gripes. The other stuff is just that things look a little different on the dash. And yeah yeah yeah, things change. I know. But I'm really grumpy about it. I get used to using a tool and I just want to use the tool. I don't want to change the tool. But I can relax on this one... things change and we roll with the changes. Stagnation is bad.

But muda is fucking annoying. Fuck your extra clicks, Blogger.


The RPG Folder That Killed Hitler

A stalwart continuation of this series.


The B/X Rogue: Before he was occupied with producing the best version of B/X since the original, Gavin Norman published a series of cool books for use with B/X and Labyrinth Lord. This one is a character class - the Rogue - that basically fixes the old Thief. We've all taken stabs at doing this. I did it in Black Pudding and on my blog and probably on a napkin somewhere. You can tell when a class is fundamentally broken: everyone almost to the person attempts to fix it. Let's face it... how often did you try to fix the Fighter? Not as often, I'd wager.

Anyway... Gavin succeeds here. You get a robust B/X style class full of all the goodies that thieves and rogues are known for. You get options. You don't suck at things. Gavin avoids the trap of those pathetic low percentile skills by taking a different approach. You have a certain number of "talents" and you can pick from a list of over 30. Each level you gain a few more. And instead of having an ever-increasing skill rank, you can do your talents pretty much at a high level of skill from level 1. For example, climbing a difficult surface requires a Dex check... and most Rogues will have a decent Dex score so you're going to succeed a lot. If the surface is easier... no roll required.

You can select from picking locks, reading scrolls, deciphering languages, bashing people over the skull, fancy fighting, and loads of others.

Good stuff.


Operators is by Kyle Simons. It appears to be a Fate-based game from 2018 focused on, I guess, military ops. Not at all my cup of tea. But this RPG Folder Project is not about focusing on games I like, it's about randomly opening files and looking at them.

I won't say much about this one. There are lots of photos of military type stuff. I'm not a fan of that, generally, and I'm also not a huge fan of Fate. But I want to stress that I'm not opposed to either of these things - just not attracted. I don't even know why I have this... unless it was part of a charity bundle, maybe? The book appears to be competently composed and I'm sure it's a lovely game to play. No criticisms from me, just not my bag.

I did note that it was part of The Gauntlet community and I enjoy their Fear of a Black Dragon Podcast quite a bit. So that's cool.

The League of Seekers by J. Lasarde (and others) is an RPG about... something. What is it about? I only just opened the PDF and read the first text I came to, which seems to be a kind of intro. But it doesn't actually say anything about what I'm reading. It tells me this is a TTRP and that is has something to do with history. It's basically a disclaimer stating that if some history is missing, that's not a big deal. This is fiction, after all. And it has no political message. Ok, fine, but what is this?

The art so far is super cool and creepy. So this is a game about monsters? The table of contents reveals some thematic stuff. History, Vampyrs from the East, Seekers.

So at this point I'm thinking in this game you play the role of a Seeker. But what is a Seeker? I would expect to see a clear description or some kind of clear signal as to what a Seeker is, at least in the next few pages.

There's a badass Cthulhu-esque drawing... then we get into Histories. And these are little paragraphs on a timeline, starting with a 730 CE (AD in the book) event near Damascus. Nothing about a Seeker. You gotta read?? This is a timeline... I gotta read this to know the game? Hmm.

Ok, 8 pages of timeline then a really badass art page of maybe souls looking through a door? Then we get our Introduction... and it's more prose and a paragraph about percentile dice. Then we immediately go into the game's resolution mechanics. Then a supremely awesome Cthulhu drawing. Then our Genesis chapter, which I think is chargen.

More prose. Then something about 18th century social classes. Ok, so this is where you decide which class you come from. Ok. What am I? What is a Seeker? No definition. No clear statement on what a Seeker is or what I'm supposed to do in the game. Lots of atmosphere with the great art and lots of prose text which... admittedly... I detest. Not this prose in particular, but this sort of thing in RPGs in general. Not a fan at all. Call me basic.

The book then seems to dive head first into various life paths and other chargen stuff. Looks like you can be a Vampry. Cool. But what's a god damn Seeker? Piecing together clues from the text, I would hypothesize that Seekers are people who know about or suspect supernatural stuff and they seek it out. To destroy? To catalog? Not sure. Let's do an experiment. I'll ctrl+F and look for "Seeker" from page one and see what I can see.

Ok... on the Contents page I can see that Seekers are reborn as "avengers" defending the people. So maybe Seekers are like reconnaissance super heroes. I'm now thinking League of Extraordinary Gentlemen. Maybe.

League of Seekers is formed in Paris, 1699. So that tells me a starting point. And I see that Seekers are sent to hunt monsters and map dungeons. So the picture emerging to me now is pre-Victorian clerics going on dungeon dives. Maybe.

The game book layout is ok. It's a bit 90s desktop publishing to me, perhaps in the Vampire-era aesthetic. Not my cup of tea, so I'm not a fair judge. I just know that it didn't grab me. The art is really cool, though. I really do like that.

But this game meanders and it's organization is confusing and baffling. This game tells you that you are a Seeker in a TTRPG but doesn't tell you what that means. It either wants you to do a lot of work to figure it out or it never actually reveals it to you in concrete terms. I think this is a serious problem that could easily be solved. That initial intro page, the one claiming no political agenda... that's a perfect spot to have a clear, concise sentence or two spelling out in no uncertain terms what the game is about and what a Seeker actually is. Because the awesome art alone doesn't tell you this and the prose is going to be skimmed or skipped by half the people who find the game, I promise.


Huh, this installment felt a bit negative. Sorry about that. I'm trying to be as honest as possible. I never want to be a dick so I want to qualify that my aesthetic taste is my own and if your game doesn't suit me aesthetically, that's not on you. I try to make that very clear. But there are some criticisms that are more objective in nature and I will call those out as I see them.

YMMV.

Monday, July 27, 2020

CMH Cover Art: Sketch, Ink, Color


Three stages of a drawing. I often sketch in black. Sometimes blue or sepia. It actually doesn't matter much to me since I'm drawing digitally. If I was drawing this on paper, I'd sketch lightly in pencil.

Here's a side by side of Supercalla and Cozmic Metal Heads. Now I gotta make this a trilogy, right?


Sunday, July 26, 2020

Saturday, July 25, 2020

Cozmic Metal Heads Cover Inks


Inks are done. I tried to keep it more or less in the style of the Supercalla cover art, since it's technically part of that series.

Let's see... 99% of the writing is finished. I'm going to try to wrap it up today and send it off to Andy for some edits. Then I'll put it in Matt's hands and hopefully we'll see a new book real soon.

Excited!

Saturday, July 18, 2020

The RPG Folder Filled With Nothing But Love

Continuing this series of "reviews", as it were*.

The Kitten is a character class by Kirt Dankmyer - the dankest Kirt in the world - written for The Black Hack

I wanna play a kitten. Seriously. I only deal 1 lousy point of damage per hit, but I only TAKE 1 damage per hit from supernatural enemies. That's frickin' cool. Werewolf? I gets tossed about, lick myself, walk away.

And I can cast spells? Dawg**. That's cool as shit.

Of course my most important power is cuteness. If I'm being cute, I can do stuff maybe a little easier than otherwise. And that's true of kittens in real life, right? If they want the sandwich they can get the sandwich more easily by putting on a cute air.

Kittens rule.


The Blob is a one page game by Joaquin Ollo. It's a weird little thing and I kinda dig the idea.

You are a blob. Everyone else is an egregore, which I gather is a kind of "hivemind" or thought form. So basically you haven't been assigned a shape and you navigate this weird landscape of other players who kind of try to impose rules on you and the endgame is you have a shape of some kind.

Very strange and lovely. Cool cover art too.


The Purple Worm Graveyard by Tony Dowler is Labyrinth Lord adventure for character levels 1-3 with juicy art by Ed Heil. I love Ed's art so much!

The adventure is about a worm god cult. It includes some "moves" that I believe are based on or inspired by Dungeon World stuff. But I'm no expert on that game so I could be wrong.

One thing I love most about this little adventure is the last sentence of the final encounter area: The large gong summons a purple worm. Now... this is based on old school D&D. And it's a low level adventure. So if the PCs make it this far and actually summon a purple worm... well, you know what that means. TOTAL PARTY KILL.

Nice.

*It occurred to me just now that "as it were" is one of those phrases I sometimes use without knowing a damn thing about its origins. I'll look it up later.

**Why the hell did I say "dawg"?

Spider Bot


The new robot Troika! book is coming along slowly but surely. While at first I was just drawing robots because I wanted to, now I'm drawing some robots because I need them for the book. That's a bit of a shift, but since I'm still enjoying the process I don't think it will be a problem.

I'm about 75% through the first draft of the book, then I'll go through again and savagely edit and change stuff. Then I'll give it to Andy to edit properly, then Matt will do some funky layout magic, then we'll have a book to show. Nice.

Saturday, July 4, 2020

An RPG Folder Reborn Then Killed Again

Continuing this series right here.

Time to look through some more random PDFs in my unsorted, messed up RPG folder.


Strike the Sandwhich by L.L. Blumire is 7 pages PDF in which exactly 1 page is content. I mean, it has a cover, which is cool. So we'll say 2 pages of content, counting the cover. So there are 5 other pages... some blank, some with legal mumbo jumbo. I'm not sure why on earth you'd do a PDF like that. Seriously... this entire thing could have been 1 page sans legal or 2 pages if you just want to include the OGL bit.

But ok, what is the content? It's an alternate hit roll system for Old School Essentials or any OSR type game. The idea is that you have an alternate AC method and a new "hit class" number. To hit your target, roll anywhere between those two numbers.

I mean... ok. But why? I don't want to be harsh to small publishers (I'm one of you), but I just don't know why this is needed. Or even desirable. It just feels like something you cook up as "you COULD do it this way" without much concern for why the hell would you. But you know... it's a simple enough system and I'm sure it works just fine. I just can't imagine why you would want to introduce another complication to solve a problem that kinda isn't a problem.

If I'm just not getting it because I'm possibly dense, feel free to comment and clarify.


Spell: the RPG by Taylor Smith seems to be a whimsical RPG (it's in the title) about casting spells. I have not read this, only skimmed it. I love the look and feel. I believe this is a game in which your actual words maybe determine what kinds of magic you can create, perhaps similar to The World Tree. I'm not sure though. Will have to read up.

Skimming it... looks like you use letter tiles, ala Scrabble, to build spells. I mean this sounds pretty dope*.

A criticism is that there's no table of contents. You just drop right into the book. And there's no index. For a 64 page game book to have no contents page and no index seems like a huge oversight. You can't just skim 64 pages and find stuff easily. You need some guidance.

*Can I say "dope"? I'm a middle aged white guy in Kentucky. Oh well.


Invasion of the Tuber Dudes by Ahimsa Kerp is a first level Old School Essentials adventure. I haven't read it yet but I'm adding it to this post because the title is funny and page 11 (12 of the PDF) features a new class: the skellington.

Skellingtons are great. They enter the adventure because PCs that drink from or fall into a certain clear river have a high chance of turning into a skellington. The immediate effect is they instantly become skeletal and gain 2d10 hit points. There's a funny bit that if there is a cleric present, they are immune to that cleric's turn undead ability... but only that cleric. So after this point the PC is dual classed as a skellington. They never again advance in their original class and only advance as a skellington. I mean... I love the shit out of this.

This one is worth it for the skellington class if nothing else. I'm a huge fan of adventure perils that utterly transform PCs. In campaigns I have ran, PCs have been turned into cyorgs on numerous occasions and a monkey at least once. The best part is that when given the chance to reverse the monkey transformation, the player said no. He liked it.


Friday, July 3, 2020

Glimmer

This is a Sand in the Bone post.

I wanted to do something interesting with some of the basics of urban life in the game. Food, drink, substances, sleep, and money. Because this game is heavy focused on setting.

For money, I didn't want a simple coin system where you spend 10 coins to get a thing that is valued at 10 coins. That's a fine system, especially if you don't want commerce and haggling to be part of the play. But I want to experiment with making commerce and haggling a part of the play.

In Kanebok, the city of the game, there is coinage but it doesn't really matter. Because people value a more abstract thing called glimmer, or glim for short. Basically, the idea is that the people of this world value that which glimmers. And the extension of that is the shine of the person who has the glimmer. Meaning: you can "sell" your worth by roleplay. It kinda doesn't matter how many coins or baubles or silver hoops you actually possess. That stuff is very abstracted. Instead, you have a dice value of glimmer that you possess. When you want to trade glim for something, you don't just plop it down on the counter. You can, of course, and that's OK. But it won't win you any favors or discounts.

Instead, you present your glimmer with flair, if you can. One way to do that is to offer some kind of story along with the glim. Like "See this copper disc? It is etched with the head of a bear that swallowed three men whole. The bear slayer extracted the copper from the bear's own blood and forged this disc." And the person you're talking to, perhaps a person from whom you want to get a nice new pair of boots or sword, may find that story charming and accept your offer. This also boosts your social status as a person with good tales.

Mechanically, it is about rolling some number of dice from your glimmer pool and trying to match or beat the target that the Judge* has in mind for the vendor. The coolness of your haggling attempt will influence that target (the Judge becomes the NPC vendor, listening to your pitch).

Of course this is a sword and sorcery adventure game, so I don't want sessions to be all about haggling. There will be quick and dirty rules for abstracting through this process. You don't have to roleplay every vendor interaction. In fact, once you establish a rapport with an artisan maybe you do end up with a standard glim value that is spend when you need their shit. Only when your social status changes or something about the vendor changes would you need to revisit an interaction.

And so on.

Other posts about Sand in the Bone you might find interesting:

Sand and Something
A Reflection
Weapon Whoopin'
Marks and Risk


*I'm using "Judge" as my go-to for GM. This is not settled yet, I may change it. But it god damn sure won't be "referee" nor do I want to go with GM. Of course I'm tempted to go with Sandmaster, because sand is really central to the game. But the Nounmaster thing is probably played out. So maybe Judge is just what it will be. Personally, I don't care for arguments about the language of naming a GM and how it colors the play experience. I don't believe it does color the experience because honestly nobody at the table actually calls you by GM or DM or whatever. Mostly it's just "Becky" or "Jude" or whatever your dumb name is.