Showing posts with label troika!. Show all posts
Showing posts with label troika!. Show all posts

Saturday, March 13, 2021

Aquabot

Spent much of today working on Hellion Cross, the new Troika! book. Here's the Aquabot background.

Aquabot

You were a simple mining bot crawling the ocean floors of Oceora until that weird coral started to grow in your head. Ever since then you've had dreams of... fun. Playing cards, driving fast ships, getting into fights. Not the sorts of things a respectable water bot should want to do. Yet here you are in this criminal dive, ready and willing to throw down.

Possessions:
-Deck of Sea Life Cards
-Fusil
-Robot Body (armour 2)
-Can of Oil

Advanced Skills:
1 Rifle
1 Swimming
1 Interface with Tech
2 Mining
2 Gambling

Special: You function underwater as easily as in the air, or in space, or in most other weird environments. You only need to power down and recharge once per week. If presented with a risky proposition, you must spend a Luck point to say no.


Sunday, February 7, 2021

The Aquabot

One of the many patrons of the various Hellion Cross seedy dives. For the upcoming Troika! book, Hellion Cross.



Monday, December 14, 2020

The RPG Folder in Outer Space

Has it been 3 months since my last RPG folder post?? Yeah, I think so. Here's another batch of three RPGs I clicked on randomly (like, I close my eyes and move the mouse around and click a file. Hope there's nothing evil in here.

e-Adventure Tiles: Swamps by Edward Bourelle is exactly what the title says it is. A packet of something like 16 1" gridded swamp tiles. Print, trim, put minifigs on 'em. They look pretty good. I have almost no experience with this style of gaming but when I was using a battle mat I understood the value in having a precise map. For certain types of games.


Kingscairn: a Troika! Zine by Uyuxo Games with lots of public domain art by William Thomas Horton is a Troika! zine.

The zine gives you some random tables, six new backgrounds, and a few locations.

Right off the bat it's good to go because it uses a d20 table, shattering the d6 aesthetic of Troika!. I dig it. Fuck the system, right?

Holidays, guilds, random names, backgrounds. The locations include some random encounters and descriptions.

Overall, this looks like a very quick and dirty little setting you can just sort of run with. No fuss.



What the actual fuck have I gotten myself into here? First of all, it's a Fate based game. And... y'know. That's great. I am just not very into that game. I talk about it here a little bit. Second, and more importantly, this motherfucker is 382 pages long. Now... I'm a gonna preemptively state that no game needs to be 382 pages, especially one based on a fairly loose, narrative-leaning system. But hey. That's my lazy ass.

Modernity is a game by someone. I have not found the author's name yet. It is a Creative Commons game, which is awesome. Props to them for making their vision something for everyone to use and enjoy. Looks like Glacier Peak Games did this.

Ok. I'm on page 11 and it looks like we're starting. So now I'm getting a feel for how you can get to 382 pages.

I rib, but y'know.

Art is part of the setting, and this one has a lot of CG style art. However I can't seem to find the name of the artist in the credits. The pieces are signed and I think it says "Dash Reed". But I Googled the name and came up empty. Dunno. The pieces are OK, but not my cup of tea.

The game is basically an X-Files kind of thing. Hidden world in plain sight. The book says this:

Modernity is a thriller setting where modern meets mystery, where fact
fights fiction, and where skepticism slams headlong into superstition.
The several billion denizens of an otherwise mundane Earth circa “right
now” share reality with tabloid headlines that can be revealed in all their
grisly truth by heroes who dare to uncover their secrets.
I do pick up a tone in the opening pages of the text proper. First paragraph mentions "frou-frou coffee" and "faux news". One of the three modes of play (Contemporary, Occult, Noir) says "for the hyperconnected, media-saturated, politically correct, information age that we all live in." So maybe the author here has a bit of an axe to grind. Dunno.

This is a fat book and obviously a lot of work went into it. But it's definitely not for me. Check it out if you like X-Files and conspiracy theory fringe types of games.



Saturday, November 7, 2020

State of the Union: RPGs

That post title makes it seem like this is going to be a whopper. But honestly I'm just gonna tell you what I'm up to and what I'm thinking about in RPGs.

It's been a mixed bag for a while. My interests have wandered. I'm like the dude in the boyfriend meme. By my side is RPGs, but my neck is craning and I'm totes checking out the curves on comics. Of course there's no reason my two great loves can't be slammed together.

I have noodled several new RPG concepts. Of course I've been working on GOZR for months, off and on. That will eventually come to light but it's such a visual experiment and the details change as I develop the game I just don't feel comfortable sharing too much right now. I think I have about 18 pages "completed". They are hand-lettered and loaded with art and I think it will be at least a very interesting RPG artifact for the discerning collector. And, hopefully, a fun game to play!

Mask Ragers is another idea that's been on my mind. You might have seen me posting a bunch of masked cartoon characters on Insta or FB or wherever fine posts are posted. Not sure what this project will end up being. I conceived it as a quick and dirty RPG that could be done in 24 pages. We'll see.

Suddenly and without warning I think I have my third Troika! book in the works. I did not plan it, I did not even realize it was happening. But Bombemoth - a swamp setting - has been conceived and I already have about 13 of 36 backgrounds written up for the thing. It is definitely part of the Supercalla Cozmos lineage, so it will fit in snuggly with Supercalla and Cozmic Metal Heads.

Clicketh here to hear my thoughts on Troika!.

Sunday, October 25, 2020

Troika! RPG Review


PREAMBLE

Way back in the stone age days of G+, there was this weird game that fermented and grew in my peripheral view called Troika!. I ignored it. Not because it didn't look cool or whatever, it's just that it wasn't D&D and wasn't interesting to me at that time. The guy who made it, Daniel Sell, was also a peripheral figure in my view. I had read and been greatly inspired by Daniel's blog post "How to be an adventurer" on his blog What Would Conan Do. But my brain didn't connect those dots at the time.

The game was also associated with Jeremy Duncan, another figure looming in the periphery of my brain but who I just didn't know much about. Turns out he drew most of the original weird art for it.

Soon Troika! seemed to be the talk of the town. There was a Kickstarter. There was something about a "Numinous" edition. G+ died somewhere in that time zone and I'm honestly not sure which event came first. At some point I finally got a copy of the game and read it and was quite inspired. It's a damn fine game, and I'm going to talk a little bit about it here.

THE GAME

Troika! is a hack of Advanced Fighting Fantasy, a popular British RPG that originated as a choose-your-own kind of adventure book series. I'm not sure the author likes referring to it that way or not as I'm not terribly involved (like... not at all) in Troika! comings-and-goings. In a guest post at the blog Thoul's Paradise, Daniel said this:

"Troika is the inevitable hospice of a tired mind."

And this:

"It was built as a strongly worded objection to the vogue of transparency and usefulness. It still holds immediacy, since anyone can play the game in a matter of hours if they want. They just need to go limp and enjoy a state of comfortable confusion. The book doesn’t need to tell people that it expects them to decide what is happening for themselves since it offers few answers and the answers present are contradictory."

So it seems the author is not a fan of clarifying the intent of his game. Not only do I respect this, I admire it.

The game is a bit like this:

You have a Skill score and some Advanced Skills that represent what you are good at or about.

There are two types of rolls.

Roll Under means roll 2d6, trying to get under your Skill + Advanced Skill.

Roll Vs. means rolling 2d6 + Skill + Advanced Skill vs. an opposing similar roll, probably made by the GM.

For combat, you have Stamina. This functions like hit points. When it runs out you are dead.

Initiative in combat is determined by pulling stones from a sack or cards from a deck or something similar. I used the Troika! initiative cards, which I highly recommend. You put x number of cards in the stack for enemies and each PC gets 2 cards. You draw out a card and that person goes next. There is an end of round card that is mixed in as well.

There is a Luck score. You can spend Luck only for a couple of benefits, including extra damage on a hit. You can also make Roll Under Luck rolls, which are kind of like D&D's saving throws. So, as in DCC RPG, when you spend Luck you run the risk of being out of Luck when you have to make that fateful Roll Under Luck test.

Over time, you get to roll 2d6 vs. your various Advanced Skills, trying to roll OVER them. If you do, you get to improve them by 1. This is how you advance and learn new skills. But advancement isn't a big concern with this game. I don't think the game is meant to play in "campaign mode".

Casting spells costs Stamina points. Your wizard will become quite weak and fatigued if you try to blast everything around you all the time like Tim the Enchanter.

For character creation, you roll on a d66 table (36 results) to see which background you get. Each background is like a little evocative description of a character at one place in time. You get a little flavor text, some skills, and some items. From there you can mold the character in any way you wish. The backgrounds ARE the setting for Troika!.

Ok, that's pretty much it.



THINGS I LOVE

d66 tables: Love 'em. I've adopted their use in other projects I've been working on. While Troika! is not the first time I saw a d66 table, it is definitely the game that made them loom large in my mind. I also started using d44 and d88 tables as well.

Backgrounds: Love 'em. So much flavor and world-building can be stuffed into these simple little portraits. You can, and should, write d66 background tables AS SETTINGS. I've written two of them myself. It's god damn fun.

Damage tables: Love 'em. They allow you to have a pretty wide variety of weapon damage only using 1d6 per damage roll. It's a nice visual artifact too. You could add a secondary 1d6 table to your weapon for weird FX. Like if it's a strange esoteric device maybe it sometimes zaps, sometimes burns, sometimes freezes. Interesting idea. See how this game inspires?

Inventory system: Love it. I am absolutely stealing it for my own games from now on. If you want that hand grenade handy, put it at the top of your list.

Spells: Love 'em. Very simple and direct. We don't need to know about how many cubic meters a wizard can burn. We just need the broad strokes.

Monsters' miens: Love it. Like a mini reaction roll table tailored to each critter.

Initiative stack: Love it. Quick and dirty and doesn't get in the way. Initiative systems always irritate me because they slow things down. This one does not slow things down. But see below.

The actual physical book: AWESOME. If you don't have a copy of the hardback Numinous Edition, GET IT. Lovely little tome that feels good in your hands and has delicious art by Jeremy Duncan, Dirk Detweiler Leichty, Sam Mameli, and Andrew Walter.


THINGS I DON'T LOVE

Initiative stack: I LOVE the concept and it plays fast. But it has mixed results. It can lead to long stretches where one player is unable to act at all. Which leads to kind of ridiculous results... Mid-combat, you are literally in the face of the enemy but somehow 4 other PCs and 6 other enemies take actions before you. I know this is a GM fiat thing. In that situation, the GM should just let the player go next. But that means ignoring the initiative rules, which invites the question "is this a good system or does it need work?". Players in my Troika! adventures seemed to be on the fence about it.

Skill and Advanced Skill: The language is clumsy. It's straight from Fighting Fantasy, I believe, so this is carried over. But it would be easier in play if it was something like Level and Skills or Power and Skills. Skill and Skills = a bit of confusion.

Roll Under/Over: Similar to Skill/Advanced Skill, the fact that your core mechanics require you to roll under for some things and over for others is confusing at the table. It is very simple and easy to grok, I know. And it damn sure works. But over the years I've been running games this problem has always reared its head whether it's old school D&D or Troika!. Players who aren't familiar with the game and who probably won't school themselves on it will ALWAYS ask "Do I roll high or roll low on this one?". And it is annoying to have to answer it over and over. So I prefer game designs that don't mix and match these mechanics.

OVERALL

I love the shit out of Troika!. It's a solid, fun game that plays fast and loose. It is endlessly hackable and inspiring. I'm all about inspiration, so I tend to gush about this game. It captured my imagination in a way that very few games ever could. So far I have published two books based on the game and plan to do more.

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

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.

Wednesday, June 17, 2020

Cozmic Metal Heads


After much pondering and noodling and doodling, I finally decided that my robot game idea is really multiple ideas and one of them is a Troika! based romp kit about robots. And that's what I decided to focus on right now.

So, Cozmic Metal Heads will be a 48 page follow-up to Supercalla, set in the same universe and referencing some of the material in that book. This is in alignment with my original idea to create a series of these things all set in a universe known only as the Cozmos, or the Coz for short. I've been working on it pretty relentlessly these past few days and making excellent progress. Right now I'm neck-deep in writing the d66 Robot Models (Backgrounds). And, of course, finishing the robot art.

The deeper ideas I had for this are obviously going to make it into some other project later. I have ideas about how being a robot character means you can truly transform yourself over the course of a campaign. How would adding a shoulder canon alter the very nature of a robot designed to be a diplomat? I think that's fucking interesting.

I am not sure I'll dive into any of that in the Troika! book. Keeping to 48 pages with 36 robot models will be tight enough.

More later.

Saturday, March 7, 2020

The RPG Folder Van Damme Couldn't Spinning Roundhouse Kick

A continuation of this series, in which I clean out my "new" RPG folder and properly catalog this shit.

B.Y.O. Dungeon Rules: The Scrapbook RPG is a 15 page PDF by Jacob DC Ross, who I have never heard of. In fact I don't remember ever looking at this before.

I kind of expected to open this up and see a lot of images or pasted words, like a real scrapbook. But there are no other illustrations other than the cover and the whole thing is laid out in single column digest with a sensible sans font.

The introduction says this is a game you use for any genre and it's inspired by Troika! and, I think, the Fighting Fantasy books that inspired that game. So this is a good thing. I dig that. It also says it was designed for use with the author's line of dungeon chapbooks. Which also sounds interesting. However, if I'm being honest here, I always get a little disappointed when I see a generic system. I dig the ideas they might bring in terms of mechanics, but their universality leaves me cold and dead on the inside, like a man who's Mörk Borg has been converted to G.U.R.P.S..

So, after reading this book, I can say that this is more-or-less exactly what Troika! is, but with less style. Now, I don't mean that as an insult. This is actually a well-explained, tight little set of rules if you enjoy FF type games. It has all the standard stuff: Luck, Stamina, Skill, d6s only, etc. It has a couple of interesting rules tweaks. For example, it includes character abilities, which are slightly different from... oh wait. Now I see. Since this is a universal game, they changed the spells to abilities. But they work the same way. So instead of "I cast Mysterious Jolt" and subtract 1 Stamina you say "I'm using my Cunning Dash ability" and subtract 1 Stamina.

Abilities have levels just like skills, but are different in that they may have inherent limitations (use once per day, etc.) and they cost Stamina. These are like feats or other such game mechanics from other RPGs.

It does not have Backgrounds included. You have to invent your own. Which is fine... when I'm writing Backgrounds for something like Supercalla I'm inventing them as I go. This game just asks each player to do that on their own instead of rolling on a table.

Overall, seems solid. I could see me using this instead of Troika! if I had a really specific idea that wasn't weird enough for that game. I still don't know why it's called "the scrapbook RPG" but it's free.

Macho Women with Guns by Greg Porter with art by Darrel Midgette is a 13 pager that delivers on the title. You play the roles of tough females, usually with guns, doing adventure shit. Looks like this came out in the late 80s, according to what I read. Which is awesome... this isn't a game trying to look 80s, it is an 80s game. I also read that this doesn't have a PDF edition... but I have the PDF... oops... PIRACY!! There's also apparently a big, shiny version from Mongoose.

Chargen is point buy. Stats are things like Str, Dex, Macho, and Looks. You also have skills that add to your ability when using them. Then you roll equal to or under that number on 3d6 to do badass shit.

There are character advantages in addition to skills. So you can have stuff like teflon skin or a secret love.

You can do a Macho attack... being such a badass that you effectively diminish the Macho of your enemies and they might even just stare, stunned into submission by how fuckin' cool you look.

Apparently this was followed up by Renegade Nuns on Wheels and Batwinged Bimbos From Hell... so I want those.

Is this game sexist? I dunno. I can see an argument there, but I feel like the spirit of the game is pure and fun and any hint of sexism is relatively inconsequential and not worth whining about. Fight me if you want, I don't care.

Some funny and cool "monsters" from the book:


This is SOOOO 80s, and SOOOO cool. It needs its own RPG.

Saturday, February 15, 2020

Supercalla Adventure?

I haven't committed to doing it yet, but I'm thinking about writing a 48 page follow-up to Supercalla called Supercalla: Eastbound, based on the scenario I've been running these last couple of months. And yes, it's totally inspired by, but not very similar to, Smokey and the Bandit.

If I do this, the book would include the adventure along with maybe 6 new backgrounds and a bunch of creatures and items that have appeared in the game sessions, such as space piranha and time-distortion ray guns. Stay tuned to this batchannel for future updates, highway hunters!


Wednesday, January 15, 2020

Fake-Yulator

For your Supercalla game:

The Astrophalt Turf Hyper Stream (ATHS) works with the cops to keep traffic flowing safely. At least it does when it is functioning properly.

One of the tools of the PACT was to make it mandatory for all road vehicles to have a regulator... a device that regulates speed. With a properly installing regulator you won't be able to drive too fast and cause a nasty accident.

But maybe you don't want the PACT controlling your ride. Maybe you want the freedom of the ATHS atmo in your hair as you and your chopper drift along at speeds far greater than 55 GMPH. If that's the case, you need a fake-yulator.

The fake-yulator is a device that mimics a regulator, issuing the correct digital codes to fool cop radar and ATHS detectors. But it doesn't actually regulate jack.

If you are using a fake-yulator and the cops come sniffing around, roll 1d6. On a roll of 1, the device malfunctions and you are probably busted. On any other roll you're golden. Keep on truckin'.

The fake-yulator is not legal and so you'll have to pay in excess of 500 STDs in a pawn shop or seedy joint. Maybe more. And be aware that some fake-yulators are actually fake. They send a signal to the cops letting them know you're trying to fake 'em out. Since these are nearly indistinguishable from the real ones (they all look like real regulators, remember) you might not know when you get one. But the GM will let you know...


Tuesday, December 24, 2019

Supercalla PDF is Live

Supercalla is alive! The PDF is now available for your road rage pleasures.

What's in it?


  • 36 character backgrounds such as Old Lawdog, Long Distance Runner, Trucker, and Three-Eyed Demon Biker
  • Space weapons such as Blas-Tar Boppers, chi destabilizers, and MasSault Atomizers.
  • The Law
  • Space magic
  • Random tables for fun and profit
  • A delicious layout by Matt Hildebrand!
So get your motor running! I suggest listening to Judas Priest, perhaps "Breaking the Law" and "Heading Out to the Highway", to get this party started.


NOTE: There is a print option coming.




Sunday, December 15, 2019

Supercalla Layout

The new Troika! setting book, Supercalla, is in the layout phase. My friend Matt Hildebrand is putting it to the page as we speak. Here's a sneak peak...



The book should be released into the wild in a couple of weeks or so.

Monday, November 25, 2019

Supercalla Character Sheet

Here is a Supercalla character sheet... for my Troika! RPG setting book of the same name. Space fantasy with a totally route 66 sort of vibe. I'm trying to keep this thing to 48 pages so I'm not including everything that might fit that theme, but it's got a lot of spark in it, I hope.

I handed the text to my sorcerous layout guy (Matt Hildebrand) after Andy Solberg took a scrutinizing gaze with his Monocle of Editing. I hope to have this sumbich shot out to the wilds by Xmas. It is not an elaborate endeavor, just a simple, fun little romp-kit.

And for some reason, motorcylces. I'm not even a cycle guy. Not sure how that happened but there are multiple biker backgrounds in this thing. In space, of course.

Supercalla!

Friday, November 22, 2019

RIG

The Troika! setting book I'm working on, Supercalla, has a lot of sci-fantasy weapons and some of them bear the name "Rig". This name goes way, way back for me. It's just a name I slapped on a gun in a drawing years ago and it kinda stuck.

Weapon doodles.
This is part of how world-building works in my head. I get these little images and ideas over time and they build up a setting that is distinct (in my head, again) as an entity but not really very clear or detailed. Then when I start trying to develop the idea for an actual thing to be published I realize just how loose and nebulous these ideas are.

For example, what is "Rig"? It's the name on a laser gun. But that's about all I know. Based on how often it comes up in my sci-fantasy stuff, Rig seems to be a very popular brand of personal weaponry. So now I know a couple of things: Rig is a brand of weapons and it is very popular. Also, the style of Rig blasters is rounded and almost has a bit of steampunk vibes built into it.

Here's an example of an old, old drawing where Rig comes up.

First use of Rig in a drawing? Maybe. 2001ish.

Sunday, November 17, 2019

Project Updates, Black Pudding, etc.

A lot of people have asked me about the schedule for Black Pudding #6 and I have replied with pithy or vague comments such as "someday" or "when I'm finished" or "SOON". Here's where I'm at on that and other projects, in order of importance.

Commissions

I always treat my paid work as primary. I am actively working on or slated to start work on art for Barbarians of the Ruined Earth, Fight This Mutant, Leopard Women of Venus, and an upcoming project for which I don't have a name or website to point to (but I do have money in the bank so it's a lock for sure). These projects get first treatment, within the range of their due dates. As this type of work is basically ongoing, I sprinkle my personal stuff between due dates as I can.

Supercalla

This book is on the front burner. It's a Troika! setting that will come in at about 48 pages, saddle
stitched for the print run, in color. The writing is 98% finished (heading into the edit phase, as well as actual play or "playtesting" as they sometimes call it). 90% of the art is completed, though I will probably add more as needed to flesh it out. My goal is to try to get this knocked out and published by end of the year, but that really depends on the layout guy's schedule (the ubiquitous and sorcerous Matt Hildebrand), which I am not sure about. At any rate, my goal is to give Matt all the stuff he needs by end of November.

Black Pudding #6

This one is probably next. And I simply cannot put a date to it. My process for creating the zine has always been to wing that mother. I don't plan these things out. I create pages as inspiration strikes and when I get 24 inspired pages plus covers I roll with it.

I checked the folder for issue 6 and it looks like I have 12 completed pages... halfway there! I also have a cover, which I drew months ago and will probably be the one I go with. I wanted this issue to have several more highly detailed pages so some of the ones I worked on were very time consuming. I hope it is worth the wait.

I am in a Troika! mood lately so it's a little harder to think about B/X stuff. But I don't want to muddle the content of the zine with other game systems. If it had been a mix of old school games from the beginning I'd be OK with it, but the thing has been almost laser-focused on B/X style content. I want to maintain that focus, at least through issue #6. I have no idea what will come next. I don't have any reason to think I'll end the series but it might go on de facto* hiatus as a result of me doing other things for a while. Dunno.

*Is that the correct use of "de facto"? If not, I've been using it wrong my whole damn life.

Rabbits & Rangers

This is always, always, always on my heated backburner. Technically I don't have to ever touch it again because it's already published as a Labyrinth Lord supplement. I can walk away. But I can't walk away because I want to do more with it. Either a standalone game or a follow-up LL supplement. I'm still not sure which. But eventually I'll get it figured out and deliver something cool that will hopefully scratch that itch. And it might be after Black Pudding #6. Maybe.

Holy shit I had about ten typos in this post. I really need to slow down when I write.