Sunday, March 20, 2022

2022


Here we are in a new year! Well.. we're 3 months into it now, I suppose. I'm always a little behind the times. Anyway, what do I want to accomplish, creatively, in 2022? Let's explore this question.

I love to do a few things, generally:

1. Draw stuff. Whatever the fuck I want to draw. I hope to do this as much as possible in 2022.

2. Make shit up. The great magic of RPGs is their potential. Every game could be a million and one things. I want to make up a million and one things.

3. Publish stuff. I have been self-publishing books and zines and comics since 1988 (87??). It fills me with joy and pride to hold the finished book in my hands. I do not believe I published anything in 2021 so I'm really hoping to get some books out in 2022.

So far this year I've been mostly focused on design, writing, layout for a few books. At this time, there are at least 3 books I could finish and publish this year. GOZR (finished, just working on the publishing end), Doomslaker B/X (tons of work, mostly done), and Hellion Cross (my third Troika! book, probably 75% complete).

I have this crazy notion that not only might I publish those 3 books in 2022, I might also publish a 4th book... a pinup art book. But that's a distant possibility. I have the material, of course.

This all depends on my energy and focus. But I can tell you that GOZR is done and will be out in the world within a few weeks. The other books are largely finished, but still need a lot of work. So who knows? By next month I might be in a death metal band living in Spain. I dunno.

Sunday, March 13, 2022

Blue Gooz

Here's a blue gooz with their spiffy helmet.


The game is finished. Now I'm considering the ways in which to publish it. Current thinking is to get it printed through Mixam and sell via Etsy. This feels like a fairly simple way to move forward. The reason I haven't went POD, which I do prefer, is because of the lack of the ability to print inside covers.

I could go with a comic printer, like Kablam or ComiXpress. But then I'm outside of the insular TTRPG community.

Still thinking.

Friday, March 4, 2022

Basingstoke's Butterfly Knife


There was a very crucial weapon missing from GOZR. A mistake I have now corrected.

What's a sci-fantasy full of ugly gooz going to be without a god damn butterfly knife?

Thanks to Chuck Whelon, this guy has a name:

Basingstoke

Sunday, February 27, 2022

Luck Mechanics

LUCK MECHANICS

GOZR includes a meta-game system of GOOZ. GOOZ is luck points. Every game using luck points has its own name for the mechanic. Mörk Borg calls it Omens, DCC has the Luck ability, Top Secret had Fame and Fortune, modern D&D has Inspiration, etc. These are all different systems but the core idea of luck points is that it is a player’s resource, not embedded in the root mechanics of the game-story. Meaning this is a rule that is applied outside the story itself... thus a meta mechanic.

I love luck points. I have included them in every game design or campaign I’ve ran since probably 2008 or so. In my experience, this type of mechanic has been universally enjoyed by players. When I play a game that I’m not running, I always feel weirdly constrained if there is no luck point type of mechanic in use. For example, when playing classic D&D you have moments where your image of what's happening is epic but you roll a god damn 2. Ok, fine. It's a game. But if I have the option of expending a meta resource like a luck point and re-roll that die, I'm a much happier player. Even if I miss the second roll too.

One of the coolest things about a luck point system is that you can have one that will literally work for any game. Very simple: You have 3 Luck Points. They replenish between adventures, sessions, or at whatever cadence makes sense for the game. You spend 1 to re-roll a die of your choice. That's it. Drop it on Runequest, Warhammer, D&D, Paranoia, Star Wars, or whatever you like. It's not enough to break anything but it is enough to give players a little knob to turn... which feels pretty good, actually.

Some common arguments against luck points:

"The dice already account for luck"

This one is weird. Because luck points are necessarily meta - they are not embedded in the basic mechanics. They are a player-facing resource, not a character-facing resource. They exist on top of the normal rules. So the normal dice rolls, while they do of course have randomness and therefore you can "get lucky" are not at all the same damn thing.

"Players need to just deal with bad outcomes"

This is just bullshit nonsense. It's a game. People carve out time to sit and have a fun time. Especially if its an adventure game where the player anticipates being heroic or awesome, then why on earth would a GM want to go out of their way to make that outcome less likely? Of course you don't have to add luck to your games, but actively opposing it could be a sign that you're being a dickhead if your rationale is "suck it up buttercup".

"Luck mechanics break the game"

Not if you account for their use. If me being able to re-roll a few dice per session breaks your game then maybe its your game that has a problem. I dunno. Of course this depends on the game. I'm thinking of a fairly narrow style of gaming (adventure gaming). I'm sure there are types of games where, perhaps, only a few dice rolls are made at all and being able to re-roll them skews the results away from the intended experience. I can understand that.

But D&D is not that kind of game. Luck points do not break D&D nor any similar kind of game.

When I designed GOZR’s GOOZ system I made decisions about the core game mechanics to lean them slightly toward the difficult/lethal side. GOOZ is on top of that, providing players with a potent way to skillfully and artfully avoid some of the pain that the system might bring. It’s a swingy system, which is why giving players a meta currency is important. The nasty assassin robot got initiative and might one-shot kill you? FUUUCK THAT. Spend a GOOZ to steal the initiative. But oops… you spent your last GOOZ a few minutes ago to do a wicked stunt. You might be fucked now.

But at least you had a god damn choice, right?

Jon Peterson has a great post about the history of luck mechanics here.

GOZR is RISING

OK, time to let the Doomslakers B/X book simmer for a bit while I circle back to fuckin' GOZR!

The pages are back on my drawing board for hopefully final edits. Maybe I can put this bastard out into the wild soon. I had taken a step back from it while playtesting was happening and in order to give myself some breathing room. Now I'm feeling it again and things are looking up for the ugly gooz.

During playtesting, I would update the document with rules tweaks and clarifications and name each iteration alphabetically. I am super duper thankful that my friends Andy Solberg and Dyson Logos each ran GOZR for different groups and provided valuable feedback. I was a player in Andy's game, which as a real stress test for the system as we adventured around Andy's wonderfully silly Gooz York. I think Dyson's playtest, which I wasn't in, was more directly based on the Den sequence from Heavy Metal - probably the chief inspiration for GOZR in the first place.



Saturday, February 26, 2022

Doff Holtzwagger

This is my character, Doff Holtzwagger, from Mike Evans' DIY game. He's a real asshole. He might die, and that's probably ok. (Doff, not Mike. Mike is good.)






Thursday, February 10, 2022

Yeah But Thief Skills...


My current thinking for Doomslakers B/X Thieves is to keep to the original class but grant substantial perks based on Guild affiliation.

But I may also include an optional rule that I also quite like (and probably would use more, if I'm being honest).

Ability Check Thief Skills

All Thief skills are based on Ability checks. Each skill is linked to a particular Ability score. Dexterity is very important, but other Abilities also come into play. If two Abilities are listed, then the Thief must pass a check on both in order to be successful. If a choice is given, the player chooses which Ability to use (this decision is permanent).


Open Locks (Dex, Wis)

Remove Traps (Dex, Wis)

Pick Pockets (Dex, [Wis])*

Move Silently (Dex)

Climb Sheer Surfaces (Dex or Str)

Hide in Shadows (Dex)

Hear Noise (Wis)

Disguise (Cha, [Wis])*

Evade (Dex)

Forgery (Int)

Read Lang (Int)

Use Scrolls (Int)

Poison (Int, Con)

Mimicry (Cha)

*If the target’s level is higher than the Thief’s level, the Thief must also pass a Wisdom check to be successful.

The Thief gains +1 to one skill category per level, applicable to the Ability score for purposes of the Ability check (or just subtract it from the die roll). The Thief’s Guild also modifies Skills in particular ways.

Sunday, January 30, 2022

Burer

Working on the monster section for the upcoming Doomslakers B/X book. I have been maintaining a monster document since around 2014, coded in Labyrinth Lord. So most of the monsters going into this book are from that document, updated to my current taste.

Here's an example critter that I kinda like. It's a monster that offers no threat to the party and has no treasure. But harming it is a very bad idea. In fact, if the party harms a burer the only rational thing they can do next is find a quiet room and lay low for three days. 


Burer


Armor Class: 9 [10]

No. Enc: 1d6

Hit Dice: 1 (3 hp)

Save: F1

Move: 40’

Morale: 4

Attacks: Nil

Treasure Type: Nil

Damage: Nil

Alignment: Neutral

XP: 0


This weird little potato-shaped creature lives in dens where it snuggles with mates for weeks at a time before surfacing to find some tasty butterflies and hummingbirds. It has no real defensive capabilities, but is a creature of blessed magic.

If the burer is spoken to, it will reply in perfect local dialect. The creature will go on a bit, talking at length about local happenings and revealing 1d4 local secrets of relevance to the party. On a roll of 4, the fourth secret will be the location of a treasure horde.

Any party that harms a burer will suffer 3 days of bad luck during which all random encounters do happen and all healing rolls yield a minimum result.


Saturday, January 29, 2022

TSR Style Guides


I posted on Twitter asking for the name of a particular style guide for TSR-era D&D books. Got a few replies so I thought I'd just collect these in one post. Anyone has some other examples, let me know in the comments and I'll add them.

These guides help you figure out how to make a book look like a certain style that you love. Some folks are not keen on doing this, which is fine. I always talk a big talk about doing it but in the end I tend to go my own way. But I have much respect for people who pull it off nicely.

The best one I know of is A Brief Study of TSR Book Design from Sine Nomine Publishing. This one is fat and filled with delicious information and advice.

Others:

TSR Fonts

TSR & WotC Font FAQ


Saturday, January 22, 2022

The Original Backstabber

When I talk about fixing the B/X D&D Thief class for Doomslakers B/X I'm not really talking about changing it too much. At least that's not what I want to do. This is why I don't embrace any of the more radical changes such as gutting the entire percentile system out of it.

No, what I want is to use the original class pretty much as-is, but layer on some additional perks and options that make the class more appealing and fun to play. I know a lot of people will argue that it's fun to play the original Thief without any house rules, and that's fine if it's your jam. Personally I just don't want to play a fantasy character who has a 10% chance to do the one thing they are "good" at doing. And I am really not sure why the original designers went with such a dreadful way of thinking. Maybe they assumed very low level play would be only a tiny portion and most people would play at over 10th level? I dunno. In my experience most people play between 1 and 9.

Anyway... I've mentioned a shitload of Thief house rules, because it's fairly easy to house rule this game into the stone age. But for Doomslakers I really want to keep that class unchanged as much as possible.

So my current thinking is that the setting itself will provide the layers of perks and house rules. It is a setting book, after all, not a generic manual. So when you roll up a Doomslakers Thief you'll choose a Guild and there are only a small number of Guilds in the world. Each has its own secrets. So the Guild you pick will modify your base skill ratings and grant you certain additional perks. THIS SHIT IS FUN.

Why do I want to avoid changing the original classes? Particularly the class tables...

Because Doomslakers B/X is a love letter, if I'm being completely saccharine. It is meant to be a 64 page saddle stitched book you can use in direct conjunction with the original game books (or OSE, Lab Lord, etc... you know the drill). It is a resource for that game not an altogether new game. It stems from the B/X 64 Challenge from the G+ days where I suggested that people should try to create a B/X supplement in 64 pages within 6 months (or something like that).