Sunday, June 4, 2023

ZSF Noodle Doodle Drop

The original Zoa Space Fantasy logo, c. 2008.

A long, rambly post about a game I'm working on.

Since the oughts, I've had this crazy space idea zipping around my brain. It's space, but it's not "normal" space. There are planets, but also potato-shaped worlds, worlds that look like castles, worlds that are domed, etc. Really just an anything goes fantasyland where you have vast oceans of space ichors, empty space, and rivers of phlogiston instead of fields and roads and seas between interesting locations.

I did a comic about it called Zoa Space Fantasy. I think I did around 20 pages or so before I petered out. The story was about a little robot guy called N9 who wakes up on a garbage planet without his memories. He fights a garbage creature and is rescued by a space pirate/salvage ship called The Workhorse, captained by Tyrrany Flack, a medusa space captain. The ship was powered by a demon.

Later, I revived the idea and published a Troika! RPG book called Supercalla, then a follow-up called Cozmic Metal Heads, which was all about robot PCs. I am super proud of these books. I think they rock. I worked on a third book to be called Hellion Cross, which was a den of scum and villainy. I actually did a ton of work on that one and I believe I finished all 36 character backgrounds and most of the art. But I didn't finish it up.

More recently, I ran a game in my Monday night Doomslakers group called Heat Death. It was an original system and was set, loosely, in the same universe. But Heat Death was more grounded, scaled back, less fantastical. It was intended to be something like "in the past" of the ZSF universe. It was more about down-and-out Earthlings working out in the armpit of the galaxy because of crimes they committed or something. It was fun, but the system ultimately didn't quite work for me.

Which brings us up to current times. For many months, perhaps a year or more, I've been noodling an entirely new game based on this crazy space fantasy idea. The game will be called ZSF, Zoa Space Fantasy. Or Zoa Space Frontier, if you like that better.




To create this game, I started with a character sheet idea. I wanted to narrow it down to what you will always need in order to run wild space adventures. I decided you need the following elements.

FORM AND BACKGROUND

Fundamental to your PC... what kind of life form are you and what sort of job skills do you have? A list of these things will be given, with some minor detail. But making the shit up is an option. Monkey pirate? Blob scientist? Humanoid guru? You decide.

TRAITS

A Trait is any kind of characteristic that has any kind of mechanical impact on play, such as having a third arm or x-ray vision. You can make up some Traits when creating your PC and you can add more later. A Trait can also be an item. So if you really want to start the game with a kick ass laser rifle, make it a Trait. You damn sure won't be able to buy one with the skimpy funds you'll be starting with.

BASIC SKILLS

Everyone is a spacer, so they all should have some common basic skills. Not everyone is equally good at them, so the skills should have ranks. I decided you should randomly roll your ranks on a d6 per skill. It feels right. There are six skills. Not because six attributes is common, but because it makes sense. Trust me... I preferred to have less than six. But my image of how this game works just ended up requiring these six skills. I don't want more.

•Explore (perception, instinct, toughness, etc.)
•Drive (ships, cars, bikes, etc.)
•Fight (punch, kick, tackle, bash, etc.)
•Operate (machines, robots, computers, etc.)
•Shoot (load, aim, fire, reload, and duck)
•Talk (charisma, persuasion, negotiation, etc.)

The way I see it, every conceivable common task a fantasy spacer could engage in is covered by these six skills. Blasting robots, flying ships, kicking in teeth, negotiating with locals, etc. Now you may wonder immediately... this is a space fantasy game. There are wizards. So how does a PC interact with magic? There isn't a skill that is obviously magical. There are reasons for this. First, most things that appear to be magical may actually be tech. Super science! Sufficiently advanced, as it were.

If the PCs encounter a truly mystical, magical thing that is beyond technology... why would they have a skill for it? Those are special situations.

LIFE POINTS

I thought about not having hit points. I thought about a wound levels system, or just ignoring this altogether. But honestly... this is an adventure game wherein you'll likely have fights with monsters and shit. I like hit point systems. They are quite reliable. So ZSF will have one. They are called Life Points to reinforce the fact that when you run out of them, you die. Or... probably... I will do a player choice: death or some kind of permanent drawback, akin to Death or Debasement from GOZR.

DEFENSE

Lifted straight from GOZR, which came straight from Into the Odd and other similar systems. Defense is just armor, or anything that absorbs damage. By default, this is a zero. And having a point or two is a big deal.

EXPLODING DICE

I love exploding dice. I can't not have them. So in this game, under the current rule sketch, you roll a d6 to do shit and if you roll a 6, the die explodes. There's more to it than that, but there it is.

ACES

I also love meta points. In this game, they are Aces. I used that term because years ago I did a dry run for a space game and the term "aces" played into that system. Plus "space ace" is fun. Anyway, this is exactly like GOZR's GOOZ points. You spend Aces to make shit happen.

GAMBLING

Way back in 2000, I wrote The Pool, which had a gambling element in the core mechanic. I wanted to bring that idea back because I do love the dynamic it provides. When players have a meaningful choice... to take a big risk and make big things happen. The idea here is you can literally roll as many dice as you want in any situation, thus increasing your chance of being wildly successful. But if you roll even a single 1, you have not only failed... you critically failed. I think this will be a fun game element.

MONEY AND GEAR

Mostly, I'm going to use The Black Hack's elegant usage dice for keeping track of bullets and stuff. But money, in the form of STDs (Standard Trade Dollars), will be tracked carefully. You'll shop and buy shit. You'll get ripped off. You'll rip people off. You start with a low amount of cash and things are expensive. I like it when players have to go buy things, haggle for them, and so forth. Plus if the PCs have to think about money, it underscores one of the game's core themes: corporate greed.

Gear is super important too. I think this is me showing my influences right on my sleeve because Star Frontiers was the second game I ever owned and I spent copious amounts of time pouring over the equipment descriptions. I love that shit. This game will have a lot of fun gear you can purchase, if you can get some money.

SETTING

I've already discussed this a bit. But to add to it, the galaxy is dominated by companies. Corporations have fully taken over as the real power. Governments exist, but are essentially fronts for corporations. Honestly... not very different than reality, huh?

The PCs will be adventuring mostly in the ZSF: the Zoa Space Frontier. This is basically the outer galaxy. Polite society is closer to the core of the galaxy, where streets are straight and the Law keeps things nice and neat. Out in the frontier it is a different story. Things are wild and wooly. Which can be good bad... the corporations reach out here to mine for resources, exploit natives, and so forth. The Law is their blunt tool. Many PCs may be outlaws. Fun.


Ok, so those are pretty much the important bits, in terms of what I wanted this game to emote. Let's talk system for a minute.

Currently, it's this:

•Roll a d6 to do a thing. A 6 explodes. Hit the Challenge Number and you succeed.
•Each skill level adds 1d6 to the roll. Traits can also add dice or add modifiers.
•Roll a 1 without a 6, and you failed. Roll the die again and if it's another 1, you crit fail. You describe what happens.
•Borrowing from GOZR, if you roll 1 under the target, you graze. Something beneficial might still happen.
•Spend Aces to do things like take extra actions, auto-explode a die, etc.
•Add dice to the roll as a gamble, as discussed above.
•Earn Space Points to build upon your character.

That's the gist of it. Work in progress, very much in the gestational phase. Even though, if you've seen any of my social media posts, I've been drawing tons of ZSF character sheets. I'm doing this because it's fun and because I want to lock myself into the bones of the system. I need to do this because I'm prone to change shit over and over and never get it done. How the fuck do you think I got GOZR finished? By literally drawing the rules I had a harder time changing them. If you knew how many iterations of Rabbits & Rangers exist and that game is still not written...

TONE

Holy fuck. This is a big deal. Because RPGs are for everyone, right? I want to be inclusive. I don't want to tell someone they can't play, either directly or indirectly. But at the same time, the tone of a work will invariably filter some people out. But this is a natural filter. It's ok.


For example, I don't line dance. Nobody tells me I can't do it. It's just not for me. In that respect, whatever tone this game ultimately strikes, it will filter out some players who just aren't into that tone. And that's a beautiful thing. Choice. Variety. The spice of life.

My inclination is to be a bit reckless and say naughty words. I could avoid that. I might avoid that. But I might just remove the training wheels on this one and let my raw imagination go nuts. It could be a galactic train wreck. We'll see.



An old Zoa banner, c. 2009.

Monday, May 29, 2023

Tool Talk

My camera really sucks

I love the Pental Pocket Brush. It is a brush pen, but not like the normal felt-style brush pens such as PITT or Tombow. Instead, the Pentel's tip is "real". That is, it is composed of actual hair-like fibers that come to a point and behave like a real brush. If you've used a synthetic brush (not made of actual animal fibers), then you know what this brush tip is like. It's basically the same.

The Pentel uses little cartridges, so when it runs dry you can just snap a new one in there. The tip is also replaceable, although honestly these tips don't seem to wear out. I'm pretty gentle with my tools, but if you're aggressive perhaps you'll have to replace it eventually.

Being a real brush tip, it is much softer and flexible than regular brush pens. The PITT, for example, has a firmer feel. You have to press a little bit hard to get it to produce a wider stroke. The Pentel will flair from micro-thin to very wide with the slightest pressure. This gives it a nice flowing vibe, like it is dancing along the surface of the paper.

The pigmented ink is typical for brush pens. I don't have any issues with it. The ink goes on dark but may fade a little with erasing, same as PITT, Tombow, Micron, etc. It takes alcohol markers like a champ.

There are some cons, though. Depending on your needs. For example, I actually love the tighter control of a PITT or Tomobow brush pen. Especially a nice, crisp, new PITT. You can't beat 'em. But the PITT's tip is fragile and will very quickly lose it's point and become a stubby blunt tip good only for fat lines and fills.

The Pentel retains its fine point. You can get ultra-thin lines with a careful hand. And, with a quick stroke, you get a nice dry brush effect.

Another great thing about these tools is they are relatively cheap. Last I checked, it was about $15 for the pen and 2 ink cartridges. You can get 12 ink cartridges for about $10. I checked on tips, but can't seem to find them anymore. Maybe they stopped selling them separately. Which is fine... just buy a new pen if necessary.



Sunday, May 7, 2023

Art Post!

Here's a bunch of art I've created in recent times that I don't believe I posted on my blog.









 

Saturday, April 29, 2023

Idea: ROC Art Journal

I've been working on a sketchbook/artbook series. Nothing fancy, just a print-on-demand floppy comic sized thing. Working title is ROC Art Journal and this is the first cover. My idea was to do these as 32 page books that collect my art and comics, willy-nilly, by whatever fancy I feel at the time I slap it together. A permanent testament to things I've created that can live on in print. I went with 32 pages because that's kind of the classic comic size and because I have a TON of material to fill many of them and that means I get to draw cool covers.

Not sure when I'll release these to the wild. Or exactly how. Leaning toward Ka-Blam POD. I could attempt a Kickstarter and mail them myself but god dammit that's a lot of work and I'm not good at it.



 

Friday, April 7, 2023

Black Pudding Comic

The Black Pudding Kickstarter comes with a two sided poster. Here's one side of it: a comic!


 This comic features our heroes the chainmail chick, sinewy barbarian, and eyeball. This was super fun. I drew it on 11x17 inch bristol, a paper size I haven't messed with in years. Loved the extra real estate.

Monday, April 3, 2023

Black Pudding Reprints

There is a Kickstarter for reprinting Black Pudding back issues and printing the latest issue, #7. Maybe you need physical copies? Maybe your dog ate yours? Maybe you used them so much they fell apart? Or maybe your players ran off with them?

Now's your chance to get all of them in print for a reasonable price and flat worldwide shipping. And a cool A3 double-sided poster! And a cool blank journal!

It's PUDDIN' TIME!

(Ok, that's pretty lame. But I need a catch phrase like "Excelsior!" or something.)

One side of the poster.

The Adventure Journal cover.


Saturday, March 25, 2023

Rogueland

Over on this post I gave my off the cuff thoughts on Rogueland and Caverns of Heresy hooked me up with this sweet print copy. What a great little game. I could seriously adopt this as a go-to for adventure gaming. Not sure why, but it hits the right beats.



Sunday, March 19, 2023

SCL

THREE RULES FOR OSR GAMES

Just a quick set of house rules that sound fun and useful for OSR games. The idea is you can keep the rules as written as much as you like, but just add these as a final layer on top for players to use. These are all situation-driven, so there's no record keeping.

Let's call this set of three the SCL (Solid Crit Luck), for shorthand. Or maybe A-SEAL because it sounds like that when you say it. Doesn't matter.

1. Solid Hits.

This comes from GOZR. If you succeed on an attack by 5 or more, you get Adv on damage roll.

Fighters can choose to divide their damage between up to 3 adjacent targets, even though they only technically hit one of them. Example would be hitting a goblin and getting 10 damage. You could give 3, 3, and 4 damage to three of the gobbos.

If it is a saving throw, and if making the save still deals some kind of damage to you, then a Solid Hit on the save halves the already reduced damage.

If it is any other roll and you succeed by 5+ or by 25% or more, the GM may grant a small boon in some cases. Maybe just name a trivial benefit (see item 3 below).

2. Double Crit.

If you crit and then roll max damage, you have a double crit. Whatever effects your crit normally has, you double them. Obvious example is damage x2 then x2 again. But if you get a benefit, such as an extra attack on a crit, then you get another extra attack.

This one assumes you use crits, of course. If you don't... I cannot help you.

3. Lucky Number.

Roll 1d20. Whatever the result, this is your character’s lucky number. Any time you roll this number on any attack roll or save, you get to name a trivial benefit. The GM can veto or tweak it, of course.

Example: Your number is 11. You roll 11 on an attack. Not enough to hit! But you say “My attack throws him off balance.” The GM agrees and either grants you +1 to the next roll or penalizes the enemy by -1 on their next attack.

This one was inspired by Neoclassical Geek Revival, which I haven't played. So I don't know how it works in that game, I just know it has a similar rule.

Sunday, March 12, 2023

Art Videos

I've been watching a few art videos lately. Of course there's the magnificent Cartoonist Kayfabe channel with TONS of videos where Ed Piskor and Jim Rugg flip through various comics. But I think everyone knows about that.

Here's a cool one I found today called CUTE MKUltras explaining the use of some cheap markers they bought. Cool vid, fun, informative. Looks like this guy does mostly graffiti style art, which I dig. No clue about the name of the channel... "MKUltras" is weird for an art channel. Right? MIND CONTROL...!