Thursday, December 27, 2018
Tuesday, December 25, 2018
Monday, December 24, 2018
Sunday, December 23, 2018
A Bit of Dead Wizards
Every time I circle around to noodling about Dead Wizards, I focus on the setting.
The idea was to make this a standalone game, not a D&D-style game. But I really haven't thought of any interesting mechanics for it. It feels like hacking the core OSR rules platform will work just fine. This might even be a setting for an existing OSR rules set, such as Swords & Wizardry or Labyrinth Lord, with tweaks.
The first tweak is magic. In the first city of Kanebok, where the setting is centered, magic is simultaneously queer and yet woven into daily life. Magic isn't a single thing. There are different kinds of magic. But wizards - those who master otherworldly powers and ancient spells - are not trusted. They are not natural. And hanging over the entire city is the belief that the four greatest wizards from the time of the wizard war still linger in some kind of quasi-living state, subtly affecting the living world with their unending machinations against one another.
(See, that last paragraph was meant to be a discussion of how the magic rules differ from standard OSR rules and yet all I talked about was the mythos of the setting.)
Wizards in this setting would not be limited arbitrarily by spell slots and number of spells allowed per level. Instead, they would acquire their magic however they can. It's an organic process. Players would seek out magic and once they find a spell and figure out how it works, they can cast that spell as often as they like. The limiters would be in the cost of the spell. Each spell would be described in a bit more detail in terms of how it is cast so that spell components, casting time, and other costs are baked right in. There is no need for spell slots when you have to sacrifice blood, treasure, money, or soul to cast a spell.
(Frankly, this is how I'd like to run ALL my D&D style games.)
Another tweak was with weapons. I did a couple of pages of notes and screenshots of various archaic weapons from Egypt and other African regions as well as Persia and some stuff from Southeast Asia. My idea was that each weapon would have it's own perks and maybe a drawback. So your basic d8 sword is the scimitar, for example. A great scimitar would do a d10 or d12 and would require both hands to use. If a weapon has a hook on it, then you'd be able to hook targets, disarm, trap, etc. This is all really just being very specific with the classic weapons list more than anything. Giving the battle options more color as well as more mechanical bits and bobs.
The only other rules tweak I had in mind was to use the attack values table as a basic rule for all mechanics. I posted about it here. I still think that's a boss idea, but I just don't know if it's boss enough to justify using it here.
The idea was to make this a standalone game, not a D&D-style game. But I really haven't thought of any interesting mechanics for it. It feels like hacking the core OSR rules platform will work just fine. This might even be a setting for an existing OSR rules set, such as Swords & Wizardry or Labyrinth Lord, with tweaks.
The first tweak is magic. In the first city of Kanebok, where the setting is centered, magic is simultaneously queer and yet woven into daily life. Magic isn't a single thing. There are different kinds of magic. But wizards - those who master otherworldly powers and ancient spells - are not trusted. They are not natural. And hanging over the entire city is the belief that the four greatest wizards from the time of the wizard war still linger in some kind of quasi-living state, subtly affecting the living world with their unending machinations against one another.
(See, that last paragraph was meant to be a discussion of how the magic rules differ from standard OSR rules and yet all I talked about was the mythos of the setting.)
Wizards in this setting would not be limited arbitrarily by spell slots and number of spells allowed per level. Instead, they would acquire their magic however they can. It's an organic process. Players would seek out magic and once they find a spell and figure out how it works, they can cast that spell as often as they like. The limiters would be in the cost of the spell. Each spell would be described in a bit more detail in terms of how it is cast so that spell components, casting time, and other costs are baked right in. There is no need for spell slots when you have to sacrifice blood, treasure, money, or soul to cast a spell.
(Frankly, this is how I'd like to run ALL my D&D style games.)
Another tweak was with weapons. I did a couple of pages of notes and screenshots of various archaic weapons from Egypt and other African regions as well as Persia and some stuff from Southeast Asia. My idea was that each weapon would have it's own perks and maybe a drawback. So your basic d8 sword is the scimitar, for example. A great scimitar would do a d10 or d12 and would require both hands to use. If a weapon has a hook on it, then you'd be able to hook targets, disarm, trap, etc. This is all really just being very specific with the classic weapons list more than anything. Giving the battle options more color as well as more mechanical bits and bobs.
The only other rules tweak I had in mind was to use the attack values table as a basic rule for all mechanics. I posted about it here. I still think that's a boss idea, but I just don't know if it's boss enough to justify using it here.
Saturday, December 22, 2018
A.P. Furtado Art
My friend Anthony Furtado did this badass pinup for me years ago when my comic Pan-Gea was being published by Ape Entertainment. I haven't dusted this off in a LONG time. It's so sweet.
The characters are Brig Iceclover in the rear and Fawn Rainchild in the front. These are both Daughters of Gea, essentially amazonian princesses in my grand personal fantasy mythos.
Anthony once did a short comic for Heavy Metal magazine and he worked at Ka-Blam. He's a top notch illustrator.
The characters are Brig Iceclover in the rear and Fawn Rainchild in the front. These are both Daughters of Gea, essentially amazonian princesses in my grand personal fantasy mythos.
Anthony once did a short comic for Heavy Metal magazine and he worked at Ka-Blam. He's a top notch illustrator.
Thursday, December 20, 2018
Tuesday, December 11, 2018
Sunday, December 2, 2018
Krita Colorize Mask
I was playing around with Krita, coloring some existing drawings. In Photoshop, I used a filter called BPelt to do quick flat color fills on line art. It worked very well. All you had to do was create some line art with closed loops... that is, you couldn't have any open shapes. Like if you had a person's eye you couldn't leave the ink line open or else it would just fill the eye with the same color as the face.
BPelt would fill with random colors. So then you could easily use the paint bucket tool to click and fill each area with the color you prefer. Then it was just a matter of the fun work of doing highlights and what-not.
In Krita, there is a tool called Colorize Mask. You click it, then you get a mask on a layer and you can just sort of draw color lines where you want color to go. So you want the ork to be red, just draw a red line in the ork's body. A blue line across the sky, a brown line across the adventurer's face, etc. Then when you finish the mask it will fill those areas with those colors.
It's pretty nifty. For flat colors, this is the only way to fly. Believe me when I say there's no fun in carefully "hand coloring" vast areas of a drawing with a totally flat color. Might as well let Krita do it for you. Then you can pump your efforts into highlights, color adjustments, shadows, textures, or whatever.
BPelt would fill with random colors. So then you could easily use the paint bucket tool to click and fill each area with the color you prefer. Then it was just a matter of the fun work of doing highlights and what-not.
In Krita, there is a tool called Colorize Mask. You click it, then you get a mask on a layer and you can just sort of draw color lines where you want color to go. So you want the ork to be red, just draw a red line in the ork's body. A blue line across the sky, a brown line across the adventurer's face, etc. Then when you finish the mask it will fill those areas with those colors.
It's pretty nifty. For flat colors, this is the only way to fly. Believe me when I say there's no fun in carefully "hand coloring" vast areas of a drawing with a totally flat color. Might as well let Krita do it for you. Then you can pump your efforts into highlights, color adjustments, shadows, textures, or whatever.
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