Sunday, June 23, 2019

Victorious One

Here's a doodle I unearthed among my files. I had essentially forgotten a bunch of art (some of it for the better). I kinda liked this one.


Saturday, June 22, 2019

Albumart Maximus: JC Guerrero's Sagan

I will be posting more varied content on my blog because I'm not a one trick pony and I have interests that I think intersect pretty well with my art, gaming, and comics life. Here's an example of what I'm talking about: I like rock album covers.

Sagan is a "protospace" rock band. It's a new genre I wasn't aware of!

This is killer art by JC Guerrero. We have two astronauts on a mission who suddenly become aware of their third companion's ill-met fate... soon to be their own?? It has this really nice old comic book vibe complete with blood and gore juxtaposed against a kind of realistic space backdrop. But you can see all that, can't you?

Music isn't bad. Sort of riffy instrumental rock in the stoner tradition.


Friday, June 21, 2019

Labyrinth Lured: A Place For Lost Stuff

I'm thinking about taking my collections of Labyrinth Lord detritus and transforming them into a monsters & treasures type book. I think I'll call it Labyrinth Lured because it's clever. Then later I might do one that's more saucy and naughty and call it Labyrinth Lurid. Because that's also clever in an annoying way.

Here's a mock up of what the cover for Labyrinth Lured might look like. Just imagine it in stunning 256 million range Technicolor™ for the full effect. Picture an interior chock full of nasty boogers and gaudy baubles. Maybe some of the LL character classes I've been far far too lazy to do for Black Pudding, such as the Dazzler and the Mentalist.

Sunday, June 16, 2019

Drawing Gaj'Uth the Three Headed Elephant

I have circled back around to Dead Wizards, having taken the very long way to get here. For those who might not remember or care, Dead Wizards is a sword and sorcery tabletop RPG I have been "working on" for a long time now... how long? Let me just go and check...

The earliest post I can find on my blog is 01/22/2017. But I believe I was posting about this on G+ (long may it dance in the Happy Fields of Memory) before that time. I know I ran a playtest of a Swords & Wizardry version of the game at least 3 years ago.

So I have been in a bit of a creative slump lately. I haven't been getting streams of new ideas like I used to. I was beginning to worry that my idea well was dry or I was just so old and jaded I didn't give enough shits anymore to make the pump work. But I was driving home from Indiana on a work trip and I had this amazing 4 hour long brainstorm. Normally I listen to podcasts and audiobooks on journeys but on this one I just let some music play the whole time and I let my mind go nuts. Essentially, I wrote the core of the game on the road.

Because I didn't have a "game" yet. I had versions of a game and I had playtested a few of them, but wasn't really satisfied. That's why I kept thinking I might just make it an OSR game and stick with old D&D mechanics. But now I feel kind of liberated from that idea. The setting could work with those mechanics, but there's really no reason it should have to. I haven't written a standalone RPG of significance in years. Many years. The Questing Beast was probably the last one. It's high time I got back to the work.
Gaj'Uth is not amused by life

Which brings me to drawing Gaj'Uth the Three-Headed Elephant. I mention the elephant in the opening tone-setting for the game thus:

"On the rare occasion the Exalted Prince enters the city streets he is carried in a glowing howdah on the back of an immense three-headed elephant called Gaj’Uth. A brigade of his arcane guards go before him to clear the path, crushing those who refuse to move and demolishing structures so that not even mighty Gaj’Uth is made to touch the dirty city and its dirty people."

For context, the game is inspired by Arabian, Indian, and African mythologies and concepts. It is absolutely not a representation of any particular culture or people at all and is filled with all sorts of feverish fantasy flizbits from my brain that aren't even part of the three influences I mentioned. So it's kind of tricky to decide how to describe it, how to "market" it, and so forth. I'm doing it for my own pleasure and satisfaction, as I usually do everything for that purpose. I want to make something cool and wicked and evocative in the vein of pulp fantasy stories as filtered through my own head. So that means as much or more Tanith Lee as Robert E. Howard.

But I've said all this before. I even presented some mechanics from previous incarnations of the game on G+, generating some nice conversations and debates about how the game would work. I believe in those iterations I was enamored of using the descending AC to-hit matrix as a core mechanic for all game actions. While that's still a sexy idea in my book, I do not believe that's the way I'll go with this game. I have a pretty clear schema in my skullpan that I feel like makes some kind of sense. It's a theater of the mind approach for sure, with less emphasis on game tactics (such as blow by blow combat) and more emphasis on the bigger picture... the life's work of a character and the juicy way they fit snuggly into the game's setting.

And it does have a setting. I'm not shying away from that here. I have often tried to keep things loose in terms of setting so my work can be picked up and dropped into existing game campaigns. Not here. This is a very specific place with a specific ethos and way of existing with it. Not too complex, mind you. I don't like games with a huge wall of text or series of novels I have to read before I can "get it". I don't want to make that game.

Ah see now I ramble as is my wont. Stream of consciousness eat your heart out.

I will post again down the road a bit, probably discussing the mechanics. And I'll arrange some playtesting with my Monday night friends as soon as they will indulge me.

Until then, be kind and enjoy your moments.

Saturday, June 15, 2019

The Pool vs. The Questing Beast

Ron Edwards has another Pool-related post up, with a video. I love reading Ron's insights into the game. I try to remember my thoughts at the time I wrote TQB and why I made the changes I did, but I fail to remember. This is because I tend to do everything more-or-less while inspiration strikes and very often if I think too long about it I just won't do it.

Anyway, if you want to understand The Pool and The Questing Beast, go check out his post. Read the comment section for a clear explanation of how the games work.

Sunday, June 2, 2019

Reviews from R'lyeh: Black Pudding #4

Pookie over in the UK has kindlyreviewed another issue of Black Pudding. It's always a real treat to hear how other people view my work. I'm always a little surprised by bits of it. For example, Matthew Pook always comments on how my art is cartoonish. And it totally is! I just don't always notice it myself, to be honest. Even when I try to draw detailed, realistic things they apparently look very cartoonish.

I'm a cartoonist!

Anyway, thanks for the cool review, Pookie.



Saturday, May 25, 2019

OSR Weapon Damage


The topic of weapon damage comes up from time-to-time in OSR discussions. I think this is because we want that beefy fighter to be so very deadly with big-ass swords and we want that wee dagger to be more lethal than it is.

A lot of folks are in favor of straight 1d6 damage per weapon, as it was in OD&D. I hate that idea, but I get it. It means that the dagger is a better choice than it normally is and it allows players to be creative with their weapon choices since there's no mechanical penalty for those choices. But it also means - since all things really are even - weapon choice is virtually meaningless in terms of mechanics. Your skull-tipped mace and my super sharp scimitar both act identically in combat. I dislike this immensely.

Caveat: (Important caveat, no less) A good DM and player rapport will cause the nature of a PC's weapon to enhance play. My choice of a scimitar vs. your skull mace may mean that the Arabic-inspired setting has more respect/acceptance of my PC vs. yours. Perhaps your wicked weapon invites trouble everywhere you go while I can pass through markets and tea houses without excess trouble. Or let's say you choose a straight arming sword while I choose a staff tipped with 3 chains securing large iron hooks. A good DM would allow me to hook-and-pull targets on a good hit roll, but may also hit me with penalties when fighting in tight spaces. Meanwhile, your simple sword presents no particular advantages or penalties.

So yeah. Straight 1d6 can work as long as the group really embraces the narrative elements of weapon choice. I still don't love it, but I'm open to it.

Another idea is damage by class. My ideas below are in this vein, but I'm not a huge fan of the versions of this idea I have seen before because they never seem to leave the existing variable damage as-is for the "middle classes" such as Thief and Cleric. Versions I can remember seeing will apply something like a small-medium-large weapon category scheme and a die step for each based on class. I think this is perfectly logical but also kind of bland. To me, it robs weapons of their character.

Some people even go as far as limiting the Strength modifier in combat to only fighter types. I get that too, but I hate it.

I'm a B/X guy through-and-through because of the versatility of basic rules such as variable weapon damage (an optional rule but let's be honest... almost everyone uses it) and the universal ability modifiers. It means I can play a B/X Magic-User who has an 18 Strength and I can be potentially a better fighter than the party's actual Fighter - at least at very low levels. This bugs a lot of people because of class niches and what-not. I get that too. But I don't care. It lends greater diversity to characters in a game with precious few built-in bells-and-whistles.

Think of that B/X Thief who got lucky with a high Str, Dex, and Con. Give that guy a two-handed sword and you got yourself a bona fide sword-and-sorcery hero.

So yeah. Ideas. There are others too.

Here's a couple of ideas I had that I might drop into my next B/X game (maybe not both). These might have already been dreamed up by some other game nerd so please post a link if you have seen either of them before. That would be awesome. I certainly have not read all the reams of blog posts out there in the OSR-o-sphere.

IDEA #1: DIE-STEP WEAPON DAMAGE

Your character's class determines the die step used for weapon damage.

CLASS DIE STEP
Cleric Normal
Dwarf 1 die step higher
Elf Normal
Fighter 1 die step higher
Halfling Normal
Magic-User 1 die step lower (min. 1d4)
Thief Normal

For general use, not necessarily specific to B/X, it would be like this:

Wizard types = 1 die step lower
Rogue/Cleric types = no adjustment
Fighter types = 1 die step higher

Race would probably be irrelevant since race in 1e or Advanced style games confers somewhat less advantage/disadvantage (or should) than in B/X where the class and race are the same.

IDEA #2: DAMAGE SCALES BY CLASS AND LEVEL

Some classes get damage bonuses as they level up.

CLASS DMG MOD
Cleric +1 per 2 levels
Dwarf +1 per level
Elf +1 per 2 levels
Fighter +1 per level
Halfling +1 per 2 levels
Magic-User +1 per 5 levels
Thief +1 per 2 levels

So Idea #1 I really dig because it doesn't mess with the existing damage values for weapons nor does it require new categories to be graphed on. You just have to go a die step up or down depending on class. It makes the dagger more serious for warriors and the sword less effective for wizards.

(I do allow wizards to use any weapon because it's fantasy. The downside is their to hit rolls suck and maybe I make them spend a round drawing or sheathing because of lack of expertise.)

Idea #2 seems like it would also go a long way toward addressing a big problem. Why is it that my level 1 fighter deals exactly the same damage as my level 9 fighter with the same weapon? It just doesn't FEEL right. It's heroic fantasy... I want to FEEL like I'm just god damn better at this shit than I used to be. So a fat +9 to damage with that dagger I picked up on the battlefield would do the trick. I dunno... I'm sure there are downsides but not sure the downsides outweigh the asskickery.

The Questing Beast RPG Revisited

Ron Edwards of Adept Press recently played my old game The Questing Beast at IndieCON and made this video talking about it.

The main thrust of the video is that Ron was concerned about the mechanical difference between the games. Primarily, that The Pool gives players a choice whether to take narrative control where TQB doesn't offer that choice. I designed TQB to be a little more "controlled" than The Pool in the sense that I wanted it to feel complete as a system. I wanted everything to be very clear and well structured. The Pool has clarity as well, but is far more open-ended as to how things can emerge from play. At least in a sense, that is.

Anyway, it's been a very long time since I thought about these games but I'm happy that they still get some traction here-and-there.

You can get The Pool and The Questing Beast for free.


Tuesday, May 21, 2019

In Defense of Old School Armor Class

Here's a non-controversial topic about which I'm sure everyone completely agrees.