Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Saturday, September 13, 2014

my favorite gaming blogs

I keep seeing these "Top Ten OSR Blogs" or "Top Gaming Blogs" lists and 1) I haven't seen Zak Smith show up on a single one yet, and 2) they also seem to be the same lists with one to three variable entries. Everybody lists Tenkar's Tavern and everybody always seems to mention The Dungeon Dozen which is quaint but I wouldn't really call it one of the top ten.

This is not my personal top ten, this is just a couple of blogs that I really like that I think are under appreciated.

Wrathofzombie's Blog : Not only does Mike Evans have his own campaign setting (Hubris) that he runs with Dungeon Crawl Classics, but he's consistently posting new ideas accompanied with tons of pictures that show off his inspirations as well as express the flavor and tone of what his idea is trying to get across. It's like soaking in awesome!

Gorgonmilk : Greg doesn't post enough, and it fuckin' kills me because that's how awesome his blog is. He's always showcasing other peoples' OSR works that you might not have seen or even heard of and occasionally he'll post entirely musical entries, but whenever he shows off whatever he's currently working on the blog is just golden!

From The Sorcerer's Skull : Trey Causey is a published RPG author so you may have already heard of him. I started following his blog because of his deeply intriguing Strange Stars setting, but his fantasy setting ideas and comic reviews are just as compelling and interesting to read.

False Machine : I saved the best for last!
If you haven't heard of Patrick Stuart and his False Machine then I feel bad for you. Everything he writes is amazing and awesome and reveals that his brain has many gears and levers that buzz and whirl with unquestionable weirdness.


There are tons of great blogs out there and I can't write about all of them. But just a few more that stand out to me and deserve mention are Aiee! Run From Kelvin's Brainsplurge!, Telecanter's receding Rules, Dyson's Dodecahedron, Monsters and Manuals, Goblin Punch, Last Gasp Grimoire, People them with Monsters, Giblet Blizzard, and Dreams in the Lich House

Happy Reading!

Tuesday, August 19, 2014

"I would prefer not to"

It occurs to me that some OSR grognards regard any game where the players are given some sort of narrative control over the action as a "story game." To put it another way, some people think if you're not recognizing Rule Zero as a fundamental aspect of playing role-playing games then they don't consider it a role-playing game.
Rule Zero was always a stupid concept to begin with. The best D&D games I ever played in were ones where the GM built off of things the players handed them, and the worst D&D games I ever played in were the ones where the GM completely ignored the other players' desires and ambitions for his own plotline or slavish devotion to his setting. When I hear other people talk about their best and worst experiences at the table I hear the same kinds of stories, except when somebody is targeting a particular game. I try not to declare something is bad simply because I had a bad experience with it, or didn't have fun. I try to explain exactly what it was I didn't like without falling into generalized descriptions.

I don't like the Shadowrun system and I have only had bad experiences playing it, but that doesn't make it a bad game. I love a lot of things about Shadowrun despite my bad experiences and my distaste for the rules. I would definitely try playing it again with a fresh GM.

I don't like 4th edition D&D because it requires a map to play it, I think of it as a glorified board game, but that doesn't make it a bad game. When I get done playing a game of 4th edition D&D I am left thinking about the tactics I could have used rather than the story that was happening around, plot is incidental to the action on the table. It's just not a game that appeals to my sensibilities.

I don't like Paranoia because I have only ever had bad experiences with it, yet when people talk about what has happened in their games of Paranoia it always sounds like a lot fun. It's like when I hear about a sketch on Saturday Night Live and it sounds really funny when somebody describes it to me, but when I actually watch it it's not that funny. I could probably try playing it again if I was with the right group of players.

I don't like Monsterhearts because the playbooks are each individually defined to promote a very specific style of playing that particular character and I want to be able to have more freedom with my character then following a guided playstyle and narrative. I probably won't play it again.

I have probably had more bad experiences than good ones while playing 1st and 2nd edition D&D, but this always came down to a GM who either ignored what his players wanted to do or a GM who took possession of the campaign world in such a way that it limited the fun players at the table were having. The level-based system of D&D no longer appeals to me, but I would still play it as long as the GM didn't quote Rule Zero as a maxim for how they ran their game.

Monday, March 31, 2014

My Ten Favorite RPG Products of All Time

In no particular order, because I can't say one book is better than another, and I'm not going to rate them on a one to ten scale, they're all good in my opinion.

Monster Manual
This wasn't my first RPG book but it was definitely the first one I read cover to cover and the first one I wore out the cover from rereading, use, and abuse. The one pictures here is the third copy I've owned. As long as I had my Monster Manual I felt I could GM anything. That kind of "give me some stats and I'll do the rest" attitude still informs my style, though when I was younger I really did not know how to string a plotline together very well.

*sigh*
To be eight years old again. "The wizard is turning everyone into trolls... because he's evil!"

I6 Ravenloft
When I was maybe 9 years old I knew this older kid who played D&D. He was like really old though, like 16 or 17 maybe. But anyway, he wouldn't play with me unless he was the GM and I was a PC. He ran Ravenloft as a solo adventure for me and that lasted for a couple of weeks before he got bored and stopped playing with me. But during that short game I haggled with gypsies, escaped wolves in the dark of the forest, explored the town of Barovia, and fought Count Strahd in his own castle. I thought it was the coolest thing, and playing with that older kid was the best D&D got for me until I discovered my friendly local game store. (It's a shame I can't remember his name though.)

This was also the first adventure module I ever purchased.

Birthright
This is my favorite published campaign world and the Ruins of Empire book from the box set is probably the highlight of this set. There are lots of details provided for every single section of land in the world, and yet much of the world itself is left open for GMs and players to define what's going on within each country and around every established character. The rules for Bloodlines and Regency are fairly unbalanced and I've often converted the world to other RPG systems, but there's lots of good ideas and history loaded into a small space. The rules for ley lines, channeling magical power, and controlling sources of power are particularly cool.

Planescape
Tony Diterlizzi's artwork does a lot to give Planescape it's edge. When the Deet stopped drawing Planescape books that's when their sales started to fall, I don't think that's a coincidence. It's also probably not a coincidence that the only Planescape books available from WOTC are ones that don't have Tony's artwork.

The rules were just 2nd edition AD&D add-ons, but the setting material is inspired and fun. My first forays into GMing took place within Sigil, the City of Doors.

Mage: the Awakening
Mage the Ascension was not my first exploration outside of D&D, but the first one that really grabbed me by the imagination and inspired me to play something else. I mention the original version of Mage because it has consistent qualities with the reboot. Sessions of Ascension would often have lengthy debates about how to best use the spheres of magic to accomplish something, and I think Awakening fixed a lot of those problems by making it all relatively straightforward. Awakening didn't have strong central villains like Ascension though, so mixing the setting of Ascension with the rules of Awakening is probably the best way to play this game. I still love both of them, but Awakening moreso.

HOL
I can't emphasize how much I love this book! Not really a game as much as it is a parody of a game. You can still play it and I have, but it works more as a joke and playing it should never be done seriously. It's sole expansion has rules for an awesome little LARP called "Freebase" that viciously parodies every single anti-D&D screed produced by fear-mongering churchy conservatives in the 1980s. However most gamers I know refuse to even read HOL since it's handwritten, but if you can get past the weird format it is perhaps the funniest piece of RPG writing ever produced.

Stars Without Number
I discovered the OSR by accident because of this book. I was looking for stuff to make a Traveller campaign out of and after reading about the tag system introduced in this book I decided to look for a copy. The no-art pdf is free and after I downloaded it I liked it so much that I bought a hardcover copy. I enjoy the dual familiarity and simplicity of the system presented in the rules, but the tag system is really the best part of this rulebook. Most of Kevin Crawford's other work is equally on par with this title.

Apocalypse World
Written in such a way that it tells a complete novice how to play an RPG without ever using the cliched "What is a role-playing game?" kind of introduction that almost every RPG rulebook has. It illustrates and codifies how to GM effectively by giving the GM an agenda with principles to follow and moves to make when the players fail or look to you for more action. Because I learned role-playing primarily in the 1990s I used to be one of those GMs who crafted a story and then thrust it at my players, but since reading this book I have revised my GMing style so thoroughly that whenever I think of running a new game I always default to thinking of the prospective campaign in terminology which is central to Apocalypse World's design. Nothing about the advice in this game is particularly new, but it's presentation and delivery is cut from 100% originality and that makes all the difference.

Deadlands RPG
Rather than a single book I would like to say this whole game is one of my favorite RPG things! I played in an ongoing Deadlands campaign for roughly eight years and spent so much time with the books and the setting that (even though I have only played it three times in the last decade) I can still remember all of the weird and fiddly little rules. The GM who ran our eight-year long campaign passed away in 2005 and I doubt any of us who played it will ever be able to return to the game without remembering our time with him. I can't really call this a favorite game, but it does hold many fond and bittersweet memories for me.

GURPS Illuminati
Saving the best for last! So I guess I did end up rating these titles in some way, but this is the only RPG book in my collection which I have adamantly insisted to other GMs that they purchase and read cover to cover. It is the best "How to mess with your players' heads" guide out there. The theories, tips, stories, anecdotes, and ideas in this book are not just good tips for making an Illuminati campaign, but are good tips for making any campaign deep and interesting. It's filled with useful GMing advice, but it's also a treat to read.

Also, I have a lot of gaming books.


This isn't even everything I've ever owned or read, just the stuff that I still happen to own.

Wednesday, September 25, 2013

12 Questions from the Octopi Lord

Click here for source!

1. What is your favorite villain you ever challenged players with?
Caine.
Caine is an NPC wizard originally written up in the Birthright campaign setting (circa 2nd edition AD&D). He's described as a wizard who exchanges spells and magical protection to the ruler of Endier, where his tower resides, in exchange for military protection so that no one attempts to raid his tower. From this brief description, and his listed alignment of Neutral-Good, I envisioned him as a benevolent wizard hoboing about the countryside and occasionally bumbling his way into other peoples' problems and helping them out, Doctor Who style. In the expansion material for the country of Endier it describes Caine in more detail, but for the campaigns I ran I only used the description as a vague idea of what the public thinks Caine does.
I always introduced Caine as a helpful wizard for the PCs to be doing "good works" around the countryside. His stated intentions were always to protect the status quo of Endier's independence, and if this meant assisting a group of mercenaries with some helpful magic to get their jobs done along the borders of Endier's neighbors then he would be happy to oblige. In truth, Caine viciously eliminated any rivals to his own power and always used subordinates or underlings to do it. If somebody's guild or temple was moving into a region where Caine held power he would immediately find ways to portray them as bad people and try to keep them disorganized and ineffectual. Caine's stated objective of maintaining the status quo was still pretty accurate, but it was his power base he wanted to maintain, not Endier's.
In practice, this meant that Caine would appear to the PCs occasionally and give them information that was just false enough that on the surface it seemed true but deep digging would reveal the deception. This information would always send them off on some personal quest or vendetta to stop an interloper or destroy or corrupt organization. I always expected that as Caine's lies would become more elaborate and easier to see through the group might begin to question him more openly or confront him but no, they would continue to work for him and nobody would ever question his stated motives even when he took magic items away from them (that he thought they shouldn't have) or lavish them with gold coins (which he didn't need but had in abundance), probably because the players would believe wholeheartedly in the trope of the helpful wizard.

2. What is your favorite organization behind wrong-doing in your setting?
The Northern Imperial Temple of Haelyn. Birthright again.
The setting tried to use mortals squabbling over religion as a theme, and it didn't always work because of the way AD&D structures the way clerical spells work, but I still embraced the concept of warring churches and infallible priests. The Northern Imperial Temple (NIT) were fascists and fanatics and would not accept the worship of any other deity before the worship of Haelyn, the Patron God of all Anuire. Their influence had spread to other countries in the region and they fought openly with some of their neighbors, and fought deceptively against some of their distant rivals. The NIT used doppleganger assassins whose sole purpose was to remove anybody whose influence was spreading into the NIT's home or ally territory. A major theme of my Birthright campaign was a large-scale multiple country war that was started by a minor noble being assassinated by a doppleganger that worked for the NIT.

3. What is the most interesting location you ever staged a battle in?
Inside a pocket dimension shaped like a 4-sided die where gravity pushed outward. There were fleshy tendrils rising from the center of each of the four sides which met to a small meaty sack in the center, and inside the meaty sack was a sleeping demi-goddess. Wolves made of shadow prowled the maze on the surfaces of the dimension's walls, and a constant storm pulsed around the center of the dimension with random lightning bolts and fireballs.
Either that, or a tavern.

4. What is the most interesting chase scene you ever had in a game?
A PC assassinated another character, an NPC, in broad daylight in a bustling city's dockside harbor. The NPC's personal guards, as well as city patrolmen, chased the PC through the dock and into a marketplace and then up onto the rooftops of the city. It was a brief, exciting and intense scene, with the player announcing he would jump across a horse or stab a guard in the leg in order to get away from his pursuers. He was never caught.

5. What is the most evocative scenic location you have used in a game?
The Spiderfell, from Birthright again. Probably. I ran a Planescape game a long time ago, but none of the settings I used stick out in my memory. Taking players into the Spiderfell was something I relished and still remember. The trees had grown to incorporate spiders in almost every aspect, the goblins who hunted the forest bore spider-like features, and the oppressive darkness of the place was fun to describe. Nobody ever wanted to go very far into the place, and very few ever ventured farther than a few trees.

6. What is the most interesting one-of-a-kind unique monster in your games?
Imagine a centaur, but instead of a horse the bottom half of the creature is a mountain goat, and instead of a human head it's an eagle's head. They are wild, feral creatures who will attack anyone for the meat on their bones, but are also mesmerized by magic and will attempt to kidnap anybody who shows a display of magic in the hopes they can learn this arcane art. A failure to communicate or an unwillingness to teach magic means the kidnapped will eventually become dinner.
I never came up with a name for these guys. I never come up with names for most of the things I create. I just called these guys eagle-centaurs. Eagletaurs? Nah.

7. What is the most tantalizing artifact, relic or tech you have ever used in game?
The Dragon's Amulet. I ran Birthright three times and I used it every time. It's an amulet split into pieces that gets more powerful as the pieces are brought together. It can detect dragons, it can protect the wearer from flame, it can allow you to speak draconic languages, it can regenerate flesh. It can do a lot more but nobody ever managed to get all of the pieces. Oh! They looked for them, but they never found all of them. As the pieces become stronger, they begin to pull nasty things toward the owner. Rabid dogs. Hungry goblins. Lizardmen. The longer the owner has a piece of the Dragon's Amulet, the stronger the pull gets and soon creatures are showing up almost every day looking for a little piece of ceramic that never chips and never breaks.

8. What is the most world shattering thing a player has ever got up to in your settings?
Birthright again. The one time players ventured deep into the Spiderfell, I designed a dungeon for them to explore. The Spider is a powerful hundreds-of-years old monster who resides deep within the Spiderfell, and I gave him a lair. The PCs managed to work their way into his throne room under the pretense of a parlay and then fought him. He tried to escape as his flesh succumbed to their spells and weapons, but he was too slow and they killed him. One player stole his Bloodline and another kept his body in a bucket to make sure it would never regenerate back to life.

9. What is the strangest death of a character in game you have run?
Nobody has ever died in a strange way. They were always predictable affairs, except the time I rolled a random encounter for a pack of jackals in a swamp and a group of low-level characters were overrun by the pack with a TPK. That was pretty strange and unexpected. Also, very unsatisfying even for me, I've never used random encounters since.

10. What is the most intriguing challenge, trap, or non combat obstacle in your games?
The NPCs. The players either never spend enough time learning an NPC's true motives and they get blindsided by their actions, or they simply underestimate the NPC in some crucial way.

11. What is most interesting ability or character option you have added to your game?
I've always allowed players to have their characters start with dark powers from a secret pact with a demon or similar malevolent spirit. No takers yet.

12. What is the strangest mash up or weirdest system hack you have made in gaming?
My third time running a Birthright setting I used World of Darkness rules with my own added houserules for playing elves, dwarves, halflings, wizards, and/or clerics. I also had to write up how Bloodlines worked, which wasn't that hard, but getting the rules for how Bloodlines grew and gained power were difficult to keep as a slow progression. The game lasted for over a year before the group split due to players moving so I must have been doing some things right!

Wednesday, August 7, 2013

playtest pdf

I inadvertently challenged myself last week when I said I could probably put this together in a week, and it actually required less time. I only spent about two nights moving data around, proofreading, then writing up a quick and dirty character sheet. It's really rough around the edges but it's a playtest document, and my house was flooded last weekend, so whatever. Deal with it!

This represents all of my notes for Tales of Imperial Space

That's just the tentative title, something I thought of quickly when I started writing ideas down two months ago. It started as an Apocalypse World hack, and I originally wanted it to be compatible with that system so that characters could, in theory, travel back and forth between settings. It has, however, diverted quite a bit and become it's own thing. More changes are on the way. Maybe after I move back into my house.

Friday, May 24, 2013

the space travel mini-game

It occurs to me that every science fiction game has a mini-game where the characters navigate the stars and travel to a new destination. This mini-game has only two consequences: getting lost or not surviving. Depending on the system the consequences can be more elaborate than that, but it always comes down to those two outcomes.

Classic Traveller
This is the only RPG which doesn't allow the player to bypass the mini-game by becoming a passenger, because even as a passenger the PCs' lives are at risk. However, this game also has the most simplified use of the PCs' relevant skills since skill level doesn't adjust the difficulty of the rolls involved.
The Navigation and Piloting skills are written in such a way to suggest that if a character has the skill they simply perform their task without a roll being necessary. Navigation is only difficult and requires a roll when the character doesn't have equipment or computers on hand to assist. Divided up by vehicle type, the character is able to pilot less complex craft based on how high the character's most advanced Piloting skill is.
Traveling from one planet to another in the same system is given a Travel Time table, but there appears to be no need to roll dice for this kind of travel. Interstellar travel also doesn't require a Piloting roll, which is noteworthy. However, two rolls must still be made when a starship jumps from one system to another.
The first roll is to determine if the starship malfunctions. If the ship requires engineers then each one that is missing applies a -1 to the roll, other negative modifiers include using unrefined fuel and overdue maintenance. Under optimal conditions, there is no possibility for failure. If a failure does happen then multiple systems can require repairs (each one is rolled for separately), and if life support happens to be one that goes down and doesn't get repaired, everybody's dead. Joy.
The second roll is to get the starship where you want it to go. While you need somebody with the appropriate Piloting skill to make the jump, their level of skill is not used. The roll has two negative modifiers, one for using unrefined fuel (again) and another for trying to cut the jump close to a planetary body. See, in Classic Traveller your jump drive had to be 100 diameters away from the planet in order to jump safely (to get to this distance is also shown on the Travel Time table provided you know the diameter of the planet you're moving away from or jumping to, but the GM surely would know this even if you don't). This is another roll that under ideal conditions has no possibility for failure.
Being a passenger on a ship is relatively easy, unless you want to save money by traveling in the Low Passage bunks, which is essentially suspended animation. This would require a roll to revive the character where they could potentially die if the roll was failed. The roll could be modified by the character's low Endurance score or the presence of a trained medic.

Stars Without Number
Only the Navigation skill is required to set courses within star systems, and no roll is necessary unless some hazard might hamper movement or the pilot is looking for to shortcut the travel time. To jump from system to system a character needs Navigation at a level above basic proficiency and it requires a roll, modified by distance traveled and how old the navigational star charts are. If the pilot wants to shortcut the time this can also increase the difficulty. Failing the roll leads to a random mishap.

GURPS
This is a difficult rules system to quantify since a GM can houserule so much of it. There are simply too many variables in the GURPS rules to list the requirements for navigating and piloting a starship between systems.
The only science fiction game of GURPS I ever played in was a Star Trek campaign that used a skill-heavy emphasis. The GM of that game required a roll for navigation and a roll for helm, usually the same PC made both rolls. A failure on one roll could result in the ship going someplace we didn't want it to go, and a failure on the other roll could result in a shipboard malfunction. I believe these were custom mishap tables the GM had written.

Star Wars Sage RPG
No skill or roll required to travel from planet to planet, rolls are only required for combat and evasive maneuvers.
Traveling through hyperspace is different, takes a random amount of time modified by the power of the starship's hyperdrive, and requires the Use Computer skill. The difficulty of the check is dependent upon the existence of a navigational computer, access to the HoloNet, and how much time the navigator takes to plot the course. Failure results in a re-roll, if another failure occurs the ship gets randomly damaged and takes twice as long to arrive at the intended destination.

Trinity
There are rolls required for using a starship in combat, or being involved in a chase, but otherwise starship travel is handwaved. There are no skills and no rolls required to travel from place to place, though there are time restrictions based on how powerful the starship is. There are rules for jumping from system to system, or psionically teleporting, but these don't require rolls, they simply give PCs' penalties upon first arriving at their destination until they orient themselves.


I'm partial to the Classic Traveller method. It's the most difficult to explain, but it's the easiest to use since failure only occurs if you're not operating with a full crew or using poor fuel.

Friday, May 10, 2013

Dungeon World playbooks

I made letter-sized playbooks for Dungeon World, similar to Apocalypse World only in that they're printed double-sided and along the short edge of the page. I left plenty of empty space on the second page for changing Bonds around and picking up extra Gear.
And treasure of course!

Click on the pictures to see bigger versions


The pdfs are in color, but as you can see from the pictures they print off into black and white just fine. They're intended to be printed two-sided, divided by the short edge of the paper.

  • the Bard
  • the Cleric, and Cleric spells
  • the Druid
  • the Fighter
  • the Paladin
  • the Ranger
  • the Thief
  • the Wizard, and Wizard spells
  • Moves booklet
  • EXTRAS!
  • the Barbarian
  • the Dungeoneer, by Johnstone Metzger
  • Wednesday, May 8, 2013

    a Science Fiction RPG

    I'm working on a science fiction role-playing game heavily influenced by Classic Traveller that uses the Apocalypse World engine. I spent one week writing ideas furiously but now my work has tapered off and I need to organize all of my notes into a single document. This hasn't been going well because as I transfer the notes into a pdf I re-read them and start to worry that the way I've written some things becomes hard to pull off for a character sheet. Consequently my work has slowed. My working title for this game is Tales of Imperial Space, but I would like to go with something simpler (as soon as I think of it). Originally it started as an idea for doing a hard science fiction setting, but now I'm gravitating toward a more pulpy space fantasy kind of game.
    Things that are different from Apocalypse World:
    • characters are slightly weaker, the moves are less comprehensive than the playbook moves of AW (like Monsterhearts)
    • progression is different, I wrote out experience tracks that fill and then reset, I'm thinking that failing a roll will garner experience instead of highlighting stats (like Dungeon World)
    • slight randomization during character creation, since a character can try to go for as long as possible in a service and reenlistment is random (like Classic Traveller)
    • countdown clocks use different "times," I made a countdown clock with 6 equal-in-size segments which leaves the times at 2,4,6,8,10, and 12 instead of 3,6,9,10,11, and 12
    • there is no Weird or psychic maelstrom, instead there is Psi, and it always starts at -2, another reason characters are weaker

    Monday, May 6, 2013

    Everything I have Kickstarted

    A little over a month ago I wrote a summary of all of the games I had contributed to on Kickstarter. One of my friends was curious about all of the non-gaming related things I kickstarted as well, so I'm doing a complete listing now of everything I've given money to on Kickstarter. These projects are listed in the same order that they display on my Kickstarter profile page.

    Because I've funded so many Kickstarters (59 as of this writing), the little color wheel on my Kickstarter page was almost full but not quite. I decided to contribute a single dollar to a few Kickstarters just to fill in the wheel because I am a huge dork and I had $6 to burn. Those are denoted below simply with green words saying "$1 recipient"



    So here's the format:
  • Name of the project is a link to the project but these words are a link to my KS profile: Estimated Delivery: May 2013, brief description of project and whether or not it was delivered on time

  • Torchbearer: Estimated Delivery: September 2013, Burning Wheel + OSR game, also just started
  • TARDIS Eruditorum: Estimated Delivery: November 2013, essays about Doctor Who, as of this writing he's a week from finishing but I expect this to be late because he hit a few stretch goals that he made up after starting the project
  • NUIA eyeCharm: Estimated Delivery: Jul/August 2013, use your eyes to control a Kinect sensor, $1 recipient
  • The Doom That Came to Fiddle Creak: Estimated Delivery: October 2013, a Lovecraft marionette play, $1 recipient
  • The Secret Order of the Black Diamond: Estimated Delivery: June 2013, a not entirely serious secret society in Kansas, $1 recipient
  • America: Witnessed: Estimated Delivery: August 2013, a photography book, $1 recipient
  • NotEqual.: Estimated Delivery: May 2013, avant-garde fashion designer, $1 recipient
  • The Union Project Dance Company: Estimated Delivery: May 2013, dance company needs a space to perform, $1 recipient
  • Small World 2: Estimated Delivery: December 2013, iOS version of board game, on time as far as I know
  • Torment: Tides of Numenera: Estimated Delivery: December 2014, a video game, I will be pleasantly surprised if this arrives on time
  • Deadwood Studios USA: Estimated Delivery: September 2013, deluxe version of old board game, still in progress - no updates since funding ended
  • Achtung! Cthulhu: Estimated Delivery: August 2013, Cthulhu + World War 2 rpg, hit lots of stretch goals but it still looks on schedule
  • Dungeon Roll: Estimated Delivery: August 2013, dungeon delving dice game, appears to be on schedule!
  • Sea Dracula: Judicial Inquest at Gamestorm 2013: Estimated Delivery: March 213, only funded this for the Apocalypse World playbook offered, I got my goods weeks within the project ending!
  • Screamin' Cyn Cyn and the Pons' final EP: Estimated Delivery: July 2013, a local band wants to do one last album before they split up
  • God Hates Astronauts: Estimated Delivery: May 2013, webcomic printed into deluxe graphic novel, exactly on time!
  • Rifftrax wants to Riff Twilight Live in Theaters Nationwide: Estimated Delivery: August 2013, self-explanatory, hopefully on time!
  • The Last Days of Coney Island: Estimated Delivery: May 2013, animated film by Ralph Bakshi, I don't think he understood what "estimated delivery" meant
  • The blue Girl: Estimated Delivery: February 2014, documentary about Susan Oliver, on time as far as I know
  • Alas Vegas: Estimated Delivery: June 2013, weird horror rpg, frequently updates and it seems on time
  • Lamentations of the Flame Princess Free RPG Day Adventure: Estimated Delivery: July 2013, self-explanatory, I'd wager money that this will be on time
  • Fate Core: Estimated Delivery: March 2013, got some pdfs but the an rpg book, two months late
  • Tavern Cards: Estimated Delivery: April 2013, a deck of cards + rpg resource, regular progress and updates but still late
  • Ehdrigohr: Estimated Delivery: April 2013, tribal African rpg, slow moving but consistent - still late
  • Adventures Dark and Deep Players Manual: Estimated Delivery: June 2013, an OSR rpg book, delivered two months early!
  • Póstumo - The Deck of the Dead: Estimated Delivery: February 2013, a deck of cards with zombie iconography, delivered two months late
  • "The Goon" movie: Estimated Delivery: December 2012, a movie based on a comic book, I got my rewards on time
  • Spears of the Dawn: Estimated Delivery: March 2013, an African-inspired OSR rpg, was delivered 2 months early!!
  • The Art of Brom: Estimated Delivery: June 2013, a book of Brom's artwork, looks on schedule
  • The Power Principle: Estimated Delivery: September 2012, 1st issue of a self-published comic book, on time
  • Horror on the Orient Express: Estimated Delivery: August 2013, Call of Cthulhu rpg scenario, they might be late but I'm not too worried
  • Bos Meadery: Estimated Delivery: September 2012, local business, on time and so far they've been very successful - GOOD MEAD!
  • Numenera: Estimated Delivery: July 2013, a new rpg from Monte Cook, if this gets delayed it will still release this year
  • +5 Food of Eating Cookbook: Estimated Delivery: September 2012, gamer-themed cookbook, inexcusably late
  • Axes and Anvils: Estimated Delivery: November 2012, a dwarf-obsessed rpg, I will be surprised if this ever gets delivered
  • Black Moth Super Rainbow, Cobra Juicy album: Estimated Delivery: October 2012, self-explanatory, everything was either early or on time
  • CLANG: Estimated Delivery: February 2013, Neal Stephenson's swordfighting video game, I only funded this to support the work but I think they could have gone through an established game studio for assistance
  • The Horror in Clay: Estimated Delivery: October 2012, a Cthulhu tiki mug, it was a little late
  • Champions of ZED: Estimated Delivery: August 2012, an OSR rpg, updates are few and far between but he's got a rough draft... whoop dee doo
  • Drifter: A Space Trading Game: Estimated Delivery: November 2012, a video game, 6 months late and there's a "beta" build for the game
  • Our Last Best Hope: Estimated Delivery: August 2012, GM-less rpg about saving the world, delivered late but I have it and for some reason still haven't played it yet
  • Amanda Palmer: record, art book, and tour: Estimated Delivery: September 2012, self-explanatory, on time and I actually got more than I paid for so her critics can go fuck themselves with razorblade dildos because she treats her supporters well
  • Phil Tippet's "MAD GOD": Estimated Delivery: December 2013, weird apocalyptic animated film, production is moving faster than expected!
  • New Fire: Estimated Delivery: July 2012, an Aztec-inspired rpg, super late but eventually delivered
  • OGRE Designer's Edition: Estimated Delivery: November 2012, a new 6th edition for the OGRE board game, production difficulties and bloated stretch goals have really delayed this game but frequent updates are informative and show that lots of work is being put into the final product
  • Zombicide: Estimated Delivery: September 2012, a zombie board game I liken to Left 4 Dead, delivered super EARLY
  • Nekro: Estimated Delivery: June 2013, a video game whee you play a necromancer, infrequent updates but otherwise seems on time
  • Curse the Darkness: Estimated Delivery: August 2012, a horrific post-apocalyptic rpg, still haven't played it yet (what's wrong with me?!)
  • Shadowrun Returns: Estimated Delivery: January 2013, Shadowrun video game, I always thought their estimated delivery date was optimistic
  • The Banner Saga: Estimated Delivery: November 2012, a combat strategy video game, super late and super disappointed
  • Wasteland 2: Estimated Delivery: October 2013, post-apocalyptic video game, super excited for this one and it looks like it will be on time
  • Dwimmermount: Estimated Delivery: August 2012, an OSR megadungeon, LATE but it's moving forward again now that James Maliszewski has been divorced from the project
  • This is Not a Conspiracy Theory: Estimated Delivery: December 2013, a multi-part documentary explaining modern politics from the same guy who did Everything is a Remix, appears on schedule
  • Farmageddon: Estimated Delivery: July 2012, a farm-building card game, got it one month late
  • Return of the Deck of the Living Dead: Estimated Delivery: April 2012, zombie-themed deck of cards, delivered two months late
  • Double Fine Adventure: Estimated Delivery: October 2012, Tim Schafer's next video game, like Ralph Bakshi I don't think these guys understood the phrase "estimated delivery" when they set their kickstarter up

    Green delivered on time or early
    Blue not delivered yet but not late either
    Yellow means late but delivered
    Red means late and not yet delivered
  • Thursday, April 4, 2013

    Dungeon World Resources

    Dungeon World Content Mega-Post - Updated 4/3

    I update this post regularly. If you would like anything you've made to be added to this post, email either jeikobu73 AT yahoo (he's the primary maintainer) or nerdwerds AT gmail (this is my blog). As this post ages, some of this content might disappear. If you find any of the links below are dead or wonky, please let me know.

    Link to the original post on Something Awful



    :siren: Scrape and Evil Mastermind's Dungeon World GM's Guide :siren:

    Are you just too confused about everything Dungeon World has to offer? Fret not, for you have a handy guide! SA's own Scrape and Evil Mastermind have come together in a collaboration to create a veritable compendium of clarifications, examples, and insights on building worlds that players can enjoy. For all peoples who are interested in Dungeon World! Also includes additional classes and races brought about by Emong and his wonderful contributions.



    Other DM Aids:
    aldantefax's Career Move ideas
    CADPAT's C'thulhu-style front and custom "sanity" move
    CADPATs Deck of Many Things
    Evil Mastermind's Madness Mechanics
    Evil Mastermind's Quicksteel items
    Fenarisk's Homestead playbook
    Glazius' Gnomes
    gnome7's Basic Rules cheat sheet
    ImpactVector's Campaign and Adventure Fronts
    LemonCurdistan's Base Class Alignment Moves list
    LemonCurdistan's Base Class Racial Moves list
    madadric's tribute to Michael Jackson
    madadric's Heartseeker Talisman item and Rope Bridge custom move
    MadRhetoric's Paladins of unusual races
    Mattie's Character Sheet Spreadsheets (Ich's additional spreadsheets, in the same format)
    Neceros' character sheet with auto calculator and form fillable boxes

    Monsters:
    :siren: Captain Indigo's Monster Creation tips
    dwarf74's Basic D&D monsters
    Evil Mastermind's Elemental liches, in progress, includes Elemental champion compendium classes
    Evil Mastermind's Mind Flayer
    jonthegm's Wight
    LemonCurdistan's Draigs and Spiderhorse
    Mikan's Last Stand Monsters (DTRPG link)
    PublicOpinion's Ecology of the Void
    PublicOpinion's Handmaidens of the Spider Queen
    PublicOpinion's Hollow Man
    PublicOpinion's Liar
    PublicOpinion's Morddreggoste



    New Classes:
  • alternate Thief Character classes, by Justin Schmid
  • Compendium Classes, by Tim Franzke
    Androc's Arcane Duelist
    Arrrthritis' Beastmaster, in progress
    Asininecurist and gnome7's Noble
    berenzen's Elemental Knight, in progress
    Desty's Merchant Prince
    devilmaydry's Conflux, in progress
    ElegantFugue's Marksman
    :siren: Elmo Oxygen's Medic
    Ergonomix's Mastermind
    EscortMission's Beguiler, in progress
    Fenarisk's Assassin
    Fenarisk's Leader
    Flavirus and Okasvi's Augur
    Flavivirus' update to Sage LaTorra's Battlemind
    :siren: GimpInBlack's Gladiator
    Glazius' Giant weaponry
    gnome7's Alternate Playbooks Packet (Artificer, Mage, Priest, Templar)
    gnome7's Cultist
    :siren: gnome7's Dashing Hero
    gnome7's Drider
    gnome7's Improved Fighter
    gnome7's Improved Wizard
    gnome7's True Friend
    Evil Mastermind's Warlord, in progress
    Kai Tave's Warlord
    Kaja Rainbow's Imposter
    KillerQueen's Diabolist, in progress
    Lemon Curdistan's Shaman
    :siren: madadric's Spellslinger (DTRPG link)
    MadRhetoric's Oracle, level 1-5 teaser version
    MadRhetoric's Sharpshooter, level 1-5 teaser version
    MadRhetoric's Swashbuckler, level 1-5 teaser version
    megane's alternate Wizard moves
    :siren: megane and gnome7's Mage
    :siren: Mikan's Warlock
    :siren: Mors Rattus' Initiate
    Nemesis of Mole's Automaton Bard and Storm Wizard
    Nemesis of Mole's Vampire Killer
    NinjaDebugger's Ninja, in progress
    Okasvi's Elf
    Okasvi's Scholar, in progress
    :siren: Rulebook Heavily's Namer
    Sears Poncho's Charlatan
    Shamblercow's Hardened Convict
    Shamblercow's Necromancer, in progress
    :siren: TheLoneAmigo and gnome7's Artificer
    The Supreme Court's Necromancer
    :siren: TombsGrave's Psion
    wrl's Knight, in progress
    wrl's Hot Shot, in progress


    Compendium Classes:
    Androc and gnome7's Compendium Class Pack, which includes the Assassin, the Cursed Knight, the Demiurge, the Firebrand, the Juggernaut, and the Swashbuckler
    Androc's Ascendant
    Benly's ...Harbinger?
    bugcatcher's Monster Tamer, in progress
    Desty's Zombie
    Emong's Compendium Classes.txt ZIP file
    Emong's Doppelganger
    FrozenGoldfishGod's The Chosen
    gnome7's Marked Ninja
    Hugoon Chavez's Dragon Marks
    KillerQueen's Jojo's Bizarre Adventure compendium classes
    Lemon Curdistan's Avowed
    MadRhetoric's Wishbearer and Eternal Protector
    Mikan's ...Broken Spirit?
    Mikan's Monster Hunter
    Mors Rattus' Ronin and Blindfighter, don't know how long they'll stay up
    Okasvi's Miscellanious Compendium Classes
    Okasvi's Immortal
    Okasvi's Vampire
    PublicOpinion's Hat Master
    PublicOpinion's Honorary Librarian (includes extra race options)
    Tollymain's Leviathan Master
    Tollymain's The Aware



    Settings and Adventures:
    aldante_fax's Infinite Dungeon
    Danoss' Living Dungeon World
    FIGHTING-MAN's Streets of Marienburg, a Warhammer Fantasy playset of World of Dungeons.
    GimpInBlack's Dark Sun World
    InfiniteJester's Mutant World. a Gamma World hack
    madadric's Land of the Dead
    Mikan's Twin Spirit Isle
    Mors Rattus' Seventh World, a Seven Seas hack
    PublicOpinion's Agram's Temple


    Published Books:
    Dungeon Planet


    Support
    If you'd like to support the various goons who make these wonderful things, you can throw money at the following places:

    Mikan's Fünhaver Industries
    Gnome7's DTRPG publisher account
    madadric's DTRPG publisher account


  • Friday, March 29, 2013

    My Kickstarted Games

    In order of projected release here are, with brief commentary and excluding video games, all of the games or game-related kickstarters I have thrown money into.

  • Farmageddon: Estimated Delivery: July 2012, got my game 1 month late
  • New Fire: Aztec RPG: Estimated Delivery: July 2012, still being worked on
  • Champions of ZED: Estimated Delivery: August 2012, draft finished but where is the book?
  • Cure the Darkness: Estimated Delivery: August 2012, haven't played it yet
  • Dwimmermount: Estimated Delivery: August 2012, LATE and it looks like it's moving forward again
  • Our Last Best Hope: Estimated Delivery: August 2012, got my book but haven't read it yet
  • Zombicide: Estimated Delivery: September 2012, EARLY
  • Axes and Anvils: Estimated Delivery: November 2012, seems dead in the water
  • OGRE Designer's Edition: Estimated Delivery: November 2012, production difficulties
  • Fate Core: Estimated Delivery: March 2013, got some pdfs but the book is late
  • Spears of the Dawn: Estimated Delivery: March 2013, was delivered 2 months early!!
  • Ehdrigohr: Estimated Delivery: April 2013, slow moving but consistent
  • Tavern Cards: Estimated Delivery: April 2013, regular progress and updates
  • Adventures Dark and Deep Players Manual: Estimated Delivery: June 2013, it's looking good
  • Numenera: Estimated Delivery: July 2013, I expect that if this is delayed it will still release this year
  • Achtung! Cthulhu: Estimated Delivery: August 2013, KS still in progress
  • Horror on the Orient Express: Estimated Delivery: August 2013, they might be late but I'm not too worried
  • Deadwood Studios USA: Estimated Delivery: September 2013, KS still in progress

    Green means delivered on time, or not delivered yet but not late
    Yellow means late but delivered
    Red means late and not yet delivered
  • Saturday, March 23, 2013

    It's hard to write a review of a game that is written on the back of a business card, so I'll limit myself to three words:
    So fuckin' cool!

    link = Vast & Starlit