Showing posts with label Prep. Show all posts
Showing posts with label Prep. Show all posts

Saturday, July 9, 2022

I have a Youtube Channel!

 I've taken up painting my terrain, as well as using combat "Zones". I've posted many of my paint jobs on The Tabletop Crafter's Guild page on Facebook. Some folks put forward the idea of my starting a youtube channel for painting. The job market isn't panning out so why not?

Here's the first few videos!









Tuesday, December 28, 2021

Campaign 101: Encounters

 I'm going to explain my methodology for creating campaigns, and to do that, I'm going to start with Encounters. They are the basic building block of every adventure or campaign.

An adventure is a plot with a series of problems (Encounters) that need to be addressed to solve the adventure. Common Encounters involve fighting, socializing, exploring, or chasing. 

A Bad Encounter is one that gets resolved with one or two rolls. It's a blip, a minor inconvenience that did not require the players to engage with story.

  • The party thief rolls to detect traps. He finds one. He rolls to disarm it. He succeeds. Yawn.
  • The heroes need to trick the guard into letting them in. One player rolls Persuasion, succeeds and they get in. My, how heroic.

A Good Encounter is one that causes the players to strategize. If they are talking about what to do next, they are playing the game. And their solution may not be what you have planned, but be flexible enough roll with it. It might be that their idea is way cooler than what you had planned.

  • The thief finds the trap. It's a pressure plate across the entire floor, touch it and the roof might collapse, but the party needs to get across. Tell me how your hero intends to disarm or bypass this trap. It may require a player to make several careful rolls as or risk triggering the whole thing.
  • The heroes need to get into that party but the gate guards say otherwise. The heroes need a plan.
  • The heroes made it in to the party. Someone here knows where Alphonse the Mouse is and the heroes need to figure out who and where they're hiding him.

A Great Encounter is one that allows the players to strategize, but there's a timer going. 

  • The heroes are in a trapped room and they have a limited time to escape before they drown/ asphyxiate/ get crushed.
  • The heroes have triggered on of the mansion's traps. Now they have to race down a long, treacherous hall (requires multiple rolls) with a boulder chasing them. The heroes need to make 3 out of five rolls to dodge obstacles or get crushed.
  • Alphonse is in danger. They need to find his whereabouts quick!
  • Alphonse the Mouse is being held by several thugs. Combat timer - Who will run out of hit points first? or Can the heroes defeat the thugs before they kill Alphonse?
It's best have a mix between Good and Great Encounters.

What is the Goal and What's in the Way?

Every encounter should have a goal that the players understand. How they defeat that goal is entirely their business. Don't create solutions, that's not your department.
What's in the way of that goal? That's the complex obstacle your heroes will need to overcome by either outsmarting it, or out-fighting it.

Sample Goals

  • To get information that helps you toward your adventure Goal.
  • To acquire an item that helps you toward your adventure Goal.
  • To stop or weaken an enemy.
  • To recruit an ally.
  • Stay alive!

Rewarding Treasure

Treasure rewards for encounters are very minor, like a handful of coins or a spare common item. There's going to be a lot of Encounters so don't overpower your heroes with rare rewards. Usually the main reward for an encounter is being able to progress the story.

Failing an Encounter

Failing an Encounter is a minor penalty and often just means they don't get the reward. This shouldn't make the rest of the adventure impossible, just a little more difficult. Give players the room to fail, but still find success. 

If they failed the Encounter because everyone died... well that's another Blog Post I will need to write.

Saturday, December 11, 2021

The Problem With "Epic" Campaigns

 


Like Hollywood, many GMs are under the impression that the bigger the Threat to Existence, the more compelling the story will be. In my opinion, that's not going great for Hollywood right now and it may not be working great for your campaign either.

What's Bigger?

One problem with Epic storylines is that if you revisit a storyline based on saving All of Existence, your next story has to be even bigger (Dragonball Z)! Because it has nothing else really going for it except spectacle, does it? Sooner or later, you or your players will either get fed up with increasingly outrageous ways to threaten the universe (Star Trek: Discovery) or you'll just reboot or abandon it.

Not every story needs to be about saving All of Existence. Heroes can get just as much or maybe more enjoyment from just saving a village from the Barbarian Raiders. But if the heroes are working to save a village, I bet the village will know about it.

All Alone in the Night

Your heroes fight the spectacular battle with the Forces of Naughtiness, and though it was tough, they prevail. But... I've noticed a trend in Epic Stories where the world isn't necessarily aware it is in any danger, only the heroes and the villains know what is truly going on. And while a heroic victory without seeking glory is very noble, this is a game of Fantasy. Your players might be looking for some positive reinforcement beyond treasure for what they've done. How about a parade, or at least a heartfelt "Good Job" and "Thank You". Your players likely aren't getting thanks in their real life. 

However, all too often the heroes stand alone.

Take Luke Skywalker in Return of the Jedi. During the final battle over Endor, Skywalker has a serious battle of his own going on and the death of Palpatine and Vader may have helped turn the tide of the war. But I doubt anyone except Leia was told about what when down. There are parades for the Rebellion, but not for him. Very noble, the cause is more important than the person.

But! Your players might prefer a different ending, one where the people being saved know that the heroes are there doing what they can. It's all unfolding right in front of them. And when it is all over, the heroes get the recognition they've earned (see Army of Darkness).

All I am trying to say is that if the world is in constant danger of being obliterated every week, what does that say about the world? If the novelizations of Star Wars are to be believed, Republics are made out of tissue paper. 

And the Mandalorian? He just wants The Child back. That's all his story needs.

Tuesday, December 7, 2021

How I Handle Money Without Counting Pennies

 


I'm tired of counting coins and cracking silvers into coppers and NONE OF IT IS FUN!

It's an almost proven fact - As math increases, entertainment decreases.

So here's how we simplify things:

The Basic Unit - A Handful of Coin. What kind of coins? Who cares. How many coins? Who cares. A Weapon costs a Handful of Coin. A toolkit costs a Handful of Coin or two. A days food and lodgings costs a Handful of Coin. If the cost of an item is significant enough to note, it probably costs a Handful of Coin. When you search a goblin for loot, it might have a Handful of Coin.

The Sack of Coins. More expensive items cost 1 or more Sacks of Coin. Horses, Wagons, Sailboats, passage for a long voyage, their costs would be in Sacks of Coin. If the heroes are being hired for a "simple" job, they're going to be paid in Sacks of Coin. 1 Sack of Coin equals 10 Handfuls of Coin. The hero can carry 2 Sacks of Coin before becoming encumbered.

Chest of Coin. For the big payments. Magic items, castles, warships, blackmail, it costs Chests of Coins. A Chest of Coin equals 5 Sacks of Coin. Heroes are encumbered if they are carrying a Chest of Coins, so better get a wagon.  

Thus we keep wealth descriptive, math is at a minimum, and you can easily gauge whether a hero should be encumbered by their loot or not. And it should be easy to guess-timate the price of anything.

I got the idea from movies, tv shows, Vikings, etc. They never talk about amounts. When someone buys something, they toss a handful coins down and get what they want. The villain always pays a sack of coins to his nefarious henchmen for a dirty night's work. Kingdoms pay ransom to their attackers in chests of coins. The vikings never sat and counted each coin when they were paid off. They just threw open the lid, looked at the loot, and the deal was done. 

Edit>> I thought about just using individual coins to represent the wealth, but then heroes would only find single coins. Getting a Handful of Coins sounds better.

Tuesday, November 2, 2021

Setting 101: The Fluid Setting


I'm trying to break my habit of prep, prep, prep, and never play. I'm looking for a more holistic approach. Imagine having a game world that can be everything you want it to be, where you aren't pigeon-holed by pre-generated content. Imagine a world that holds as many surprises for you as for your players!

I'm talking about a fluid setting: Basically a name, a high concept, and a sample starting location. Everything else is generated by the GMs imagination only when they need it. 

It's still just a rough idea, but this is what I got so far...

Zen Campaign World Design

Thou shalt not make a world map!

Once you make a world map, the world becomes finite. There's nothing left to explore if it's all been decided ahead of time. As long as there is no map, the world is infinite. Anything, or anywhere can be in it. 

Thou shalt teach the players of thy setting through their adventures!

The only meaningful way your players will get to know your setting is by experiencing it through an adventure. Therefore, don't start making maps, make adventures and let the adventure dictate what it needs. Just keep track of what you create in case your players want to return to that location. Through the adventures, the world will begin to coalesce.

Thou shalt think like an 80's toy executive!

You have an idea for a cool location, villain, creature, or item? You need to put it in an episode before the kids will buy it. Use an adventure to showcase the new content. 

Thou shalt give the players the freedom to add to the world!

By not spelling out every detail in the world, you give the player the opportunity to add things they would like to see in your world. Players that have the freedom to create their own character concepts will be more invested in them than a player whose has just randomly rolled some background items that will never come up in game. If a player decides that they want to be a Witch Hunter, that feeds the gm information about what that player would like to see in the adventure.
You see, you'll be discovering things about your world you never even considered. If you start a game with new players and decide you don't want witch hunters, you can pluck them out since they aren't "hard-coded" into the setting, only the previous game.

That's the beauty of a Fluid setting, it can be completely different depending on the group playing. It will always be fresh and new to the GM with each new group. You can keep what works and toss what doesn't.

Just remember:

 If the players don't experience it in the game, it doesn't exist.


Tuesday, October 26, 2021

Campaign 101: Inspiration!


The well has run dry? If you've read my other posts then you'd know I have been there too. Here's a few things that helped me out of it:

1) The Runehammer Channel on Youtube - If you are stuck in a cyclone of rules, watch these videos. Especially the ones about ICRPG. Hankerin Ferinale snapped me out of my slump and freed my creativity that had been stifled recently (Pathfinder Society did more harm than good to my GM skills, I think). 

2) Online title generators - There are several, I use many different ones. Generate a bunch of titles until one grabs your attention. Treat your campaign like a pulp serial of the 30's. Today's Episode: The Tree of Whispers!

Wait, what does that mean? I don't know but thinking about it gives my mind a target to focus on. Before I was staring at a blank canvas, with nothing there to inspire me. Now I have a title! 

Here's what comes to my mind: An unknown, feral group of forest elves ritually hunt those that wander too deeply in their forest. They give their sacrifices to feed their Great Tree: Annanus.  Annanus has grown old, corrupt, and mad. The tribe and the tree are one. Enter our heroes...

There, now I have the over-arching story. But I need to add dimension to this campaign. What two other problems are there in the area? Are they symptoms of the primary story, or a separate problem that also needs to be addressed immediately?

Side Problem 1) - We can kick off our campaign with this. A lord's son has disappeared (in the elves' forest). Unfortunately he was to be a peace envoy to a nearby kingdom and tensions have reached the boiling point. Since no one is aware of the elves' presence, one side believes the other has captured or killed the prince. Only his return can prevent the war. The heroes may run into scouts of either military force in the forest and neither will want to leave witnesses.

Side Problem 2) - The heroes will be fumbling around for months searching the forest. They need a guide. There is a tribe of Kobolds that have kept themselves hidden from the elves (or the elves didn't find hunting kobolds challenging enough. The heroes stumble across the Kobold, Yatzhee, hanging from a tree snare and panicking. If the heroes free the Kobold and befriend him, he can take the heroes to some of the Prince's company. The Kobolds took pity hid the retinue in their dens. Unfortunately the Prince was taken by the elves. Yatzhee volunteers to guide the heroes to the elf tribe and will tell them all he knows about them.

Let's add one more Side Problem - When the heroes reach Annanus, they see that an entire elf army is preparing to march. If it strikes the two kingdoms while they war with each other, the elves would triumph over both. How can the heroes warn and convince both kingdoms to ally when they must also find and rescue the prince? 

Now I would go about roughly outlining the campaign as I recommended in my post - Campaign 101: Villainy is Afoot!

I hope these ideas help you!

Tuesday, September 28, 2021

One Room DC and Why I Can Lock Myself Up In It (ICRPG)

GMs spend a lot of time working with finicky Difficulty Target Numbers. Searching the desk is this difficult, hitting the goblin is this difficult. But in that work is a Meta-thought, "this encounter is a bit easy, let's move those difficulties up a bit".

Yup, as a GM you have probably tweaked an encounter upward in difficulty so your players don't walk easily through it.

One Room DC doesn't bother itself with individual difficulties. Why should they matter? What you really want is to make the entire encounter difficult, or easy, or whatever. So why not just stick with one difficulty for the whole encounter? If someone is good at one of the tasks, they get to roll against the EASY difficulty, 3 less than the average difficulty. It's elegant.

Wait, but he shows the players what the difficulty number is. Now there's no mystery.

There never was, really. Hiding the difficulty number has never added suspense to a roll. 

But if the players know the difficulty, they may try to avoid the encounter!

Good! Violence shouldn't be the catch-all solution. The heroes that spot the the trouble inside should have an idea whether or not this is a battle they can handle. The GM shouldn't make every encounter "balanced" to the party's ability. And maybe, maybe they will still try the challenge, but they are going in there with a plan. Making plans and seeing them come together is more fun than rolling to hit a monster whenever your turn comes around.


Thursday, September 16, 2021

How to Run a Heist in Any System

This blog is in response to Zee Bashew and Matt Coleville's youtube channels, regarding running a heist. 

You want to run a heist, or your players are about to storm a heavily defended outpost. Preplanning is key, but how do your players know what to plan. I doubt any of them has real-life experience in these areas, but the characters probably do. So how do you cover for your player's lack of foresight?

The following method is a combination of the Leverage RPG system for heists and some suggestions made for Savage Worlds, but they will work for any system. You may have to add the meta-currency (bennies, tokens, fate points, hero points, most games already have one).

Start with some skill rolls. Every player needs to decide what their contribution will be to the plan: The hacker my crack the security systems, the Mastermind might get the layout, the hitter may keep tabs on the security guards, etc. Then everyone gets a skill roll. If the roll succeeds, add a Meta-Token into a pot. If it's a critical success, add two or three.

During the actual heist, any player may take a Meta-Token from the pot and spend it to reroll a failed roll or to conveniently have a tool for a job that wasn't listed on their character sheet. The Meta-Token might also follow the rules of whatever game system you are using. The player should explain how their fore-planning allowed them the advantage on the roll. Keep in mind also, the pot doesn't refill. Once it is empty, the heroes have reached the limit of what their pre-planning can do to help.

That's it. It should be easy to bolt into your game system.

Wednesday, September 8, 2021

Worldbuilding 101: The Three Zones

So you feel ready to build your world but you don't know where to start. Suddenly the enormity of your task dawns on you and you panic! Do I have to script out every town and city, their populace, points of interest, and ruling bodies? Do I need to know how the toilets flush? And so you searched online for assistance. So did I.

Sadly I gleaned very little about a process for actually building a world. It all felt like that old cartoon joke:


I've made a few observations on the subject that might assist you in this endeavor. First, we will zoom out to view your entire blank world. What is your world? It's the playground for your players. But we need to know how they want to play. How do we find out? Well, there are typically three playground zones in any setting. They are:

  1. Civilization: This zone is all about the inner cities, the core worlds, mega-city 1. If your players want adventures in the city, they are telling you they want a game about intrigue. The villain's are primarily other people. The heroes must navigate their way through political pressure, corruption, all while making the right allies to help keep them alive. Cyberpunk is exclusively a civilization game. 
  2. The Fringe: The fringe is where civilization has a tentative hold over the wilderness. It's a popular starting location as it offers both intrigue and exploration storylines. It's also a quick hop back into a city if the heroes want, or into the wilderness. Fringe stories involve societal breakdowns like raiders, rising warlords, and corruption but also include stories about natural disasters, plagues, pestilence, rampaging creatures, and forbidden things lurking in the shadows. Players will often be hired to deal with local problems since on the fringe, there aren't a lot of peace-keepers. Almost the entirety of the original Star Wars trilogy occurred in the fringe of the Empire. We only ever saw one civilized world... briefly, Alderaan.
  3. The Wild: If your players choose to play in the wild, they are telling you they want survival to be important. In the wild, there is no resupply or comfy taverns. In the wild, anything strange can and should happen. The players are out here to explore. The locations should be awe inspiring. The threats should be unique and terrifying. This is the home of lost civilizations, ruined tombs, and undiscovered countries. Give it to them.
D&D tends to place its lost tombs conveniently in the fringe so that adventurers can investigate a sunken temple at noon and be back at the pub by nightfall for fried chicken. Well the fringe is a good place for it but might I suggest treating the search for the sunken temple as a transition between the fringe and the wild? You'll get more adventures out of it and survival without support will ratchet up the suspense.

So now that you know the three zones, what do you do with them?

If the players choose to play in civilization, then you know you need to pour your efforts into a city. That's just ONE city. Where do I put it on the map? It doesn't matter. There ought to be plenty of adventure there and it doesn't sound like your players are in the mood for cross-country travel.

If the player's choose the fringe, then you know you need a town. Your players may not like the town you have made but they won't know that until after the first adventure. Once you have an idea for a town, come up with three things that are troubling the town: Frequent orc raids, a mysterious blight on the crops, and a band of thieves are harassing the townsfolk. Your players will choose to tackle one of these issues, and if they hate the town by the end of the adventure they can go to a different town. In which case make a town more to their liking and come up with three things that are troubling the new town: Well those orc raiders are striking here as well, children are suffering from a strange "sleeping sickness", and there's rumor of a sunken temple in the nearby swamp. Build the towns as they are needed.

What if the heroes choose the wild? Then build an amazing location that holds a terrible secret, don't forget the keeper(s) of that secret. Also focus on how the heroes are able to survive the wilderness trek. What problems might they face? What random creatures might they encounter? Each adventure the heroes should: experience an amazing locale, fight something they've never encountered before, and learn a secret that the forgotten place holds. Here's an example: My heroes are trekking in the wilderness, survivors of a shipwreck, cast away on an unexplored shore. They strive to survive the wilderness when they come across an inland grotto decorated with the remains of torn-apart ships. What are they doing this far inland? The water in the grotto links to the ocean and the grotto is the lair of a kraken! The same kraken that destroyed the heroes' ship! That's not all. A local tribe of beast-men worship the kraken and view the pillaged vessels as gifts. As far as they are concerned, the heroes have violated their holy ground.


Tuesday, September 7, 2021

Index Card RPG Master Edition!

 In recent months I have been gravitating toward more rules lite RPGs. Partially because of how hard it is to get new players to understand the complexities of RPGs, and partly because I have found them too limiting. Then I discovered RUNEHAMMER. I suggest you go check him out.


Hankerin has stepped away from the crunch talk of D&D to talk about the philosophy behind it all. It was all stuff I understood in the early days of the hobby but lost as new RPG systems wrote rules for everything under the sun.

The truth is, you don't need that many rules. Here's what you need - 

  • Who is the Character?
  • What is the Character good at?
  • How do we resolves tasks?
  • What happens when the heroes do something that makes the task harder or easier?
  • How long should the encounter last? (See my post about Hit Points are Timers)
RPG's are actually about time: Can you do X before Y? Can you defeat the Dragon before it defeats you?  Suspense is also about time as well, and ICRPG introduces the idea of TIMERS to put the pressure on. Now it's "Can you pick the lock before the Boulder smashes into the party". And fact that the timer is visible to all players? No, it isn't realistic but it does generate suspense! In the Story-verse, suspense is worth more than realism. In fact, anything cool is worth more than realism, right CSI? Zoom and enhance!

This blog is now going to extol ICRPG. It's a fantastic rules-lite system that has enough depth to play a campaign and enough freedom to do anything you want. ICRPG is a system of simple suggestions. Yes, you may have to do a little work to get ICRPG to do what you want but believe me when I say it will only be a little.

Stay tuned as I gush over ICRPG the way Kami-Kun gushes over her Senpai. I don't know what that means. My daughter said it would help me connect with a broader audience.

Hit Points are Timers

I've played a variety of RPGs over my lifetime. Many of them have substituted Wound levels for Hit Points, such as Savage Worlds and WEG's Stars Wars. As a system, I don't mind them and they seem more realistic than Hit Points. There is already a huge RPG philosophical debate over what Hit Points actually are. Are they a measure of health and blood loss? Are they a measure of luck and combat prowess?

My friends... they are TIMERS. That is all they have ever truly been. If a 4 heroes do X damage per round, my creature needs Y Hit points to survive long enough to do its cool abilities. If you want an encounter to last longer, give the villain more Hit Points. If the players change the timer speed by doing more damage in a round, BRAVO!

Well that's definitely an argument against Hit Points, right? If we know it's a meta-measurement, we should stick with the realistic Wound systems?

Not exactly. One of the things I've found with Wound systems is a lack of suspense. Often times a hero or villain can be taken down in one hit (realistic), but that eases tension imho. The player accepts the possibilities of their character being in one of three states: Fine, Wounded, or KO'd. If fine, keep attacking. If wounded, keep attacking. If KO'd, kick back and wait until you revive.

But with Hit Points, the results are more nuanced and random. You might be hit for a point of damage or you might be slammed leaving only one hit point. As a result, there is greater range of dread. Hit Points build suspense because it is a timer that can move a little or a lot, but still leave you alive long enough to worry how you'll be next round. You hope you might only take 1 Hit Point of Damage while you scurry for safety.

You know, the older I get, the more I realize that a game will always be abstract, never realistic. And that my players want "Movie-verse" reality, and that we are so well versed in that reality they we don't necessarily need complicated rules to emulate that. We can just use the Rule of Cool (That's cool so yeah, you can try it), and all be accepting of the ruling, and we remember that in an RPG, everyone is supposed to win.

Sunday, March 22, 2020

Coronavirus Craft Week 01 - Gamer Box

So I've been watching a lot of Adam Savage's One Day Builds, feeling the week long cabin fever setting in. So I decided to treat myself to a gamer box. My stepdaughter donated the box. It was one of these.

This is what I wanted it to hold:
Full set of Jumbo Koplow Dice
Dice rolling tray
Clay poker chip bennies
Generic villain tokens of medium, large, and huge sized.
Savage Worlds and D&D GM screens
A blank Paizo Flipmat
Pencils and wet erase pens
5 minis
2 decks of playing cards
Water spray bottle

So firstly, the box was well used and beat up, and all the dividers for the top tray were missing. So after I disassembled the box, I sanded it down to strip the previous stain and get rid of the dings. Then I chopped the bottom tray's dividers down to 1 1/2 inches high. I also cut and glued in some more dividers. I did the same with the top tray. The top tray should hold cards, bennies, dice, and the big section is the dice tray. So I can pull out just the top tray to use for most games. I made sure there was a long section in the bottom tray that would hold some pluck foam and have spaces for five of my character minis.



Next I added so,e rails into the lid as spacers, cut a board with a thumb hole to fit in the lid, and I will put magnets into the rails and board to create a pocket in the lid for the GMs screens (once Ace opens so I can get the right sized drill bit). Then I stained the wood with Kona, and lined it with green felt.





The white ribbon in the left tray is to help get the poker chips out.


And finally, I created a stencil with my  Cricut Maker and painted my name in gold letters.


Stay safe out there!


Wednesday, February 12, 2020

An Issue of Tone...


I've been silent for a while. Part of it is chaotic home life. Part of it is I am still developing Starpunk, now for SWADE. I'm having difficulty gauging how silly I want to make it (leading me to create the meme above.

I'm leaning somewhere between Star Wars Holiday Special and Lilo and Stitch. Honestly, the games usually end up like Stitch, but I have had a few players that want something more "serious". When I do, they still end up playing Stitch.

I'm mulling over publishing Starpunk. I'll need to scrub it. I began this setting using Daring Tales of the Space Lanes. I'll need to scrub out anything that plagiarizes his work.


Friday, June 15, 2018

Starpunk Update



For those that have been following my blog, I have been working on a sci-fi setting called Starpunk. It's kind of like Daring Tales of the Space Lanes but with an actual setting (and I'm leaning more toward a comedic bent). One of the biggest hurdles has been generating starships because the Sci-Fi Companion generator never sat right with me, and I have worked on a lot of Starship generator ideas. Here's what I have discovered:

a) I shouldn't need a starship generator ruleset. The point of the game is to play, not munchkin the ruleset to see what cool combo can be built.
b) The more complicated the starship builds get, the easier it is to introduce overpowered ships and weapons.
c) The more complicated the system, the less F!F!F! it got.

Well I finally have something worked out, at least for capital scale ships. It borrows concepts from a variety of sources but also required me to change my thinking process.

In every rpg that involves large starships, they have always treated them the same way as they treated smaller vessels: listing each individual weapon and its damage. If you ended up with two capital ships fighting each other, then you were expected to roll for each gun to hit, roll damage for each hit, etc. This takes too long, but thankfully it is rarely ever used since the players don't command these type of vessels in an rpg. What GMs should be concerned about is what affect all of those guns have on our hero's stock light freighter.

Here's my solution:
Don't sweat the details. Worry about the overall effect.

Capital ships have three weapon entries: Port Batteries, Starboard Batteries, and CIDS (Close In Defense Systems).

CIDS are what capital ships would use against small craft. It's treated as a single weapon, but with a RoF. The bigger the ship, the bigger its RoF (rated 2-4). A capital ship can make a single CIDS attack against each enemy fighter or missile per round.

If I do want to run two capital ships duking it out, the the Capital ships fire their batteries at each other. Each battery is considered a single attack roll. A starship can only attack with one side Battery per target unless they draw a face Card, and Ace, or a Joker for their action card. If they do, then the ship has maneuvered in a way to bring both side Batteries to fire on a single target.

Of course, if I'm going to involve more capital ships and fighters, then I would just bring out the Mass combat rules.

Saturday, February 24, 2018

Making a World Map for any Fantasy Game the Lazy Way

I have started a D&D 5E campaign with a new local group. Afterward I figured I can ease them in to other games like Savage Worlds.

Interesting note, there isn't exactly a world map or digest for D&D's setting "The Forgotten Realms" the way there is for Pathfinder's "Inner Sea", and I would really like to make my own world for them to explore instead of something they could just read about on the internet.

But of course, I hate putting a lot of work into a world knowing that my players may only see a small chunk. Or making a new world for the same fantasy setting, etc. So I made a compromise. I am only ever going to make one fantasy world for D&D (and maybe even port it over to Savage Worlds). 

Well, lets start with the world map and I will explain as I go. I went over to Donjon and used their World Fractal Mapper. You could draw the coastlines by hand if you want. Then I blew it up to 15" x 30".

Note that this is just the land masses. I wanted a lot of islands and continents for my world to explore.

Then I chopped off a segment (7.5" x 10") and printed it out.

This is where my Party will start. I won't draw towns or geological features until they come up in game. My party started in a Village and had to cross a mountain range in their first adventure so I will mark the village and draw the range they had to cross on the printout. I'll just keep creating adventures where the party wants to go and fill in the map afterwards, that way there is no wasted prep! When this region is done, I will transfer my sketches onto the main world map.

Why keep track at all? In case I or the party wants to revisit a location they had been to before, like their home village, or a haunted keep they couldn't tackle the first time.


Tuesday, September 26, 2017

My Mad Quest for a Starship Design System.



Whew....where do I start?

First, I came up with a list of things I didn't like about the way the Sci-Fi Companion handled starships. Here were my issues.

1) Buckets o'dice: I don't like them and feel they slow down the game when you have a player who isn't good at math.

2) Buckets o' weapons: I don't want to spend a long time rolling a hit for each of a Battleship's weapons if possible.

3) Do I need a ship design system? Once there is a system, I found there was a desire to break it or munchkin it, even on my end. I don't want players designing their own ship, and if I intend to keep my prep down, there is no reason I should either.

4) A balance between weapons damage and ship Toughness that doesn't make things either an insta-kill or impossible to kill. Looking at the math, the Sci-Fi Companion tends to be one or the other as the scales get bigger.

So what I did was go through ships from a variety of settings and compared them to the weapons available to those settings to find the "sweet spot" or the balance point between damage and Toughness that Pinnacle designs toward. Here's what I found out.

BRRRRRRRRRRRRRRRRRRREEEEEEEEEEEEAAAAAAAAAAAAAAGGGGGGGGGGGGHHH!

It's all over the place! There is no sweet spot that they design for!

Okay, deep breaths. I'll just have to make one for myself. I created charts of all the various dice combinations (2-6 dice, d4-d12 with explosions accounted for) And decided to place my sweet spot at about 75% chance to get a Shaken result and about 50% chance of Scoring one wound.

Then I recorded the resulting sweet spot Toughnesses. And guess what? They were nearly identical to the vehicle design rules in the Sci-Fi Toolkit. Those figures were also used in Daring Tales of the Space Lanes: Starships of the Galaxy. Wiggy had already dialed into what I wanted.

DTotSL also had a bunch of other rules I intended to copy for starship combat, like Shield Pods and Batteries. Since a there were already a good spread of Starships pre-designed in the book... okay there was no point in reinventing the wheel. I decided to save myself from my growing headache and just use the Daring Tales of the Spacelanes rules. By the way, this is a conclusion it took me 2 months to arrive at. 2 Months of math, study, re-concept, and return.

I considered applying to make Starpunk an official setting, and even asked Wiggy for permissions to use some of his rules. He never got back to me. It's just as well. I think Starpunk should just be a fan setting adaptation for Daring Tales of the Space Lanes, if that's okay with him. So from here on out, everything this site produces related to Starpunk will use DTotSL.

I bow before your skillz, Wiggy!

Tuesday, September 19, 2017

I'm Back! Making your own Wet Erase Maps and Tiles

I know I have been gone a long while. Things have kept me busy, mostly arts and crafts so let us start there.

As I have posted before, I have several terrain tiles available on drivethrurpg. But I have been struggling to find a way to use wet-erase markers on them. I have tried polyurethane sprays, modge podge, laquers...the results either destroyed the printouts and paper or let the wet erase ink bleed through. I tried Contac sheets but can never find the permanent adhesive version in stock anywhere. And the wet-erase inks didn't sit well on the coating.

Looking on the internet, the typical advice was to get the items laminated, but heat lamination doesn't actually adhere to the page. You have to keep the plastic border so that the front and back laminations stick together. If you are trying to make a large map, you would have to pay a lot for a full sized print and then a lot more for giant sized lamination. It's going to be somewhere around $40. I needed a way to laminate several 8x10 pages into a relatively seamless map.

Then I discovered that there is a way to cold laminate. This may not be news to some people, but I can say that no one on the internet had suggested it before in my research.


These are 9x12 sheets with a PERMANENT adhesive backing. Print a tile image onto cardstock, then apply one of these sheets, then trim. The result is remarkably like Paizo's Gamemastery tiles in feel and finish. I have already done an overnight test with black, red, green, and blue wet-erase inks and all erased cleanly the next day.

With this technique, I was able to print up 9 8x10 sci-fi terrain pages, laminate them, then tape the backs together to get a sci-fi wet-erase deck plate map that is 24x30 inches and fold-able. If you have seen the Paizo sci-fi flip-mat, you will know why I felt compelled to make my own. Theirs is too dark for black ink to show up well when drawing the walls and chambers. Now I have a wet-erase sci-fi map for all of my Savage Sci-Fi adventures. (PS: The tile set will be available soon on drivethrurpg. As usual it will be pay-what-you-want. I'll let you know when it launches.)

That's all for now, but expect more posts soon.

Tuesday, April 18, 2017

6x6 Swamp Tiles Are Now Downloadable at DrivethruRPG

Yup, I been busy doin' tha art thang. Find the HERE.



I've also been looking into a way to coat my tiles to make them work with wet erase markers. The only advice online that I could find was to cover the tiles with a sheet of poster frame plastic. That's great, but not portable. It would be great if I could pre-draw any features on my tiles and transport them to the game.

Here's what I have done so far:

Lamination - Ordinarily would work, however the side lips of the lamination would interfere with the tiles abilities to butt up against each other.

Modge Podge Glossy Acrylic Sealer Spray - I put three coats on a tile but the ink still bled through to the paper underneath. It might work if I added more coats, but I don't want to spend $10 per can and have it only treat 6 tiles. I have a lot of these things. Plus a knowledgeable friend advised me that Acrylics can yellow the work, wear off, and don't age well.

PVA Glue (Elmer's) - I honestly thought this would work and it almost did. The problem is that PVA glue is water-soluble, even after it has dried. As soon as I used a wet rag to erase the ink, the glue became liquid again and things went bad.

Polyurethane Spray (Glossy) - My knowledgeable friend suggested this and it is also about $10 per spray can. You can get it from Home Depot. It will take longer to cure but can likely do the job in two coats. We'll see.

And speaking of Home Depot, they have this little "Start your own fairy garden" miniatures for $2 a miniature.  There was a great, to-scale Water Well that I picked up. everything else wasn't much use to me. Not a bad find.


Tuesday, April 11, 2017

6x6 Forest Tiles Are Now Downloadable at DrivethruRPG!

So I have been working on some more Terrain Tile sets for use with RPG miniatures. Partly because many of the Paizo Flip Mats are no longer available, partly because it's improving my Photoshop skills, and mostly because I can.

The tiles are 6" x 6", with or without grid lines and can be downloaded HERE. It's Pay What You Want, of course.