Campaigns

Kickstarters To Watch: Inverse World

Inverse World is a Dungeon World-based product featuring a unique new setting and many new playbooks. Inverse World has a few design tenets that separate it from common fantasy RPG tropes – for example, flight is not a feared, game-breaking ability, and there is no weird undertone of racial determinism like there is in a lot of other games, where your race will determine what roles you do well in. Instead, the races of Inverse World are all one people but with different appearances, but it doesn’t look as though it will play a role in mechanically pigeonholing you. While the Game was originally for Dungeon World, it’s now also offering a FATE system product that you can also pledge for, if you’re not interesting in Dungeon World.

There’s several levels of rewards you can go for. At the $10 level you get your pick of Dungeon World or Fate Inverse World PDFs, while at $15 level you get both at once. The $30 level is the first physical tier, though it also includes the PDFs. For $50 and $70 you get some physical goodies like post-cards, design commentary, thank-you notes and custom content for your own game. $100 gives you everything plus some artwork. A special $125 bundle intended for a group of four people comes with multiple copies of the game and some of the goodies, and baked-in international shipping, which is a good idea considering how much international shipping can be a bummer for both kickstarter backers and for the creators.

Inverse World is already funded, so you don’t have to worry about whether or not you’ll get it – now it’s all about what you’ll get out of it. The Kickstarter has currently accrued $9000 worth of donations. A number of stretch goals have been reached, such as an additional post-card and new Adventure Locations for the game. The next Stretch Goal at the $10,000 level adds an Instant Islands guide for DMs to quickly create new, interesting places; a $13,000 stretch goal adds vehicles and mounts to the game. Both sound like great values that could vastly improve the play experience.

If you’re a fan of Dungeon World or FATE and want a unique and tasteful new take on fantasy, you’ll want to back this. Already even the smallest tier is looking like a great deal, so give it a look.

Categories: Campaigns, D&D 3.5, D&D 4e, Fluff/Inspiration, Kickstarter, Legacy D&D, News, Other Systems, Products, RPG | Tags: , , , , , , , , , | Leave a comment

Myths of Uttarakuru Status Update

It’s been a long time since I’ve talked about the game, mostly because I’ve been really quietly just working on it and doing other projects on the side as well because I’ve been in a prose kick, love writing prose, and prose helps me keep sane. I’ve been going through some life stuff: car broke down, car is mostly fixed (gaskets are bad and so are the plugs actually but it runs), but I don’t have gas to cook and no money for gas so I went out and chopped wood to burn. It’s been a stressful year already. However, I’m still 100% committed despite all the obstacles to get all of this done. And the plan is still the same: you all get a completely free playtest, and I kickstart for pretty art and layout, and add all kinds of new content, including actual printed cards.

Right now, the game is nearing the home stretch. All of the game parts are basically done. What’s left is to finish up the advanced character content (additional stuff like Perks and Talents for characters to expand), and finish up my thorough Adventure Building section (calling it “the GM’s section” is wrong because I want player to read this too), and then write some introductory content for you to use – plots, critters, NPCs and so on. I second-guess myself a lot on gamey-parts, I really want this to come swinging out of the gate with cool lore, and interesting and easy-to-grasp gameplay. I’m trying to set aside that and not let perfect be the enemy of done, but I’m a huge tweaker, and it’s hard not to find things to tweak.

But it’s near done.

There is one section now that is entirely drafted and that’s the Lore section for the World of Uttarakuru. Here is the dropbox link for you to take a look at that. Hopefully you’ll get some enjoyment from it.

Categories: Campaigns, Fluff/Inspiration, Meta, News, Other Systems, RPG, Uttarakuru | Tags: , , , , , , , , | Leave a comment

Cutting Out The Armor

Armor is a staple of most tabletop roleplaying games with some kind of combat system. The point of Armor is that you can purchase an item that will passively improve your defense. In D&D Armor improves your Armor Class which makes it harder for enemies to hit you at all in its binary “roll high” resolution system. In Dark Heresy the Imperial Guardsman of the group will be wearing armor that gives around 4 damage reduction – though many weapons in Dark Heresy outright ignore points of armor through their Penetration value, so this more complicated than it sounds. In Exalted, Armor directly reduces points of lethal or bashing damage inflicted on the character, or both at once. There’s many more examples of course. Lately though, I’ve felt kind of down on Armor, and have been looking for ways to remove its presence from my own designs.

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Categories: 13th Age, Campaigns, D&D 3.5, D&D 4e, Fluff/Inspiration, Legacy D&D, Meta, Other Systems, RPG, Video Games, Warhammer 40k | Tags: , , , , , , , , , | 1 Comment

Actually, The Solution Is Talking

Remarkably baffling to me is that “drop a rock on them” still exists as a piece of advice regarding the relationship Game Masters have to their players in RPGs. You can see the same passive-aggressive and maladjusted responses to situations in games all over gaming forums and blogs and over all kinds of issues. They often revolve around D&D, mostly because D&D has a lot of mechanisms that can create adversarial relations between the GM and the players, whether they’re intended to or not, like alignment (and any mechanics attached) and the one-sided and very binary resolution mechanic (players roll but the GM solely interprets and decides). You’ve all heard stories about “making” Paladins fall for not playing how you think they should; about taking away the party’s equipment to “teach them” a lesson; taking away spells or powers to “see what they do” without them or to “disrupt” their preferred play styles. This is all terrible advice, and terribly prevalent, and I feel, actively toxic to the community as a whole.

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Categories: 13th Age, Campaigns, D&D 3.5, D&D 4e, Legacy D&D, Meta, Other Hobby, Other Systems, RPG | 3 Comments

Turn Sequences In RPGs

Briefly, I’d like to say that I think there’s still value to an unbroken, uninterruptible turn structure in an RPG, depending on what you’re going for with it. While it’s certainly useful in its own way to have a game without a turn sequence, and the idea of “spotlight” in RPGs is kind of dubious, I thought about why I wanted a turn sequence in my game, rather than bucking it as a lot of indie games have been doing lately. I also tried to think about it outside the box of “the bad player who runs over others in a turn-less game” because I try very much not to look at “bad player” arguments. My philosophy is that I write games where I assume and impart upon the group that they should be friends, talk things over, and should look after each other and cooperate – I don’t like to write mechanics that exist solely to punish the theoretical “bad player.”

1) It’s easier to play online: Turnless games and games with interruptible turns behave weirdly in a medium near and dear to me – play-by-post roleplaying. Playing D&D 4e in PBP is kind of a nightmare because of all the times that another person at the game is needed for input. You move, and someone can interrupt with an Opportunity Attack; you attack, and someone can interrupt with a power or you might need someone else to resolve your roll because of a lack of information; you give other players actions and then they resolve them on your turn, necessitating that they appear and post before you can continue. There’s a lot of places where you could potentially require the input of others – and that’s more posts in your way.

What I want from Uttarakuru is for everyone to have a turn, and for everyone to expect to resolve that turn alone. This means a turn structure, but equally important is open information. Important target values can’t hide behind a screen. Everyone should know off the bat what their targets are and what the consequences of their actions could be.

2) It’s more neatly organized: I’m a neat freak in RPGs. I ran my own Dungeon World mini-game for some IM friends the other day. I essentially asked for a turn structure on that because everyone started talking at once and I found it hard to follow. I love Dungeon World. I love The Conversation. But even when I play Dungeon World, rather than DM, I’m a bit demure – I still sort of “wait my turn” so to speak. I find a lot of comfort in sequence, and I’m pretty poor at doing things outside of a chronological order. I like to think of RPG turns as pieces of a story that all fit together as a puzzle. I want to bring that kind of neatness and organization to Uttarakuru. Scenes and Turns are each broken up into simple steps you can easily digest.

3) It’s easier to plan ahead: I’ve seen a lot of general stigma to “planning” things in RPGs. Listening to the RPG blogosphere there seem to be few things more vocally reviled than the GM who hunches over books and “plots things out” and comes to the game with encounters and story and other things in mind. I don’t accept that though, because I think this planning is still very useful as a guide or inspiration – a skeleton around which flesh can be arranged. When you have a turn order and a certain expectation that scenes may contain “rounds,” and that in turn those scenes themselves will make up units of an adventure, you can more easily generate material ahead of time, as well key your material to specific parts of that structure. You have a more comfortable environment to plot out. Not everyone is good at improvising, but I think planning and structure can be a great tool to help you become a good improviser. You can start on that road by learning to prepare material but also coming to the table knowing you will change that material and add to it as it suits the player’s actions and decisions.

Categories: 13th Age, Campaigns, D&D 3.5, D&D 4e, Legacy D&D, Meta, Other Systems, RPG | Tags: , , , , , , | 2 Comments

Quests and Narrative In The Secret World

The Secret World is by far the most polished, interesting and entertaining MMORPG I have ever played. It is smart, entertaining, and bold, and though perhaps difficult to approach at first, it always rewards the effort you put into it. At its heart, however, it’s still the MMO you know – but it does the things you know, and perhaps dislike, in a way that elevates them and makes them fresh. I wanted to discuss today some bugaboos that haunt not just MMOs, but perhaps even the humble Tabletop RPG player, the far less technological common subject of this blog. Quest is the word of the day.

MMOs are made and broken by quest lines. We’ve all got archetypal quest lines we love or hate. None more than the following two. I want to talk about not only what The Secret World does right, but also what you, as a game designer, dungeon master, adventure writer, whatever, can think about when you assign “quests” like this. Avoiding them is foolish, I think. These objectives resonate with people – if they’re done properly, they can convey a lot more than you think.

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Categories: 13th Age, Campaigns, D&D 3.5, D&D 4e, Fluff/Inspiration, Legacy D&D, Meta, News, Other Hobby, Other Systems, RPG, Video Games | Tags: , , , , , , | 2 Comments

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