Tuesday, 15 April 2014

Forge Engine monster stat blocks...

I'm still working on the Forge Engine (while juggling various updates to Hero Kids).

At the moment I'm developing the monster stat blocks so that the GM has all of the information they require at hand.   The trick has been to provide all of the monster's information in a compact and usable form.   Ideally, I want to fit two monsters per page (in an digest sized printed book), or four monsters per double-page spread for a PDF.

The important aspect is to assist the GM in managing the energy pool and attacks of multiple monsters.   This has led me to include an attack line that shows the monster or character's basic attack, which they make by just spending the energy cost of the weapon, as well as their strongest attack, where they spend the weapon's cost and then add as much energy as possible to maximize the attack.


So the elements of the stat block are:
•   Name
•   Type and Size
•   Attributes (Strength, Agility, Stamina, Influence, Intelligence, Acuity)
•   Energy Pool
•   Physical and Mental Defenses
•   Health and Move Distance
•   Skills
•   Basic Attack and Maximum Attack
•   Specialized Combat Skills
•   Traits
•   Inventory/Equipment

Simple!

Wednesday, 5 February 2014

Forge Engine combat turns description...

One of the unconventional elements of the Forge Engine RPG is the structure of the turns.   Traditional RPGs have a round/turn structure where each character has a discrete turn within each round.   Their actions occur within their own turn, and time passes in a strangely linear fashion which requires some mental gymnastics to unravel.   Once each character's round is over, play passes on to the next character in the initiative order, etc...

The Forge Engine's combination of an Energy action economy and a system of actions and reactions that are individually costed means that the traditional linear round structure can be replaced with a more non-linear 'do what you want as long as you have the Energy' structure.   Characters can jump in and out of the action as long as they have enough Energy to perform their action; whether it's moving, attacking, reloading, or some other costed action.

As with any system, there are several caveats.   First, characters can take reactions before their first turn in combat, but they can't take actions.   Second, if a character is surprised, they can't take actions or reactions until their first turn, which means that they can't spend Energy to dodge when they're being attacked.



(Dammit, that should be 'Character #2' up there, not Character #3...)

So, what other RPGs have non-traditional round and turn structures for combat?

Friday, 31 January 2014

Forge Engine Character Sheet

The first thing I look at whenever I check out a new RPG is the character sheet, because you can tell so much about a game just from this one element. This is the character sheet for the Forge Engine RPG I'm working on.


Feedback, questions, and discussion are always welcome.

Monday, 6 January 2014

Not Forgotten!

You would all be forgiven for thinking that I've abandoned Heroes Against Darkness and this blog, but that is not totally the case!

First, I've spent most of the year continuing to support Hero Kids, which has had success beyond my wildest hopes.   Hero Kids now has ten adventures and a bunch of expansions that add to the game.


Second, I've also been continuing to work on The Forge Engine.   I first mentioned this new system in my previous post almost a year ago, which seems crazy.   Suffice to say that the system has had a lot of testing since then, including a number of major revisions to the core mechanics to ensure they work in all of the situations and genres that the system targets (fantasy and modern, and even sci-fi).


I'm always on the lookout for playtesters, so drop me an email at justinhalliday(a)gmail[dot]com if you'd like me to include you in my list of playtesters.



No, I'm not dead.   I've just been working on Hero Kids and its adventures, which are available at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Monday, 25 February 2013

Playtesting the Forge Engine

Tonight was our first playtest of a new game system I'm working on called the Forge Engine, which is an Abilities and Skills based d10 system:

•   Ability and skill based system (classless)
•   Give players freedom to craft their own characters
•   Increased power through larger dice pools (d10 dice)
•   Opposed rolls for combat to keep participants engaged
•   Skill challenges against static difficulty numbers for simplicity
•   Dice pools give degrees of success (or multiple hits for combat)
•  Combat rolls combine abilities, skill, weapon, and armor into one resolution step
•   Energy depletion system reflects fatigue from exertion
•   Meaningful decisions for players during critical situations
•   Variable Energy economy replaces discrete action economy

Luckily, we had a pre-game run-through yesterday that ironed out a lot of kinks, so tonight's game went surprisingly well (apart from almost getting killed by a pack of mutant rats).


And as an interesting experiment, I'm a player in the playtest, not the GM.   This gives me a much better perspective on how the system is working, and gives me more time to help the GM and the other players.



No, I'm not dead.   I've just been working on Hero Kids and its adventures, which are available at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Friday, 28 December 2012

Review: Heroes Against Darkness Gets 4E Right (Allegedly)

Looks like the release of the print version of Heroes Against Darkness has shaken out some new fans.

+John Bell - The Retired Adventurer - has posted a review of Heroes Against Darkness on his blog:

Heroes Against Darkness Gets 4e Right

"I mention all of this because Heroes Against Darkness is a 4e heartbreaker, and a really good one." 

"There are lots of little tweaks like this that I really like. The GM advice chapter is also pretty meaty, and I'd feel fairly comfortable giving Heroes Against Darkness to a new roleplayer as their first adventure game."

"Heroes Against Darkness in general has the feel of 4e done right. I don't say that as someone who hated 4e and wanted it to be fundamentally different, but as someone who played it and felt that the game didn't live up to its own promise. If that sounds like the kind of thing you'd be interested in, go check it out."

It's not all flowers and holding hands though, 'cos John has a couple of criticisms:

"The not particularly serious one is that there's some extraneous swearing in a couple of chapters. I'm not a prude, but it kind of comes out of nowhere and doesn't serve much purpose."

Now I'm a fairly conversational writer, so sometimes more colorful turns of phrase slip into my works.   As far as I can tell, in reading Heroes Against Darkness you'll get one 'shit' and one 'crap'. You've been warned!

The second criticism is more serious:

"The more serious one is the underdeveloped skill system. Skills are mentioned in a couple of places: Each class has some suggested skills they should have, and there's a big list of possible skills, but the actual rules for skills are totally missing, from how many skills characters should have, to how and when they select those skills, to what skills do or how one uses them, to how one gets more. As a quick set of house rules, I'd imitate 4e somewhat: Having a skill would grant a +5 on any checks related to that skill. Character would select say, four at the start and could add another every other level."

I deliberately left the skill system out of Heroes Against Darkness, but its absence has been noted.   But all is not lost, and we've had a few discussions about it over at RPGnet:

RPGnet thread: [Heroes Against Darkness] This is my kind of D&D clone

Thanks for John for taking the time to review Heroes Against Darkness.



Head over to DriveThruRPG to pick up a print edition of Heroes Against Darkness:
DriveThruRPG - Heroes Against Darkness

Sunday, 23 December 2012

Heroes Against Darkness in Print Now!

After what seemed like an eternity (considering the speed of the POD process for Hero Kids), I finally took delivery of the proofs of Heroes Against Darkness hardcover and softcover books today from DriveThruRPG!


I won't bore you with any more of the trials and tribulations of the process, suffice to say that right now you can buy the hardcover and softcover books of Heroes Against Darkness from DriveThruRPG:

Hero Forge Games Products at DriveThruRPG

Everyone loves pictures, so here are a bunch of shots of the proof copies that arrived today.














Thursday, 13 December 2012

POD Update

So I got in touch with Scott over at DriveThruRPG to find out whether I'd messed up the files for the hardcover of Heroes Against Darkness, and I got this quick response:

"No, that isn't normal at all. It should take about a week at the outside.  I'll send along an inquiry to our client rep over at LSI and see if she can track this down for you."

And like magic, today the print files are approved!   I've ordered proofs of the softcover and hardcovers, which I hope will arrive before Christmas.   Once I've checked them out I'll make them available on DriveThruRPG.

Tuesday, 11 December 2012

POD Progress - Not So Much...

So I'd love to have good news, but DriveThruRPG are going super-slow on processing the files for the hardcover POD edition of Heroes Against Darkness.

If I'd known it was going to be this long, I'd have ordered proofs of the softcovers, which have been approved for over a week now...

Anyway, I'm waiting for both to get approved, then I'll get the proofs.   At this stage it's clear the books won't be ready before Christmas.   :-(

Wednesday, 28 November 2012

Heroes Against Darkness POD Progress

In other news, I just uploaded the PDF assets for the softcover and hardcover print verions of Heroes Against Darkness to DriveThruRPG. :-)


Now for some waiting...

Tuesday, 20 November 2012

Heroes Against Darkness Print Version


Dear loyal reader(s),

I've been neglecting Heroes Against Darkness lately, but now that Hero Kids is out (go buy it) it's time for work to continue on HAD.   Today we're looking at the immediate future of Heroes Against Darkness, and the next post will be about plans for the future.

Heroes Against Darkness Print Version

First, I've had multiple requests (and not just from my mum) for a print version of Heroes Against Darkness.   I actually did a bunch of work on preparing a print version before I started work on Hero Kids, using Amazon's CreateSpace service.   The advantage of CreateSpace is that it can do interior color printing from my source (MS Word), while with OneBookShelf (DriveThruRPG) I can only get black and white interior without the background parchment texture (because they can't do full bleed with B&W).

I also got held up because I don't have a horizontal version of the logo for the spine or appropriate artwork for a wrap-around cover, like this:


However, the advantage of OneBookShelf is that it's way more discoverable than Amazon, and having the print version there will help my customers and I stay connected.   By the way, having customers is weird...

So screw those lame excuses.   I'll do a B&W interior version (without parchment), sort out the cover, and massage the logo into a more horizontal arrangement.

Anyway, it's coming next.

Thursday, 1 November 2012

International Library Games Day Tomorrow

Looks like I'm running 8 hours of D&D at the State Library of Victoria for the International Game Day tomorrow (Saturday the 3rd of November).

Option B for the younger kids is some Hero Kids adventuring.

Wish me luck!

Tuesday, 30 October 2012

Hero Kids Out Now!

Hero Kids, three normal adventures and one premium adventure are out NOW at DriveThruRPG!

Click to get it:

A New Home for Hero Kids!

There comes a time in a young game's life when they have to leave their home and strike out into a blog of their own. For Hero Kids, that day is today.

Hero Kids RPG Blog

This blog remains the home for the development and game design discussions for all of my games, but the Hero Kids blog will focus on that game and its supplements, including adventures and expansions.

So if Hero Kids is your bag, please please please head over there and click the Follow button so that you can stay informed about all the cool new stuff I release for Hero Kids.

As a super-special bonus, here's the cover for Hero Kids, once again by my buddy Eric Quigley:


Thursday, 25 October 2012

Review of Heroes Against Darkness at Earth Alpha

Here's another review of Heroes Against Darkness, this one from Andrew Collas on his Earth Alpha blog.   I've cribbed quotes from Andrew's review here, but check Andrew's blog:

Review of Heroes Against Darkness - Earth Alpha

"...this game MADE me want to play D&D again... well this version of it anyways."

"Heroes Against Darkness... that takes the wide breadth of D&D and pieces together one hell of a fun system!"

"Justin Halliday wrote this as a labour of love, to be sure, and it shows on every page.   The writing is tight and focused, the art is evocative and exciting and the layout is excellent."

"The thing that I liked most of all was the incorporation of a pseudo-4e Power mechanic for each class as well as a hybridized almost Magic The Gathering style for spellcasters.   Together this really hits the spot for me, though it does make house creating character classes a bit of work as you need to balance out their new powers."

"Another nice thing is that while mapping isn't necessary, it is really a lot of fun with the way the rules work.   So much so that my group played out a map combat, and we are NOT mappers by any stretch, and LOVED it!"

"Best of all though is the price... FREE!   That's right, you get a FULL game that is fast and a load of fun to play with out paying 1 single penny."

"So in summation, this is worth the price of admission and even gives you more value than some games that you pay $20+ for.   Check it out, give it a read and maybe even take it out for a spin or two.   Trust me, if you like fast paced, less complicated stuff, this game does not disappoint!"


Thanks Andrew!


Heroes Against Darkness won't disappoint, unlike its author:
Heroes Against Darkness: Downloads.

Wednesday, 24 October 2012

New Hero Kids Logos

You may already have noticed the new Hero Kids logo in my previous Jennisodes post, but if you didn't then prepare to be amazed by the majesty that is the new Hero Kids logo:


And here's the black and white version too:


As you can see, Eric Quigley has transformed my original into a real piece of art!

Monday, 22 October 2012

HAD and Hero Kids on Jennisodes!


Jennifer Steen was kind enough to have me on Jennisodes to talk about Heroes Against Darkness and Hero Kids.

Check out the episode here:

Jennisodes Episode 127: Heroes Against Darkness


Why listen to me talking about Heroes Against Darkness when you can play it for free:
Heroes Against Darkness: Downloads.

Monday, 15 October 2012

Presenting the HERO KIDS!

From left to right, they are; knight, rogue, brute, warlock (male), hunter (female), hunter (male), warlock (female), healer, warrior (female), and warrior (male).

Click to enbiggen:


The previous warlocks that I used were in poses much more like the healer and they weren't popular with the playtesters, so hopefully these kick-ass versions get the attention they deserve!


Kids would never fight monsters in Heroes Against Darkness, or would they?:
Heroes Against Darkness: Downloads.

Saturday, 13 October 2012

What Lurks in the Mines of Martek?

What foul beast has taken residence in the Mines of Martek?




I reckon that whatever lives here can be found in the Heroes Against Darkness Bestiary:
Heroes Against Darkness: Downloads.

Tuesday, 9 October 2012

Hero Kids Setting: The Brecken Vale

Last year my art buddy Josh Sacco and I spent some time developing a Photoshop map template that people like me (semi-artists) can use to put together decent maps without having to spend years and years actually learning how to art...

I've finally gotten around to using this beautiful piece of PSD action to put together this map of the setting for Hero Kids: The Brecken Vale, which is described thusly:

You live in a small village, Rivenshore, which is nestled in a tight valley beneath a range of towering mountains.
Rivenshore would be a beautiful place to live, if it weren’t beset by an endless series of calamities.
The village is on the eastern shore of the Camarva River. The river runs fast and crooked from the mountains, down through the valley, The Brecken Vale, and out into a small bay. To the east of the village are the dark and wild Darkenwold Woods, which have claimed many foolish travelers.
The Brecken Vale is bounded by the Druinhowe Mountains, their snow-covered peaks cloaked in cloud.
The vale should be a haven for its civilized inhabitants, but instead it keeps them in close proximity to no end of threats that offer boundless opportunities for adventure.


And here's the end result, which should give the GM and kids something to get their imagination going:


Probably the most difficult part of this map was the research for the etymology of the place names:

Brecken Vale: Valley of the crooked river
Druinhowe Mountains: Ridged mountains
Darkenwold Woods: Holy woodland
Rivenshore: River-shore, but without any great etymological basis!

Considering I do most of my research late at night, don't sue me if my derivations are erroneous (or crazy).


People keep telling me that Heroes Against Darkness needs a setting, so this is a start:
Heroes Against Darkness: Downloads.