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?
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
Wednesday, 5 February 2014
Forge Engine combat turns description...
Labels:
Combat,
Forge Engine,
Game Design,
Mechanics,
RPG,
Rules
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
• 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
Labels:
Forge Engine,
Game Design,
Mechanics,
Playtest,
RPG,
Rules
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
+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.
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.
Labels:
DriveThruRPG,
Game Publishing,
HAD,
Heroes Against Darkness,
POD,
RPG,
Rules
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.
"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.
Labels:
DriveThruRPG,
Game Publishing,
HAD,
Heroes Against Darkness,
POD,
RPG,
Rules
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.
Labels:
Game Design,
Game Publishing,
HAD,
Heroes Against Darkness,
RPG,
Rules
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!
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:
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:
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:
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.
Labels:
DnD,
Game Design,
HAD,
Hero Kids,
Heroes Against Darkness,
Jennisodes,
Podcasts,
RPG
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.
I reckon that whatever lives here can be found in the Heroes Against Darkness Bestiary:
Heroes Against Darkness: Downloads.
Thursday, 20 September 2012
Hero Kids alpha playtest complete
After several weeks of thorough testing, the alpha playtest of Hero Kids is now complete. I've gotten back a whole bunch of useful feedback from the various testers and their tiny helpers. Thanks guys and girls!
I'm currently working to implement the changes and suggestions that have come up in the testing, I'm designing more adventures for our pint-sized heroes (including an randomly generated minotaur's maze), and finally I'm working with Eric Quigley to complete all of the artwork for the monsters and the heroes so that we can get Hero Kids finished early in October (what a perfect holiday activity it will be!).
Here's a quick look at some of nasty humanoid monsters in the game:
Eric Quigley Art
Lookin' good boys!
The monsters in Heroes Against Darkness are much less cute:
Heroes Against Darkness: Downloads.
Labels:
Art,
Game Design,
Hero Kids,
Kids,
Monsters,
Playtest,
Role-Playing,
RPG,
Rules
Wednesday, 12 September 2012
D&D Encounters at Games Laboratory
Tonight I GMed my first ever session of D&D Encounters at Games Laboratory here in Melbourne, Australia.
We had four players, two who hadn't played 4th Edition at all, but they picked it up pretty easily. I managed to KO two of the characters and had them on the ropes, but some judicious use of healing checks got them through the fight. We also had two spectators, one of who has promised to come back next week and play. The only downside was trying to pronounce all of the damned Drow names!
Next time I need to remember to take some minis and maybe even the my Pathfinder stand-ups, because the generic tokens are a bit mundane. Oh, I should also remember to take my DICE, although the d20 I used did roll pretty well!
It's definitely a great program to allow new players to try to D&D (in any flavor) so if you're in the area and want to play some casual D&D feel free to join us on Wednesday nights:
Games Laboratory Role-Playing Games Facebook Group
Alternatively, check out this game:
Heroes Against Darkness - Game Rules.
Monday, 10 September 2012
Review of Heroes Against Darkness on RPGnet
Antonios S has done a long and comprehensive review of Heroes Against Darkness over on RPGnet:
Review of Heroes Against Darkness - RPGnet
Antonios' review looks at the game in depth, and picks up on the way the game's rules are presented to ensure they are easy to find and also to make sure that no 'little rules' are buried (or hidden) in the text!
"This is a full game that costs nothing. This can't be stressed enough. It is not a demo, not an introductory adventure, not an abridged version designed to lure you into buying other, more complex products. It's a full system, free for us to check and use according to our needs. The system is contained in one single product. It isn't impossible to play because some rules might be included in future products. It's all there, ready for the taking."
"The mechanics of the game are solid, simple and unobtrusive. Being a light game it obviously won't cover all situations and the GM will have to adjudicate or outright wing it at times. That is, however, one of HAD's very strong points. It can easily give the feel of fantasy gaming with classes while remaining super simple at the same time."
"The writing is concise and to the point. I am trying to imagine what Justin Halliday's background is, since the presentation of the rules is by far the cleanest I have seen in RPGs. Effectively each rule is inside a square preceded by the world 'rule'... It adds however greatly to the concept of the game's minimalism and lightness, since it's quite obvious at any given point where the rules are in any given chapter. I am not sure whether this type of presentation has been used in the past, but even if it has, kudos to Justin."
Note: I haven't seen this presentation of rules elsewhere, and I used it to force myself not to add little rules, elaborations, and exceptions to the game. Any rule I wanted to employ had to be worthy of inclusion in that boxed area, otherwise I left it out of the game!
"Most importantly, it appears that all of his choices are based on a particular principle or idea that he had concerning game mechanics. He doesn't necessarily strive for realism, mind you, but he appears very knowledgeable of game mechanics and how systems and sub-systems interact with each other, how rules mesh and stack up and what tools one should use depending on the goal to achieve."
"Heroes Against Darkness deserves to be in your library and merits to at least be tried a few times. Its mechanics are intuitive, solid and easy-going and the game has an air of friendliness to newcomers."
"HAD is now by far my game of choice for the one-off demos to the uninitiated on what our hobby is about. Something tells me I will not be disappointed."
Antonios S, I salute you!
Heroes Against Darkness is intuitive, solid and easy-going, just like its author:
Heroes Against Darkness: Downloads.
Review of Heroes Against Darkness - RPGnet
Antonios' review looks at the game in depth, and picks up on the way the game's rules are presented to ensure they are easy to find and also to make sure that no 'little rules' are buried (or hidden) in the text!
"This is a full game that costs nothing. This can't be stressed enough. It is not a demo, not an introductory adventure, not an abridged version designed to lure you into buying other, more complex products. It's a full system, free for us to check and use according to our needs. The system is contained in one single product. It isn't impossible to play because some rules might be included in future products. It's all there, ready for the taking."
"The mechanics of the game are solid, simple and unobtrusive. Being a light game it obviously won't cover all situations and the GM will have to adjudicate or outright wing it at times. That is, however, one of HAD's very strong points. It can easily give the feel of fantasy gaming with classes while remaining super simple at the same time."
"The writing is concise and to the point. I am trying to imagine what Justin Halliday's background is, since the presentation of the rules is by far the cleanest I have seen in RPGs. Effectively each rule is inside a square preceded by the world 'rule'... It adds however greatly to the concept of the game's minimalism and lightness, since it's quite obvious at any given point where the rules are in any given chapter. I am not sure whether this type of presentation has been used in the past, but even if it has, kudos to Justin."
Note: I haven't seen this presentation of rules elsewhere, and I used it to force myself not to add little rules, elaborations, and exceptions to the game. Any rule I wanted to employ had to be worthy of inclusion in that boxed area, otherwise I left it out of the game!
"Most importantly, it appears that all of his choices are based on a particular principle or idea that he had concerning game mechanics. He doesn't necessarily strive for realism, mind you, but he appears very knowledgeable of game mechanics and how systems and sub-systems interact with each other, how rules mesh and stack up and what tools one should use depending on the goal to achieve."
"Heroes Against Darkness deserves to be in your library and merits to at least be tried a few times. Its mechanics are intuitive, solid and easy-going and the game has an air of friendliness to newcomers."
"HAD is now by far my game of choice for the one-off demos to the uninitiated on what our hobby is about. Something tells me I will not be disappointed."
Antonios S, I salute you!
Heroes Against Darkness is intuitive, solid and easy-going, just like its author:
Heroes Against Darkness: Downloads.
Labels:
Game Design,
HAD,
Heroes Against Darkness,
Review,
RPG,
Rules
Thursday, 6 September 2012
Sneak peek at a Hero Kids character
So while all of the helpful playtesters are putting Hero Kids through it's paces, I reckon it's a good time to show everyone else what a 'Hero Card' looks like for one of the heroes that's included in the game. From the card you might be able to work out the basics of the system itself.
First, each of the heroes has four main attributes:
• Melee (dice pool for melee attacks)
• Ranged (dice pool for ranged attacks)
• Magic (dice pool for magic attacks)
• Armor (dice pool for defending against enemy attacks)
Plus a number of attacks and actions:
• Normal Attack (melee, ranged, or magic)
• Special Action (usually a special attack or other action)
• Special Ability (a passive ability based on the hero's specialty)
Finally, heroes can also have these items and skills:
• Healing Potions (these are used in combat to heal the hero)
• Inventory Items (these can be used in adventuring)
• Skills (these can be used in adventuring or role-playing)
Hero Kids works as a simple skirmish game or as a full RPG, and the characters themselves have layers of complexity so that they are usable by kids from 4 to 10. Younger kids just have to use their dice pools and their Normal Attack, while older kids can use tactics and their heroes' Special Actions and Abilities to tackle hard combats and other adventuring and role-playing obstacles.
If I've designed the Hero Cards it right, this example card should pretty much tell you about the underlying mechanics of the game and the possible and probable variations in the heroes that come with the game.
Looking for something more complicated, look no further:
Heroes Against Darkness: Downloads.
First, each of the heroes has four main attributes:
• Melee (dice pool for melee attacks)
• Ranged (dice pool for ranged attacks)
• Magic (dice pool for magic attacks)
• Armor (dice pool for defending against enemy attacks)
Plus a number of attacks and actions:
• Normal Attack (melee, ranged, or magic)
• Special Action (usually a special attack or other action)
• Special Ability (a passive ability based on the hero's specialty)
Finally, heroes can also have these items and skills:
• Healing Potions (these are used in combat to heal the hero)
• Inventory Items (these can be used in adventuring)
• Skills (these can be used in adventuring or role-playing)
Hero Kids works as a simple skirmish game or as a full RPG, and the characters themselves have layers of complexity so that they are usable by kids from 4 to 10. Younger kids just have to use their dice pools and their Normal Attack, while older kids can use tactics and their heroes' Special Actions and Abilities to tackle hard combats and other adventuring and role-playing obstacles.
If I've designed the Hero Cards it right, this example card should pretty much tell you about the underlying mechanics of the game and the possible and probable variations in the heroes that come with the game.
Looking for something more complicated, look no further:
Heroes Against Darkness: Downloads.
Labels:
Adventuring,
Characters,
Combat,
Hero Kids,
Heroes,
Kids,
Mechanics,
Role-Playing,
RPG,
Rules
Monday, 3 September 2012
Hero Kids alpha playtest begins
Okay, the playtest docs for Hero Kids are out to testers.
If I somehow missed you in sending out the docs, drop me an email at justinhalliday(@)gmail(dot)com.
In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.
Labels:
Hero Kids,
Heroes Against Darkness,
Kids,
RPG,
Rules
Tuesday, 28 August 2012
Presenting "Hero Kids" RPG for Kids
I've been pretty quiet about RPG stuff lately because I've been beavering away on my next project. Regular readers know that a while ago I made up some simple RPG rules to play with Violet and since I finished the first version of Heroes Against Darkness I've been working on turning those simple rules into a real game.
This project now has a name: Hero Kids
Hero Kids is a fantasy RPG for kids aged 4-10. It uses a combination of cool hero artwork, fast play and simple opposed combat mechanics to introduce kids to RPGs.
I'm looking for volunteers who want to alpha test the rules on their own kids ahead of the game's release on DriveThruRPG later this year.
This is your last chance to hit me up here, on G+ or on my gmail if you want an invite the playtest the game!
In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.
This project now has a name: Hero Kids
Hero Kids is a fantasy RPG for kids aged 4-10. It uses a combination of cool hero artwork, fast play and simple opposed combat mechanics to introduce kids to RPGs.
I'm looking for volunteers who want to alpha test the rules on their own kids ahead of the game's release on DriveThruRPG later this year.
This is your last chance to hit me up here, on G+ or on my gmail if you want an invite the playtest the game!
In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.
Labels:
DnD,
Dungeons and Dragons,
Kids,
Role-Playing,
RPG,
Rules
Monday, 20 August 2012
Advice for Publishing Your Own RPG
There's a thread over on RPG.net where a designer asks what to do now that he's finished his RPG. That's all pretty standard stuff, but one of the responses was so good I'm going to re-post it here.
This is the response by Kevin Crawford, who's the designer of Stars Without Number and Other Dust.
Here's the rough formula I used; it may not be the best formula, but it worked for me.
1) Write a game. Lay it out in a simple, clean two-column format with some apposite stock art acquired from DTRPG. Use InDesign if you have an educator's discount or a willingness to splurge for the best, and use Scribus if you want a free but less friendly alternative. Plan for POD from the start. It's simple to turn a PDF into a book if you've planned the layout from the start. OneBookshelf's print submission guidelines will tell you what you need to do.
2) Write a supplement or adventure for that game. You're going to charge for this, because OBS is a business, and they need to make some profit off of at least oen product if they're going to be serving up your free game on their website.
3) Get a publisher account set up with OneBookshelf. This takes about 24 hours and is free.
4) Load the game and supplement both as PDFs and as print files. Get the print proofs sent to you and have someone else look for problems too.
5) Put the game up for free and the supplement up for a modest price. Price the game POD at at least $25 and the supplement at at least $10 for anything more than 32 pages, and $15-$19 for larger supplements. Price the supplement PDF at half the print cost, and bundle a free PDF with the POD. Stay away from penny-ante PDF pricing; people who see $0.99 stuff tend to assume it's shovelware, rightly or not.
6) Start selling.
7) Customers who download your free products end up added to your OBS mailing list if they choose to accept emails. This is why, after two years, there are about 6,500 people who'll take my emails. These people are going to be your market, so treat them gently. One email per month, tops, and make sure you've got something meaningful to tell them when you do. Spamming customers is a guaranteed way to build hate.
8) Continue supporting your game with freebie products to keep people interested while you work on paying materials.
9) Abandon all life outside of your work.
There. A simple nine-step plan to earning slightly less per hour than you'd make at Burger King, except without as much social status.
I think that Heroes Against Darkness needs a print version, don't you?
Heroes Against Darkness - Game Rules.
This is the response by Kevin Crawford, who's the designer of Stars Without Number and Other Dust.
Here's the rough formula I used; it may not be the best formula, but it worked for me.
1) Write a game. Lay it out in a simple, clean two-column format with some apposite stock art acquired from DTRPG. Use InDesign if you have an educator's discount or a willingness to splurge for the best, and use Scribus if you want a free but less friendly alternative. Plan for POD from the start. It's simple to turn a PDF into a book if you've planned the layout from the start. OneBookshelf's print submission guidelines will tell you what you need to do.
2) Write a supplement or adventure for that game. You're going to charge for this, because OBS is a business, and they need to make some profit off of at least oen product if they're going to be serving up your free game on their website.
3) Get a publisher account set up with OneBookshelf. This takes about 24 hours and is free.
4) Load the game and supplement both as PDFs and as print files. Get the print proofs sent to you and have someone else look for problems too.
5) Put the game up for free and the supplement up for a modest price. Price the game POD at at least $25 and the supplement at at least $10 for anything more than 32 pages, and $15-$19 for larger supplements. Price the supplement PDF at half the print cost, and bundle a free PDF with the POD. Stay away from penny-ante PDF pricing; people who see $0.99 stuff tend to assume it's shovelware, rightly or not.
6) Start selling.
7) Customers who download your free products end up added to your OBS mailing list if they choose to accept emails. This is why, after two years, there are about 6,500 people who'll take my emails. These people are going to be your market, so treat them gently. One email per month, tops, and make sure you've got something meaningful to tell them when you do. Spamming customers is a guaranteed way to build hate.
8) Continue supporting your game with freebie products to keep people interested while you work on paying materials.
9) Abandon all life outside of your work.
There. A simple nine-step plan to earning slightly less per hour than you'd make at Burger King, except without as much social status.
I think that Heroes Against Darkness needs a print version, don't you?
Heroes Against Darkness - Game Rules.
Thursday, 19 July 2012
D&D RPG For Kids: Coming Soon...
I still get tons of interest in an old blog post of mine where I played a super-simple D&D-style RPG with my daughter Violet:
D&D For Kids (Rules Included)!
Since the release of Heroes Against Darkness, Violet and I have been working on expanding the basic premise of those rules into a real proper game for real proper kids. It's too early to tell you too much, but what I'd like to do is to get you guys to contact me if you're interested in playtesting the rules when they're ready.
If you are interested, drop me an email at justinhalliday(a)gmail(dot)com, hit me up on Google+, or just follow this blog and i'll put you on the mailing list for the game's playtest.
Kudos to Eric Quigley for the pic.
In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.
D&D For Kids (Rules Included)!
Since the release of Heroes Against Darkness, Violet and I have been working on expanding the basic premise of those rules into a real proper game for real proper kids. It's too early to tell you too much, but what I'd like to do is to get you guys to contact me if you're interested in playtesting the rules when they're ready.
If you are interested, drop me an email at justinhalliday(a)gmail(dot)com, hit me up on Google+, or just follow this blog and i'll put you on the mailing list for the game's playtest.
Kudos to Eric Quigley for the pic.
In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.
Saturday, 7 July 2012
More AnyDice d6 Dice Pool Probabilities
Following my previous exciting and enigmatic post about d6 dice pool probabilities, I've also run the same combinations of dice pools through AnyDice to see what the probabilities are when you take the cumulative totals of the pools, rather than just the highest of either pool. The results are (obviously) a lot different.
First though, here's the AnyDice code:
That code outputs either -1 or 1, depending on which pool 'won':
• 1: Attacker's total is higher (or ties, which is also a win).
• -1: Means that the second pool 'won' and the attack was unsuccessful.
Here are the results for the cumulative opposed checks, with ties resolved in favor of the attacker:
Here again are the previous results for the 'highest dice' opposed checks, with ties resolved in favor of the attacker:
That's all pretty boring, right?
Well, hopefully it will make sense one day. :-)
Check out Heroes Against Darkness, which has a dice mechanic no one could call innovative: Heroes Against Darkness - Game Rules.
First though, here's the AnyDice code:
function: opposedhighestcume of A:n and B:n
{
if A >= B { result: 1 }
result: -1
}
output [opposedhighestcume of 1d6 and 1d6]
output [opposedhighestcume of 2d6 and 1d6]
output [opposedhighestcume of 3d6 and 1d6]
output [opposedhighestcume of 4d6 and 1d6]
output [opposedhighestcume of 1d6 and 2d6]
output [opposedhighestcume of 2d6 and 2d6]
output [opposedhighestcume of 3d6 and 2d6]
output [opposedhighestcume of 4d6 and 2d6]
output [opposedhighestcume of 1d6 and 3d6]
output [opposedhighestcume of 2d6 and 3d6]
output [opposedhighestcume of 3d6 and 3d6]
output [opposedhighestcume of 4d6 and 3d6]
output [opposedhighestcume of 1d6 and 4d6]
output [opposedhighestcume of 2d6 and 4d6]
output [opposedhighestcume of 3d6 and 4d6]
output [opposedhighestcume of 4d6 and 4d6]
{
if A >= B { result: 1 }
result: -1
}
output [opposedhighestcume of 1d6 and 1d6]
output [opposedhighestcume of 2d6 and 1d6]
output [opposedhighestcume of 3d6 and 1d6]
output [opposedhighestcume of 4d6 and 1d6]
output [opposedhighestcume of 1d6 and 2d6]
output [opposedhighestcume of 2d6 and 2d6]
output [opposedhighestcume of 3d6 and 2d6]
output [opposedhighestcume of 4d6 and 2d6]
output [opposedhighestcume of 1d6 and 3d6]
output [opposedhighestcume of 2d6 and 3d6]
output [opposedhighestcume of 3d6 and 3d6]
output [opposedhighestcume of 4d6 and 3d6]
output [opposedhighestcume of 1d6 and 4d6]
output [opposedhighestcume of 2d6 and 4d6]
output [opposedhighestcume of 3d6 and 4d6]
output [opposedhighestcume of 4d6 and 4d6]
That code outputs either -1 or 1, depending on which pool 'won':
• 1: Attacker's total is higher (or ties, which is also a win).
• -1: Means that the second pool 'won' and the attack was unsuccessful.
Here are the results for the cumulative opposed checks, with ties resolved in favor of the attacker:
Attacker's pool (down the left) | 1d6 | 2d6 | 3d6 | 4d6 |
---|---|---|---|---|
1d6 | 58% | 16% | 3% | 0% |
2d6 | 91% | 56% | 22% | 6% |
3d6 | 98% | 85% | 55% | 26% |
4d6 | 99% | 96% | 81% | 54% |
Here again are the previous results for the 'highest dice' opposed checks, with ties resolved in favor of the attacker:
Attacker's pool (down the left) | 1d6 | 2d6 | 3d6 | 4d6 |
---|---|---|---|---|
1d6 | 58% | 42% | 34% | 30% |
2d6 | 75% | 61% | 53% | 48% |
3d6 | 83% | 72% | 65% | 60% |
4d6 | 88% | 79% | 73% | 69% |
That's all pretty boring, right?
Well, hopefully it will make sense one day. :-)
Check out Heroes Against Darkness, which has a dice mechanic no one could call innovative: Heroes Against Darkness - Game Rules.
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