Thursday 30 March 2017

RPG Information Layout

So as I continue my first journey into indie publishing I am learning all the things we take for granted.

When I write and run an RPG for my eyes only then I'm more than happy to use little sticky notes (those small thin ones) to mark key scribbles in my pages and flick back and forth. However the more I try and get this first adventure (hopefully the first of many) ready to publish the more I find myself thinking how I would want to approach it as a third party who hasn't lived inside my head while all those ideas came to fruition.

The long and the short of it is I spent most of this evening cutting and pasting bits to rearrange the order.

Now I have something more like this:
Introduction
Background
How to create characters
Super Powers
NPCs
GM Notes
Adventure opening scene
Act1
Act2
Act3
Final scene

Each act defines the relevant locations, aspects, clues and hints and a ruck load of descriptions and GM hints.

I'm not sure if it is overkill for a one night adventure but I want to try and create something that can be played in many different ways and give GMs options to use material or ignore it as they please.

Only time will tell. As I say as long as I learn and hopefully someone out there gets to play it and have fun then it's worth it. I will take what I learn and any feedback and try and make making the next one a less painful experience!

Wednesday 29 March 2017

Musings on what makes a good GM?

Well the title is a bit of a loaded question I think. There are plenty of people in this world who are prepared to tell you what's good and what's bad. There are certainly GMs that can make adventures come alive, and work a sort of magic over the room, and others who seem to struggle to get everyone bought into the adventure.

That all said the GM is only part of the equation. The players need to be prepared to help the GM as much as the GM should help the players. Everyone is investing time and energy into the game, and everyone should come out feeling like it was a positive experience. It is very easy for a GM to blame players for derailing their carefully scripted adventure, as much as it is easy for players to blame a GM for not putting on a good show.

So what does that mean for what makes a good GM? Well I don't believe for an instant there is a one size fits all. Some GMs benefit from plenty of preparation, whereas others will thrive off the ability to just ad lib and make everything more free form for the players.

So what would I say to budding GMs?

  • First, never be disheartened, anyone can have a bad adventure/session and everyone has to start somewhere. 
  • Dive in, find what works for you as a GM, look for compromises to allow for the best fit for you and the gaming group as a whole. 
  • Don't believe you are God as you are the GM. Listen to everyone's ideas, be prepared to work with ideas you don't always like to help get everyone feel invested in whats happening. 
  • Work with the group to find a style that makes the game enjoyable for everyone involved.
  • Don't be proud. If something isn't working, change it!
  • Try some different RPG rules and styles. Sometimes people think they will really like a setting or style only for it to just not feel right, so don't get stuck, just change!
  • Expect the unexpected! You can plan for everything ... only for the players to find an all new way to send your adventure off the tracks! Be prepared to just go with it and see where it ends up!
  • Most of all have fun! Your playing a game as much as the players so enjoy it!

Tuesday 28 March 2017

Time allocation

Well I think I need to work on time allocation. I have specific tasks, but I am setting myself a date for having the Carnival of Dreams written up and ready to be play tested for 3 weeks time.

That is giving myself quite a tall order, but I have to get my head down and get it all written up and ready!

I have one, possibly two, people lined up to run it and feedback. If anyone reads this and would be interested just give me a shout. A free PDF copy of the entire thing once it is completed to any and all who help with play testing.

For anyone who is interested here is a brief summary.

I'm honing writing one off adventures to fill those gaps. You know the ones where not everyone turns up, or someone has a very last minute cancellation or someone new wants to just try an RPG.

To this end I'm starting by writing Carnival of Dreams, a simple one night adventure where Z list super heroes (with really quite rubbish super powers) seek a lost granddaughter in a Carnival.

I'm trying to put in as much detail and information as possible so any GM can pick and choose what they use and what they want to ignore. There are pre-generated characters (1 for each super power). The aim is after a quick read through the GM is ready to let people loose.

It is tongue in cheek, and just meant to be simple fun. There are (I hope) enough elements that the players can work through hints and clues, or just blaze through, all depending on what they decide they want to do on a whim.

I'll end this post with an example Super Power.

Sneezing

Cost: 1 Fate point
Use: Attack
Description: The hero wrinkles their nose causing a tickle to build. Closing their eyes they lean back before releasing a sneeze of epic proportions. Snot, mucus and the occasional tooth fly forwards covering everything not quick enough to get out of the way. Unfortunately their ability to control this is limited causing friend and foe to be smothered.
Effect:
For each character in front of the hero make an attack roll with a bonus of +3. Defendants use their Athletics skill to try and dodge out of the way.

Fail: The torrent of snot is wasted as the enemy nimbly avoids the attack.

Tie: Place the "my eyes" aspect on the target.

Succeeds: Apply damage as normal as the larger bogies slam home. Place the "everything is slippy" aspect on the target.

Succeeds with Style: Apply damage as normal as the larger bogies slam home. Place the "everything is slippy" aspect on the target with a free invocation.


Monday 27 March 2017

Magic and RPGs

Since the dawn of RPGs Magic and Swords have been locked in an Epic battle for supremacy. With my musings letting me look to write adventures for multiple systems, one of the things I find myself looking for is the Magic system in an adventure. Ok I'll admit I like the old school style.

Anyway that all aside I decided to do some Fantasy based RPGs, for my kids initially, and then possibly using it in other adventures. I don't know yet whether it will be something worth writing up and putting on something like DriveThruRPG as a pay what you want. Even people using it for free would mean others are getting some use/enjoyment from it which is cool.

I guess a rough outline of the system would give people some idea of what I'm working on at the moment.

I decided that spells shouldn't be limited by what you remember, or write down. After all some of my favourite images are of Mages with magic tome in one hand and Staff in the other (or hand outstretched finger pointing). So my system starts by allowing mages to take/cast any spells.

Mages start as a Lvl 1 Magic User. At the end of an adventure they roll 4 fate dice and add the number of spells they cast that adventure to their total. They compare the result to this table:

At level 1 they need to roll 7+ to gain level 2.
At level 2 they need to roll 11+ to gain level 3.
At level 3 they need to roll 15+ to gain level 4.
At level 4 they need to roll 19+ to gain level 5.

Mages then have their Levels which grant them spell slots.
At level 1 - The mage can cast 3 spells at level 1 (this will make a bit more sense in a minute). After this each time the Mage wants to cast an additional spell it costs them 1 fate point.

At level 2 - The Mage can cast 3 spells at level 1 and 2 at level 2 for free. They can then cast further spells but each spell costs 1 point per level they want to cast the spell at. So casting a level 2 Fireball would cost 2 Fate points.

Now onto the spells (this will clear up how I mean casting a spell at level 1 or 2 etc.)

Spell: Fireball (Always a classic)
Spell Cast as Level 1 - An attack against 1 target at +1
Spell Cast as Level 2 - An attack against 1 target at +2
Spell Cast as Level 3 - The Mage may select either 2 targets and attack each at +1 or a single target and attack at +3
Spell Cast as Level 4 - The Mage may select either 2 targets and attack both at +2 or a single target and attack at +4

So as you can see, a Level 1 Mage can only cast spells at Level 1. However once they are at Level 2, they can choose how they cast their spells, and at what intensity.

My plan is for all the spells to work in this fashion, that at each level the abilities of the spell change. Some will add or remove aspects from play. Others will create advantages etc.. On the whole though I want to keep it simple, but flexible. It would also mean for people to add their own spells all they need to do is literally write the effects for each level and done. I realise that doesn't cater for classes, or specialisms but that isn't what I'm going for. I am aiming for straight up simple Magic.

Now as you can imagine I haven't finished writing all this up, or play tested it. But that's another of the ideas floating around. I may write it up, and then put it out to the community. I realise there will be other systems, but I like being able to make them up too. I think it is fairly simple. The Mage can flick through his Big Book of Magic, to find a spell. You could even make them take up an action to find the relevant page before letting them cast it :)

Well enough of my ideas for tonight. As always any feedback is always welcome.

Sunday 26 March 2017

RPG.....bike day

Well best intentions and all that!

I intended on cracking on with the RPG Carnival of Dreams. Instead I spent over an hour cleaning my motorbike wheels. A clean and chain re-tension later and she's good to go. But then it was motogp time!

Tomorrow I'm back into RPG. Nearly ready for play tests!

Saturday 25 March 2017

Stuck to my guns

Well ok sort of. I didn't boot up the machine and continue working. I did finish swords and wizardry and came up with my first idea that I really like.

I also had some thought about the next standalone RPG as well.

Other than that I sketched a little dungeon. Not perfect but a good start example.

Tomorrow I need to crack on. I'm really close to play testing!

Friday 24 March 2017

Swords and wizardry

Well. Tonight I plan on taking a writing break. I'm going to relax and read the swords and wizardry rules. I am looking to write an adventure where they are the core rules. I can say no more on pain of sword!

I did have some ideas on my Carnival of Dreams while I was at it. My style is obviously different from the main but that's ok, that I hope becomes a selling point. My adventures can be run as standard but there is oddles more detail in there if the GM wants it. If not that's fine too! I only hope it gets played and people have fun.

Right I need food and time to read.

Thursday 23 March 2017

Tiny update

Well I only got a tiny bit done. Other commitments called.

I'm wondering how my style works. Only way will be to finish writing and test!

Time for a big writing push.

Wednesday 22 March 2017

Minor Movement

Today has seen very minor movement forwards.

I've been working on cleaning up some of the text, and the ordering of the information. I still think I may need to do some major re-ordering to make it easier to use when playing. I'll have a think this week and see what I can come up with. It may involve me writing a lot more to expand each section, or to a degree duplicate information.

Well if anyone wants to comment my question to any GMs would be:

"Would you prefer to jump a little around to grab information, or have it all laid out in a literal situation by situation basis?"

Tuesday 21 March 2017

Procrastination or moving forwards?

Well a hard day's graft turned into some practice on drawing old school map styles, slowly morphing into a knock up idea for the carnival layout and caravans.

I have done some of the text as well.

Tonight I shall concentrate, I promise myself!

Content Order

As you may not know I'm a fan of sandpit one off adventures. I love a good campaign, but with time constraints I also love the one off adventures, and that is what, at present, I am focusing on. I am writing up my first one with a view to publishing, as well as having two or three others bubbling away and one that was too attractive for me not to start making notes.

Some of this blatant procrastination has been driven by information order. I like everything planned out, that isn't to say that the characters can't ad lib, that is part of the overall appeal. However I like to have some pointers, a few clues for me as the GM that if they go off piste I can keep it flowing as much as possible so the entire adventure feels more crafted for the players. I don't want them saying, oh we'll go have a look at X only for me to think, I don't have a map, how should it look, how does it work in the adventure, should there be clues to discover.. etc. I like my notes to hand. Now as mentioned previously I make a lot of use of hand written notes, and those cool little coloured sticky strips to help me jump around my notes!

That sort of brings me to my latest conundrum. When running an adventure I'm often skipping back and forth in my notes to grab little snippets, even though I made a custom GM shield and glued my notes onto it. However when looking to publish something I need to make sure that everything is laid out as a GM would expect and need.

Well as you probably guessed I don't have an answer for this yet. At present I am experimenting with:

CH1 - Introduction and Background
CH2 - Character Creation
CH3 - Super Powers
CH4 - NPC Character Sheets
CH5 - GM Notes (this includes a plot overview, general hints that the players can find or discover the main scenes and a map index.
CH6 - Locations - The different locations, with brief descriptions.
CH7 - The Adventure Opening
CH8 - Pre generated character sheets
CH9 - The Maps

So that is sort of the running order I'm playing with. Any feedback is always good. If your a GM would this order of the information cause you any issues?

I will get it play tested to see how it all runs, however in the meantime, I need to go back and start cleaning up the chapters.

Monday 20 March 2017

Tools

So to publish these days you need a pc and relevant apps. However like most RPG gamers my go to tools are pencil and paper. Pretty much all my first ideas and drafts are written down.

I'm guessing that in this world I'm not the only one who works this way.

While working on The Carnival of Dreams I'm fleshing out ideas for a second totally unrelated RPG adventure. I find it is good to have a break when working on something intensively. It also lets me throw out ideas then come back to them later on to try and sort the good from the bad.

Pen, pencil and paper. Still my first stop when getting out ideas.

Sunday 19 March 2017

RPG Gaming Systems

When I started it was D&D, Judge Dredd and Warhammer Fantasy. I got hooked back in on 5th edition D&D. Then I ran a little world of darkness adventure. I was proud of that one, brilliant world and back story.

After all of that I did some googling to see what gaming systems there are. I stumbled across the Fate Core ruleset. Originally I bought the pdf, but I liked it that much I bought the hardback copy.

At present the adventure I'm working on utilises the Fate Core rules. Ultimately I want to write adventures for different systems.

But as they say 1 thing at a time.

Well that's me blogged. Have great RPG fun everyone.

RPG Journey

I have been an avid RPG player and GM for many years now. In recent years that RPG killer "life" has overtaken me. Family commitments mean that every Saturday fighting dragons and killing monsters became a thing of the past.

More recently I have started getting back into RPGs although in a smaller scale. After talking to some of my friends it became apparent that lots of old school RPG gamers would love to get back into RPGs but they just can't commit to long campaigns. One off adventures that let you get together with your group, or with a slightly different group each session, to complete an adventure really appeal.

This started the seeds of ideas in my head, which finally germinated when I discussed writing some adventures as one offs for a friend who is building a whole RPG world.

So here starts my new venture. Writing and RPG, polishing it, testing it, getting Art, sorting layout, and eventually publishing it. I want to eventually build a portfolio of adventures, aimed at affordable one night runs.

Don't get me wrong. This is not likely to ever replace the day job, it is more a labour of love. But something I can enjoy, and be creative.

So here starts the journey.