A certain “D&D in Space” setting, converted for 4E: Voidjumpers of Space, First Release

'Spelljammer' by f_mafra on Flickr

'Spelljammer' by f_mafra on Flickr

There’s this legendary D&D setting: Spelljammer. D&D in space. Wizards and barbarians on wooden sailing ships, flying through space to plunder shattered worlds.

Unfortunately, TSR rushed the setting into production, so many of its components suffered from wonky mechanics. It was an imaginative setting that could be frustrating to play. And sadly, it wasn’t updated for either the 3rd or 4th editions of D&D.

I’m now attempting to fix that.

At the bottom of this post, you’ll find a link to the first release of Voidjumpers of Space, an attempt to solve all of those problems. It’s free (as in beer), with a donation button for you if you feel it’s worth your money.

A few goals here:

  • This is the “first release.” This is my first setting at this scale, and I don’t know what people need to see fleshed out. I plan to incorporate reader comments into another release, which will be closer to a professional release. I want this to be a community-driven setting.
    • I’m also noodling with the idea of a Kickstarter project to fund awesome art like this.
  • This is an attempt to re-capture the overall flavor of Spelljammer, with a new world. So, this is not an attempt to clone Spelljammer; it’s not Spelljammer with the serial  numbers filed off. That would both annoy Wizards of the Coast and be far less fun than creating a new set of races, classes, etc.

Download Voidjumpers of Space. Please donate a couple of bucks if you find this effort worthwhile. My thanks!

If you have ideas, suggestions, comments, or contributions, email me at brent@brentnewhall.com. I can’t promise that I’ll add anything, but I promise to consider your offer seriously.

Categories: Role-playing | 5 Comments

50 Games in 50 Weeks: Risus

I had the good fortune to play a game using the free Risus “everything RPG system” as part of DC Gameday this year.

Risus is very generic, which is its key strength. The system can be explained in two short paragraphs, which I will now attempt to do.

Each character is made up of clichés, each of which gets 1 to 4 dice. Each character has a total of 10 dice to distribute amongst clichés. You can add a “hook” (interesting backstory) to your character for an extra die.

To attempt an action, choose a cliché and roll that number of dice. Add the result (rolling 3, 4, and 4 results in 11); if you meet or beat a target difficulty number, you succeed. If you fail during a conflict, remove one die in that cliché for the rest of the conflict; if you lose all your dice in one cliché, you lose the conflict. You can also “team up” to assist a team leader, by rolling one cliché’s dice and adding all the sixes you roll to the team leader’s roll.

'John Carter of Mars' by artmessiah on DeviantArt

'John Carter of Mars' (c) artmessiah on DeviantArt

Our game was a Flash Gordon-style story, set in a garden party on Venus. The cast was as follows:

  • An arrogant spaceship captain (think Zap Branigan)
  • An ace reporter
  • A Robby the Robot-style robot
  • A slightly mad professor
  • A spunky female hover-limo driver
  • A femme fetale

We had an excellent group; people were throwing ideas out and actively playing. Unfortunately, though we raced after the mad Moon Men, we were unable to complete the story in time.

Risus is a flexible and straightforward system that struck me as easy to play and easy to GM. Opposed actions are against other characters’ clichés. At most, you’re rolling a couple of dice and adding the result. Boom.

Download Risus

Categories: 50 Games in 50 Weeks | Leave a comment

RPG Rx: Helping Your Players Role-Play

'Hero Game' by 8one6 on Flickr

'Hero Game' by 8one6 on Flickr

From a thread on RPG.net, Evongelo asks:

I have run a few games over the years, and a few were successful and a few more weren’t. I play with the same five people every time, who I have been friends with for years, and this makes it difficult sometimes because we’re all too comfortable with each other. We don’t really get into the characters, we don’t do voices, they don’t really try to interact with the NPCs, and above all else they don’t interact with each other.

How can I turn this around? How can I get my friends to really fall into my world, without telling them to, which of course doesn’t work?

Great question. There are a bunch of things to unpack here.

First, your players may not want to dive deep into role-playing. They may want a social, fun experience. Perhaps they just want to unwind.

So, secondly, I would talk to your players. Find out what they want. Would they like to get more involved in the story, and to really get into their characters?

However, don’t take their replies too seriously. You’re asking them to change a fun, long-standing tradition. The result may be more fun, but they don’t know that. They’ll probably say that they’re fine with things as they are. Don’t take this to mean you can’t change.

The key is to get a sense of how resistant they are to the idea of a roleplaying-intense experience.

Let’s assume that your players are at least ambivalent, and you decide to move forward.

Make role-playing explicit. Next session, tell players that there will be a couple of intense, dramatic sequences in this session. Tell them that you’ll note this by announcing “Drama Time.” Explain that during Drama Time, they’ll need to concentrate and really think things through. Moreover, you will interpret their actions during Drama Time as their characters’ actions.

At the end of the session, ask them about it. How’d they like Drama Time?

Once they become used to Drama Time, it will continue for longer periods. Your players will find themselves drifting into it.

Hope this helps!

Categories: Prescriptions | 2 Comments

Let’s Play an Interesting RPG: The Beginning

'Dice' by jamesrbowe on Flickr

'Dice' by jamesrbowe on Flickr

Update on 19 Oct 11: Time change! We will start at 9:00pm EDT on Friday, 21 October 2011. 4 players are confirmed; still open to others.

I suggested on #4eDnD that we organize an online group to play different, interesting games every week. We’d focus on trying out new things, but could certainly play the same system a couple weeks in a row if we felt that was worthwhile.

I’m pleased to announce the first session:

When: Friday, 21 October 2011, starting at 7:00pm Eastern Time

Where: Google+ Hangout. Make sure to circle me.

System: Dresden Files. You will not need to own a copy of the rules to play. We’ll create characters and define the setting during the session.

Signing up: Either leave a comment on this blog post, or join the Yahoo! group and add a record to the database table for this game.

Categories: Let's Play an Interesting RPG | 2 Comments

50 Games in 50 Weeks: Do: Pilgrims of the Flying Temple

Do: Pilgrims of the Flying Temple

Do: Pilgrims of the Flying Temple

Do simulates a specific fantasy trope: adolescent temple iplgrims who travel the world, helping people and getting into trouble. As limiting as this may appear, it’s easy for folks to grasp and use to tell stories.

The system is much more simple than the length of this review implies, and highly story-focused. Your character is represented by two words: an adjective or verb “banner” and a noun “avatar.” The banner represents how your character gets into trouble, and the avatar represents how she helps people.

That’s it for character creation. There’s no GM, and no combat system. Intrigued yet?

Each story begins with the pilgrims’ receipt of a letter from some community outside their temple. The letter describes some big problem that the community faces (though the letter writer may not be telling the whole truth). From that letter, a set of key words called “goal words” (10 for an easy adventure; 20 for a normal one) have been extracted. The book provides a bunch of sample letters, with goal words pre-extracted.

The system uses no dice; instead, several dozen stones are placed inside a pouch. Black and white go stones are ideal; we simulated them using coin tosses.

Once the pilgrims fly off towards the source of the letter, play begins with the oldest player, then continues to the left in a circle. The current player is the “storyteller,” while the other players are “troublemakers.”

The storyteller removes three stones from the pouch, and decides whether to take the white or the black stones. Taking the larger number lets you help people and get out of trouble while fewer stones get you into trouble, but once any player collects 8 or more stones, the story is over and the group fails.

Practically speaking, if you take as many stones as possible each turn, you’ll collect too many stones. So, there’s a built-in incentive to get in trouble.

The only part of the system that can’t be quickly memorized is the table that tells you what you do depending on how many stones you take.

That table determines what the storyteller or the troublemakers do next, and it’s determined by how many stones you take and whether you are or aren’t in trouble (a total of 8 scenarios). The storyteller may be able to help someone–perhaps another pilgrim who’s in trouble, or perhaps someone in the world they’re visiting–or the troublemakers may be directed to get the storyteller into trouble. Either (or both) may involve crossing off goal words.

Crossing off goal words is how you get a happy ending: if you cross off all the goal words before any pilgrim gets 8 stones, the pilgrims succeed.

After a few rounds, it becomes clear that the pilgrims are regularly getting into trouble, and each player must, while storyteller, balance helping her friends and moving the story along towards its goal.

There’s a bit more complexity involving the stones you take and how your character changes at the end of the story, which appears lovely but I wasn’t able to test.

The book’s cover claims that it’s aimed at players 12 or older, but I think it’s ideal for kids as young as 8. It’s basically Avatar: The Last Airbender, without the heavy long-term story arc.

Moreover, the system is supported by beautiful artwork that evokes child-like wonder and fantasy awesomeness. This is a book worth owning just for the art; combined with the system it was well worth every penny.

Categories: 50 Games in 50 Weeks | Leave a comment

Upcoming Project: Voidjumpers of Space

I’m careful to avoid announcing new products until they’re evolved enough that I’m sure I’ll be able to release them.

I have 38 pages and over 10,000 words in this one, so I’m confident now.

"Flying Imp, Elven Spelljammer" by juanosarg on Flickr

Flying Imp, Elven Spelljammer by juanosarg on Flickr

I’m working on a SpelljammerTM adaptation for Dungeons & DragonsTM 4th Edition. Its working title: Voidjumpers of Space.

First, a few definitions:

Spelljammer was a D&D 2nd Edition supplement for running D&D adventures in outer space. Wooden sailing ships flitted through the spaces between worlds.

This will not be Spelljammer with the serial numbers filed off. This is not a one-for-one conversion. My goal is to accomplish the same basic goals as Spelljammer with new, original content.

Here’s what I’ve got so far:

  • Complete ship combat rules
  • 10 types of ships
  • 18 ship-based weapons
  • 7 new monsters
  • 2 new class themes (I’m particularly excited about these)
  • 10 major space-faring societies, including significant individuals and relationships
  • 8 famous locations in space
  • The Starfire Cluster, a group of 6 worlds intimately connected by major leaders and resources, and ready for adventure
  • 5 campaign ideas

I’ve also statted out several dozen specific monsters and potential enemies. I want this to give you plenty of material to work with, which you can either drop in directly or easily modify to suit your tastes.

When will it be released? When it’s ready. I’ve got a lot of playtesting and massaging of the text remaining.

I’ll post more as I firm up the content. Meanwhile, I’m open to suggestions. Let me know what you’d like to see in the final product!

Categories: Uncategorized | 3 Comments

50 Games in 50 Weeks: Searchers of the Unknown

\"Books,As part of RyvenCon, I decided to stretch myself a little and run a game in a system I\’d never tried before: Searchers of the Unknown.

Some background is in order: No edition of Dungeons & Dragons has ever been released for free. Moreover, copies of early versions of the game are increasingly impossible to find, except at sky-high prices.

Searchers of the Unknown is one of several projects aimed at releasing a free version of the mechanics of early D&D, in this case 1st Edition. While other systems aim at completeness, SotU aims for brevity: the entire system fits on one side of one page of paper.

Many things are missing from that system, of course, including spell lists and monster lists. But it contains all the basics, and you can easily create spells and monsters with a little imagination. Indeed, there are several free supplements, including Spellcasters of the Unknown, which follow the same format and provide options for wizards and such.

Why would you want to play 1st Edition D&D? Simplicity. Your character sheet consists of 5 numbers, total. And one of those numbers is derived from another.

How does it work, in practice? Surprisingly well.

For one thing, the minimal mechanics practically forcerole-playing. When you always use the same attack roll, and each weapon is differentiated at most by the die you roll, a slugfest becomes boring within 5 minutes. You have to leap and parry and swing from the rafters or you\’ll die of boredom.

Moreover, the system is easy to teach and learn. I and my 2 merry players were playing within 15 minutes, and that\’s including a full explanation of all the rules.

The players did point out that the various weapons are differentiated only by die size, meaning there\’s no reason to carry a d8 weapon when you could carry a d12 one. We agreed that a rock-paper-scissorsmechanic would alleviate this: medium weapons get a +1 on attacks against enemies wielding small weapons, large weapons get a +1 against medium, and small ones get a +1 against large (representing the ability to dodge in and around a big, heavy weapon). But that\’s a quibble.

Contrasted to later editions of D&D, in which the rules focus on combat, SotU isn\’t about combat. It\’s about exploration and adventure. It felt much easier to focus on the larger story, and let the mechanics step in only when needed to resolve a question.

(That may also have been caused by my awesome players.)

SotU is not for everyone, obviously; it requires more imagination from the players and the GM than more mechanics-heavy editions like D&D 4E. That\’s nothing against those systems; it\’s just a different approach, one well worth exploring.

Download Searchers of the Unknown and Spellcasters of the Unknown for free.

Categories: 50 Games in 50 Weeks | 4 Comments

50 Games in 50 Weeks: Hollowpoint

Hollowpoint coverWhen my first game of Hollowpoint ended, one player burst out, “That was awesome!” and the others agreed that they’d like to run Hollowpoint again a bunch of times, trying different setups every time.

So, yes, this is a fun system.

Hollowpoint is built to tell stories about Agents on a Mission. These are the kinds of stories where everyone wears a black suit and a narrow tie, and carries a gun. Quentin Tarantino movies are perfect examples, though the system’s flexible enough to handle cop stories, hard sci-fi, etc.

The System, In Brief

Each character has a name, six skills, and five traits. The six skills are KILL, CON (conniving/tricking others), DIG (research), TAKE (stealing), TERROR, and COOL. Each player ranks these skills from 0 to 5 for their character, 5 being best. Each trait is a freeform description of some special ability, focus, or talent that a character can “burn” for extra dice.

Quick basics of conflict resolution: Each player chooses a skill, and rolls that many dice. The ref (GM) gets 8 dice in the first conflict, and more in later ones. Dice are pulled into sets by matching number, so if you roll a 1, 3, 3, 5, 5, you have two sets: two 3’s and two 5’s. At this point, you can burn as many traits as you want to roll 2 more dice and slide them into sets as appropriate.

Whoever has the longest set (and within that, the highest-numbered set) goes first, and can knock a die out of someone else’s sets. Remove one die in a set of two, and that set is completely knocked out. Attack someone with no sets left, and they take a first-stage effect. Attack with the same skill again, and they take a second-stage effect and are out of the fight.

There’s more to it–particularly regarding teamwork and introducing new characters–but that’s the basic flow. Characters are easily built and described, and the system encourages a more abstract ebb-and-flow to conflicts, rather than the “trading blows” mechanics of a system like D&D or Pathfinder. More significantly, it allows characters who suck at combat to be useful within it, as long as they can justify the use of their skills.

How We Set Up

I ran this game online via Skype, with every player’s video cameras on. I made two Google documents: one text document with blank character sheets, and one drawing to represent the dice on the table. In the drawing, I created five text boxes: one for my die rolls, three for the players’, and one for the teamwork pool (though we ended up ignoring the teamwork rules):

Hollowpoint table

Hollowpoint table

When we rolled dice, we’d group like-numbered dice together as shown in the screenshot, so we could easily see each others’ sets.

It took us about 45 minutes to decide on the era, the agency, and to create the player-characters.

How It Went Down

"Suit Day" by JuditK on Flickr

“Suit Day” by JuditK on Flickr

We decided to set our game in the future, but with a 1960’s heist vibe. The characters were all mercenaries working for a crime syndicate, who were hired by The Dragon (a heavy-drinking little person in a white suit) to steal an unnamed object being kept in the central vault of the Night Shadow, a casino/hotel ship orbiting Ganymede.

The player-characters were Lord Trap V, a mysterious masked man; Face, a social manipulator who was owed a lot of favors, and Mike, a squirrely hacker.

The players boarded under false identities and, upon casing the casino, discovered that the grown daughter of Ganymede’s President was hanging off the arm of the most dangerous-looking man in the place. Said man was an enormously obese man throwing vast sums of money away at the craps tables. The players used one PC’s poison needles to stun the girl, then in their first conflict, talked their way past security (“These are friends of mine; she’s just feeling a little faint”) to get her to her room.

Her room had been completely ransacked. A quick check of her computer terminal revealed that her system had also been compromised, and it was an inside job. Security burst in, led by the fearsome Security Chief Garibaldi, and the PCs again managed to talk their way out of it in conflict 2. They went to the Fat Man’s suite, where he managed to get security uniforms for them and swapped out their records for an incoming group of security personnel. They made their way to Security HQ, where they were led to an interrogation room. The door slammed shut behind them. They had been betrayed by The Fat Man!

Their third conflict was against an interrogation team, which the players lost. They revealed most everything. They were left in the interrogation room, at which point they used various mobile hacking skills to create a distraction (Face called in a favor), get out of the room, and sneak their way to the central vault. They used some ingenious tricks to unlock the vault, at which point they heard ironic clapping. The Fat Man stood in the doorway, flanked by two security guards!

The final conflict began. As the ref, I had a lot of dice, and while the PCs did well, The Fat Man eventually managed to shoot one PC until he was bleeding out, hit another, and rattle the third before the hacker was able to jack into The Fat Man’s cyber-brain and burn him out. Security backed off, and the player-characters made away with their goods.

What I Learned

Hollowpoint perfectly modeled complex, intense conflicts with a variety of different character types, and can be easily extended or changed to handle others (for a Mage-like game, one might swap out the TAKE skill for MAGIC).

It also models those stories well. The book provides a structure for the overall story, with certain conflicts involving the big bad guy, and retaliation scenes. The ref also gets extra dice in future conflicts, ratcheting up the tension and making later battles tougher.

One player made the point that the game really felt like an “Us versus the world” story; the characters were backed into corners constantly.

I also love the rule (and, yes, it’s a rule) that everyone must narrate every use of the mechanics. It got my players thinking about how to role-play, and how the numbers on the sheet corresponded to their actual actions.

To sweeten the deal, the paperback of Hollowpoint is currently available at Lulu for US $19.99. A PDF is coming soon, at a significantly lower price.

Hollowpoint was developed by the always-helpful Brad Murray and the other folks at VSCA, developers of Diaspora.

Categories: 50 Games in 50 Weeks, Role-playing | 1 Comment

Making Money Selling PDFs Online

Tonight, gamefiend was kind enough to host me for one of his At-Will chats, where I talked about my experiences making money publishing RPG PDFs. Here\’s the transcript:

[11:01pm] <BrentNewhall> OK, so it\'s 7:00. We can get started, if you all would like.
[11:01pm] <BrentNewhall> gamefiend, anything you want to say?
[11:01pm] <gamefiend|upstairs> Nope. Start it up!
[11:01pm] <BrentNewhall> Okay!
[11:01pm] <BrentNewhall> I\'m comfortable with questions, so feel free to jump in.
[11:01pm] <BrentNewhall> I\'ll start by talking about what I\'ve done, the tools I\'ve used, etc.
[11:02pm] Topic changed to \"Make $$$ selling PDFs online with Brent Newhall | At-Will Chat\" by gamefiend|upstairs.
[11:02pm] <thedandmom> What, make money, you have my attention
[11:02pm] <BrentNewhall> I run Brent P. Newhall\'s Musaeum of Fantastic Wonders, which publishes a set of PDFs, primarily through RPGNow.com.
[11:02pm] <BrentNewhall> http://www.rpgnow.com/index.php?manufacturers_id=2545 if you\'d like to peruse
[11:03pm] <BrentNewhall> I do everything with free tools (other than the computer itself, of course).
[11:03pm] <BrentNewhall> OpenOffice for documents, Inkscape and GIMP for maps and other graphics.
[11:03pm] <BrentNewhall> Plus appropriately-licensed images from Flickr.
[11:04pm] <BrentNewhall> I hit $200 in sales the first year; $200 in profits in 18 months.
[11:04pm] <PixelScum> wait what\'s going on with this topic here
[11:04pm] <PixelScum> i\'m confused
[11:04pm] <PixelScum> oh my bad i see
[11:04pm] <BrentNewhall> PixelScum: No problem. :-)
[11:05pm] <BrentNewhall> Now, as someone pointed out earlier, that doesn\'t factor in the costs of my labor. :-)
[11:05pm] <BrentNewhall> But hey, $200.
[11:05pm] <BrentNewhall> Any specific questions?
[11:06pm] <twwombat> How many pages is each supplement? What\'s your biggest seller?
[11:07pm] <BrentNewhall> Good questions.
[11:07pm] <BrentNewhall> My first was 33 pages long, though that includes both portrait and landscape versions.
[11:08pm] <OppR2nist> So you self-publish then?
[11:08pm] <BrentNewhall> My latest one is 38 pages for portrait or landscape.
[11:08pm] <BrentNewhall> My biggest sellers are always the ones that were around the longest.
[11:09pm] <BrentNewhall> OppR2nist: Yep, all through RPGNow.com.
[11:09pm] <BrentNewhall> I\'ve also toyed around with other sites, but RPGNow/DriveThruRPG seems to drive the vast majority of these sorts of sales.
[11:09pm] <BJMurray> How much are you charging per unit and how did you decide on the price, Brent?
[11:09pm] <BrentNewhall> BJMurray: $5 each. I did some research, and that looked like a reasonable mid-point for an adventure: not cheap but not expensive.
[11:10pm] <BrentNewhall> On the biggest seller: There\'s an interesting trend there.
[11:10pm] <BrentNewhall> Every PDF sells a lot its first month, then it dwindles. But I also see a smaller spike for all my other products when I launch a new one.
[11:11pm] <BrentNewhall> Welcome, all!
[11:11pm] • John_ObsCrn waves
[11:11pm] <BrentNewhall> So, each new release definitely helps the sales of previous products.
[11:13pm] <BrentNewhall> As to self-publishing: One big advantage of this is model is that I can now present myself to RPG companies and show them my actual work.
[11:13pm] <twwombat> Better to have a full stable of products for cross-marketing and impulse buys. Got it.
[11:13pm] <BrentNewhall> twwombat: Yes.
[11:13pm] <OppR2nist> Are you doing adventures mainly, or are you doing other things (settings, rule supplements, etc.)?
[11:13pm] <BrentNewhall> OppR2nist: Heh, that\'s another story.
[11:14pm] <BrentNewhall> I originally planned to write a series of adventures (The Stronghold Adventures) that could be played alone or as a sequence to form a large plot.
[11:14pm] <BrentNewhall> I\'ve since discovered that the market isn\'t so much interested in adventures as they are in adventure ideas.
[11:15pm] <BrentNewhall> So, while I started by focusing on adventures, I\'ve been broadening that a lot in recent months.
[11:15pm] <BrentNewhall> (I\'m currently working on a project that has me really excited, and is a significant departure from what I\'ve done so far.)
[11:16pm] <thedandmom> what\'s it about, or can you not say?
[11:16pm] <John_ObsCrn> Brent - what did you do for maps in adventures Brent?
[11:16pm] <OppR2nist> So, campiagn outlines? Thing like that?
[11:16pm] <BrentNewhall> John: I mainly used the GIMP, the free image editor.
[11:17pm] <BrentNewhall> I use Render > Grid to create my grid on its own layer, then new layers for each graphical element.
[11:17pm] <BrentNewhall> LOTS of layers.
[11:17pm] <John_ObsCrn> where did you source layers from?
[11:17pm] <BrentNewhall> And I\'ve built up a library of public-domain map elements, like textures and trees (I use a lot of trees).
[11:18pm] <BrentNewhall> John: That\'s a tough one. I haven\'t found a single good source.
[11:18pm] • John_ObsCrn notes Maptools might have been less painful
[11:18pm] <BrentNewhall> I\'ve had to search the web for \"public domain shrub texture\" and such things.
[11:18pm] <John_ObsCrn> Maps are the thing that have stopped me trying to actually sell stuff.
[11:19pm] <BrentNewhall> (And I\'ve had to check that the image is actually public domain, and not stolen.)
[11:19pm] <BrentNewhall> John: Cool, I didn\'t realize that all of Maptools\' images are licensed for resale.
[11:19pm] <BrentNewhall> I\'ll look into that.
[11:20pm] <thedandmom> what I do for maps is get some free textures and such from DA and overlay them on a sketch
[11:20pm] <twwombat> Good to know.
[11:20pm] <BrentNewhall> If I had more skill at drawing, I\'d love to sketch the map out and just can that in.
[11:20pm] <BrentNewhall> But digital tools work well for me.
[11:20pm] <BrentNewhall> And there are a lot of YouTube tutorials on RPG map-making.
[11:21pm] <twwombat> Nice.
[11:21pm] <BrentNewhall> (Hey, ChattyDM just won an Ennie!)
[11:22pm] <PixelScum> nice
[11:22pm] <thedandmom> wooo!
[11:22pm] <John_ObsCrn> Brent I\'m not sure they are liscenced for re-sale, however if you can get textures from public domain it does all the map stuff you can want.
[11:22pm] <BrentNewhall> John: Ah, OK.
[11:22pm] <twwombat> BrentNewhall: (Oh sure, =you= can mention the Ennies...)
[11:23pm] <BrentNewhall> (hahahaha)
[11:23pm] <thedandmom> I wish i could make that sort of money from something on the internet
[11:24pm] <BrentNewhall> thedandmom: I\'m sure you\'ll do fine once the commission business spins up a bit more. :-)
[11:24pm] <thedandmom> yeah, i should do stuff for prints too
[11:24pm] <BrentNewhall> (Heck, I know I\'ve already put you well on your way. ;-) )
[11:25pm] <BrentNewhall> RPGNow actually posted some stats on their sales recently, which were quite interesting.
[11:25pm] <BrentNewhall> For example, most sales come at around the $7 price point.
[11:25pm] <OppR2nist> So, BrentNewhall, you just approached RPGNow, and went ahead?
[11:26pm] <BrentNewhall> OppR2nist: Yep. Once I saw that they have no up-front fees, and they pay a straight percentage of each sale.
[11:26pm] <PixelScum> my problem is i cannot draw
[11:26pm] <BrentNewhall> PixelScum: That\'s exactly why I use GIMP. :-) No drawing skills required.
[11:28pm] <BrentNewhall> Also, 26% of sales come from rulebooks, and 25% from expansions/supplements; only 14% from adventures.
[11:28pm] <PixelScum> i\'m pretty bad at gimp too
[11:28pm] <BrentNewhall> So, create your systems! :-)
[11:28pm] <BrentNewhall> (That\'s across all of RPGNow, not my stuff.)
[11:29pm] <thedandmom> I actually had a system i was working on, it only used d6\'s
[11:30pm] <thedandmom> and races were grouped into types and got features from types
[11:30pm] <BrentNewhall> thedandmom: Cool!
[11:30pm] <thedandmom> never really got off the ground
[11:31pm] <BrentNewhall> Any other questions?
[11:32pm] <BJMurray> How do you market your work. Brent?
[11:32pm] <BrentNewhall> Extremely poorly.
[11:32pm] <BJMurray> haha
[11:33pm] <BrentNewhall> I post on Twitter and my blog.
[11:33pm] <BrentNewhall> That\'s…really about it, to be honest.
[11:33pm] <BrentNewhall> In all seriousness, I started this whole project partly to see just how far I could get with no advertising/marketing.
[11:34pm] • BJMurray nods
[11:34pm] <BrentNewhall> Now that it\'s something of a success, I\'m exploring ways to market it better.
[11:34pm] <BJMurray> Well with zero risk, that\'s not a drawback. :D
[11:34pm] <BrentNewhall> hahaha, exactly
[11:34pm] <BrentNewhall> I\'m looking forward to learning from all of you how to promote better. :-D
[11:35pm] <thedandmom> ask to borrow ad space on friend\'s sites?
[11:35pm] <twwombat> How often do you get sales?
[11:36pm] <BrentNewhall> twwombat: Usually, the first month I get a lot, the second month a few, then in subsequent months 0-2 per month, unless I publish something else that month.
[11:37pm] <twwombat> And all your initial sales are just from posting to Twitter?
[11:37pm] <BrentNewhall> twwombat: Yep.
[11:37pm] <BrentNewhall> And that\'s back when I only had, oh, less than 100 followers, I bet.
[11:38pm] <twwombat> Would more reviews help sales, do you think? And do you hand out review copies at all?
[11:38pm] <BrentNewhall> Great question! Yes, reviews drive sales.
[11:38pm] <BrentNewhall> I shot out review copies to a bunch of the big-name bloggers initially, but couldn\'t get much traction.
[11:38pm] <BrentNewhall> They were all really nice, but they just didn\'t have time to review Yet Another Thing.
[11:41pm] <twwombat> Cool.
[11:42pm] <BrentNewhall> I\'ve had nothing but good experiences with the RPG blogging community.
[11:42pm] <thedandmom> that\'s good
[11:42pm] <BrentNewhall> Well, except for a few people that I made sure not to interact with. :-)
[11:43pm] <twwombat> Heh.
[11:43pm] <twwombat> What would you do differently if you were to start again knowing what you know now?
[11:44pm] <BrentNewhall> Excellent question.
[11:44pm] <BrentNewhall> I\'d release more regularly.
[11:44pm] <twwombat> Monthly, maybe?
[11:44pm] <BrentNewhall> Monthly would kill me, to be honest.
[11:45pm] <BrentNewhall> But at least quarterly.
[11:45pm] <twwombat> Probably me too.
[11:46pm] <BrentNewhall> But getting that momentum seems to really help sales.
[11:46pm] <twwombat> How long does it take to develop something? How many hours a week? Does anyone edit for you?
[11:47pm] <BrentNewhall> Usually 3-4 months, 5-6 hours a week every week.
[11:48pm] <BrentNewhall> I have no editor, though I do often send each PDF out to some friends for a look-over before publishing.
[11:49pm] <BrentNewhall> It helps that I\'ve been a tech writer, editor, and proofreader in the past.
[11:50pm] <BrentNewhall> Otherwise, I\'d definitely recommend finding an editor.
[11:51pm] <twwombat> Cool.
[11:51pm] <John_ObsCrn> There is certainly a lot of scope out there at the moment for self-publishing, especially in 4E I would think
[11:51pm] <BrentNewhall> Definitely.
[11:52pm] <BrentNewhall> Free stuff gets a lot of attention, too.
[11:53pm] <twwombat> Cool.
[11:53pm] <John_ObsCrn> Yeah I have reasonable traffic at dailyencounter when posting an encounter
[11:53pm] • BrentNewhall nods.
[11:54pm] <John_ObsCrn> Though it is usually opinion pieces or DM advice that generates the most traffic.
[11:54pm] <BrentNewhall> OK, I think we\'ve covered it pretty well. I\'ll hang around to answer any other questions, but in the meantime, shall we open it up to regular chat?

Categories: Role-playing | 4 Comments

50 Games in 50 Weeks: Hive

Years ago, I designed a territory-building game, one in which players lay down territory cards, then spawn monsters on them in an attempt to capture another players’ castle. Never went anywhere; turns out that game design is hard.

But as I sat down with a co-worker to play Hive over lunch last week, memories of my territory-building game floated to my mind. This had a similar concept, beautifully realized as a chess-like pure strategy game.

Each player has a set of bakelite hexagonal pieces, each representing an insect. Each player sets down a piece next to each other, then take turns either laying down another piece or moving an existing piece. By the fourth turn, each player must put down their bee, which corresponds somewhat to the king in chess. The object of the game is to surround your opponent’s bee with pieces.

Each piece has its own style of movement. Grasshoppers can jump over any number of continuous pieces to land in an empty position, while beetles can climb on top of other pieces.

There are other rules, but you see the overall shape of the game: the hive grows as the game continues, and the pieces shift based on each player’s strategy. One has to be careful about what piece one moves. What are you leaving vulnerable, and what pieces can take advantage of your new position?

Very young children would probably have a tough time remembering how all the pieces move, but tweens should have no problem playing. Better, the game comes in a vinyl carrying case the size of a hardback book, so it’s easy to take anywhere.

Despite the simplicity of the rules, there are a lot of complexities that arise from gameplay. Because there’s no random element, beginners are at a massive disadvantage against expert players. So be nice if you’re teaching!

Categories: 50 Games in 50 Weeks | Leave a comment