Creations

Hammer & Anvil—Crafting in WFRP2e

In 2014, I wrote a blog post called "I Hit It With My Hammer... Constructively" in which I outlined a hack for Warhammer Fantasy Roleplay 2nd Edition. At the time, I was very happy with it.

But I have grown since then, as a GM and a game designer, and as such it's time to release a revision. This revision started small, and quickly grew into a mini fan-supplement much like my last one, Tides of War.

And here it is! I hope you enjoy Hammer & Anvil!

Hammer & Anvil is an unofficial fan supplement for Warhammer Fantasy Roleplay 2nd Edition focusing on crafting. This system seeks to add a deep yet simple system to the core rules of WFRP that enables crafters of any variety to ply their trades. With some small substitutions, this system could be used with any roleplaying game.


Download Hammer & Anvil now!

Tides of War—Mass Combat in WFRP2e

With On the Edge of Exile on the horizon, I've been thinking about mass combat in Warhammer Fantasy Roleplay 2nd Edition, again. Hacking WFRP2e has always beenpassion for me, so I dove straight into this, and came up with the following.

I hope you enjoy Tides of War!

Tides of War is an unofficial fan supplement for Warhammer Fantasy Roleplay 2nd Edition focusing on mass combat. This system is broad enough in scope, and general enough with mechanics, that it could easily be adapted to any RPG system, fantasy or otherwise, with minimal modification.


Download Tides of War now! 

Dirty Aces is on DriveThruRPG!

Today, as of 00:38 AEST, I became a published roleplaying game designer. Imma-need-a-minute, folks!

Dirty Aces is finally live on DriveThruRPG!

Check out Dirty Aces now!

(Mobile Link)



Dirty Aces is a tabletop roleplaying game about a group of wanderers, vagabonds, ne'er-do-wells, and unlikely heroes who are bound together by fate/Karma/ka - whatever you call it. They only have each other to trust, with the whims of the world set against them.

Who are these wanderers? Where are they passing through? What is biting at their heels? Dirty Aces is built for any situation that fits into the above - from Joss Whedon's Firefly, to Stephen King's The Dark Tower, or anything in between.

Inside you'll find:
  • A diceless engine utilising regular playing cards to resolve conflicts,
  • A simple character creation system so you can make your party and play all in a single session,
  • Fiction-first, success-with-consequences mechanics, so there's never a question about what comes next,
  • Tables for campaign creation seeds for you to create your own unique setting in the style of its many Touchstones.
Game Information:
Number of Players: 5 (4 + 1 Dealer)
Length: 2-6 hours
Pages: 19

Lastly, I'd just like to take this time to thank everyone involved in the production, playtesting, and support of Dirty Aces thus far. You're all amazing, and this work wouldn't have been possible without you. Love you, folks!

#200WordRPG: DOGMA

#200WordRPG is one of my favourite yearly traditions, despite how young it still is. This is my second year entering - last year's entry can be found here. If you're not sure what #200WordRPG is, well, it's a challenge to write an entire tabletop roleplaying game in 200 words or less, with no graphics or special formatting. It's all about the words (all 200 or less of them).
This year, I present to you DOGMA!

You and at least two others (there is no maximum) are an entire religion, throughout its timeline - from inception, to corruption and subversion.

Your religion is growing. It will do great things... Before it is twisted, and made rotten. We play to see it fester.

The first player describes a moment of SPIRITUALITY: a fact about the religion at its founding.
//Thou shall not kill.

The second describes a FABLE that explains it: written long after, it obscures the spirituality from morality into rote learning.
//St. Cain didn't kill the sinner, but cut off their hands, feet and tongue so they could never sin again.

The third describes a MISINTERPRETATION: long after the fable is written, how is it subverted and corrupted for personal gain?
//King Auger cut out the tongues of all non-believers, stating they were now, or would become, sinners. He declared their exsanguination was God taking their deaths into Her own hands.

A player who hasn't described a Spirituality begins again. New Spiritualities must reference or retaliate to a previous Myth or Misinterpretation.
//Suffer not the sinner to live.

The religion stagnates when everyone has misinterpreted something.
//Religion fades when spirituality is forgotten.

Record everything.
I also did pretty it up a little, and uploaded it here (and put it on my portfolio here).

If you play it, let me know!

Free Stuff: Remnants of War

Blades in the Dark version 8 (AKA "Release") came out this week and I've been insanely excited about it. The new rules are fantastic to read, and I'm excited to get back to running it (which is next week, I believe).

In the mean time, I've cooked up a mini-supplement called Remnants of War which focuses on the Unity War from the setting - a war fought between the frozen state of Skovlan, and the rest of the Empire, which lasted either 36-years, or 102-years, depending on how you count these things...

The supplement features a new Crew type: Legionnaires, as well as detailing the Imperial Military as a faction, and giving a few new bits of gear for military types, including ghostly weapons, Faraday Armor, and grenades.


(Image from the Imperial War Museums, edited by me.)

Free Game: Rough Road Ahead

Over New Years we (that is, me and many friends) travelled to one of my friend's childhood home - a farm in the middle of Victoria, Australia. It wasn't fantastically remote, but it did give us a solid 3.5 hours away from any board or roleplaying games (oh, the humanity!)

So what did a car filled with three game designers do? Well, we made a game.

Then we tested it.

And now I've written it up properly, and am sharing it all with you.

Like my last game, this is is entirely free. Download it, enjoy it, etc.
(Image from... Me.)
Rough Road Ahead is a game that can only be played on the road, which doesn't have a GM. It can be played with any setting, and doesn't require paper, pens/pencils, or dice of any kind. All it uses is the road, and your imagination.

Global Game Jam 2017 Approaches!

Last year I went to Global Game Jam in Melbourne, and had an amazing experience. I created two games as a part of a team of four, and we had ridiculous amounts of fun doing it.
(Image from Global Game Jam.)
This year, between Friday the 20th and Sunday the 22nd, I want to do something different. I want to do something really difficult.

I don't know the theme (yet, obviously, and I won't be posting about it until Hawaii Jams too), and I don't have a team (yet: if the following sounds good to you, and you're in Melbourne, HIT ME UP!)

What I do have, is ambition. I want to create a roleplaying game that takes no more than 15 minutes to play (including character creation, if any) that covers at least half of the following diversifiers (sort of like mini achievements that make the games more intriguing): 
  • Don’t say a word (ESA Sponsored)
    • A multiplayer game that requires communication between players, without relying on text or voice.
  • Local Lore
    • Incorporate a local urban legend, myth, lore, or history into your game.
  • Game Legacy 
    • Each playthrough of the game affects the next.
  • Crowd Control
    • Your game must be played by 8 or more players.
  • Time Lord
    • Your game offers variations based on the time of day it is played.
  • To me, to you
    • The game must have a single playable character that is controlled by two players.
I also want to follow this Accessibility guide, and tick every single box (except for those which are not applicable because it's not going to be digital, but will be supplied in a PDF, so maybe I can do some of them?).
(Image from accessibility.blog.gov.uk.)

If I smash through the above guide, I then want to start moving through this Accessibility guide, again, going from Basic to Advanced as time allows, and where applicable.

Can it be done? I guess I have 48 hours to find out...

Once the game is done, I'll share it for free here for anyone to use and play!

Free Game: I'd Like You to Meet

I have a grand dream of someday spending all my time writing, making, and running roleplaying games. To be honest, I'm doing a good effort of that now - running a ridiculous amount of games, and actively working on more than makes sense. However, I am also forced to spend a lot of my time doing other things, like working, etc. Granted, that work is still in the video game industry, so I am not complaining. But my eventual goal is to transition 100% from video games to tabletop games - my true passion.

In the meantime, here's one of the games I've been working on. Actually, this one is fresh out of my mind with no active playtesting yet. I'll be doing that, and sharing my experiences, in future posts, so stay tuned. For now, let me introduce you to I'd Like You to Meet (was that as confusing as it sounded to me? Good.) 
(Image made with the help of Lorc from game-icons.net.)
I’d Like You to Meet (ILYM) is a “silent” semi-live action game for four players, played with a deck of regular playing cards, seated around a table. In ILYM, you play as one of four family members: The Mother and Father meeting their Child’s Paramour for the first time.


It's a little unorthodox, but that's sort of the point. Once I get around to releasing my other projects - specifically Slugball, Sorcery & Secrets! you'll realise that unorthodox is par for the course.

I've also been considering starting a Patreon account, to maybe kick this into gear. The funds I'd receive (if anyone was amazing enough to fund me) would help cover the costs of professional art, proof readers, what have you. I'd also like to start streaming some of my process, but that too would come with some costs. A Patreon would also enable me to just do this more which would mean more games being made.

If this is something you'd be interested in, let me know in the comments (or yell at me on Twitter, Google+, Facebook, or randomly on the street without context).

Anyway, enjoy I'd Like You to Meet!

#200WordRPG: MegaCorp

It's time for #200WordRPG again! This shall be the first year I'm participating. Pretty excited for it, to be honest. If you don't know what it is, you can read all about it here, or see an example from this year by Steve D here.
Please note, this game hasn't been tested. It might suck...
---
You’re suits pulling the strings of a MegaCorp. But the ‘Corp is falling - you and your associates have been picking it apart for months now. You want as many assets as possible before it crashes. But not the most, nor seen to be responsible for the crash - they will be charged with fraud...
To play, gather: 2-4 players, a Scrabble set, and a Jenga tower.
Separate Scrabble vowels from consonants. Players take 5 vowels and 9 consonants each. Players make words in secret (minimum 3 letters). Oldest player begins.
Players have a conversation - when asked a question, answer it - attempting to goad the other players into saying one or more of their words.
When a word is said, the player who owns it immediately halts play, reveals it, and replaces the letters. They draw new letters of the same amount, then either remove or replace Jenga pieces up to the amount of letters in the word (minimum 1). They then restart the conversation.
The game ends when the Jenga tower falls, and the knocker loses. The player with the most Jenga pieces loses hardest. Whoever has the second most pieces wins.
Lather everything in Cyberpunk and describe it.
---
I'll be playing it over the next few days to see what it's like. If you've got an idea for a 200 Word RPG, let me know in the comments below, and then submit it on the site!

Here's a Gift: Triskell's Tower

Hey, it's been a while.

I have a lot to discuss, but not enough time to discuss it all. So, I am going to give it all in dot points for possible later discussion!

  • My group finished Marienburg: Sold Down the River. It was awesome, and I intend to let you know more about it. It involved a prison break, a fight with undead elves, summoning a dragon, and a whole lot of death.
  • I started another game, called Ameshirel: A World Undone, which is currently being run live in a Hexcrawlly sort of way. Check it out on Obsidian Portal (as I've actually managed to convince my players to update it!) It is using Dungeons & Dragons 5e, which is a new and strange experience for me.
  • I'm now running a game using Fragged Empire, an indie RPG in development that was successfully Kickstartered a little while back. It is being posted up in Vod form on Another Dungeon, so check it out!
  • I got a new job! I now work for EA Firemonkeys in Melbourne, and am an actual paid Game Designer in full now. No more split titles here, no sir! I'm having a lot of fun, and working on Real Racing 3 for iOS and Android. You should check it out, because it is one of the best racing games on mobile.
  • I'm still planning Verum Arbitus, and it should be launching in a few weeks. Very excited!
  • I've been playing in lots of games, recently, including a Cthulhu Horror game using a hacked homebrew system, and a Terry Pratchett meets The Office meets Better Off Ted style game. Very odd, but loving it.
  • I've been watching a crap load of itmeJP's YouTube channel, especially Steven Lumpkin's West Marches and Adam Koebel's Swan Song. Check them out.
Anyway, because I have been neglecting you all so much, I decided to wrap up a present for you early and release it here!

This is an adventure / dungeon I wrote for Ameshirel, but it can easily be transported into any DnD5e game, or really any game, so long as you're willing to hack it a little. So enjoy the Mad Wizard Triskell's Tower!

(PLAYERS OF AMESHIREL PLEASE READ! Do not look at the PDF above. It will spoil the adventure. I mean, go ahead and read it if you want, but Triskell will know... And he'll get you.)

New Campaign: Dark Heresy, Verum Arbitus

Recently I came to a decision to begin winding up my Marienburg: Sold Down the River campaign, and I will do a full post on that one in the future, as I believe the campaign deserves a true post-mortem.

Whilst this is sad, it means I have a chance to create something new. *cue rubbing hands together*

For a bloody long time now I have wanted to run a campaign set in the 41st Millennium of Warhammer 40k.  A long while back, I did just that, but it never got very far due to my moving away from the group. I have since grown considerably as a GM, and I am ready to step back into the fray.

Last year I designed a campaign called Into the Expanse, but unfortunately that wont really work with where I am now. I am no longer a student, and don't have as much time to put towards planning as I once did. Further, many of the questions asked with Into the Expanse were answered by Marienburg: Sold Down the River (but not all!)

Therefore, I need something new. Enter Verum Arbitus.
DISCLAIMER: This is not indicative of the coming campaign.
But I had you there for a minute.
Or do I still have you? Is this all a lie?

Verum Arbitus

Just to be straight, this is an episodic Dark Heresy campaign, where each 'episode' mission has 3 parts, played over 3 sessions. As a usual Dark Heresy campaign goes, the PCs will be Throne Agents... But there is a twist.

I first had inspiration for Verum Arbitus after I watched True Detective (the pseudo-Latin inclined among you will note that "verum arbitus" very loosely translates as "true detective"). I wanted to create a campaign where the players are, loosely, "the law", yet they are bound in near-mythic events and stumbling through. The players should feel competent - this is their job, after all - but the situation seems strange and unlike anything they have seen before. To put it into metaphor, they hold a well worn deck of cards, yet manage to draw one they've never seen before.

The second round of inspiration for Verum Arbitus, and what prompted me to write the first session was, strangely, the song Radioactive by Imagine Dragons. This was strange for me, but it hammered home the idea that inspiration can strike you from any source. And at any time. Because, as it happens, I was wasted at the time and dancing in my living room with a group of friends to very loud music...

Don't look at me like that.

Anyway, I got to writing, and I sorted out my thoughts. So let me present the Grand Concept Document for Verum Arbitus.

Campaign Name: I've already covered this, but Verum Arbitus

This name gives the needed "fake Latin" feel which is essential to Warhammer, reinforces the strange arcane nature of the campaign, and identifies that the players will take an Arbitrator role during the game. Great stuff.

Campaign Tag-Line: When you know your enemy, you know your ally.

This tag-line is a bit of a riddle, and I wont answer it here as my players are likely reading (and so they should!) However, think about this one. Really think about it. It should give you a few ideas on the sorts of games I'll be running.

What is the Campaign Question?: Who do the PCs trust when their bosses are worse than their foes?

This question is a pretty standard one for 40k, however when mixed with some of the other points in this GCD it should get the players thinking. Just what kind of scum will their employers be?! If we know that their employer is an Inquisitor, as the PCs are Throne Agents, then what does that say about the campaign scope? Is it a Radical or Renegade Inquisitor? Or a truly Puritan Inquisitor? Or neither? Maybe they are 'fake' Throne Agents! Who knows...

(I do.)

Who are the PCs?: Those in the wrong place at the right time. Those that survived. Those that can be manipulated.

The PCs will be forced into servitude, quite literally at the barrel of a gun. But then again, they are Throne Agents. They aren't just bilge scum scrapped up to service. They are competent agents, able to deal with situations that come their way. But they didn't CHOOSE this life, that is the main point.

What are the Doing?: Get a Mission, Infiltrate the Situations, Cut off the Head, Burn Everything.

The PCs will mostly spend their time clandestinely operating behind enemy lines. They will be performing things that, should they be discovered, they will be disavowed, disowned, and destroyed for. They will be doing the "thankless duties the Emperor needs them to do". And they will be doing it in bad company... Or is it better company than those who sent them into these hell holes?

Looking forward to talking more about Verum Arbitus in the future! Viva la Dark Heresy!

Announcing New Contributor: Myself!

Greetings all,

Just a bit of a management update for now. I've finally tethered my proper email address to versamus, so from now on I will be posting from this account.

What does this mean? Well, not much, really. Not much content-wise, at least. Except that it is now far less of a hassle for me to post, so that should mean I post more often!

So that this post wasn't a waste of time for you to read, I will share a map of Rijker's Isle - the fortress prison in Marienburg - that I made this week using Campaign Cartographer 3.


Looking forward to chatting again soon.

If It Ain't Broke, Make It Better

Hey everyone, please excuse the lack of posts recently. I've been writing for a website called Another Dungeon, and doing lots of projects on the side, so versamus has fallen somewhat by the wayside. But no longer! I have a few articles I plan to post in the near future, so that should be grand.

There is a very old and very wise saying that “if it ain’t broke, don’t fix it”. This sounds like good advice: if your chair works, then don’t go fiddling around with it. Your meddling might break it to begin with, but either way you’ll be wasting time.

This piece of advice is, of course, terrible for a games designer. Simply terrible.

When it comes to game design, I am a little bit Derridean - that is, I believe that pretty much every idea has already been done before at some point in time, and attempting to come up with something 100% original is pointless and impossible. Everything we think is based on our experience, so it isn’t possible to think of something that isn’t in some way referential to something that has come before.

This must therefore also apply to mechanics, story, and every facet of every genre of game design. So where does the creativity come in? By smashing those old, tired, and generic ideas together. Not only that, but by constantly questioning the choices that we make ourselves.

Now, let me be clear, this doesn’t mean reinvent the wheel - another very old and very wise saying. However, take those wheels, pull them off the monster truck, and jam them onto the tricycle.

Let me give you an example: Carcassonne.

Carcassonne is a great, classic Euro board game which is enjoyed by people worldwide. It has a sleek elegant design which makes it a quick game to learn, to play, and to enjoy. It is very fun-efficient, suitable for all ages, and has a nice combination of luck and strategy that make it a near-flow game.

However, Carcassonne isn’t perfect. No game ever is.

So I decided to change that. Now I’m not pretending I was the first person to do this - I have never seen it before, but it is such a simple change that I am certain someone else has done it before - but I decided to change the random draw of tiles at the beginning of a round of Carcassonne with a random hand of three drawn at the beginning of a round, which is replenished after each tile is played individually.

Simple change. I didn’t invent anything whilst doing it. I didn’t invent Carcassonne. I didn’t invent the concept of hands in a game. But I did cram one invention into another. But doing so does not a designer make. Game design isn’t about posturing. It is about playtesting. No idea is ever good until you play it and have fun - better yet, no idea is ever good until you play it and have more fun than you had before the idea.

So we gave Franken-Carcassonne a spin, and it turned out great! The addition of a hand allows for higher strategy, and faster gameplay. It removes the shambling randomness and incomplete feelings that some games of Carcassonne can create when the deck is shuffled particularly badly. It also allows for some rather spectacular back-stabbing and fiero moments when you execute an amazing play over a few turns.

The variant doesn’t unbalance the game, because all players have the same ‘advantage’, and are equally able to plan ahead. Yes, each players’ hands can still come out badly, but the hand size is big enough to allow for forethought and clever planning, whilst not big enough for a single player to monopolise all of a single tile-type.

This is just one example. And not a very good example. The change was small, and not very original. But it worked! It made for a different experience, if not certainly a better one (though I prefer it, personally), and got everyone at the table thinking about the game in a different way.

If you need any more proof that constant iteration on games is a great thing, just look at the amount of mods Skyrim has. That should convince you.

So the next time you pick up a board game, card game, or video game, consider the rules you are playing, ask yourself why those rules are in place, and then ask what you could do to change them. Yeah, some of the changes will suck. But some will be awesome. You won’t know until you try them out, and before you’ve realised it you’re a game designer.

Regent: A Free & Easy Card Game For Infinity Players

Regent is a game I came up with today on the way to work... Seriously, I'm not kidding. I wrote this in less than 10 minutes, and I have no idea if it will work or not yet, so I am hoping some of you play it and give me some feedback!

REGENT:
A Free & Easy Card Game For Infinity Players

Regent is a card game which can be played with any number of players above 2, with normal decks of cards (you need 1 deck per player) and probably 30 minutes or so to spare (though this is merely conjecture at this point).

Objective

The aim of Regent is to defeat the other players - all aspirants for the Throne - by destroying their Holdings, which represent their military and political might. The last player standing is the Regent and gains the Throne, winning the game.

Set-Up

To play Regent, you need a normal 52-card deck of playing cards for each player. Once you have these, shuffle them all together and place the massive pile that you'll have on your hands in the centre of the playing area. 

Deal 20 cards face down to each player. This is their Holding Deck. Then deal 7 cards to each player which they may look at. This is their Hand.

Everyone declare how many Royals they have. The player with the most Royals goes first. If you have people with equal amounts of Royals, then the one going clockwise left of the Dealer goes first. Play progresses clockwise from this player.

Playing The Game

At the beginning of their turn, players draw a card if they have less than 7 in their hand.

During their turn, players can perform up to 3 Actions and play a Court Member. Outside of their turn, a player may Defend, Exploit or Assassinate at any time.

Each Action is assigned to a particular suit of cards, and to perform that Action, play a card of that suit. The number on the card represents the power of that Action. There are four possible Actions:
  • Attack (Club): Pick a target. Remove Holding cards equal to the power. You must declare your target before defence.
  • Scheme (Spade): Look at up to power number of cards on the field (in players' Hands or Holding Decks) and rearrange them as you see fit, though maintaining the amount in each location. You need not declare your target before defence.
  • Favour (Diamond): Draw up to power number of cards and add them to your hand. Discard down to 7 cards before taking another Action or finishing your turn.
  • Heal (Heart): Draw up to power number of cards face down and add them to either the top or bottom of your Holding Deck.
Instead of using them as an Action, a player may play one Royal per turn to their Court, face up. Doing so prevents any other player from being able to use that same Royal for as long as that card remains in their court, though the player who owns that Royal may still use them in Actions. Additionally, if you have all three Royals of a suit, you gain +3 power to cards of that suit. This may only be done in your turn.

Additionally, at any time (in your turn or off-turn) you may remove a Royal from your Court voluntarily to use them in an Action (though they never re-enter your Hand, so you must use them immediately or discard them). Once this has been done, you may not add an additional Royal of that same type to your Court this turn. I.e. You may not have a King of Hearts in your Court, remove him, use him, and play another King of Hearts that you hold to your Court.

Defending can be done by any number of players when another player plays an Action, but each player can only Defend with a single card per Action. To do this, play a card of the opposing colour to the Action (Red > Black, or Black > Red). Reduce the power of the Action by the power of the Defence. If an Action's power is reduced to 0 it failed (but still counts to the total Actions used). This can only be done in your off-turn.

Exploiting can be done by drawing cards from your own Holding Deck. This can save you in a tight spot, but also harms your 'health'. This can only be done in your off-turn.

Assassinating can be done by playing a Joker Card and removing a Court Member from an opposing player's Court, thus allowing another player to add that same Royal to their own Court. This can only be done in your off-turn.


Winning The Game

Once a player's Holding Deck is reduced to 0, they lose, and their Court is disbanded (and discarded). When there is only 1 player left, they win.

Clarifications

Once a card has been used to perform an Action, Defend, Assassinate, been Assassinated, or is discarded, it goes into the Discard Pile. Once there are no more cards to draw from the Deck, reshuffle in all cards from the Discard Pile into the Deck, and keep going with play as usual.

Royals are worth the following amounts: Jack (11), Queen (12), King (13). Ace is worth 14, but is not a Royal and cannot join a Court. Further, Jokers are worth nothing and cannot be played in any way except to Assassinate another Royal. You may also never have multiples of the same Royal in your Court so as to "hold" the space. Only one Royal of each suit can ever be in a Court at any one time.

Cards used to Defend do so to their full amount. Any excess 'defence' left over does not get stored anywhere. Therefore, if you use a Defend card of 5 power against a 2 power Action, the other 3 power is simply wasted. So choose carefully!

As I say, please give this a try and let me know in the comments.

[EDIT #1] Thanks go out to Robert for making me realise I forgot some things in the original write-up, and for suggesting some changes. I'm a goof.

[EDIT #2] Thanks to Amelia, Laith and Sam for playtesting this over the weekend. It's fun, though a few issues need to be ironed out, so I will likely have to make a 2nd Edition!

The Lightest RPG Ruleset Ever

Don't worry, I'm still writing the next part of my recent series.  I haven't forgotten! This is just something I thought about on my way to work this morning...

The following is a ruleset for a light RPG you can play in any amount of time, even less than 30 minutes. Character generation takes 10 seconds, and combat (if you even have any) takes a single dice-pool per 'side'. It can be used for any setting, ever.

Each player chooses 3 things their character is good at. This could be anything, from Strength, to Running, to Talking People to Sleep.

Each player ranks these traits from +1, +2, and +3. You have to use each, and you can only use each once.

To make a test, a player rolls a d6. If they are testing an action against something that they have a trait in, they roll that many more dice and add all the results together.

The GM sets the Difficulty of an action (or in the case of a contested action, the other party rolls and compares the highest). Difficulty 4 is the base-line.

If a player rolls equal to or above the Difficulty, then they succeed. If they get equal to or more than twice the Difficulty, they have performed a Critical Success, and they can describe the extra awesome things they've done.

Combat is fought by both sides adding up all their dice and rolling it as a single dice-pool. The side with the highest total wins, and the other side loses. It is up to the GM and the players to decide what this means.

Weapons and armour, and other gear add more dice, or have cool effects determined in the moment.

Rules of Thumb: Don't be a dick. Play to have fun with everyone. Trust each other. Do these things and the system will work.

Have fun!

Where Have I Been? And A Monster For Your Troubles...

Greetings,

It's been a while. It certainly has been a very long while. Much has changed, and now that the effects of Tzeentch are beginning to wear off I am finding a little more time to talk about those changes and other topics which I do love to natter on about.

So here goes...

Since I last spoke, I've: visited Japan for 2 amazing weeks; changed vocations (now professionally working for a Games Design studio in Melbourne, Australia - Twiitch); gained a housemate; radically altered (and somewhat stalled, due to increased work) my WFRP 2e campaign, Marienburg: Sold Down the River; begun work on The Sands of Athla in ernest (and hired a team to make it possible); begun freelancing for some professional tabletop ventures; and prepared myself mentally, physically (*laughs endlessly*) and emotionally for the prospect of being best man at my best friend's wedding...

So, you know, same-old.

Most (maybe all?) of these matters are topics I want to discuss more, though I wont make the mistake of promising them now. Let's just cross our fingers, shall we?

What I will give you now, however, is a monster concept that I wasn't able to jam into my latest submission (and as such it would go to waste otherwise). I give you the Hiveworm for your troubles:
Some travellers marvel at the strange formations that mountain ranges take. The educated among them often see mountains which don't quite fit with tectonic science. To some, these would be curious exceptions, but for those surveyors who have investigated, they have proven to be the source of nightmares. These 'mountains' are in truth gigantic hive-cocoons for a race of worms know as Hiveworms. Hiveworms come in three varieties; the small Slaver which coils around the necks of larger species to enslave them in protecting the hive, the horse-sized Chrysalists which devour rock and extrude it in a film to build the great mountain cocoons, and finally the mountain-sized Queens which live within the bowels of these cocoons and breed he lesser two varieties. These beasts operate towards their own goals with an almost sentient level of intelligence - certainly staring into their black beady eyes one feels a being of hate and madness staring back.
Stat it up (or suggest systems that you want me to stat it up into) and enjoy!

Hopefully we will talk again soon (and I will get a chance to show you some of what I've been up to!) 

Creating Impossible Worlds & The End of A-to-Z

Greetings all,

It's been a little while since I last posted. A great many things have happened, and in the end they got in the way of the last few posts I was going to do on the Marienburg A-to-Z. But, I am here to let you know what was happening, and what will happen next.

First of all, as I may have mentioned, Impossible Worlds was experiencing some problems. They are far to myriad and complex to go into here, so I am posting the link to the Post-Mortem for you all to read if you so wish:


Additionally, I am here to let you know that I am currently working on a PDF of the entire Marienburg A-to-Z series. This will include a polished up version of the posts made between A-U, as well as the unposted V-Z. I will release this freely on versamus, for all viewing pleasure.

On this, I am looking for a couple of artworks to scatter throughout. I might end up using some of the stuff in the Marienburg: Sold Down the River book, but if you know of any artwork that would be fitting, please let me know.

I hope everything settles down soon, and I can get back to my regular posting.

All the best, and I hope you have time to get in some gaming soon!

Marienburg is Born!

I do apologise for the lack of A-to-Z posts recently... I've been working a crazy amount at SportsBet, so I haven't had many evenings in which to write, and the next few days are likewise filled with lots of fun (though I will be posting about all of that), so the last few letters will have to wait a little while. I'll try and do a few tomorrow and stack them up, but no promises.

Last night I finally held my first WFRP related event since the end of Praag, and it felt awesome. Everyone gathered around at our usual gaming table, and we had a Round Table Character Creation session. We discussed the campaign, and I handed out the Starter Kits, and everything was in good WFRP cheer!

The collaborative Character Creation, though, was a lot more successful than I thought it would be. This is what I did:

  1. Everyone around the table had the chance to give a 1 sentence explanation of their character. This ranged from submissions as succinct as "Pirate", to multi-clause sentences about Half-Ogres and Blood Bowl teams.
  2. Everyone got the chance to veto or question any of the choices. Some questions were thrown, and ideas changed dramatically (I kid you not, one of the characters went from "Axe Cop", to what is essentially Vinculus from Jonathan Strange & Mr. Norrell - a charlatan who dabbles in fake magic, gambling, and anything to make a quick copper).
  3. Everyone expanded on their ideas, and added bits of flavour. This was anything to additions of back story, or what have you.
  4. Again, everyone could veto or question.
  5. Everyone described what they would be doing during a usual session, and we got some clear ideas of the party intentions. Surprisingly, there was very little combat focus, so the campaign is going to be more Everyman than I expected, which could be very interesting!
  6. I then laid out two scenarios for the party, and asked them where they would fit into the scenes - they got to colourfully describe what they would be doing*:
    1. The first was a bar fight, where all patrons are being involved in the scrap.
    2. The second was a carnival on a holy day, which was full of attractions that they could make up.
  7. Second to last, the players had to pair off with two different other players and create "memories"**.
    1. How this worked was that each player joins up with one other and creates a memory that they both share which is a "good memory". They need not know each other was involved, just so long as it is a shared experience in their past which they both find good. We had players inadvertently helping each other out, and some who became friends before the start of the campaign.
    2. The second was the same, but with a "bad memory", and another PC. This meant that every player would have a good and a bad memory, and would be linked to two other players. This necessitates that talking to any one of the players means that you can trace a web of interactions to every other player.
  8. And last of all, we rolled up our characters, using the Expanded Character Module as an aid in random skills, talents, trappings, and doomings.
* This process was perhaps the second best thing I did, because it gave the players the chance to directly tell me where in a situation they want to be.
** This was perhaps the best thing I've ever done during character creation, and I will likely write an entire article about this. It allowed the players to really understand each other, and to build a shared history for the city.

All in all, everyone ended up player characters that they otherwise probably wouldn't have thought of. We have a wonderful band which are stuck together due to a shared company interest, as well as a shared history. Among the characters are:
  • A male Halfling "Carpet Salesman" who specialises in rolling up corpses and throwing them off bridges.
  • A male Marienburg-born Norscan Bouncer who shares his Minstrel father's love of the innocent.
  • A male Tilean Painter / Art Forger who has deep ties with both the underworld and the upper class.
  • A male Marienburger Ferryman / Smuggler / Family Man who is always on the look out for more money-making schemes.
  • A female 15-year-old Bretonnian Pirate who has already done way worse things than any of the other characters have even seen in their lives.
  • A male Marienburger Charlatan / Mystic / Gambler / anything else that can con people out of money.
  • A male Half-Ogre Blood Bowl Quarterback who is looking for a leg up in the competitions.
  • A female Marienburger Ex-Black Cap / Rat-Catcher who is searching for the man who framed her, and a way to make her massively extended family proud.
Can anyone say GM fodder?! I'm going to have some fun!