General Ramblings


So, we had a player out this week, so the Hollow Earth Expedition campaign was on hold for a week. (Actually, I had a way to explain the character’s absence, but…) The rest of us decided to do some character generation for my Dungeons & Dragons game set during the fall of the Roman Empire.

I picked the rough date of 376AD (or 1128 ab urbe condita, according to the Roman calendar of the time), a few years before the disastrous Battle of Adrianople sets the Empire to go into the ground like a lawn dart. The setting, at least to start, is in Germania Superior — along the upper reaches of the Rhine, but will eventually take them to Augusta Treverorum (if they make it.)

One of the players jumped to an idea almost immediately — a human cleric from Mauritania: Aurelius Augustinus of Hippo (or as we know him, Saint Augustine.) He’s about 22 at the start of the campaign, and has left Carthage and his religious studies because of a tricky situation with the daughter of a wealthy man. A curious, well-read, and intelligent man with an interest in different religions, he has set out to explore the world and find some kind of truth to it. In game terms, he’s a cleric with a focus on Knowledge, with Apollo and Minerva as his preferred gods of the pantheon. His spells are primarily healing and mending ones. He has a crossbow…hopefully, he won’t shoot himself or a fellow with it by accident. He’s average on the physical stats, but high on mentals with an 18 Wisdom.

Come on…the guy’s playing Saint Augustine in an alternate reality where the Roman gods exist. How cool does that sound?

The other player went for party balance and — assuming the missing player would most likely go for a wizardy/bardy type — went with a human fighter with a street urchin background for some thieving talents. He’s a former legionnaire, having served his 20 years in relative quiet on the frontiers of the Empire (Britannia, maybe northwestern Gaul, but a relatively quiet post to explain his level 1 rank.) Capable of reading, he had risen to the rank of optio, a sergeant or deputy to his centurion. His character is packing a 16 Strength and 15 Dexterity, and has all his old service gear, so gladius, scutum, chain shirt, etc. With his discharge and citizenship papers safely on his person, he’s currently working as a bodyguard for whoever will hire him.

Character creation for D&D 5th edition is fairly easy. We had to do a bit of flipping around the book, which has a font color and size that is a bitch and a half for my LASIK improved eyes, but we sailed through the basic bits — race, class, abilities. We had to do a bit of hunting to figure out how the skills and save throws worked. It would have gone faster but Wizards of the Coast thought it would be fun to do the glossary in a font that is readable only with electron microscopes. Background packages add a nice bit of fluff to character creation ideals, and other character bits. That the classes and backgrounds start you with some gear is a nice touch.

Overall, due to a lack of familiarity and bad friggin’ fonts, we were able to knock out two characters in the space of just under two hours, including taking our time to discuss some of the basics of the setting — like which races were playable, where they’re often found, etc.

The basic mechanic are on hand to see when you look at a character sheet. d20+proficiency+ability or skill mod. Hit a DC or difficulty check, and roll on. It feels like someone took Advanced Dungeons & Dragons from my youth, cleaned up the rules and added some bits to make it more a roleplaying and less a combat simulation game. From what I can see, it seems a much more logical descendent of AD&D than 3rd and 4th editions ever did.

We still have to get one character statted up, then we’ll probably have a play test session sometime in the next few weeks.

“2016 is the worst year ever!” “Can we just get 2016 over with?” “Person of the year, 2016: The Grim Reaper”

STOP IT.

55.3 million people or so died this year. A few dozen happened to be celebrities. Some were people whose work I and others really liked, like Alan Rickman. Others played iconic characters, like Carrie Fisher; or were instrumental in musical trend like David Bowie or all? most? of Emerson, Lake, and Palmer.

But it’s highly unlikely most of you knew these people. Like the other 55.3 million, you never met them, or if you did, it was a singular encounter or two. You’re not mourning the other millions, nor should you mourn these folks, either.

Yes, some of them were good folks. Some were highly talented, creative, or prolific, and you still can enjoy their works. To paraphrase a character played by another dead celebrity, “They’re not really dead, so long as we remember them…”

This isn’t the worst year ever. We haven’t had the Soviet pogroms this year. Nor “the Final Solution” (and no, Trump isn’t bringing that back. But if he does, I’m sure he’ll tell us it’ll be big and beautiful; just ask everyone…) No Black Plague — hell, no polio. You can swim in most of the water in the US, despite the DAPL protesters. I remember when the creeks and rivers where I grew up were red and foamy with chemicals — thanks, Pfeizer! That’s pretty unusual today. The skies are not blackened from industry, unless you live in China.

The world’s poverty level is falling, even in crapholes like Africa and India. Many of us work less, have more, and are unlikely to be murdered by our government or neighbors than ever before.

Actually, 2016 — for many people outside of Hollywood — has trundling along about the same or a little better than past years.

So, once we get the first line of adventure scenarios out the door, we’re going to be turning our attention to Victorian sci-fi modules (I’m not calling it “steampunk!”) and location sourcebooks.

Right now, I’m thinking Shanghai and Istanbul — they’re unusual settings with loads of stuff going on in the 1930s. However, one of my players was enjoying the setting of Hindenburg so much during our play test, and the use of Los Angeles in our Hollow Earth Expedition campaign, he suggested an airship supplement.

Being a massive dirigible aficionado, I really want to do one. Realizing that the reality of airships is less thrilling than fiction, I’m not so sure.

moth

Coming really soon…

Cover is by Matthew Bohnhoff, who did The Zugspitze Maneuver for us. We’ll be going for that same movie poster look.

White Ape of the Congo is selling gangbusters for Ubiquity, and decently for Fate.

The Zugspitze Maneuver is selling well for Fate, but very slowly for Ubiquity.

What to make of this? No friggin’ clue, but it’s an interesting bit of data.

White Apes of the Congo is out for Fate and Ubiquity — if you haven’t had a look, they’re available for $2.50.

Our next release, The Zugspitze Maneuver, is done with writing, art, and layout, and is just waiting on the cover art. ETA December 1.

The Death Jade, a get to the McGuffin first adventure set in Shanghai, is done with writing and layout, and is only waiting on the cover and some character profiles to be added. ETA December 23rd.

Murder on the Hindenburg — just that, a murder mystery set on the airship Hindenburg, may jump the queue if editing and character profiles get done before The Death Jade. ETA is December some time.

Two more adventures — The Treasure of the Illuminati, and The Mellified Man — are in the writing phase and should drop early next year, if we can afford the art.

I think I’m gonna need a Patreon page.

 

 

My new take on the Gillmen for Hollow Earth Expedition moves them much more closely to the nereid/mermen/mermaid myths. One talent I decided to add was Siren Call, to more closely approximate the supposed seductive nature of the creatures.

Siren Call

Prerequisite: Charisma 3 or Performance 4

Your character has a preternaturally beautiful voice that can charm and enchant most creatures.

Benefit: Your character may attempt to attack a target using Performance (or Charisma, if untrained.) If you roll more than the Willpower of the target, that person or creature is entranced by your voice for the number of minutes equal to your successes. To continue to hold them in your sway, must must make another test. This cannot be used during combat, like Captivate, but the effect lasts much longer. While the character can manipulate, touch, or move their victim, they cannot injure or frighten them. This immediately breaks the spell.

Normal: Your character can sing with such beauty as to captivate a target for a short time. Advanced: This Talent can be bought up to three times, gaining a +2 to Performance for each level purchased. The effects last the level of the Talent in minutes x the successes over the target’s Willpower.

After decades of punching out good adventure scenarios that only see the light of day with my groups, and to a lesser extent the readers of this page, I decided to attempt to do more with these games than reminisce…

And so, Black Campbell Entertainment has gotten it’s federal and state business licenses, so we are officially in business! Right now, we’re concentrating on getting out a series of pulp-oriented game modules or adventures or whatever the hell we’re calling them these days.

The first is The White Apes of the Congo. This will be a 35ish page adventure book that will come in a few flavors — Ubiquity (Hollow Earth Expedition), Fate (Spirit of the Century), and Savage Worlds — with cover art by comic artist Bill Forster.

After that, we will have a 1936 spy adventure, and another set in Shanghai where the players are looking for a mystical, or cursed, MacGuffin.

Following these baby steps, we’re looking at period-specific setting books: 1930s Shanghai and Istanbul, noir Los Angeles, Victorian London… And in the offing, a modern espionage game.

We’re also working on a screenplay.

Stay tuned. Big changes coming sometime around October.

Okay, I’ve loved my Thruxton since the first time I rode it on the Sandia Crest road here in New Mexico. (That’s a road about 10 miles long with a 120 turns, ranging from long sweepers, to good chicanes, to hard switchback, with an altitude climb of about a mile. It’s like PIke’s Peak, but less deadly.) I’ve ridden the hell out of Trixie — named for Speed Racer’s girlfriend — putting almost 30,000 miles on her in 4 years.

So, of course I’m interested in the new Thruxton, the green one which is now officially approved by my five-year old daughter:

13686660_10154376451392082_6440553930231374092_nSo at a birthday party for the 13th year of the local Triumph shop, I got to be the first to ride the white one behind her for about half an hour.

It’s powerful. It’s not Panigale or Aprilia sportbike powerful, but it’s easily pulling no punches. I popped the front tire up coming out of the parking lot into a right hand turn because I treated it like my old Thruxton.

Don’t do that.

The 1200cc water-cooled mill churns out 112 ft-lbs of torque at 4500rpm…which is right where it seems most comfortable. The 97hp hits about 6500. This thing moves. I was doing 60mph in second gear before i realized it. Getting it out onto old Route 66, I played with throttle response and it is sharp, brisk, and the bike wants to run. Normal secondary highway speeds are easily acquired in third or fourth gear. I only got into sixth on the interstate, where I got up to 115mph in a stretch with no traffic. At that point, the Thruxton got pretty light up front. I suspect the top end is somewhere close to the indicated 140. It does, however, get a bit finicky at 4500rpm, and feels like it can’t decide it it wants to go faster, or slower. It disappears if you back off a tad, or hit it just a bit harder. Fuel map, I suspect, and the fly-by-wire clutch.

Handling is very smooth, immediate, and the bike turns very well. The seating position is slightly forward, and my arms (I’m 5’9″, so averagey) drop straight to the bars, the pegs leave more legroom than my 2010, and I never got close to scraping anything. It’s about the same weight as my bike, but feels lighter; the weight must be lower.

The brakes are good. Not Ducati stop right now! great, but very quick and responsive, without the Ducati desire to have you do an Olympic-level sitting long jump.

So is it any good? No — it’s tremendous. It looks great, the clutch is very light, the bike does what you want when you want it, but no more — just like every Triumph, it’s polite. Is it worth $12k? Yes.

So, we’re on the Modiphius playtest for the upcoming John Carter of Mars RPG, and finally got a chance to play the packet of rules they’d sent to us. My interest and hopes for the game were quickly dashed by an absolutely disastrous experience.

Straight off, the packet did not specify how the main core die mechanic worked; I had to open the Conan quickstart file, which — while indisputably beautiful — is a monstrously large file due to this and was absolutely killing the iPad, speed-wise. I thought I had that simply basic rule down, but the players were continually asking the same question about it, so I second-guessed myself and that was that. What had started out at a good clip quicklyy bogged down to my flipping back and forth and trying to read through the dense colors of the highlighting the design team had throughout the playtest file.

Professional tip for developers/editors of any type #1: when sending something to a group of people, keep the highlighting colors as low contrast as possible. It’s damned near impossible, for instance, to read black type through a deep red highlight.

Professional tip #2: When describing a process, be specific, be simple, and assume congenital idiocy. No, most of your audience isn’t stupid, but they might be busy, as many of us are, or they’re former PhD students who no longer can stomach reading after 400 books in 3 months, and they’ve only skimmed the file. “That’s their fault!” you cry. Nope. Be simple, direct, and specific. How does the die mechanic work, in this case.

So, 2d20 is actually relatively simple, but describing it might be hard. In the case of this game you add two stats and try to get below their total. If you do, it’s a success; if you’re below the highest attribute on any die (or is it on all dice — this is where they fell down) you gain two successes; below the lowest stat, three successes. Say you need four successes (which they did not bother to explain was what D4 meant), you roll two dice and hope you get low enough on one or both dice to get four successes. So you could, in theory, get upwards of six successes on 2d20, or more with use of “momentum” (More on that in a moment.)

Really not that complicated. Any extra over what you need is “momentum”, which can be spent for yet another d20 on a following action, on damage, or a number of other things. Damage comes off of the attribute/stats you used to defend. The mechanics aren’t that bad, but the packet was a hot mess to read through. You should not have to go to another playtest book on another related game to understand what you’re doing. (Yes, it’s a work in progress, but assume no one has read your other stuff.)

Strangely, my five year old immediately grasped the rules. She wanted to play desperately, but when things bogged down, she got bored and wandered off. Shortly after, I pulled the plug on continuing and we pivoted to Hollow Earth Expedition for the rest of the night.

Which bring me to a sidenote, as I am working through product development, myself: Conan, both the Quickstart packet and the book in development are beautiful. A lot of the new RPG books are full-color, loaded with graphics, art, and high-quality layout work. They really are gorgeous. But they are 1) expensive, 2) staggeringly heavy on the pdf file sizes, and 3) for all this is supposed to help set the tone for players…I’m not so certain this isn’t working against some of the publishers.

The expense of making these books is high. The art costs, the layout costs, the fine paper and full color costs, the hardcover costs, and they’re often bloated 300+ things of late, so they’re heavy — which makes shipping (especially international) cost-prohibitive in the extreme. (Drop over to Fred Hick’s blog to read more on how shipping can crush a successful Kckstarter.) I love to love and feel of these books, as well as others…but part of me wonders if this focus on the aesthetic over the substance isn’t becoming a problem.

Some of these fancy products mean counter-productive color choices where contrast between text and background color or patterns interrupt the ability to read the rules. The focus on sounding appropriate to the setting (Firefly was a good example of this) can help set the mood, but make understanding how the hell the rules work difficult. You don’t want to sound repetitive or boring to the reader, but you are also describing a process — it’s technical writing, really — and clarity, brevity, and simplicity rule the day when teaching something to a person.

So I suppose my question is — do we need all these gorgeous books, or do we need a return to more simple layouts, good clear writing that cuts the size of a game book from a 300 page, $60 tome to something more in lines of 150 pages and $25-30? Maybe grayscale will do. Maybe black and white, save for a few color plates, will do. (It would certainly make the pdfs easier to use!) Maybe softcover will do.

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