While I may not have run it in the end the day before UK Games Expo I made a decision to bring along a set of character sheets for Project Cassandra in the off chance there was a chance of testing it out / showing it off / running it. Given the full text is still in pieces I knew I wouldn’t have that to fall back on so I also put together a one page cheat-sheet. Doing so really highlighted what I have known for a while – that while the current draft still needs further playtesting I have a game there. I could sit down and run it and it would be a fun game. The core mechanics are fun (but need stress testing) as is the setup (Cold War psychics saving the world). I’m even proud of the more novel elements such as Knowledges and the way the starting Vision allows for the players to both have an input in the entire adventure but in a way that means their characters are just as knowledgable about the challenges to come.
So what’s holding me back? Me. Writing is not something that comes easy to me, editing even less so. The thought of picking up the manuscript again after so long away from it is daunting. Large chunks need rewritten, a numer of areas need significant expansion and then I need to go over it all again with a fine tooth comb. But I can do it, I wrote a 70,000 word doctoral thesis so I know I can handle a 20-30 page long game.
With that in mind
what’s my next step? Ironically, not writing as I have a few other projects to
finish first. Ghosts of Iron, Demon Hunters Slice of Life starter, The Sprawl
Synth trilogy I’ve been working on.
I can do now is run it and start some of that stress testing. Make notes and
check that I’ve resolved the issues from that informative (yet so frustrating) Dragonmeet playtest. One of the big
things I can do is to start sharing material again. After the Dragonmeet game I
took my drafts down, partially because I expected to quickly replace them with
updates but also becuase my excitement had turned to disappointment in seemingly
jumping the gun.
So this time,
material up piecemeal and as it develops, starting with the current character
sheets and the system cheat sheet. All subject to change but also all out there
for feedback and comments.
The Hunters’ Guide is your essential quick reference training manual. Trying to get ideas for your character’s Aspects or Stunts? Can’t remember what the rules were for resolving a contest? What the heck IS The Warehouse anyway? And let’s not forget The Ciphers… why robots???
The Hunters’ Guide includes:
Tips for character creation, answering questions like “No, really, how the hell do I come up with Aspects?”
The Random Concept Aspect generator, for those who prefer to let the dice decide who their character will be
A deep dive on Stunt creation and making your hunters as badass as possible
More information than you require about The Brotherhood Warehouse and the Cipher program
7 pre-generated, ready to play, Demon Hunters teams!
As a high-level backer on the Kickstarter, I’ve been waiting for this product with bated breath. Why? Because I was able to submit one of those 7 pre-generated chapters for inclusion. Lambda 7, graduates of the warehouse and theoretical protectors of the city of London.
I’ll be posting a proper review of the entire Demon Hunters line once I have a physical copy of the book in my hands, in the meantime you can find both editions at the link above and should you need inspiration for your adventures then take a look at one of my adventure starters, which are available as PWYW downloads (more of which are coming soon!)
Version 2 of the Demon Hunters character sheet is pretty much complete and works out most of the issues with the original. It has all of the elements and is visually clearer with stunts moved to the right hand side of the sheet.
The spacing is much better but still not perfect. Looking at the page as a whole the columns on the left hand half would benefit from being reduced slightly in width while the text would also benefit from the alignment of the paragraphs.
The contents of the preview are for the first creature, the Aether Knight. As with the sheet it’s at a nearly there stage, I’m happy with the overall contents but need to tweak a few of the elements.
One of the things I’ve been slowly working on recently has been a single page character sheet for Demon Hunters inspired by the work of Hyvemynd with their Fate Accelerated Fantasy characters. I’ve been doing a little here and there, interspaced with having to learn more about how scribus works, mostly through trial and error. I’m never going to be a layout professional but I hope that once I’ve created a template then I’ll be able to start releasing more material on a semi-regular basis. Yes, in addition to the adventure starters I have underway. And the larger adventures. And Project Cassandra, which no, I’ve not forgotten about.
The first draft of the template is pretty much done, using only filler aspects and text for now. I’m happy with it but know there are issues. Firstly the space on the right needs to be used better, right now too much of it is comprised of text frames. Second I’ve yet to add boxes for conditions. Third, general spacing especially for stunts.
Overall though it works. This draft is designed for full characters but it should be easier to remove elements for minions and mobs than to add them back in.
One of the areas of Project Cassandra I’ve always been unhappy with is the layout and presentation of the game. While I’ve always liked the typewriter style font I’ve been using the document as a whole has always looked like something thrown together in word, for the obvious reason that it was. Over the last few weeks I’ve been slowly learning how to use Scribus, a desktop publishing program that is available for free. I made the mistake of assuming it would be similar enough to word and dove right into it, trying the layout the entire game all at once. Suffice to say that didn’t really work so my focus of the last few days has been on laying out the character sheets, the initial result of which you can see below.
The new sheet, on the right, is a vast improvement on the old one. It makes much better use of the space, with the individual sections more clearly defined than before. Most of all it feels (to me) like it is closer to something you’d find in a published RPG. There are, obviously, still aspects that need work with spacing being the main one. That’s something I’ll properly address once I have the character art in place, as I want be sure of the final dimensions of those images.
Speaking of art…
Something that drastically improved the look of the character sheet was the inclusion of some proper artwork. The piece included in the new sheet is stock art created by JEShields (who also has an RPG art Patreon here) and can be purchased from on drivethruRPG. Eventually this will be moved to within the main rules and replaced with artwork commissioned specifically for Project Cassandra, again drawn by JEShields. The first piece, of intrepid reporter Samantha Dawes, is already underway with the rest to follow once funds allow.
As I’ve been putting together the characters for my upcoming Nationals game I’ve also been thinking about how to present the information to the players, especially given I expect most (if not all) of them to be new to Demon Hunters. In doing so I’ve tried to break down the sheets into segments, grouping together information based on their importance. The first page is a full scale image of the character, which will be attached to the front of the folder presented to the players. Second is the main character stats – Attributes and skills, separated by a smaller version of the character portrait. This page is the one I expect players to need to reference the most, while inclusion of the portrait allows them to keep that mental image in their head.
Third, the bio. This page is designed to provide the personality of the character, through use of a short bio in addition to their advantages and disadvantages. For Doyl and Blayze an additional sheet details their primary spells (5 each). Finally is the equipment and notes sheet, for you never know what extra equipment the players may wish to acquire during the course of the adventure. While they still need some work I’m fairly happy with the basic layout at the moment, the main aspect that still needs to be added is the wound / stun track and a system cheat sheet. The current draft template for Doyl can be access through the below link: