New Release: Trick of the Light Adventure Starter

Recruitment drives. When you go through Agents at the rate the Brotherhood does they’re a necessary evil. Normally we’d send somebody from personnel but they’re on an away day. Again. So pack your bags, you’re off to Vegas and the Convention of Magical Americans. We need you to scout the show for any potential recruits, every year there’s at least one true student of the arcane arts mixed in amongst the stage magicians. Not that you should discount the illusionists, misdirection and sleight of hand are just as valuable in our line of work.

We’ve nabbed some press passes for you. Well, we told them you were influencers… whatever that means. So look the part and try not to go too viral, your health insurance doesn’t cover that.

Trick of the Light is an adventure starter for the Demon Hunters: A Comedy of Terrors RPG by Dead Gentlemen Productions. Inspired by the Demon Hunters: Slice of Life episode The Amazing Velma this adventure starter provides an open framework for GMs to adapt and run the adventure for their own groups. Can the Chapter find and recruit mystical talents without blowing their cover? Was the death of famous magician Griff McCarn really an accident and how on earth do we get Nicky to leave us alone?

Trick of the Light is available at drivethruRPG & Itchio as a Pay What You Want PDF download. Paid purchases, feedback or reviews are greatly appreciated and keep me motivated to produce more material.

Download it now from drivethruRPG or Itchio

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2019 Progress: Halfway there?

As ever time marches on and all too soon the first six months of the year have passed. Given my hope of this year being the one where I move a host of projects forward I thought it would be worthwhile to do an update on my goals for 2019.

Have dones

  • Written and playtested Ghosts of Iron for the Crystal Heart RPG. I’m in the process of revising the text before I submit it. Should be released to Kickstarter backers later this year.
  • Completed the draft for Trick of the Light, my next Demon Hunters adventure starter inspired by the Slice of Life web series. Currently editing and moving it to layout so should hopefully be released soon (ideally before GenCon).
  • Drafted three missions for The Sprawl and handed them over to @HyveMynd for editing / layout. Aiming for a release later this year.

Ongoing

  • Attending conventions – I made a 1 day trip to UK Games Expo 2019 and will be attending BurritoCon 3 in Manchester later this month. I’m also aiming to attend DragonMeet later in the year, if I do I’ll be running games as part of Games on Demand.
  • Progress on Project Cassandra! I posted up the current characters and a rules summary (which is now itself out of date) and am in the process of putting together a playtest packet for BurritoCon. First public playtest since the disaster of Dragonmeet.
  • I have notes for the remaining two Slice of Life adventures and have decided that the Clean-up Crew scenario will be a Fiasco playset given how well the episode meshes with that system. These will be my next focus after Ghosts of Iron and Trick of the Light.
  • The D&D Immortals campaign continues and has passed the tipping point, with the characters ensnared by Destiny and heading towards some epic showdowns with the previous generation of Immortals.

Will I evers

  • Patreon. With the change in how Patreon were going to charge creators I decided to sign up for one with the thought of actually starting it later in the year. Right now I’m sitting on it for the simple reason that it won’t work until I manage to build some interest in what I produce and the first step in that is to actually produce some material. I haven’t released anything since last year and right now I don’t have a core focus for any Patreon project. I don’t know if there is enough interest in material focusing solely on Demon Hunters while most of my other projects have been standalone. Regardless of whether I ever do use it my first goal has to be building up a catalogue of material I can point to.
  • The Kingsport Tribune one-page Cthulhu idea looks like it is going nowhere, just didn’t come together though it did give me some practice with a newspaper style layout.
  • Rocket Demons of Antiquity is on the backburner for now. I’ve come to the conclusion that it is a scenario that will require an ongoing campaign to delve into as opposed to my typical one-shot playtests. Plus I’ve got at least three other adventures inspired by previous campaigns where I already know the story-beats to write up first.
  • DMs Guild material – While I have notes for a few products I’ve yet to make any move or progress towards writing them up. Although I expect they would be far bigger sellers than anything I’ve produced to date I’m fortunate enough to be in the position where that isn’t a priority so I can focus on the material that most interests me.

My Top 6 Influencial RPGs

This is another quick topic that is doing the rounds on Twitter at the moment, but I wanted to elaborate a little on why I picked each of them.

1) Torg – My very first tabletop RPG with an amazing GM that quickly inspired me to run my own games. Yes, the early 90s system is clunky by modern standards (and was so even when I first played it in 2006) but it was Torg that made me fall in love with this hobby. It’s also the game that taught me how much went on unseen behind the screen or in the GMs head, the GM of that campaign made it flow so smoothly that as a newbie I naively assumed it was easy. My subsequent first forays into GMing taught me otherwise.

2) Cortex (Classic, Plus, Prime) – I could easily fill four of the 6 spots here with Cortex games (Serenity, Demon Hunters, Smallville, Firefly) thanks to the impact the line has had on me over the years. Instead, I’m going to list it once, with a separate entry for Demon Hunters for reasons that will become apparent. For this entry, I’m focusing specifically on the system. Cortex was the first game that I discovered for myself, back with the original Serenity. At that point, I’d played only a handful of systems but mostly Torg. Mechanically and thematically the two were so different it was almost overwhelming. I dove into it, roped players into a game… and then ran a disaster of a session as a rookie GM. It was an experience that somehow didn’t put me off GMing.

Since then Cortex has continued to influence me thanks to its continued iteration. Demon Hunters gave me the first glimpse of how a game could be adapted to a new setting with only a few small tweaks. Then along came Cortex Plus, which demonstrated how to take the central DNA of a system and heavily adapt it to mesh with radically different genres. Smallville introduced me to the potential for constant player vs player conflict actively supported by the mechanics while Firefly introduced me to a smooth rules set that is pretty much perfect (in my opinion) for convention play. The in-development Cortex Prime is set to take it even further, providing a full toolkit to build future games on and I can’t wait to see where the system goes next.

3) Demon Hunters (1st/2nd editions) – What can I say about Demon Hunters that I haven’t already said before? It’s a setting that I love for so many reasons, see my recent self-interview for the long list. But the biggest way that it has influenced me? By providing an open world that allows for me to publish my own material. I’ve released two adventure starters (Missionary Opposition and Lockdown) for the most recent edition inspired by the Slice of Life web series and Channel Surfing, an adventure starter drawn from one of my own campaigns and that Dead Gentlemen made available to their GenCon GMs. How cool is that.

4) Hell 4 Leather – One of my first introductions to indie games, Hell 4 Leather bills itself as a Role-Playing Game of Vengeance inspired by tales such as Hamlet and Kill Bill. It’s an inspired game with minimal yet tight mechanics that come together to tell of the repercussions of making a deal with the devil. I’ve played it across a variety of genres, Westerns, Sci-fi, Urban Fantasy and it hasn’t let me down. As influences go it opened my eyes to the possibilities afforded by non-traditional mechanics and tales, supported by the flourishing indie scene in Scotland at the time. While I still tend towards traditional games it was this game that sparked my continued interest in the wider aspects of TTRPGs.

5) Lady Blackbird – This was, in many respects, a turning point for me as it was one of the original inspirations behind Project Cassandra. While the two bear little resemblance thematically the underlying system once did. Yup, Project Cassandra started off as a hack of Lady Blackbird. The system used is, in my opinion, extremely elegant and the whole idea of being able to wield powers in the same way as any other skill (and with few limits) really spoke to me. As I worked on the concept the systems diverged but that was where my interest in game design began.

6) Legend of the Five Rings (4th Edition) – A game that has influenced me in many ways but the biggest was providing me with the chance to join a long term, online campaign. My introduction to playing in the setting came via an online campaign run by Sir Guido and organised through the Happy Jacks Podcast community. It was the first time I’d really played an online campaign and the first where I was gaming with people across the world (we had people from Alaska through to Turkey). While I no longer regularly game online the experience was great and allowed me to step outside of the relatively small bubble that I was gaming in up to that point. It’s something that I’d like to do more of, especially when I get to the point of restarting playtests of Project Cassandra.

Demon Hunters: An Interview… with me!

The Demon Hunters World-bible and script Kickstarter is coming to a close, with a little over 2 days left to reach its goal. The campaign is ~$1000 away from funding at the moment so I wanted to talk a little about why I think you should back it. The below is an edited transcript from a short interview that I did about my involvement with the franchise as a signatory of the shared cinematic license.

• How did you come to the Demon Hunters universe?

I came to Demon Hunters by accident through the original RPG – I was a fan of the Cortex system and when I heard there was a new setting coming out for it I asked my FLGS to order a copy in. I knew virtually nothing about the world, beyond the fact it was supernatural comedy but from the moment I opened it up I was hooked.

• What is it about Demon Hunters that you like the most? Why?

The element that has always drawn me into the world of Demon Hunters is the humour. Demon Hunters took the urban fantasy genre and applied a dry satire to it in the way that only Dead Gentlemen Productions knows how. It’s there in the original movies and by the time the RPG came out it had been honed to perfection and expanded to cover an entire world history. So many of the concepts are absurd when you look at them but the setting puts such a straight face on them that you wonder how they haven’t always been staples of the genre.

• Do you have a favourite memory related to Demon Hunters? If so what is it?

Just one? Thanks to some amazing players over the years I could go on for hours. If I did have to pick then I think it would have to be the first time I ran the adventure that would go on to become Channel Surfing – at the end of the first session one of the players, who was brand new to RPGs turned to me and told me that I had managed to properly unnerve them as they investigated an abandoned apartment – little did any of us know that by the end of the next session she would be embraced by the puppet incarnation of Count Dracula. I can’t think of anywhere else where that chain of events would make sense, let alone be a dramatic high of the campaign.

• What kinds of things do you hope to see come out of the shared cinematic license? Are there stories you might like to tell?

I’m already a signatory of the shared cinematic license and have been putting it to use releasing adventure starters. Right now I’m still working on the remainder of the Slice of Life releases that I pledged to produce as part of that Kickstarter but after that, I have a number of plans. I have multiple Warehouse adventures to adapt to the current canon but the big one I have plans for is an adventure I’m loosely calling Rocket Demons of Antiquity, spanning both the Victorian and Modern eras and utilising an off the books, historical team led by Mina Harker. It’s just a concept and it’ll be a while before it even enters playtesting.

As for what else I would like to see? More, more of everything. The world bible hints at so much that I would love to see people fill in the gaps and expand on what is really going on. Is the Cypher collective evolving into something new and terrifying? What truth lurks beneath the Bermuda Triangle? And most importantly of all why a Yak?

• If you were in the DH universe, what would you be? (hunter, creature, etc)

Well, I’m a research scientist so a member of Mwhahaha would make sense but let’s be realistic – like most of us, I’d be that normal that stumbles into something that they can’t make sense off and either runs off screaming or gets eaten just as the team show up to save the day.

• What do you want to see happen in Demon Hunters 3?

I think everybody wants to know what happened to Gabriel and Chris. Are they in Hell? Are they somewhere in between? Also just what has happened to the Brotherhood during all this time? Is there a new Alpha One? Did Ichabod’s treachery get revealed or did the events of Dead Camper Lake get quietly swept under the rug?

• Why should backers care about Demon Hunters? What is it that makes it cool or fun? In other words, what is the Demon Hunters universe at its best, or what does it do best? What stories does it tell the best?

It’s Dead Gentlemen Productions at their best. Demon Hunters was where it all started and you can see how those first two movies have influenced the approaches of everything that came later. That was 20 years ago and the team have gone from students working it out as they go along to producing professional level material that is pushing the boundaries of small, independently produced productions. Just imagine what they could do with the series if they put all that experience behind it? The Slice of Life mini-series gave us a taste but a full movie could push it so much further.

So go take a look at the Kickstarter and if you can back it. Together we can renew Demon Hunters.

Demon Hunters: Worldbible and Script Kickstarter

With the final stretch goals for the Demon Hunters: A Comedy of Terrors RPG released the minds at Dead Gentlemen Productions have turned to the future of the franchise with their latest Kickstarter – a print edition of the settings world bible and a script for the as yet untitled Demon Hunters 3. The Kickstarter aims to bring together all the threads of a world 20 years in the making and finally tie off the story of Chris, Gabriel and Duamerthrax the Indestructible.

Anybody reading this will know that I’m a massive fan of the setting but why should somebody who doesn’t know the universe be interested? Firstly, the aim is to make it more accessible to new audiences. The original movies are bad. I love them but there is no other way to put it. They were the first productions from a group of students who barely knew what they were doing. Despite that the potential is apparent. The raw genius that would go on to define Dead Gentlemen Productions and Zombie Orpheus Entertainment is all there. Its given rise to The Gamers, JourneyQuest and Strowlers. All of which have benefitted from the professional production values that the teams have learned since those early movies. This is a chance to put all that experience towards the franchise that started it.

Second? It opens the world up. The previous Kickstarter for the Slice of Life web series resulted in Demon Hunters adopting a Shared Cinematic Universe license. At its core that license allows fans to produce and release their own material. It’s the license that I use for all of my adventure starters but it can just as easily be applied to books, web shows, comics etc. There’s even a route for having your own creations be incorporated into the canon.

Finally, Demon Hunters is Dead Gentlemen Productions at their best. It’s dry satire that walks that fine line between plausibility and absurdity. It shouldn’t work, yet it does and it deserves to be seen by more people. This Kickstarter will help make that happen.

The Kickstarter has until March 30th to reach its goal of $13,600. It is currently sitting at $6,146 with 24 days to go. Back it at https://www.kickstarter.com/projects/deadgentlemen/demon-hunters-world-bible-and-film-script

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Hunters’ Guide: A Demon Hunters: A Comedy of Terrors Supplement launches!

Is your DM upping their game? Now up yours! 

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???

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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!

The Hunters’ Guide is the final game supplement from the original Kickstarter by Dead Gentlemen Productions (the associated World Bible, covering the franchise/setting as a whole is still to come) and is available to purchase now from drivethruRPG.

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.

lambda seven

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!)

Monthly OneShot Reflections: Demon Hunters A Comedy of Terrors

Disclaimer: Regular readers of this blog will know that I am a massive fan of the Demon Hunters setting, to the extent that I have self-published multiple adventure starters for the game. I was also a high-level backer of the original Kickstarter, to the extent that I was able to submit a chapter for inclusion in the upcoming Players Guide. Take that into consideration when reading this reflection as a review of the game.

A World of Dimness

With its close proximity to Halloween my choice for November’s Monthly OneShot was easy – Demon Hunters: A Comedy of Terrors. Built on a drift of Fate Core, the setting is one of supernatural comedy.

In a world where gods, wizards, vampires and werewolves are real the forces of good fight have come together to fight as one, as the Brotherhood of the Celestial Torch. Demon Hunters. They fight and die in the shadows, so the world can go on, drinking overpriced mocha-frappe-chino lattes in the light. Blissfully unaware that the world ended last Tuesday, only to be dragged kicking and screaming back into existence by a well-placed subclause snuck into a demonic contract.

It’s a dangerous job, but somebody has to do it.

Just not you. To new Agents go the thankless tasks. Negotiating with sentient forests, chasing goblins off of the 18th tee, delivering pizza, locating missing pets.

The OneShot: Missionary Opposition

Called in to investigate an unusually large number of missing pets in a small village the team got to work, enthusiastically knocking on doors under the cover of being missionaries from an obscure church. Their blunt approach of simply holding a bible up and intoning the word ‘God…’ didn’t go down so well. Until they knocked on number 37, whose occupant was all too relieved to have somebody, anybody, to talk to.

It didn’t take long to discover that there had been strange comings and goings during the night, or that people were gathering in the abandoned house at the end of the street. While Gabriel, Jim and Bijoux took off to investigate that Albrecht followed his nose, literally, as he tracked down a scent he knew all too well. Fresh blood, originating from the boot of a nearby car. Inside, another pet and files from the local veterinary clinic.

Over at the abandoned house, the rest of the Chapter came face to face with what they had been seeking, a skinless creature the size of a bear, layer upon layer of muscle twitching in anticipation. It proved no match for the Chapter and was quickly dispatched back to whatever hell it had been pulled from. A quick investigation of the house discovered its gruesome origins, the decaying body of a man inside a ritual circle. While his wallet had been emptied the Agents found a scrunched up business card inside his pocket. Carl Jackson, Personal Injury Attorney. The address was local, and as it turned out only doors away from the Veterinary Clinic.

A bungled attempt to break into the attorney’s office triggered a silent alarm, drawing the attention of a trio of… irate middle-aged businessmen who were quickly dealt with. Drawing from Bijoux’s knowledge of human anatomy the Chapter concocted a basic, yet surprisingly effective, truth serum to conduct a quick interrogation. They learned that the trio were following orders from a woman going by the names of Lilith and Jackie. Bitter at some perceived slight by the local community she had gathered a small group to get revenge… by summoning the creature and letting it loose during the upcoming Summer Fayre. A subsequent investigation of the veterinary clinic revealed Jackie to be not only a member of staff but the wife of the deceased Carl Jackson.

The Chapter hightailed it to Lillith’s home, where they discovered that she had already begun the ritual to once again summon the beast. Quick thinking by Bijoux put an end to that, as she hit redial on the mobile taken from the man they had interrogated. The ritual chants of “Ix’Kalla, Ix’Kalla, Ix’Kalla” that had been calling out were disrupted by a familiar sound – the Nokia ringtone.

Then came the screaming.

With the cultists being devoured by the beast the Chapter leapt into the fray, knowing that they had to banish the abomination before it broke free of the ritual circle. Albrecht dived after Lillith and the tome she was carrying, while RM, Jim and Bijoux worked to contain the creature. Securing the Tome of Ix’Kalla from Lillith the Chapter used its forbidden knowledge to banish the beast from the mortal plane.

Having saved this little corner of the world the Chapter started the long walk back to base… they’d missed their ride and their calls to HQ kept going to voicemail.

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The Roundup: Riotous Fun

I love Demon Hunters. I love both the setting and the system and once again this session reminded me why. In contrast to many of my previous adventures the game didn’t descend towards slapstick, but the absurdity of the setting shone through. From the opening where the players had to improvise at being missionaries but didn’t know which church they belonged to right through to disrupting a ritual summoning by ringing the villains mobile at a critical moment. Possibly the only downside was that one player took a little bit longer than the others to grasp the humorous potential and thus spent the first half of the game worrying about the police arriving. With a sillier adventure (such as Channel Surfing) this wouldn’t have been an issue but it did highlight the difficulty of running adventures that rely on a dry sense of humour.

From a mechanical perspective, the players picked up the system quickly, though I do feel like a cheat sheet would have helped with some of the finer details of invoking aspects. Demon dice were particularly fun, the players were nervous about using them, which helped add to the tension of the rolls and more than one action failed because they were paranoid about what I might do with the dice if I added them to my pool. I’m still not sure that I put them to proper use, I struggle in particular with the concept of needing to spend them to have events happen (represented mechanically by adding aspects) rather than just declaring that it happens.

While preparing the adventure I took some time to reread the core rules. The book is a fun and relatively easy read but there are a few points where the text is confusing or even contradicts other parts of the book. For example, the rules on recovering conditions state at one point that succeeding with style on the action automatically clears a condition while a different page states that it clears two conditions. There are also a couple of sections that would benefit from some additional examples. The prime candidates are spells and badness tables. I appreciate why the writers didn’t want to include lists of spells or tables but personally, I would have really benefitted from additional guidance and examples.

Overall though? The book is great and full of detail. There’s a detailed setting including a secret history of the world, plenty of artwork and a full range of sample NPCs to drop into your game. The best part of the book may be the mission generator, which breaks the process down into a series of simple steps. A basic mission profile can be generated in as little as five minutes and if you get stuck? Just roll on one of the random tables for inspiration. Want even more guidance? Then pick up the first supplement for the game, Demon Hunting Manual A771, which takes a deep dive into mission planning and organisation.

The Demon Hunters RPG can be purchased from DriveThruRPG via:
Demon Hunters: A Comedy of Terrors (PDF and Print on Demand)
Demon Hunting Manual A771 (PDF and Print on Demand)

While my adventure outlines for the game are available as Pay What You Want downloads from LunarShadow Designs on DriveThruRPG