Supporting Faith Corps: The system that powers Demon Hunters

Since I started blogging about RPGs the one game that I have come back to time after time is Demon Hunters. From the over the top setting through to rules that support both the supernatural and the comedy elements the game has pretty much everything that I’m after. Unfortunately, following the Kickstarter there was quite a lag between release of the game and of the two supplements. There was also (to my knowledge) no plans for any future material beyond that. It’s one of the reasons that I chose to publish my own material – I wanted to help support the game as it’s all to easy for a Kickstarter success to slip under the radar after fulfilment.

That should be set to change now as Don Early has started both a Patreon and blog to further develop Faith Corps, the system developed in collaboration with Cam Banks for the second edition of the game. He’s aiming to release material on a regular basis, with Patreon backers getting early access and a chance to contribute suggestions and feedback.

While Demon Hunters will be a core focus Don is also looking to tap into the raw potential of the Faith Corps system by adapting it in new ways, with the aim of emulating a range of 80’s blockbuster and TV settings. As I’d also like to push the system into a new genre (space opera) seeing how he approaches the task is going to be invaluable in guiding my own efforts.

You can find Don’s posts at https://faithcorps.blogspot.com/ or back him on Patreon at https://www.patreon.com/donearly

As always you can find links to everything I’ve released for Demon Hunters here.

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#RPGaDay2019 31st August: ‘Last’

August has come around once again which means it’s time for RPGaDay 2019. In a shift from the questions format of previous years this year is characterised by a series of prompts, which I’ll be attempting to answer each day with a short post, with the prompt word highlighted in bold each day.

Day 31: Last

The last game I was in was D&D 5th Edition, a campaign that I’ve been GMing since the start of the year. We’ve entered the final arc and I’ve got to admit that while I have enjoyed it I am looking forward to a change of system. d20 will never be my system of choice, there are just too many parts that I don’t enjoy. Perhaps the biggest is combat. I am really tired of trying to make combat more interesting when a hit rarely does anything more than whittle away HP. I want each and every hit to have a narrative consequence, not ‘you get hit by an arrow for the 5th time this combat, lose 7 HP’. I’ve got workarounds but ultimately the issue is with the system. We’re probably moving on to Demon Hunters next, which utilises narrative conditions. I can’t wait for the change in pace and the opportunity to introduce the group to the wider world of both the setting and role playing in general.

And with that we bring RPGaDay 2019 to a close. It’s been an interesting challenge responding to the daily prompts and I hope that people have appreciated my stream of consciousness approach to it.

#RPGaDay2019 24th August: ‘Triumph’

August has come around once again which means it’s time for RPGaDay 2019. In a shift from the questions format of previous years this year is characterised by a series of prompts, which I’ll be attempting to answer each day with a short post, with the prompt word highlighted in bold each day.

Day 24: Triumph

My first paid sale of an adventure outline felt like an immense triumph. To date my gross sales across everything I’ve released totals ~$30 and all of that has gone back into the hobby. I’m producing material on a budget of basically zero and then putting it together in a fairly ad-hoc manner, often on my phone. I then compile it into a single document with some basic layout, using skills that I’ve taught myself. That even a few people choose to pay for that material is immensely satisfying and helps keep me going. Long term I would love to start producing material regularly and even shadow launched a Patreon prior to the changes in the payout structure. I still don’t know what to do with it though. My current thoughts are to use it for releasing small amounts of Demon Hunters material but I don’t know if there is a market for it, especially given one of the creators of the game is already doing that.

All of the material I’ve published to date can be found on drivethruRPG or itch.io as free or Pay What You Want downloads.

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

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.

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???

screenshot 2019-01-29 at 09.29.32

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!)