2020 in Review: Publishing

While I may not have gamed as much as I’d have liked this year it has turned into a bumper year for releases with 9 new products hitting the market. Coming off of the successful launch of The Synth Convergence at the very end of 2019 I had a long list of ideas to work on but surprisingly some of the most enjoyable work I did this year was on projects I didn’t see coming at the start of the year.

I started the year with the final Demon Hunters: Slice of Life inspired adventure starter. Slice of Life: A Demonic Fiasco (also available on itch.io) took a very different approach from the prior entries in the collection, not least because it was written for use with Fiasco rather than Demon Hunters: A Comedy of Terrors. While it took longer than I’d hoped to finished of it came together and made for an extremely fun playset. This was also my first try published material prepared with Affinity Publisher and the difference in what I was able to produce compared to Scribus was striking. This was probably most notable from the production side, elements that took me a long time to prepare previously were far simpler to lay out with the new software. One of my aims for 2021 is to compile all of the Slice of Life material together with a new, updated layout based on the one that I developed for this.

I had always envisaged The Synth Convergence (also available on itch.io) as my only real release for The Sprawl but it seems that I wasn’t finished with cyberpunk dystopias. Building on material I had explored for the original trilogy I released two Mission Packets with condensed outlines for a series of missions. The first, Mission Packet 1: N.E.O. (also available on itch.io) explored the realm of Near Earth Orbit while the second, Mission Packet 2: Subversion (also available on itch.io) turned the focus towards undermining the Corporations with the inclusion of new faction rules and a custom move. Having already laid the groundwork with The Synth Convergence these two releases were far easier to construct but just as enjoyable to write. I don’t know when I’ll next return to The Sprawl but it’s definitely a game that will stay on my radar should inspiration strike again in the future.

Even that wasn’t enough to quench my interest in cyberpunk. One of the first Kickstarters that I ever backed was for Technoir, a game of hard-boiled roleplaying that sadly never got the level of recognition or support that it deserved. It’s a great take on the genre, focusing on investigations and the back and forth story beats of noir novels. Having reread it during a week off I set myself the challenge of reworking elements from my Sprawl material into a Transmission – the format the game uses for adventures. Unlike a traditional adventure rely on the group weaving together plot threads by connecting nodes from a series of themed tables. An investigation that starts with an anonymous shipping container and a local celebrity overdosing at an exclusive nightclub may end up revealing Corporate corruption fuelled by an esoteric religious order. All built organically during play.

The end result of this reimagining is The Synth Divergence: Liverpool Corporate Authority (also available on itch.io). While it draws from the same material the reversed focus, from structured mercenary missions to emergent investigations drives a radically different tone and style of play. Having put in an significant amount of work on the layout front I’ll definitely be returning to Technoir in the future, if only to recoup some of the time investment!

2020 was also the year where I experimented with formats, starting with To Travel far from Home and The Stars will Carry you Home, two business card microgames that came together in a burst of creativity while I was watching a rocket launch. I knew that I wanted to round them off with a third game but it wasn’t until the Bookmark Game Jam that I worked out how to approach it, which included updated versions of the first two to form a trilogy of journal writing games that include messages being passed back and forth through the vast expanse that is deep space. They’re not perfect but the constraints of the formats made for an intriguing challenge and I’ll definitely be looking to produce further microgames in the future.

My other game jam submission this year was What’s so [redacted] about [redacted]? (also on drivethruRPG) as part of the What is so cool about Jam. Based on What’s so Cool about Outer Space I used this opportunity to rework the psychic spies theme of Project Cassandra into the WSCA framework. It’s a fun little game and served as a good exercise in adapting ideas to a new rules set. I’d like to expand on it at some point in the future (maybe the ‘Declassified edition’) but right now my focus is very much on its progenitor, Project Cassandra.

2020 was the year where I finally started making proper progress on the game. I released an updated Playtest Packet, containing the core rules, introductory mission and full layout test. The first draft of the current version is nearing completion and I’m gearing up for kickstarting the game as part of ZineQuest 3 in February 2021. In preparation for that I’ve been doing a lot of researching into costing everything out. I’m aiming to keep the total as low as possible while still ensuring that it breaks even. I’m not expecting to make any real money on this, that’s not why I’m doing it and realistically if I wanted to pay myself a fair rate it would never fund. Of course the Brexit shenanigans means I’m going to be tweaking the budget throughout January as new rules come into force and shipping prices are updated. My aim is to launch at the end of the window – Tuesday 23rd for a 2 week span and a goal in the £350-500 range. Expect to hear more about it throughout January and February.

New Release: The Synth Divergence – A Technoir transmission

The Synth Divergence: Liverpool Corporate Authority – A Technoir transmission

In the wake of the rising cost of air travel and development of clean propulsion methods the city of Liverpool has returned to its roots as a hub of ocean shipping. Thousands of workers have flocked to the docks in search of employment, managing a never ending stream of bulk cargo. Then came Synthetics, true artificial consciousness with the potential to upend the economy. As their numbers increase so does their dominance in the workplace and the careful balance between workers and the Corporations hangs by a thread.

This is the Synth Divergence – A transmission for Technoir, the game of high-tech, hard-boiled roleplaying.

Building on the success of my work on missions for The Sprawl during the past year The Synth Divergence remixes the material into a Technoir transmission centred around the city of Liverpool and its dominant Corporate Authority. Where The Sprawl is built around action oriented missions Technoir spins the cyberpunk dystopia towards noir investigations with intuitive mechanics that weaves a web of intrigue and connections as the plot is revealed.

Inside the transmission you’ll find the 36 connections, objects, locations, events, factions and threats used to construct the plot map and draw the characters in to the investigation. These include The Auctoria super-luxury hotel and CHES, its resident Synth, MetroNews, the custom Manta-Masti sports car, legendary racer Fabio Scorpius and a host of additional nodes inspired by the city of Liverpool.

You can pick up The Synth Divergence: Liverpool Corporate Authority now from itch.io and drivethruRPG for $3.

Reflecting on 2019 – Part 2: Publishing

Alongside actually playing games one of my aims for this year was to step up my efforts as a publisher. It sounds weird to be calling myself a publisher but it is true. I’m a small scale, indie, party of one publisher but still a publisher.

Going into 2019 I had multiple projects on my radar. First off was completing the release of the Demon Hunters Slice of Life mission starters. It took me until July to release Trick of the Light while I only released Talentless Hacks this month, right before the end of the year. With those two starters out in the wild I have one left to complete – Clean-Up Crew, which I thought would be simpler because I had decided to turn that into a Fiasco playset, which is essentially just a collection of tables.

Well it turns out that writing 144 entries that mesh together into a cohesive and compelling whole is harder than it looks so that has sort of stalled for now. Before I push on with it I to spend a bit more time reading through existing playsets, as clearly there is an art to writing them.

Once the Slice of Life releases are complete I can focus on some of the other adventure drafts I have for Demon Hunters. I’ve got a number that are based on old adventures I ran with the original edition of the game, plus I am hoping to run a campaign of it during 2020 to playtest some new ideas. The big one there is Rocket Demons of Antiquity, my dual modern/Victorian adventure featuring Mina Harker and her team. I doubt I’ll write that up by the end of the year but it would be good to get all the bits into place for it.

My second major focus was Ghosts of Iron, a stretch goal commission piece for the Crystal Heart kickstarter. Writing that was a really valuable experience and one that I learned a lot from. First off was designing an adventure that would fit the world. My pitch had originally been inspired by a stock image, drawn by J. E. Shields.

From there I had to craft an adventure that would fit with the Crystal Heart setting, showcase both setting and system and then fit it all into a limited word count using the established ‘One Sheet’ format of Savage Worlds. It was a challenge, but an enjoyable one, helped along by the thrill of getting to run playtests in an amazing (and at the time unpublished) world. One of my big takeaways from writing for Crystal Heart was the value of editing, while I was happy with my initial submission the final release is polished in a way that isn’t really possible without the input of a second person. Sadly, as a one man operation hiring an editor for my future projects isn’t really an option but it’s definitely something I will be more aware of going forward.

The final project was The Synth Convergence, a trilogy of missions for The Sprawl RPG that launched right at the end of November. Initially a collaboration with Chris / @HyveMynd I ended up taking it on largely solo after they had to step back from it. By the end the manuscript had grown to over 10,000 words which needed formatting, edited and laid out – primarily during lunch breaks at work.

I’d be lying if I said I wasn’t immensely proud of the final product. It looks great and I really feel like the trilogy came together as a whole that groups will enjoy. This product required learning a lot of new skills, especially in terms of layout and graphic design so I’ve spent large parts of the last year just trying to get to grips with new techniques in Inkscape, Gimp and Scribus. It helped immensely that there was an established mission structure for The Sprawl, as I could focus on the content of the missions rather than how to structure them.

In terms of sales The Synth Convergence has already beat my modest target of 10 sales (currently sitting at 15 direct sales) and (not surprisingly) is also my highest earner to date. I handed out a number of business cards with free download links during Dragonmeet but so far only one of those has been redeemed. I could look at that as a negative, but just having the cards to hand out provided a confidence boost when it came to talking to people. Also they look just awesome.

Alongside these three projects there are a host of others that have yet to reach completion or even get off the ground.

After shelving it for far too long Project Cassandra returned to active development, with two playtests and a series of rule revisions. The last playtest highlighted a big issue that needs to be resolved (what is it with Dragonmeet throwing spanners into the works?) but I already have a plan for dealing with that. The big focus going forward is writing – I’ll probably start from scratch using the existing material as a guide rather than a draft so it will be interesting to see how much changes in the process.

I’d also hoped to dip my toes into the DMs Guild this year, but the ideas I had for that have yet to move past initial notes. Part of the reason for that was burnout – running D&D 5e blunted my interest in developing for it far more than I’ve experienced with any other system. With the Immortals campaign now complete I’m hoping that I can revitalise my interest in those ideas as I think they each have merit, especially Tales from the Campfire.

Finally there’s The Dyson Eclipse, a vague idea for a space opera game using an adaptation of the Faith Corps system that powers Demon Hunters. Right now that project is little more than a collection of scribbled thoughts. I’m going to work on it over the coming year but with no expectation that it will be complete any time soon. The first hurdle is likely to be the biggest – what do you do? I’d rather avoid producing yet another scoundrels in space game, there are enough of those out there already. Similarly I don’t want dungeon crawling in space, which I realised I was leaning towards during my first crack at outlining the game.

So what does the big list for 2020 look like right now?

Demon Hunters

  • Clean-Up Crew
  • Dr Ahoudi’s Mutant Menagerie / Say Aaargh
  • Knights of the Dawn
  • Eat In or Stake Out
  • Motion in the Ocean
  • Rocket Demons of Antiquity
  • Rules hacks

D&D

  • Tales from the Campfire
  • The Dawnbreakers
  • Untitled Eberron adventure

Other systems

  • Project Cassandra
  • The Dyson Eclipse
  • The Sprawl mission starters
  • 7I/2034 V1 incursion for Trophy Dark
  • Plus a couple of unannounced hacks/adventures where I need to contact a few people first

New Release: Talentless Hacks Adventure Starter for Demon Hunters RPG

Hollywood. People go missing all the time, it’s a big place and people don’t tend to announce when they’ve decided to give up the dream and head back home. So when a 3rd rate mystic was apparently possessed live on daytime TV the Brotherhood took notice and your team got the call. Track down the mystic and find out what’s really going on. They’re probably just another run of the mill fraud but if not we need to find the spirits and this group of talentless hacks before whatever they summoned gets loose.

Talentless Hacks 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 bonus episode Feed the Beast this adventure starter provides a framework for DMs to adapt and run an adventure for their home groups.

Within it you will find a mission overview, breakdown of important locations, intel, threats and a collection of NPCs to populate the adventure. With an open ended structure it is up to you and your group to decide how the adventure will unfold

Will the Chapter save the day? Possibly. 

Will they be lauded as heroes? Unlikely.

Will the chaos and destruction that follows them be captured on camera and risk exposing the entire Brotherhood? Almost certainly.

Talentless Hacks is available now from drivethruRPG and itch.io as a Pay What You Want release. Paid purchases, feedback or reviews are greatly appreciated and keep me motivated to produce more material.

Disclaimer: Links to driveThruRPG include the LunarShadow Designs affiliate ID. If you chose to purchase anything using these links I will earn a small commission from driveThruRPG at no cost to you.

#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.

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!)

New Release: Lockdown Adventure Starter for Demon Hunters: A Comedy of Terrors

With the recent release of Demon Hunters: Slice of Life to the general public it seemed about time to push forward with my personal pledge towards the kickstarter – releasing a series of Adventure Starters inspired by each of the episodes. The first of these was for the Missionary Opposition preview episode, centred around missing pets and the evil that might lurk in an ordinary, mundane neighbourhood where petty jealousy only goes so far. For real results only the dark arts will suffice…

For my second release I took inspiration from the episode Happy Anniversary, which follows the Brotherhood’s first succubi agent dealing with the dual pressures of outliving mortal companions and dealing with the prejudices that come with being a demon amongst the hunters.

That adventure starter is Lockdown, which is now available for download from drivethruRPG. A Brotherhood output has gone quiet, the last message cut off midstream – Lockdown protocols enacted, self-destruct systems armed.

Is just another glitch in the Cipher collective? Is there an impending apocalypse? The only way to know for certain is to send in a team. Your team…

Download Lockdown for free from drivethruRPG

Christmas in July: A few of my highlights

There’s a week to go in drivethruRPGs Christmas in July sale, the annual promotion to clear the virtual shelves before GenCon ushers in a wave of new shiny goodness so I wanted to quickly promote a selection of publishers that are included and worth looking at. All of these are personal picks based upon my own purchases and I did not receive any review or promotional copies.

Spy Master by CM Games

Screen Shot 2018-07-25 at 16.59.54When it comes to spies and espionage there are few individuals more iconic than James Bond, sat the casino table with a martini in his hand. Utilising a system inspired by the equally iconic casino game of blackjack Spy Master works aims to emulate the genre with rapid fire mechanics where players must push their luck as they draw cards to build upon their characters specialities. The rules are designed to support play that sticks closely to the spy genre and avoids the trap of many games that try to build in eventualities for every gadget or weapon. Agent characters are just as deadly when wielding a pencil as they would be with a silenced Walther PPK, allowing for the action to spring forth from each and every scene.

You can find Spy Master on DrivethruRPG

The Cthulhu Hack by Just Crunch Games

Built upon the popular Black Hack OSR system the Cthulhu Hack applied the lightweight approach to the otherworldly incursions of H.P. Lovecraft to create a standalone game of investigative horror. With a focus upon simple, elegant mechanics the system is quick to learn yet provides enough depth to facilitate campaign play and the near infinity mythos of the parental material. Character creation is quick, befitting a setting where character death should be expected and campaigns may require a rotating cast of characters who interact only through the diaries and clues they may leave behind. Well worth picking up for both Lovecraft fans and those who have just begun their journey into the cosmic mythos.

You can find The Cthulhu Hack and its supplements on DrivethruRPG

RPG stock art by James Shields

Screen Shot 2018-07-25 at 17.04.36JEShields should be a familiar name to anybody following my Demon Hunters or Project Cassandra posts as the majority of the artwork I have used in them has been sourced from him. Why do I keep going back to his art? First and foremost because of the consistent high quality and clear style that is available across a range of genres. Second because of the price, both stock art and direct commissions are extremely well priced. Finally because every interaction I have had with James has been positive and professional, both through his patreon and when commissioning artwork directly.

You can find his work on DrivethruRPG and on Patreon

Printable miniatures by Trash Mob Minis

Using miniatures at your game table can turn quickly become either expensive or restrictive as you either expand your collection to allow for the adventure your players seek or limit yourself to what you have at hand. Trash mob mini’s provides a way out with their themed collections of printable mini’s. For only a couple of pounds per pack you get multiple mini’s (most packs have 6) with front and back artwork plus bases. Simply print onto thick paper and cut out to build your encounter. Need a mob of goblins? Then print out multiple sheets and quickly expand your forces. With clear artwork in a fun, cartoony style Trash Mob Mini’s make a perfect addition to any fantasy RPG combat.

You can find Trash Mob Minis on DrivethruRPG

Demon Hunters: Missionary Opposition

It’s here! Well actually it’s here, at drivethruRPG and it’s free to download!

Missionary Opposition is an Adventure Starter for Dead Gentlemen’s Demon Hunters: A Comedy of Terrors. It was inspired by the first episode of Demon Hunters: Slice of Life and is the first in a series that I’ll be releasing for the game. Going forward each will be based upon an episode of the series and will provide adventure inspiration in a condensed 3-4 page format. In the vein of Dungeon World’s adventure starters these are not fully fledged adventures but serve as building blocks. Within each you will find:

The Briefing – The background to the mission, an opening teaser and the core Mission Sinistra to guide your planning.

Locations – Important locales with suggested aspects, intel, threats and events. How they link together is left for the group to determine during play.

DMCs – The individuals and monsters central to the events detailed in the briefing. The aim is to detail the primary antagonist, a supernatural threat or mob and a normal who has been unwittingly caught up in events.

As always please do share, repost and reblog to spread the word that this is out there.

RPGaDay 20th and 21st August

Double post before I fall even more behind and because two days is the most dramatically appropriate number of posts to catch-up on.

20th) What is the best source for out-of-print RPGs?

For me it’s a mix of eBay and drivethruRPG depending on whether I want to own physical books or not. I’ve drifted over to the not camp for games I’m just interested in if only because of the space saving or because it’s splat book 21 of a given system and really I only need it to reference a single page.

In terms of the single best out of print purchase I’ve had it was from an Oxfam bookshop. Somebody had obviously been clearing out their shelves and had donated a massive pile of WEG Star Wars d6 books. I ended up buying almost all of them, spent close to £100 on them which is probably the single biggest book purchase I’ve ever made.

21st) Which RPG does the most with the least words?

A difficult question but I think that I’m going to go with Hell 4 Leather. The rules fit on a double sided fold out (around A3 size) but manage to be both evocative and detailed enough to outline the entire story arc. The game is designed for single story play but because of the way scenes are described it has tremendous replay value.

The game isn’t known nearly as well as it deserves but I highly recommend picking it up: Hell 4 Leather on DriveThruRPG