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!)

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Forward Planning: Sections overviews

I’ve spent the last couple of weeks dividing my time between a couple of projects, including the research for Ghosts of Iron. While I hadn’t originally planned to pick it up just yet this included purchasing Savage Worlds: Adventure Edition and getting up to speed on the changes to the system. This was made possible thanks to an unexpected conflux of events – the book being released in a near final format and the unexpected surprise that I had made enough from sales of my Demon Hunters adventures to purchase the pdf outright. So to everybody that has made a purchase – thank you.

My second focus has been pouring over the One Sheet adventures released by Pinnacle. When writing my Adventure Starters I have found breaking the text down into sections from the start is invaluable. It provides a clear focus and when faced with a limited word count helps me to judge the respective weight to assign to each part of the adventure. So how do One Sheets break down?

First, the obvious – They’re limited to one double-sided sheet. On average that breaks down into ~1500 words of pure text, including heading the many one/two character words such as d6 that are used for character or monster attributes. In the grand scheme of things that is officially Not Much.

From there, adventures tend to break down as follows:

Introduction & background – A quarter to half page setup for the adventure that details what has already happened and why the PCs would become involved.

The plot – A brief walk-through of the plot covering half to three quarters of a page. Due to the inherent limitations of the format this is usually presented in a simplified linear fashion based on the assumed progression of the PCs. Those same limitations often prevent railroading as the job of providing depth and details is left to the GM.

The twist/set piece – More often than not this involves a climatic combat against the major antagonist followed by a brief conclusion. Typically half a page long. For Ghosts of Iron my intention is to slot this into the middle of the adventure, to provide a transition scene between locations and to showcase a mechanic that is often underused (in my opinion).

One major antagonist and an Extra – A half page, condensed entry detailing the major antagonist, their stats. If space allows for it this may also include the stats for an Extra, although many rely on references to associated setting books to save space. Unless the adventure is combat oriented this is usually a quarter to half page in length.

So now that I have an a breakdown of the format how do I proceed? My first step, unusually, is to just ignore all of the above. Instead I concentrate on fleshing out the adventure via bullet points and notes. For this I mostly rely upon a design notebook that I carry in my work bag and I just jot down any and all thoughts that come to mind, connecting and cross-connecting them as the adventure comes together. The process is as much a way to stimulate my mind as it is to produce any actual output.

From there is the first bash at writing, the stage I am currently at. Using my section breakdown as a guide I start to put the adventure together. At this point word count isn’t important. While writing my PhD thesis I learned the hard way that I tend to overthink my writing and try to edit as I go. It’s not a process that works, I go round in circles trying to perfect a single paragraph before I even know what the rest of the page will look like. Part of why I maintain this blog is to work on this, I try and keep my editing on posts here to a minimum. They may not be as polished as I’d like but it forces me to just write and get my thoughts down on paper.

So that’s where I am – Working on the first draft, mostly during my commute to and from work and then slowly pulling it all together.

Crystal Heart Kickstarter: Final 24 Hours

24 hours! That’s all that is left for you to back the amazing Crystal Heart Kickstarter from Up to Four Comics. If you’re still on the fence then let’s summarise what you’ll be getting at this point:

  1. A full-colour setting book with 200+ pages of details and amazing artwork.
  2. Six, yes count them SIX short adventures, two of which are available now as free downloads and one of which will be written by yours truly.
  3. Ten bonus crystals for use in your games, with suggested adventure seeds for each.
  4. Themed bennies, available as both PDF or a  physical add-on.

You can get all this in digital format for a mere £15, back it while you still can.

Crystal Heart Kickstarter: Now with stretch goal by me!

I’ve posted already about the Crystal Heart Kickstarter and how amazing it is going to be but as of today, it becomes personally awesome. Why? Because I’m going to be writing one of the stretch goals! If the campaign hits £20,500 then I will be writing a one-sheet adventure titled ‘Ghosts of Iron’. The teaser, courtesy of the Kickstarter:

Piracy is nothing new to the Islands, but of late a new name has come to the fore: Arakil, the iron-clad ghost ship that attacks from beneath the waves.

The Kickstarter runs for another week and at the time of writing is sitting at £18,629, well past its funding target of £12,000. Find more details (and back it) via the Kickstarter page or head to Up to Four Players to read the webcomic that showcases the world (and the fantastic art by Aviv that will be throughout the setting book).

Kickstarter: JourneyQuest Season 3.5

JourneyQuest is the tale of a dysfunctional group of adventurers seeking to find and destroy the mythical Sword of Fighting. The epic fantasy series from Zombie Orpheus Entertainment has returns to Kickstarter to fund season 3.5, a collection of scenes that will expand upon the existing 3 seasons and the upcoming seasons 4 and 5 (The Kickstarter for season 4 is expected early 2019). More Orcs, more Karn the Unpleasant… in fact, more of everything thanks to the inclusion of the JourneyQuest World Bible! The definitive guide to the Fartherall, the world of JourneyQuest and The Gamers. Want to explore the wider world and produce your own licensed material? Then this is the document for you, a history of the ages and important factions in an ever developing setting.

And by chance, if you’ve yet to watch seasons 1-3 of this amazing show then you’re in luck. The entire show is available to stream for free on The Fantasy Network, alongside shows from a range of other indie producers.

The JourneyQuest 3.5 Kickstarter has 16 days to go (at time of writing) and less than 50% of its goal left.

 

Thoughts on: The Expanse RPG Kickstarter

With two weeks still to go in the campaign the Expanse RPG Kickstarter by Green Ronin is on track to be a massive success. It’s blown through one stretch goal after another, having funded in under an hour and is currently nearing $300,000 in pledges. Yet despite being a big fan of both the novels and TV series I find myself struggling to build any enthusiasm for it. Spectacularly underwhelmed to be exact, enough that I felt the need to dig into why.

So lets start at the start: The pitch for funding. It’s professionally put together, contained achievable and realistic stretch goals and even had a short word from the creative force behind the novels, James S. A. Corey (yes I’m aware it’s a pen name for the two authors but I’m going to refer to them by that name as it’s the one they chose to use). It is, however, very light on the pitch. If I wasn’t already aware of the franchise then I don’t think I’d give it another glance, there is simply nothing that grabs me and screams PLAY THIS GAME! Or even that sells me on the setting beyond standard space opera.

One thing that I was very happy to see was that from the get-go they provided a free to download quickstart rules document. It has been professionally produced, looks great and provides both a breakdown of the core rules and a sample adventure. It’s the sort of release that I think all of the bigger RPG companies should include on their Kickstarters – it shows that they have put in the work beforehand. Rules are written, character sheets designed, artwork and layout styles selected. While it’s not achievable for most of the smaller indie companies it shows that they are serious about this game.

Despite this I was, once again, underwhelmed. There’s a similar lack of setting information, I could pick up what was included and drop it into a generic space opera game without really having to tweak anything.

Then there’s the system, which feels… generic. I can’t really put it any other way. Now don’t get me wrong, it looks like a solid and serviceable system but nothing about it stands out to me. I’m totally willing to accept that this may just come down to a matter of preference but overall the mechanics feel like they have barely iterated on design ideas from a decade ago. Stunts (one of the most exciting aspects of The Expanse RPG according to the quick start) are interesting and provide special bonuses but the non-combat variants seem limited with their value restricted to very specific situations. I was also disappointed to see that one of the stunts was ‘Knock prone’. Given much of the setting is in zero or low-G environments it felt like quite an oversight to not reword this. Simply renaming it Offbalance would suffice and it makes me wonder how much the system has been tweaked to fit both the setting and genre of the novels. The added Fortune and Churn mechanics also failed to impress (seriously, spending the equivalent of your HP to change dice results? Even if they recover quickly people will hoard them). They’re ok but they don’t set my world on fire.

So that’s my rambling thoughts on The Expanse RPG and its Kickstarter. I don’t know if I’ve really got across my point and I understand it comes across as excessively negative (which wasn’t my intention but I needed to write this to work through why I felt so uninterested in the game). It’ll probably be an ok game but only that, ok. Will I back it? I seriously don’t know, I’m leaning towards yes just to get the setting material but I don’t know if I’d ever run it which disappoints me immensely.

Demon Hunters: Slice of Life launches

Demon Hunters: Slice of Life is an anthology web series from Dead Gentlemen Productions that funded on Kickstarter last year. It explores the everyday lives of characters within the wider setting, from the eternal duo of Gabriel and Silent Jim to new faces such as Wen, the first succubus to work for the Brotherhood. Alongside each episode comes the ‘Be Vigilant…’ and ‘Ask Sally’ shorts which respectively delve into potential threats to budding hunters and Anti-Tank Sally’s patience.

The series starts with Missionary Opposition with a rolling release of episodes over the coming weeks. As of publication 5 episodes have been released with more to come and as a Kickstarter Backer who has had advanced access, I can promise that the best of the series is still to come.

As an added bonus for fans of the associated RPG Demon Hunters: A Comedy of Terrors I have pledged to release adventure starters inspired by each of the main episodes. You can find Missionary Opposition on drivethruRPG while Lockdown, inspired by an as yet unreleased episode is currently being edited before I start on the layout. And if that wasn’t enough for you the Demon Hunting Manual A771: An Impractical Guide to Mission Planning has also just launched, providing further advice on creating missions and adventures to challenge Chapters from the heights of the Alphas all the way down to the lowly Omegas.