Getting into RPG publishing has involved quite a steep learning curve – from the basics of how to write a game (you just write a game) through to the intricacies of publishing that final product. Taking the dive right in approach I decided early on that I wanted to aim for a better layout than I could reasonably achieve with just a text document so I started to teach myself. Thanks to training in how to format academic posters I already had an understanding of the basics but dug deeper into the theory, guided by the The Non‑Designer’s Design Book.
Simultaneously I also dived into the software side in the form of Scribus, a free and open source desktop publishing program. While not as powerful or as intuitive (or as functional) as InDesign as a newbie doing this as a hobby it provided everything I needed and more. The difference between Channel Surfing, my first release using Scribus through to The Synth Convergence are a testament to the value of incremental improvements.
Last month though I made the switch from Scribus to Affinity Publisher, a vastly more powerful program and decided to go back to basics from the get go – everything from templates and style guides to page organisation and image assets. The difference was, once again, rather immediate even though I had yet to add anything beyond placeholder content.
This week though, after spending a number of hours just on setup and planning I made a rather hard decision. To start again. Why? Not because the template wasn’t working or because I’d abandoned the project but because of the slim possibility that I might want to submit these files for Print on Demand at some point in the future. It’s not the only thing I’ve thrown out this week – I’ve restarted a Sprawl mission draft three times because it wasn’t working. It’s only a small amount of text but it simply wasn’t working.
That willingness to throw material away, or even admit something wasn’t working has been a hard lesson to learn. A little over month into 2020 and happily going backwards. It’s not the position I’d planned to be in at this point but hopefully the extra work will pay off in the long run.
After a rush of activity at the end of 2019 I’ve started the year a little more sedately while I work out what I want to focus on. Right now that has involved a significant amount of jumping between ideas, making a little progress and then moving to the next one. I’ve completed a draft of The Geller Protocol, the first of my Sprawl mission packets (using a minimal one page format) and made headway with Say Aaargh, an expanded version of the very first Demon Hunters adventure I ever ran. Progress on Clean-Up Crew continues to evade me – the Fiasco format is harder to get my head around than I ever imagined but I would really like to get it completed so I can wrap up the Slice of Life material.
In typical fashion it is The Dyson Eclipse where my brain is firing on all cylinders. It probably helps here that I’m still at the ideas stage, so I can just jot down options and possibilities without needing to work them into a cohesive whole. What I’m still missing though is that central conceit.
What is the core focus of the game, what do the characters do.
Until I can get that solidified any real progress is going to be at a glacial pace as I can’t lock in mechanics without that aspect. So for now I’m researching – despite being a massive sci-fi fan my collection of sci-fi RPGs is relatively small. I’ve picked a few core systems to go over, to see how they work through the problem and what options they present for gameplay beyond the typical scoundrels in space.
The final thing I’ve been working on is learning to use Affinity Publisher after buying a new desktop computer for at home. That has been a lot of fun and I’ve been going back to basics as I get to grips with it. So far, so good and I think the fact that I have a much better appreciation of layout concepts than when I first opened up Scribus has been a massive help. I’ve started to put together a series of layout templates for Demon Hunters as once Clean-Up Crew is out I’d like to do a complete revamp of my layout. There isn’t anything explicitly wrong with my existing format but it could definitely be a lot better. The alternate badness table incorporated a number of new elements and going forward I’d like to have a template that would be useable for both PDF and print formats. Yes, that’s right. Print. DrivethruRPG offer print on demand options so I think it is worth exploring. It would be great if some day in the future I could offer material at a convention and this is one of the options that would facilitate that.
After saying that I’d started off sedately putting this together actually makes me realise that I am already making progress on projects even if it isn’t automatically apparent.
I’m going to put out a separate con report later this week but wanted to quickly talk about my purchases from the convention first.
Goblin Quest by Grant Howitt
Did I intend to purchase this: Yes
I first came across this delightfully silly game of incompetent Goblins only recently at BurritoCon. Inspired by how much fun I’d had, and working completely from memory, I then hacked it to run a slasher inspired Halloween game that was just as much fun. Based on all that and plans to run a Christmas themed Elf Quest I knew I needed to pick this up and had purchased it less than half an hour after arriving. Skimming over the various hacks included with the game and its clear that this is one I’ll be coming back to on a regular basis.
Scum and Villainy from Evil Hat
Did I intend to purchase this: Yes
I’ve been looking to pick up a copy of this for quite a while. I love sci-fi games but own relatively few of them while the Happy Jacks mini-campaign earlier this year piqued my interest in the system, especially given I’d yet to pick up any other Forged in the Dark games. I’ve not opened it yet and don’t know when I’ll play it but suspect this game will be a great reference during development of The Dyson Eclipse.
The Sprawl by Ardens Ludere
Did I intend to purchase this: No
Given I’d released The Synth Convergence only the day before Dragonmeet you might be surprised that I didn’t already own a physical copy of this book. The simple reason behind this is that I’d never seen it in print in the UK before this weekend so I jumped at the chance when I spotted it. Great game and one that I really need to introduce more players to.
Alien RPG corebook by Free League
Did I intend to purchase this: No
Ok, confession time. I have never watched Alien. Or Aliens. Or any other entry in the wider franchise. Despite that I ended up regretting not buying this during the pre-order period. Why? Firstly, Fria Ligan have put out consistently great products since exploding onto the gaming scene. Secondly, I listened to the Idle Red Hands actual play and really enjoyed what I saw. Finally, I saw the book which is absolutely stunning. The artwork alone would have made it a worthwhile (but expensive) purchase even if the game hadn’t looked so awesome. I can’t wait to run this next year and to see how the line develops.
Crystal Heart Action & Adventure Deck by Up to Four Players
Did I intend to purchase this: Sort of
I’d ummed and ahhed about picking this up during the Crystal Heart Kickstarter but decided against it for some reason. Then I saw the final artwork in the PDF and knew I wanted it so dropped by the stall to pick it up. The material put out by Eran and Aviv has been consistently awesome and I can see myself acquiring quite the collection as they release more material for the setting.
Welcome to the future hackers and runners, mercs and shadows. Welcome to The Synth Convergence from LunarShadow Designs.
It takes time and money to be a professional which means one thing – jobs. Off the book, spec-ops jobs run by deniable resources that work outside the Corporate system that runs the Sprawl and every other one just like it. The Synth Convergence provides teams with a trilogy of new missions built around synthetic lifeforms. Push the limits of technology with independent, autonomous artificial intelligences that require no sleep, no wages and no rights.
In The Tannhauser Investment (also available as free demo from drivethruRPG and itch.io) your team are brought in to negotiate the tricky process of a hostile Corporate takeover – all while evading the awareness of the synth consciousness built into the super-luxury hotel the target is holed up in.
The Infinitive Extraction takes the team to the beating heart of the entertainment districts as they seek to extract Infinitive Cascade, the hottest DJ on the circuits from an exploitative contract. But do your employers want them for their musical talents or the military codebase at the core of their personality matrix?
Finally in The Vanda-Weiss Demolition the past catches up with your operatives as they face off against The Evolved, a radical fringe group dedicated to wiping out synths and returning humanity to the true path before they are toppled by their own creations.
Get in, do the job, get out. It’s never that simple but if it was they wouldn’t have hired professionals like you.
The Synth Convergence is available to purchase now from driveThruRPG or itch.io. The Synth Convergence requires a copy of The Sprawl RPG to play. Purchase it from Ardens Ludere on driveThruRPG. Support the creators – buy the game.
Specification: Initiate contact with target at secure public location and negotiate transfer of controlling stake in Bora. Phy currently resident at secure, independent accommodation. Caution advised – significant intrusion countermeasures in place.
RV @ [DECRYPTING]] if interested.
Welcome to the future hackers and runners, mercs and shadows. Welcome to The Synth Convergence, a new trilogy of missions for The Sprawl RPG built around the thematic core of Synthetic Intelligence and the societal fallout that follows their emergence. The Synth Convergence offers teams a chance to push the boundaries of technological progress and answer the question of how far they will go to secure their lucrative Corporate payoffs.
Today we are releasing the first mission, The Tannhauser Investment, as a stand-alone preview while we complete the final editing and layout of the full collection. This asset acquisition contract will require your team to infiltrate a super-luxury hotel operated by a dedicated synthetic personality and secure the biometric signatures of their target. Why? To enact a decidedly hostile takover of a subsidary Corporate asset. All in a days job for a professional, in and out without collatoral damage.
The Synth Convergence reflects a new direction for LunarShadow Designs – It is my first publishing foray into the vibrant space of Powered by the Apocalypse games. It is also my first time working in collaboration with another designer, Chris Stone-Bush (@hyvemynd), who created the outlines for two of the three missions. Between design, writing, editing and layout the process has been one of continual development and I’ve learned numerous lessons that I’ll be putting to good use in the future.
Over the past couple of weeks, I have been slowly teasing an ongoing project over on Twitter – The Synth Convergence, a trilogy of missions for The Sprawl RPG.
Like Gibson’s original Sprawl novels these stories are thematically rather than narratively connected. For our missions the focal point is Synths – artificial lifeforms that are pushing the boundaries of their programming and gaining sentience in a society that has come to rely on them as cheap, disposable labour. Through the course of the missions the team will have to infiltrate a self-aware luxury hotel, extract a synth DJ seeking to defect to a new Corporation and finally facilitate an act Corporate revenge that will have a lasting impact on the Sprawl.
Working on The Synth Trilogy has been a learning process. It’s my first collaboration with another designer, HyveMynd, who designed and blocked out two of the missions. It has also required that I significantly improve my graphic design skills, a fun challenge I’ve been giving 10-15 minutes to during lunch breaks. I think the results speak for themselves and I’ve learned a lot of lessons that I’ll be applying to future projects.
The trilogy is nearing completion. I’m in the process of editing the core text while working on the layout documents guided by the official Mission Files supplement. It’s slow going but moving forward and my aim is to have it all completed soon. Until then keep an eye on twitter for more updates.