Archive for the ‘ Spes Magna News ’ Category

d12 Power!

After quite a slump in writing output, I’m back in stride. I’ve nearly completed the first draft of Dodeca Weather, a new PDF that harnesses d12 power to determine your campaign’s weather. A few finishing touches remain before the draft PDF gets emailed to my growing list of playtesters. Excellent!

Dodeca Weather‘s GM-friendly, step-by-step process considers climate, altitude, terrain, and season to determine temperature, wind speed, and weather events. Weather characteristics include amount of precipitation, duration, wind speed, and the odds of a weather event continuing after its initial duration has expired. There are also about 6 pages of rules for different weather events, consolidating and expanding upon the core rules. Last of all, the PDF comes with a handy 7-day weather worksheet to help you organize your meteorological data.

Dodeca Weather is scheduled for released around the third Sunday in August.

A Gamer Goes on Vacation

Yes, you too can now partake vicariously of the Chance Family experience and get some free game crunch at the same time. Download your own PDF copy of A Gamer Goes on Vacation today. This 9-page PDF offers such excellent features as:

* A day-by-day narrative of my recent family vacation to East Texas.

* Informative links to Interweb sites related to what we saw and did in East Texas.

* Full color photography.

* Crunch for the Pathfinder Roleplaying Game, including two new traits, a new magic item, a new haunt, a new simple template, and a new extraordinary ability for tigers.

This PDF was originally written (sans pictures and links) for Game Geek 19, now available for free at this link.

July 1st, 2011  in RPG, Spes Magna News 1 Comment »

Revised PDF Available Virtually Near You

Got more done than anticipated. The revised Latina Facta & Versatile Performance Redux is now available at Paizo.com and DriveThruRPG. Revision I of this 14-page, printer-friendly PDF contains great game crunch:

* 15 feats inspired by Latin sayings. Stare down foes with Caro Putridas Es! or inspire your allies with Morituri Te Salutamus.

* 18 bardic arts divided into acting, music, and dancing categories. Boost an allied bard’s abilities with Chorus, get into character with Affective Memory, or stun an enemy with your Snake Arms.

* 7 new bard spells, one for each level 0 through 6. Bamboozle enemies with deceptive cadence and turn an ally into a whirlwind of pain via fouetté en tournant.

And all of these bombastic bard bonuses are still only $0.99.

Lured by the Jade Throne

I recently entered the One-Page Dungeon contest. It’s my first time. I’d read about One-Page Dungeons here and there over the past year or so. I’d checked out a few examples, including those found in the this free download. The idea fascinated me, but left me with two questions: Stick an entire dungeon on one page? Why?

Well, the answer is rather simple. It’s not too different from the Five-Room Dungeon format. The goal is to provide a usable framework for an entire game session that is generic enough to let the GM customize it to fit the needs of his particular gaming group. A One-Page Dungeon is the opposite of hyper-detailed adventure paths that not only offers an adventure scenario, but also strive to plot out an entire campaign, if not an entire campaign world.

Since I gave up Facebook for Lent, I found myself with much more time on my hands. I decided to give the One-Page Dungeon Contest a try. I came up with a hook quick enough. The hard part came with the actual writing and layout. I’d chosen to outline a five-story, magical pagoda full of ninjas suitable for a site-based adventure. I had to include maps, background text, area descriptions, et cetera. All of this had to fit on a single side of a single page of paper in a format and font-size that would be legible. I went through three different maps. I wrote and rewrote and re-rewrote. I ended up beating the deadline for contest submissions by under 24 hours.

While I doubt I’m going to win anything in the contest, I do think that The Lure of the Jade Throne is a fine first try at a one-page dungeon. You want to take a look at it? Well, click here, and you can download your very own copy. Neat, huh?

April 3rd, 2011  in RPG, Spes Magna News No Comments »

Heroes, Monsters, and Intro RPGing

One of my current projects is Heroes & Monsters, which I hope to have done in time to playtest in May. This roleplaying game hopes to provide a suitable introduction to gaming for people who’ve never to hardly ever played an RPG before. My design goals for H&M encompass four areas:

1. Flexible & Easy to Learn
I want a game that can be adapted to a wide variety of situations and scenarios within the fantasy genre. The rules of an RPG should serve the players and the kind of game they want to play rather than unnecessarily limit choices.

Many RPGs are quite complicated, presenting players with dozens to hundreds of different options, and that’s just looking at character creation. The rules that govern the use of skills, magic, and combat then contain oodles of variations, situational modifiers, and exceptions to the norms. As a result, these sorts of RPGs include hundreds of pages of rules that are not only not easy to learn, they’re down right unfriendly to new players.

H&M takes the core mechanic of the d20 System and adds to it tools to increase flexibility and flatten the learning curve. The result is an RPG that you can start playing almost right away.

2. Shared Narrative Control
Narrative control in game terms refers to the ability that players have to shape the direction of the story they are playing. In many games, the bulk of narrative control rests in the hands of the Game Master. The GM makes up the adventure, sets the challenges, determines what happens next, et cetera. More or less, the other players react to the situations set forth by the GM.

There are two unintended consequences of investing so much narrative control in the GM. First, the GM ends up doing much more work before, during, and after the game session that the other players do. Often, the GM does more work than all the other players combined. This can result in the GM getting tired of GMing, and a tired GM makes for a poorer RPG experience. Second, the other players get little training in the skills needed to be a GM. With the GM calling so many of the shots, players have less incentive to immerse themselves in the game in meaningful ways.

H&M strives to spread narrative control more evenly among all the players. The GM ends up with less work, the players with more options, and everyone with more fun.

3. Heroic
It seems like the recent trend in RPGs is toward what’s referred to as edgier or darker elements. Fans of these games claim they explore adult themes, and often toss out examples such as drug abuse or exploitation of one group by another. Drawing distinctions between right and wrong gives way to shades of moral gray that end up robbing characters’ actions of meaning. After all, if all choices are equally right, then all choices are also equally wrong.

This recent trend smacks right into one of my abiding prejudices in RPGs. I don’t like things to be edgy and dark except in contrast to the heroism of the characters. Things like drug abuse and exploitation are not entertaining, and they’re not really suitable for the good guys. I like for player characters to be genuine heroes, fighting against the forces of evil. I like for there to be a definite right and wrong, and for heroes to do their best to end up on the side of right.

I’ve written H&M so that your PC isn’t just an adventurer. Your PC isn’t a mercenary hopping from one paid mission to another. Instead, your PC is a hero. A hero might get paid for being heroic, but the money isn’t the primary motivation.

4. Cooperative
RPGs should be played cooperatively. There is no way to win an RPG. You aren’t competing against the other players, and that includes the GM. Since no one gets to win, you can instead focus on having fun and on helping ensure the other players have fun as well.

After all, what’s the sense in playing any game if you’re not having fun? H&M doesn’t really have rules for cooperation (although there are a few). Instead, the cooperative stance of an RPG deals more with the attitude of the players than the rules. Throughout the H&M PDFs, I offer suggestions about how to increase the fun. Use those that you feel work best for you, and ignore those that don’t. Best of all, invent your own suggestions. Make the game yours.