6 November 2012
Decisions, decisions
With some helpful feedback from fellow blogger Thatsants (find him over at Somewhere the Tea's getting cold), I've tweaked the character cards. Minor stuff, but I think it's an improvement. I now need to decide whether to have the white or parchment background. Any thoughts?
4 November 2012
Goblinquest character card, take 1
A bad back (something went when I was leaning into the hen hutch to retrieve the mortal remains of Henrietta this morning, poor hen) meant I had plenty of time just sitting still today, floating nicely on ibuprofen, diclofenac cream and a strategically placed hot water bottle. I could have done some prep for school which starts again tomorrow, but came up with this instead. It's a first attempt at a character card for Gobinquest, with all artwork shamelessly stolen from the interweb and put together in Photoshop by me.
What do you think? I'd rather have a less cartoony image of the knight, but an artist I am not :)
What do you think? I'd rather have a less cartoony image of the knight, but an artist I am not :)
Labels:
NaGa DeMon
NaGa DeMon
No, not a D&D monster from the Outer Planes or anything of the sort, National Games Design Month is a blatant rip-off inspired by the success of NaNoWriMo except (as the name rather suggests) you create a game, rather than write a novel. I've decided to jump on the bandwagon and finish off the Goblinquest game this month (The Averaigne setting is going to be too looooong a haul for this, I think).
Apparently, the organised sort of people who succeed at this kind of venture tend to have clearly defined goals and targets. Things like 'finish the game, make it good' tend to be scoffed at as being too nebulous and imprecise. Tightening up The Plan (TM) a bit while my tea brewed, I came up with these:
Get designing, you lot! Oh, and any feedback or suggestions on the above would be very welcome indeed.
Happy geeking,
Rab
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| http://nagademon.com/ |
Apparently, the organised sort of people who succeed at this kind of venture tend to have clearly defined goals and targets. Things like 'finish the game, make it good' tend to be scoffed at as being too nebulous and imprecise. Tightening up The Plan (TM) a bit while my tea brewed, I came up with these:
- refine movement rules and decide whether they should be fixed per character, or given by dice rolling each turn
- test shooting rules more - different shooting dice for different weapons, or shift top dice up by one?
- Instant kill - yes or no
- Produce character cards to allow for different dice 'routes' for monsters
- flesh out monster list to at least twelve
- Magic items (dead easy, just +/- to dice rolls)
- Magic spells - got a couple of ideas here but basically a very strong ranged attack which reduces the top dice of the caster as if they had been wounded, because my physics teacher brain says that conservation of energy means magic should take something out of the wielder ("A balrog... What an evil fortune! And I am already weary"). Yup, that's right, I'm worrying about the science of magic for a game for schoolkids - my Geek is always set to eleven!
Get designing, you lot! Oh, and any feedback or suggestions on the above would be very welcome indeed.
Happy geeking,
Rab
Labels:
NaGa DeMon
1 November 2012
Down, down, deeper 'n down
In his 1892 novel, "Lady Windermere's Fan", Oscar Wilde wrote the line "I can resist anything but temptation." I'm sure this is a sentiment many of you fellow gamers out there can identify with! I'm no different, so I was more than happy to comply when C asked if he could take his knight back into the castle they explored last time and "see if we can find some stairs to go to different floors - there might be even more treasure to find, and I think we got rid of the goblins so it should be easier." Ah, the innocence of youth; doesn't he know how many painted and part-painted (ok, and unpainted) fantasy figures I have? Mwahahaha....
Partly to see if I could gently extend the simple rules I used with them last time, but also so that I could increase the level of adversity (and, to be frank, friendly body count), I gave each knight one retainer with a crossbow and one with a spear and shield.
To simplify matters for a first run through, I allowed the retainers to move at the same rate as their knight so there was only one d4 roll per player for movement. As they were mere retainers (i.e. medieval redshirsts!), I gave them d8 (spearmen) and d6 (crossbow) as their Maximum dice. If you have crossbows, though, you have to have some rules for missile weapons. Sticking to the principle that has seemed to have taken root in these rules [note to self - must choose a name for this game] that picking the right polydice is the answer, I came up with something that will help with a kid's numeracy (counting down):
Crossbow [missile weapon]: d12 - range
So, you pick your target, roll a dice (different dice for different weapons?) and subtract the number of squares that is the shortest route to your target. If it gets to zero or below, the crossbow bolt shatters harmlessly on a wall, doorframe, whatever. Otherwise, the resulting value is your attack as normal (target rolls their current Max dice for defence, dropping by one dice if the missile beats the defence).
So, freshly equipped, Sir C and Sir E returned to the abandoned castle from which they had retrieved the king's treasure from those pesky goblins. At first it was quiet; too quiet. The knights led their followers cautiously into the echoing tunnels, when they were jumped by a gang of four goblins who were soon wilting under the onslaught from Sir C and his spearman, one of them already slain by a well-placed bolt from a crossbow. The last one fled - but it was trap! Sir E was caught in a tight crossroads frantically fending off the attacks of three monsters at once.
Elsewhere, and unaware of the trap that Sir E was about to fall into, Sir C and his team had entered a long hall lined with doors. Opening the first door to reveal a small cubbyhole, Sir C got a nasty (if seasonal) shock as he was immediately attacked by an animated skeleton with glowing blue eyes. "Oh no, Daddy, I should have opened the door and stepped out of the way so my crossbow man could shoot any monster behind the door!" I was impressed - SWAT team house-raiding tactics from a not-quite-5 year old? Good lad!
Right prevailed eventually - Sir E extricated himself from the trap (by bravely running away), and the skeleton was dispatched. At this point we must leave our heroes (who need to have their teeth brushed and go to bed); but wait, can you hear that bellowing? Could it be a troll about to come between our foolishly separated men at arms? You betcha :)
Suggestions for a name would be appreciated. Goblinquest? Goblins and Jewels?
Happy geeking,
Rab
Partly to see if I could gently extend the simple rules I used with them last time, but also so that I could increase the level of adversity (and, to be frank, friendly body count), I gave each knight one retainer with a crossbow and one with a spear and shield.
![]() |
| This way, men! |
To simplify matters for a first run through, I allowed the retainers to move at the same rate as their knight so there was only one d4 roll per player for movement. As they were mere retainers (i.e. medieval redshirsts!), I gave them d8 (spearmen) and d6 (crossbow) as their Maximum dice. If you have crossbows, though, you have to have some rules for missile weapons. Sticking to the principle that has seemed to have taken root in these rules [note to self - must choose a name for this game] that picking the right polydice is the answer, I came up with something that will help with a kid's numeracy (counting down):
Crossbow [missile weapon]: d12 - range
So, you pick your target, roll a dice (different dice for different weapons?) and subtract the number of squares that is the shortest route to your target. If it gets to zero or below, the crossbow bolt shatters harmlessly on a wall, doorframe, whatever. Otherwise, the resulting value is your attack as normal (target rolls their current Max dice for defence, dropping by one dice if the missile beats the defence).
So, freshly equipped, Sir C and Sir E returned to the abandoned castle from which they had retrieved the king's treasure from those pesky goblins. At first it was quiet; too quiet. The knights led their followers cautiously into the echoing tunnels, when they were jumped by a gang of four goblins who were soon wilting under the onslaught from Sir C and his spearman, one of them already slain by a well-placed bolt from a crossbow. The last one fled - but it was trap! Sir E was caught in a tight crossroads frantically fending off the attacks of three monsters at once.
Elsewhere, and unaware of the trap that Sir E was about to fall into, Sir C and his team had entered a long hall lined with doors. Opening the first door to reveal a small cubbyhole, Sir C got a nasty (if seasonal) shock as he was immediately attacked by an animated skeleton with glowing blue eyes. "Oh no, Daddy, I should have opened the door and stepped out of the way so my crossbow man could shoot any monster behind the door!" I was impressed - SWAT team house-raiding tactics from a not-quite-5 year old? Good lad!
![]() |
| Sir C (bottom left), Troll in the middle, Sir E and co. (red and white room), goblins at the top |
Right prevailed eventually - Sir E extricated himself from the trap (by bravely running away), and the skeleton was dispatched. At this point we must leave our heroes (who need to have their teeth brushed and go to bed); but wait, can you hear that bellowing? Could it be a troll about to come between our foolishly separated men at arms? You betcha :)
Suggestions for a name would be appreciated. Goblinquest? Goblins and Jewels?
Happy geeking,
Rab
Labels:
Gaming with kids
23 October 2012
Striving for hex-actitude
With my painting table even more covered in non-gaming stuff than usual (small matter of a leak from the roof through into our bedroom, requiring the moving of about a hundred and fifty books onto my desk but fortunately no long term damage other than slight discolouration of a ceiling I was going to repaint in the spring anyway), I've returned this evening to mapping Averaigne, my nascent Swords & Wizardry sandbox - see previous posts for details.
I wasn't entirely happy with how things were progressing, to the point where I was actually avoiding working on it, so took to the wilds of the interwebs for sage advice. I found a great philosophical discussion which made me rethink a bit how a semi-open environment in an RPG could or should work most effectively, which then led on to a very helpful 'how-to' post about creating a hex map from scratch. I already had the tools (the template for Illustrator and the map hex icons) but was coming at it rather ham-fistedly. Now I have a plan of action to follow. Obviously, with a large scale map already roughed out, the same level of random free-flowing creation isn't what I want but I think it will be helpful none-the-less.
Having digested, pondered, procrastinated and dawdled over the advice in the links already mentioned, I've just spent a rather mindless and therapeutic half an hour creating a new Layer for the Illustrator template I have which has the large scale 'atlas' hexes which sit over sets of the pre-existing 'sub-hexes', to use the terms from Welsh Piper's instructions.
Without further ado, then, taa-daaa! Some blank hexes!
Ok, not exciting. However, as I've gone to the trouble, if anyone wants a copy of my update to Thorfinn's original Adobe Illustrator CS template with the atlas hex layer included then drop me a comment and it's yours for the asking.
Happy geeking,
Rab
I wasn't entirely happy with how things were progressing, to the point where I was actually avoiding working on it, so took to the wilds of the interwebs for sage advice. I found a great philosophical discussion which made me rethink a bit how a semi-open environment in an RPG could or should work most effectively, which then led on to a very helpful 'how-to' post about creating a hex map from scratch. I already had the tools (the template for Illustrator and the map hex icons) but was coming at it rather ham-fistedly. Now I have a plan of action to follow. Obviously, with a large scale map already roughed out, the same level of random free-flowing creation isn't what I want but I think it will be helpful none-the-less.
Having digested, pondered, procrastinated and dawdled over the advice in the links already mentioned, I've just spent a rather mindless and therapeutic half an hour creating a new Layer for the Illustrator template I have which has the large scale 'atlas' hexes which sit over sets of the pre-existing 'sub-hexes', to use the terms from Welsh Piper's instructions.
Without further ado, then, taa-daaa! Some blank hexes!
Ok, not exciting. However, as I've gone to the trouble, if anyone wants a copy of my update to Thorfinn's original Adobe Illustrator CS template with the atlas hex layer included then drop me a comment and it's yours for the asking.
Happy geeking,
Rab
20 October 2012
Don't like goblins. Do like jewels.
Having bought each of my boys (C, aged nearly 5 and E, aged 2 and a half) a set of gem polydice in the summer, they've each been asking to play a proper game with them. C can just about manage Song of Blades but it's way beyond E still so I was in a quandary. Polydice just shout 'dungeon-crawl' to me so today I grabbed a bunch of miniatures and some dungeon tiles and made up some very basic rules:
- All players and monsters have a Maximum dice
- Combat is by opposed dice rolls
- If you lose a round of combat, you 'lose' the dice you rolled (damage/HP/fatigue)
- Once you lose all your dice, you're out/down/dead
- If you defeat a foe then you regain the 'smallest' of your lost dice (levelling up equivalent)
- Movement is by squares, d4 per turn
- No moving if you're in combat
- Bashing down a door is attempted at one down from your max remaining dice
- Each door has a total which must be reached (over consecutive turns if necessary) to break it down
- Multiple combats are split if more than one on each side
- If it's 2:1 or worse, the score for each side is the SUM of the values rolled for each side
- Knights start at d20, goblins at d8 and the giant at 2d20 (can lose two rounds at each dice level before going down)
The plot was that some wicked goblins had raided the king's treasure house and two of his knights (Sir C and Sir E) had to retrieve the stolen gems.......
![]() | |||
| "Right, you go and get that goblin, and I'll pick up the jewel" "Ok, brother" |
![]() |
| "Take that, goblin!" |
![]() |
| "But Daddy, I don't want the giant to kill me." |
![]() |
| And, out of the dungeons, the knights make good their escape. Hurrah! |
I worried at one point that I'd have to cheat for them to survive when the numbers started piling up against them, but their dice rolling! Jeepers creepers, I wish I could roll like that. They finished with only one dice 'lost' each but had felt that they might get beaten for large sections of the game which I reckon means I (by luck) got the challenge level absolutely spot on.
An hour of geeking with my two boys, playing a game they enjoyed and want to play again. Now that's treasure :)
Happy geeking,
Rab
Labels:
Gaming with kids
17 October 2012
In the beginning was the Picture
Although, as seems traditional in my family, I started reading rather early (The Hobbit by 5 and plenty of Arthurian myth as well as The Lord of the Rings by 6) and remain a voracious reader, there are images from history books and fiction which are almost as much to blame for me being the fine upstanding geek I am today. I've picked just one for this post from Michael Foreman's evocative illustrations for Terry Jones' "The Saga of Eric the Viking". The viking's are outnumbered and ankle deep in the freezing, breaking surf as Fear itself threatens to sweep them away under the cold blades of alien, dog-headed warriors.
I could have included almost anything by Alan Lee (Tolkien-related or otherwise) or Cor Blok or....
Actually, I lied: one image isn't enough. Here are two more; both covers from books I loved as a boy. The Hobbit (Tolkien's own drawing) and Dragonworld by Byron Preiss and Michael Reaves (worth a read if you haven't), cover by Joseph Zucker.
So, your turns now - what images inspired you? Share the wealth!
Get reading,
Rab
I could have included almost anything by Alan Lee (Tolkien-related or otherwise) or Cor Blok or....
Actually, I lied: one image isn't enough. Here are two more; both covers from books I loved as a boy. The Hobbit (Tolkien's own drawing) and Dragonworld by Byron Preiss and Michael Reaves (worth a read if you haven't), cover by Joseph Zucker.
So, your turns now - what images inspired you? Share the wealth!
Get reading,
Rab
Labels:
Inspiration
10 October 2012
Hex marks the spot
After a slow couple of weeks, geek-wise, I sat down yesterday evening to put mouse to screen and start making my GM level map of Averaigne. I wanted to keep with the old-school feel of the whole project and produce a hex map. Now, a brief scan of the tubes of the interweb throws up gazillions of hits of varying usefulness: some lovely examples, several competing programs (each with their critics and devotees), and some mindblowingly complex cartographic arguments over the precise representation of various fictional worlds.
Fortunately, there was a clear voice which rang out amidst the clamour, that of Thorfinn (or more succintly Thorf on several OD&D mapping fora). As part of his labour of love (the complete mapping at all scales) of the game world Mystara, he has produced a marvellously useful set of tools for the budding hax-mapper to use in Adobe Illustrator CS. I have CS4 thanks to school, so they've worked like a charm.
You get a hex template like so:
Fortunately, there was a clear voice which rang out amidst the clamour, that of Thorfinn (or more succintly Thorf on several OD&D mapping fora). As part of his labour of love (the complete mapping at all scales) of the game world Mystara, he has produced a marvellously useful set of tools for the budding hax-mapper to use in Adobe Illustrator CS. I have CS4 thanks to school, so they've worked like a charm.
You get a hex template like so:
You have to add the symbols that come with the download to the correct folder for your installation of Illustrator, but that's a really quick bit of copy and paste. The template consists of half a dozen layers so you have rivers on one, roads and settlements on another, map hexes (trees, mountains, good pasture, volcanoes) on another and so on. The map hexes are done by selecting a hex and choosing to replace it with one of the symbols from the palette. Roads and rivers are done by painting a line and choosing the appropriate style from the included set (major river, track, road etc). Seriously, this is a great piece of kit and a fantastic gift from one geek to the geek world!
Once I'd worked out that pressing 'shift' and clicking allowed multiple selection of hexes, I found it really quick and knocked this up in about 35 minutes. Thirty of them were before I found out about the shift button thing, and five after: I got the same amount done in both sets of time!
It's my first draft of the border marches of Averaigne. I'm learning a LOT about how I want to set things up so that there is a sandbox type experience for the players, but also there are key elements of the history (and therefore likely encounters) of the region that fit with a pseudo-medieval, medium magic, Europe which is my desired outcome. It might not look it, but plenty of thought, pondering, noodling and staring out of the window went into what little is there so far. Unfortunately for non-affected parties, both of the chaps who I hope will play this at some point check in on this blog from time to time, so I can't give spoilers, but shall just leave the teasing note that there is good reason to be afraid of the dark in the Marches. Mwahahahaha...
Anyway, the hex stuff. Thorf's site is: http://mystara.thorf.co.uk/cartography.php
He has a good explanation of the way you can use the layers in his template here: http://www.thepiazza.org.uk/bb/viewtopic.php?f=21&t=2057
And there are plenty of other pointers scattered around that site. I also found loads of youtube videos for how to use Illustrator, which is something I'd never done before yesterday. It really is that straight forward.
Happy geeking,
Rab
30 September 2012
Sponsor a dungeoneer, guv?
Well, it seems like people power is the new black, especially in the form of crowdfunded projects. I considered the Reaper kickstarter, had my mouse over the contribute button for the Fractured Dimensions orcs kickstarter that I posted about a couple of weeks back... but resisted. Now I've got another temptation: Otherworld miniatures, who produce some of the finest and most characterful 'old school' monsters, are finally moving onto the adventurers with an Indiegogo project. Kev Adams is evidently on a break from sculpting brilliant goblins and this is the first set of greens:
I like them. A lot. They have that grizzled professional look on their faces which hints at them being used to glorified tomb-robbing, but not having been made rich from it. There's also not a demi-god amongst them. And they're laden with kit. A little pricey, perhaps, at about £4 each, but they do appeal. Will I resist this time?
http://www.indiegogo.com/otherworldDA
Happy geeking,
Rab
I like them. A lot. They have that grizzled professional look on their faces which hints at them being used to glorified tomb-robbing, but not having been made rich from it. There's also not a demi-god amongst them. And they're laden with kit. A little pricey, perhaps, at about £4 each, but they do appeal. Will I resist this time?
http://www.indiegogo.com/otherworldDA
Happy geeking,
Rab
Labels:
Temptation
25 September 2012
Washing
After spotting a thread on Lead Adventure Forum (LAF) this morning bewailing the discontinuation of GW's washes (particularly Devlan Mud, a spectacularly useful addition to my own painting 'skills'), a really helpful link was posted by Major_Gilbear pointing to this blog entry at From the Warp. Suffice to say that I'm already planning an order of the mentioned Army Painter inks.
The summary of the post is:
Army Painter Warpaints Dark tone ink = Badab black
Army Painter Warpaints Strong tone ink = Devlan mud
Army Painter Warpaints Soft tone ink = Gryphone Sepia
Note that it's not the big tins of Quickshade that is being talked about here, but the inks in their Warpaints range.
Hope that's as useful to any readers as it was to me,
Rab
The summary of the post is:
Army Painter Warpaints Dark tone ink = Badab black
Army Painter Warpaints Strong tone ink = Devlan mud
Army Painter Warpaints Soft tone ink = Gryphone Sepia
Note that it's not the big tins of Quickshade that is being talked about here, but the inks in their Warpaints range.
Hope that's as useful to any readers as it was to me,
Rab
Labels:
Painting
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