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Thursday, October 13, 2016

Two new releases for sale on DriveThruRPG! STARCLADS: Rules for Science Fiction Adventures and Graphic Novel: A Free Form Supers Role Playing Game

I have released two older completed projects that are in playtest stage that I forgot I had, for sale as a very inexpensive PDF on DriveThruRPG! If you like my games then feel free to tell the world! 

MOST of my games are made to make fold over zine booklets because Zine Booklets are cool and beat the MAN.  

They have been free online for years in one form or another but now I have decided to make them available for a very low price as I am unemployed and uninsured. 

Rules for Science Fiction Adventures
Version 0.357
Role Playing Adventures in Science Fiction
The story so far…
There has been a terrible war that has left the systems in turmoil. There are many dead planets out in the galaxy that no side won as the war itself ruined the planets.
The year is guessed at somewhere around 21,777 give or take 20 years either way. Much of the records of the 10 million inhabitable planets and the 300 billion stars are lost as well as most of past history. The planet Terra is a lost legend from long ago although some of its churches and cultures still do exist in much evolved forms. It was found that humans were all over the galaxy and even in some other galaxies that have been explored. Many of these humans have changed or been modified into very strange sub-races.
There are many sections of the universe that are suited for different styles of play and one can feel free to add another section as much of the STARCLADS universe is unexplored or undocumented due to the great collapse.

This game is first and foremost a Space Opera styled RPG. It also has the features of an economic game with fortunes being made and lost.

UNLIKE many other Sci-Fi RPGs it is very rules light! 

STARCLADS is also a very dramatic Tactical Space Combat War Game.


Graphic Novel
A Free Form Supers Role Playing Game

At last a free from and very rules lite supers game. You simply write up a super and start playing in minutes. Power and Combat effects are determined by a D20 roll and interpretations of the roll from the perspective of the player and game master. Destiny Points take up the slack of attributes! Teams can be formed! Villains can be defeated! Buildings and city blocks destroyed in the process!  


Tuesday, October 4, 2016

Upcoming Projects!

I have surprisingly sold a few copies of Back to the Dungeon on Drive Thru RPG site. Wow it feels good! If you did not get copies of Back to the Dungeon when it was free, well you had your chance for years! More modules and Rulebooks are coming!

I also have a nearly complete Retroclone of a certain B-MOVIE Late Show RPG.

I also have a PUNKS game set in a fictional corrupt city in the early 1990s. It's loosely based on collected punk rock stories of many of my old friends. Many of the encounters are not politically correct but for some of us it's what we went through in our youth. It was a time when music, hair, girls, drugs, alcohol, and freedom were all important! It's going to be set up where the rules can be used ti tell other tales in the early 90s as well.

My other project is White Trash RPG! A rip-roaring story of what goes on when the coal mines and the plants and factories dies in  the Deep Dark Woods! Small towns located off the beaten path die and the people become tribal. The government came in and bought up much of the land and somewhat cut off the highways by not repairing them.  They started dumping toxic waste and other terrible thingsThe old military base is still got it's lights on. . Some people stayed and they became dangerous to outsiders.  Meth labs, moonsine, and weed farms put food in the mouths of babes. Old feuds still linger and sides and factions were formed.  Worst of all there still are things dark and evil that lurk in the woods. Many people tell of supernatural horrors like the pig man and the wood witch called up from dark times long ago when the dark woods people began to suffer.

In a really really hopeful next week timeline me and my Co-Author of No Hope a terrifying zombie horror RPG will be available for sale! This game is scary because the characters are just normal people! These zombies are the one bite and you're over type. Best of all less than five minutes to create a victim er I mean character.

More projects coming.

Eldrad Wolfsbane

Monday, September 12, 2016

Back to the Dungeon Role Playing Game now for sale!

Going to try my luck at selling PDF games. I finally got free time due to being laid off AND I have a massive library of half finished RPGs. Have even more in my head. These are the most updated versions of BttDRPG!

Monday, August 15, 2016

In a Little Barony Far Far in the Western frontier...

On the Great Southern Gulf Coast are the Lands of the Ancient World. 
One of these lands is the Great Mastedellian Empire surrounded by monster filled wildernesses.  
In a Little Barony Far Far in the Western Frontier is the small city of Raven's Keep. 
The Western Frontier has many monster filled ruins and dungeons deep filled with treasure. 
One horrifying dungeon is called The Black Stairs.
Only the most cleverest of adventurers have returned form that mysterious ruined ground a few days form the city 

The flow of adventurers have been many.

Here is a list of all the players that have visited this dangerous land.  

Name    AL    Race    Class   Level     Player

Fulgar   CN Dragonian/Dwarf Fighter 3 Eric P.
Neko     NG Anshu Archer 3 Chris P.
Rain Silverleaf CN Wood Elf Druid 3 Machelle M. 
Jafar        LN Human Cleric 1 Gadge W. 
Rodgar    CN Karnin Assassin 1 Brent W. 
Ax         N Dwarf Fighter 1 Carson S. 
Jregg     N Half Elf Ranger 1 Joshua F.
Mercy   NG Half Elf Ranger 1 Bridget
Tanis     CN Sylph Splellblade 1 Chris L. 
Arya      NG Half Elf Sorcerer 1 Larissa J. 
BrennonCN Half Elf Ranger 3 Kevin A. 
Karliah  CN Wood Elf Rogue 1 Jade M. 
Anna     CN Drow/Elf Rogue 3 Machelle M.

Saturday, August 13, 2016

My ideal MMORPG: Who wants to make this?

Let's face it, MOST MMORPGs SUCK!

I have a better idea that has not been done before as a MMORPG.

Get rid of the complication.

No Mercy!

Make it dark and scary!

A world with extreme seasons.

The only thing that should increase is HP and Gold to buy better weapons and armor.

There would be no Damage Creep from weapons unless magical.

ONLY HP and AC increase.

SLOW natural healing.

XP only increases if you rest.

If you rest in an unsafe area then you might not get to rest.

Make there be four classes.

Fighter - Has really Large HP and AC. Can use all weapons.
Rogue - Has Medium HP and Light AC. Can use most weapons.
Priest - Has Medium HP and Heavy AC. Can use weapons chosen by gods, Can banish evil beings such as undead. Has healing spells plus a very few others.
Wizard - Has Light HP and no AC. Can use a few weapons. Has a small list of spells that help party and do damage. More powerful spells are dependent on levels.

Permanent Death unless you have a Priest of enough high level to raise you IF you have the gold.

Races would give small benefits.
maybe some others.

Get rid of the complication.

Total character customization in the looks department. Armor and weapons would have at least five different looks.

The game would be level based.

Have gritty towns and easy to kill towns people.

Only the mouse keys and the mouse moving around to do combat.

Left lick and mouse movement attack.

Right Click Shield.

Double tapping movement keys dodge!

Wizards/Priest need to stay back and cast their small list of spells on a rotary menu by the middle key.

Get rid of the complication.

Have huge open worlds with classic monsters.

Huge open worlds with terrible weather and natural disasters!

Huge worlds with walled towns and cities!

Every building can be entered.

All items can be pilfered.

Powerful NPCs, so don't piss them off.

All actions will effect the game world.

Huge mega dungeons!

Staying outside of town/city is deadly unless you find a safe place!

Have a light source.

Have food and water.

Have blankets for warmth in the high mountains.

Sandbox worlds where if you run into something too powerful and you don't run away you die.

No formal guild or party system, just if you meet up on screen then you go adventuring with each other.

A player would have to get his character to a safe place between games.

A few starting safe areas but once you are in the wilderness then permanent death of character.

Have a graveyard.

There would be high level NPC priest that could raise a dead character.

The map is only so large but have simple minecraft type editing where the world could be built upon.

New map additions are first come first serve BUT can be deleted or moved by admins if not acceptable.

IF you are a game designer then I have the ideas! Get with me! We could make the best MMORPG game ever!

Sunday, August 7, 2016

ars ludi: Grand Experiments: West Marches

One of the best gaming articles out there.

Grand Experiments: West Marches

West Marches was a game I ran for a little over two years. It was designed to be pretty much the diametric opposite of the normal weekly game:
1) There was no regular time: every session was scheduled by the players on the fly.
2) There was no regular party: each game had different players drawn from a pool of around 10-14 people.
3) There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no mysterious old man sending them on quests. No overarching plot, just an overarching environment.
My motivation in setting things up this way was to overcome player apathy and mindless “plot following” by putting the players in charge of both scheduling and what they did in-game.
A secondary goal was to make the schedule adapt to the complex lives of adults. Ad hoc scheduling and a flexible roster meant (ideally) people got to play when they could but didn’t hold up the game for everyone else if they couldn’t. If you can play once a week, that’s fine. If you can only play once a month, that’s fine too.
Letting the players decide where to go was also intended to nip DM procrastination (aka my procrastination) in the bud. Normally a DM just puts off running a game until he’s 100% ready (which is sometimes never), but with this arrangement if some players wanted to raid the Sunken Fort this weekend I had to hurry up and finish it. It was gaming on-demand, so the players created deadlines for me.
Setting: Go West Young Man
The game was set in a frontier region on the edge of civilization (the eponymous West Marches). There’s a convenient fortified town that marked the farthest outpost of civilization and law, but beyond that is sketchy wilderness. All the PCs are would-be adventurers based in this town. Adventuring is not a common or safe profession, so the player characters are the only ones interested in risking their lives in the wilderness in hopes of making a fortune (NPCs adventurers are few and far between). Between sorties into the wilds PCs rest up, trade info and plan their next foray in the cheery taproom of the Axe & Thistle.
The whole territory is (by necessity) very detailed. The landscape is broken up into a variety of regions (Frog Marshes, Cradle Wood, Pike Hollow, etc.) each with its own particular tone, ecology and hazards. There are dungeons, ruins, and caves all over the place, some big and many small. Some are known landmarks (everbody knows where the Sunken Fort is), some are rumored but their exact location is unknown (the Hall of Kings is said to be somewhere in Cradle Wood) and others are completely unknown and only discovered by exploring (search the spider-infested woods and you find the Spider Mound nest).
PCs get to explore anywhere they want, the only rule being that going back east is off-limits — there are no adventures in the civilized lands, just peaceful retirement.
The environment is dangerous. Very dangerous. That’s intentional, because as the great MUD Nexus teaches us, danger unites. PCs have to work together or they are going to get creamed. They also have to think and pick their battles — since they can go anywhere, there is nothing stopping them from strolling into areas that will wipe them out. If they just strap on their swords and charge everything they see they are going to be rolling up new characters. Players learn to observe their environment and adapt — when they find owlbear tracks in the woods they give the area a wide berth (at least until they gain a few levels). When they stumble into the lair of a terrifying hydra they retreat and round up a huge posse to hunt it down.
The PCs are weak but central: they are small fish in a dangerous world that they have to explore with caution, but because they are the only adventurers they never play second fiddle. Overshadowed by looming peaks and foreboding forests yes. Overshadowed by other characters, no.
Scheduling: Players Are In Control
The West Marches charter is that games only happen when the players decide to do something — the players initiate all adventures and it’s their job to schedule games and organize an adventuring party once they decide where to go.
Players send emails to the list saying when they want to play and what they want to do. A normal scheduling email would be something like “I’d like to play Tuesday. I want to go back and look for that ruined monastery we heard out about past the Golden Hills. I know Mike wants to play, but we could use one or two more. Who’s interested?” Interested players chime in and negotiation ensues. Players may suggest alternate dates, different places to explore (“I’ve been to the monastery and it’s too dangerous. Let’s track down the witch in Pike Hollow instead!”), whatever — it’s a chaotic process, and the details sort themselves out accordingly. In theory this mirrors what’s going on in the tavern in the game world: adventurers are talking about their plans, finding comrades to join them, sharing info, etc.
The only hard scheduling rules are:
1) The GM has to be available that day (obviously) so this system only works if the GM is pretty flexible.
2) The players have to tell the GM where they plan on going well in advance, so he (meaning me) has at least a chance to prepare anything that’s missing. As the campaign goes on this becomes less and less of a problem, because so many areas are so fleshed out the PCs can go just about anywhere on the map and hit adventure. The GM can also veto a plan that sounds completely boring and not worth a game session.
All other decisions are up to the players — they fight it out among themselves, sometimes literally.

Friday, July 29, 2016

The Black Stairs Megadungeon Level 4!

Here is the 4th Level of the Black Stairs...

To order it, take a look at DriveThruRPG!

So how big are the Black Stairs you ask? Take a look.

Level 1

Level 2

Level 3

Level 4

Level 5