Contact Information:

jay@vanishingtowerpress.com
Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Tuesday, May 25

Circling Back to Online Campaign Manager

 In an earlier post I talked about my use of an online campaign manager for my games. At the time I was running a fantasy game and a supers game. I also set up three others for my solo roleplaying. My reason for liking them was a permanent record available as long as I have an internet connection.

For the fantasy game the campaign was coming to a conclusion so my entries were more of a way to clean out some three ring binders and touch the history one more time before shelving. The supers game I need to have a place for stats and rules I needed to access quick because I was using Champions and there are to many rules for me to effectively adjudicate and maintain interesting banter. The solo stuff is perfect for the online campaign manager. I play at these so seldomly it saves space on my shelves and if I pick one up in three months all the details of what was going on are at my fingertips. Once again I can play these games on the road.

My current game, my only game I am running, is a continuation of my supers campaign but with the DC Heroes rules. Specifically the Blood of Heroes Special Edition rule book. 

As this has been going on I have been using three ring binders less and less. Has nothing to do with the use of a campaign manager though. I believe I have just settled into my "minimalist" approach to world building and game notes. 


I love these compact, hardbound notebooks for all my brainstorming and upcoming adventure building. The one in this photo has the Rom'Myr fantasy campaign from the time the PCs arrived in Zeu Orb to the finish and the Champions campaign which has now morphed into a MEGS campaign. The other book is a blank drawing pad. I have soft cover and hard cover books of these drawing pads and here I put down my drawings of the games action when inspired to do so. And this is all I'm using except having a hard copy of a games rulebook nearby. I'm not even writing things up on my computer anymore. My file folders for games are now just a repository for pictures I scanned, pics from the internet and character sheets so I can print out a villain's profile I need before a game. I sometimes write a session report, but I would rather draw some pictures of the action then write down the action. Besides I record all my game sessions so I have an audio record which is the best session report you are ever going to get. 

When I got back into gaming in 2012 I started with my USR Sword & Sorcery campaign and I have three to four thick three ring binders of the whole damn affair. Same for my second campaign Clockwork and Cthulhu. My shift to a minimalist approach began when I stumbled on means to record game sessions. And it has steadily refined into a not-time-consuming means of game prep and organization behind the scenes of my other overt attempts at taming the beast which is DM'ing. 


The point of all this is I don't use an online campaign manager. I take that back, I have a MeWe group for the game but this is just to post when the next game is and a quick way for anyone to get a hold of anyone else. I look at this as a continuous refining of an artistic process. I love to put pen to paper, to sketch, write and think. Compact size of notebook restrains going on and on with text. I hesitate to put anything down which isn't immediately relevant. A good way to stay in the meditative state of "the action is where the players are!"

I have come to the conclusion I have no use for online campaign managers, go figure.

Wednesday, July 1

What is Everyone's Blood Type ???

It could happen. You may need this information. For my own games, I can see future blood-transfusions being attempted and the aforementioned question arising. For a more "realistic" bit I googled the overall percentage of blood types world wide. This simple bit of information has been turned into a specialized table. So the next time your game's players are trying to save someone's life with a timely transfusion, why not make it more iffy, more fraught with peril than the situation already has become?


Image result for blood transfusion

Rank   Blood Type     World Pop.%  1d100  Flat % 1d4

1          O Positive       38.67               01-39               1

2          A Positive       27.42               40-69               2

3          B Positive        22.02               70-90               3

4          AB Positive     5.88                 91-00               4                                                                                              

Saturday, May 30

2019 in Review

Never did get around to this semi-quasi-generally-recurring blog post about what kind of gaming I have gotten up to over the last year. Starting to look like my company Christmas party, we usually get around to that in August. 2019, what the hell have I been up to. My first OSR module was released to great acclaim and mild sales. 26 copies to date. I think that is great for this project. The only part I fucked up was making the POD copy available on Lulu. Which means all the copies out there are all PDF's. I couldn't direct any sales over to Lulu. Too bad cause the physical copy isn't shabby at all. Proud of the work. It also had an editor which puts it above like 90% of the DIY game product being shucked on DriveThru. The other serious goal it accomplished is making sure 2019 wasn't a dud, as far as new product being released. Hate to see the Press have a zero output year. If you are not publishing anything you are not much of a game company are you?


I sold 131 of my own game products in total for the tidy some of $86.66 commission in 2019. This includes the novel war game Santapocalypse. I should look at these "card" capabilities at DriveThru, see if I can make some mounted, color counters you could cut up. Color matters in game products.  Or it would matter on this one I think. Nice poppy unit counters. Interestingly it is my first product released by another "company", Peryton Publishing, so that is strange. It definitely is the the way to live, have someone else publish for you. I was edited, got an original piece of art added to it. I just need someone to fetch me coffee and empty out my ashtray! Fucking big time baby.

The D&D conversion guides chugged along grossing a little over $1,000.00. leaving me with $849.00 profit. Lets see... Mark bought a t-shirt. I think they are cool cause it has my art on it.  I "monetized" the venerable blog with using affiliate links to DriveThru and that is a strange, stunning $148.00 in folks clicking thru and buying stuff on the site.  

Business aside, the actual part of gaming, the reason I am all in on DIY gaming stuff, was absurdly off the charts again. Not in volume of play but quality of play. 2019 saw me running only Rom'Myr Dying Earth, but it has spawned my most detailed fantasy world I've worked on yet. As is every other campaign I've run it has a direct motive, game challenge which I set out to accomplish and test the validity of. Rom'Myr is your standard high fantasy fare using Dungeons & Dragons to prove, at least to myself, the shit about D&D being good for only dungeon crawling, or it is only about combat, or it isn't good for telling stories or whatever drivel is being declared about the deadness of trad roleplaying conceits, is just that; shit. The end analysis I come to is shit players/gms make for shit games. I've taken the zero-to-hero, xp leveling for character improvement, counter-intuitive AC system of combat and put so much sword and sorcery meat on the bones that I'm satisfied with my most strident conclusions. I can use any system to give red in tooth and claw roleplaying adventure as long as I have two things; a firm grip on the genre to be run, and players who do shit. Interesting shit. They like talk with each other, work in character based on what the character actually does and don't tell you what their character is, they play the sum'bitch and who these imaginary heroes are comes to life in truly unique ways. I can't get invested in a game or character unless their is an opportunity to be surprised by the character's life and achievements waiting to be had. I won't go through the laundry list of preconceived bias built into critiquing the world's first, and most successful, roleplaying game I and my players obliterated in play. Suffice to say concepts such as immersion, in character, rich game world reacting to the players, player agency and self-directed adventure goals are pretty routine stuff around the Vanishing Tower game table.

Hitting the two year mark with this campaign has got me in the joyous position of thinking of conclusions, campaign endings. When does the campaign reach its end? My first two campaigns ended in the traditional manner of petering out with month-long breaks, rage quits, and changing personal schedules. This one though, Rom'Myr Dying Earth just might make it to a final resolution. A place where the character's stories are done, the last oaths have been uttered and the last betrayal suffered. Where the PCs get the just reward of fading into legend... It could happen. Maybe in 2020!

Sunday, March 29

Death Frost Doom Session Report #1


I always tell myself to just breath easy, take a moment before speaking, and try not to freeze up when there is much I must respond to immediately and anticipate its “logical” reaction in real time. There is nary a session I have not been freaked out at some point during play. The freak out goes something like this: What do I do? What do I do? What do I do? What do I do? What do I do? What do I do?

So if I am spinning out while running Death Frost Doom I conclude it must be me and not the published module. Maybe I can’t run these “awesome” adventures effectively? This is all rubbish of course. The only struggle, and I have had it before, is good old-fashioned page flipping during the game. If I get caught going back through my game material (mine or others) I start to unwind.

That is the other benefit of recording the game sessions. I make shit up that is not true in my head and believe it. Being your own worst critic. Little voices in your head...

The session was no better or no worse than any other. The PCs were wary, concerned and fearful of the place, but pushed on, nonetheless. The interesting moments of the session were player initiated. Any bad form I could find was having to do more retcon with the PCs than I usually must or desire. Retcon, my advice, get over it. Now if you want to find an indicator, some mark you have become a Dungeon Master master it is simple you never ever have to retcon during your campaign, Ever! This is clearly not possible, but I like it as a metric. The less I retcon the better all of us at the table are doing as far as attention and engagement are concerned.

Change of pace. Finding organic instances to change the pace of the action I consider important to. The previous session was a full-on wilderness night fight with wolves, werewolves, and the forest catching fire. Most grognards would call this a “combat heavy” session. And they would be right! For the player’s first time spending an entire session in the crypts there was no combat had. And I felt the players thought the stakes were just as high here as they were rolling on the forest floor with werewolves fighting knife, tooth and sword!

If you are a Dungeon Master curious or fretting on running DFD, the recorded session (link below) may put your mind at ease and may spark some ideas you want to include to pick your session up a notch. Please note, this is a recording of the live stream so there is no editing. The game session doesn't get started until 36 minutes in. Also, in another two weeks the game goes again and there is no sign the PCS are ready to quit the dungeon so you will most likely get a chance to see the module played all the way through? Heck, I'll even provide a link to some appropriate background music.





Tuesday, December 10

My Rom'Myr Campaign


is my online game and I have been enjoying the taping and recording of these sessions. But with the crash of G+ and YouTube I cannot seem to get a reliable audio (or video) recording of these sessions. These recording issues have forced my hand once again to write in review of the games held in Rom’Myr Dying Earth Campaign. This current blog post is a quick summation of Sunday’s game...

The party is of 5, not all from the same world. Traveling the Averoigne wilderness they encounter the mule-thing Farthingnay. This enchanted beast of fairei compels the PCs to collect 8 threads from the Pale Knight’s cloak.

The party finds and penetrates the Pale Knight’s ruined palace. It is a crumbling pile haunted by dark obscenities. Feasting on the dead appears the main form of sustenance for the palace’s denziens. In the lower level dining room the party crosses blades and hammers with the Order of the Maggot, a martial order of ghouls. They claimed to be the personal guard and escort of his grace the Lord Bishop of the Pale. It appears the Pale Knight is holding audience!

An artifact of ancient evil was uncovered, a black cauldron. Toth, with his mighty hammer Jyfryth, sunder the cauldron in twain. The two thieves of Valla’Tair lead the way into darkness. It is not long before the palace responds to the party’s intrusion. Red and Silver Dragon soldiers, terror gnomes of in-between, clash with the PCs in a large chamber deep in the dungeon. Knives and axes snicker-snap in orange torchlight. The fight is sharp and swift. 8 of these creatures lay dead on the floor, for no race of man were these terror gnomes, while the party suffered wounds to the paladin Toth and Lumin of the Hidden Hand. The terror gnomes wielded short side swords in battle and capable of wicked wounds. It took much faith and bandages to restore their health. Vari’dell and Cree, the thieves of Valla’Tair, are only covered in gore from the soldier they slew. La Batard was equally unscathed.

The palace had more to throw at the brave party, the palace walls itself! Mere doors turned into mystic portals, dividing the party and leavining others truly lost. Cree, a monster-hunter by trade, is left stranded in an unknown cavern, vast and dank. He must move swift and silent, he must brave the terrors of the living dead and eventually return to the radius of the party’s torch. Erstwhile, the two warriors of faith, Lumin and Toth, scout and thief, all of them slay the petty-lych Skeelos, and restore Aladona to life.

How will the temporary alliance with the lady called Aladona and the PCs last? What awaits them in the throne room? Only the next game session can reveal!

Wednesday, November 20

Santapocalypse - Holiday Themed Wargame

Is NOW released in PDF form from Peryton Publishing for the holidays. Not an overtly complicated miniature/P&P wargame, it is heavy on theme!  A commissioned piece (yes I take paying work blind, unquestioned and with enthusiasm), the publisher seems to be really pleased with the game because they really delivered on adding commissioned art for the game cover.

The rules are a minimalist distillation of my years reading and not playing hex-and-chit wargames, and my developing rpg mass combat system for Deluxe USR Sword & Sorcery.

The only components of the game will be the rules and counter sheets. If you are familiar with miniature war-gaming you will know what to do. Even so, I think you will see where I am going with a role-playing mass combat mechanic; random tables to generate unique encounters, while underneath is a simple, scale-able, playable set of rules which facilitates getting the battle completed, with interesting results, and leaves traditional role-playing unhindered.

The order of battle is, under the leadership of Santa; reindeer, toy soldiers, and toy cannon. The elves do not have leaders, but their force pool is as such; elves, elven archers, and some candy cane pickets which may or may not come into play.

No pretense of a balanced engagement being modeled here! The counter sheets don't represent a limit on force-pools, print as many as you like? The combat resolution mechanic is a contested dice roll with results being rolled on a Christmas Carnage Table. Right? Who doesn't want to roll on that?!

I designed the game basically around one result off of the Christmass Carnage Tabel; Mound of Bodies!. If this result is rolled..., well, you will have to play it to find out.














http://www.perytonpublishing.com/ 

Sunday, November 3

Daniel Hernadez Delivers!

Another artist finished their commissioned work for Deluxe USR Sword & Sorcery, Daniel Hernandez. He completed six black and white line drawings of the signature mascot for Deluxe USR Sword & Sorcery; Dor Stryker! A reaver of blood red rivers and blood red passion, she embodies the wild freedom of the Sword & Sorcery genre I have built into the game. 

Dor Stryker earning a night's pay


I should probably keep these under wraps, make folks pay for a view in my book, but I am so excited by the whole experience; searching, contacting, negotiating, and waiting for finished product, f#@%ing exiting I tell you.

Daniel Hernadez is an artist in San Diego, easy to get a hold of, and charges appropriately. You can trust him with your project. You heard it here from the tower.

Here is my current list of reliable artists for hire:

Michael Gibbons, Aos, Metal Earth; if you are a fan of black and white illustrations and want them fast then Aos is your guy. Themetalearth@gmail.com.

Jeremy Hart; monster stock art and commission work. He does solid, detailed line drawings.

and Daniel; makestuffsd@gmail.com

All DIY'ers can get some great art in your games with this bunch. It also will also prompt you to start drawing your own illustrations. You'll want to see your own stuff in your books for sure, and damn, your art budget will thank you.

Sunday, August 11

Don't use Camtasia and Review Opportunities for the Interested

AA03 Purging Woth Nrld Oekwn's Muddy Hole is now in the editors hands, the Lulu files completed, proof ordered to inspect layout and graphic design issues! When final draft is uploaded I will want to offer PDF copies for interested reviewers. Richard Leblanc gets his own copy obviously. I used his illo's and stats for several monsters from Big Dragon Games CC1 Creatures Companion. 

The inclusion of creatures from this OSR packed bestiary guarantees your players will have some surprises. Nothing chills a player more than confronting a brand new species of monster! 

So, if you see yourself actually using this short adventure for an upcoming crawl I am happy to distribute. Email me at jay-at-vanishingtowerpress.com.

In other news; 

The audio production of my last live game session is complete, at least as far as I intend to take it. I should have just stripped the audio like I did at first and be done with it. Time involved properly editing an audio project is a time sink like you wouldn't believe. Camtasia is nothing special except a two hundred fifty price tag! There are solid, free screen capture and video editing software choices. Search around and review. You will find something which suits your needs easily.

With AA03 mostly in the bag work can resume on Deluxe USR Sword & Sorcery. My work that is. Daniel Hernandez is still working on his fantastic line illo's but the previews he has sent me are amazing! Adventure drafting and setting guide drafting are the predominate work right now. Everything is now kind of assembled on a cork board of lines like a police investigation. Slowly you see parallel paths of work start to merge towards a finished product. Like driving a new road and suddenly finding yourself at your destination. 

Winter 2019-2020 looks to be a busy season for VTP releases, to see some of these long-simmering projects become adventure books for you to use!

Saturday, June 29

We have both types of Solo Role-Play; Fantasy & Science Fiction

I recently played solo rpg-ing with two rules-lite products from the DIY gaming community. These being Sword & Backpack and In the Light of a Ghost Star. S&B is obviously a fantasy game, questing for treasure and such, while ItLoaGS is a science fiction game where players deep-dive a ruined Earth for ancient artifacts. The author of ItItLoaGS also sent me a free short fantasy adventure model, Holt of the Elk Lord, but first up is the sci-fi horror adventure.
Image result for in the light of the ghost star

ItItLoaGS Random Solo Surface Patrol – Collect what you can, load it up on the lander and return to orbit. I create a Science orientated PC named Dr. Drazz. Red Shirt #1 and Red Shirt #2 are assigned to me. They will provide protection on the nightmare surface of old Earth.

First roll is to determine my touchdown location. The elctro-static atmosphere is home to violent ammonia storms. Your landing is much determined by conditions than a planned route. It comes up A1, up in the mountains in the far north west. How a landing goes will be left to a toss of the dice. 2D6 will be used. Much like a D&D Reaction Roll or a Traveller Saving Throw, the spread of outcomes should be familiar. Target numbers 8 or higher are what usually counts as success. The toss is a 3! Catastrophic conditions! The lander is thrown against the stoney peaks and comes to rest. Time to assess the damage. I pull out my Space Opera rule book and roll on the starship battle damage table. Since it is a catastrophic failure I decide three tosses on the table are required; all come up Armor Belt Penetration. The lander can’t enter orbit unless the hull is patched first.

Image result for in the light of the ghost star hex mapRelying on our surface hex map my Party has a choice between exploring an ancient idol surrounded by crumbling temples or a mysterious tower occupied by an Astro-Lich. The tower is more likely to have the technology we need to fix the lander. Maybe even something valuable to bring back. I order the team down the steep slopes and we head west. We are quickly out of the difficult mountains and cross a more hilly land. No monstrous danger is to be found and I quickly find out why. Hard radiation zone! I use an Arcanum Syndicate product; “Sci-Fi Random Encounter Tables” written by Brandon Williams, to generate this result. I resolved with standard ItLotGS’s 4+ for success to determine if any of us are sickened. The Red Shirts survive, their light and heavy armor making the difference. Dr. Drazz is not so lucky. Lost by 1. He is carrying a Cell-Patcher. I throw against a Science attribute of d8 and succeed in rendering a radiation remedy post-haste! I will not be able to use this device’s healing abilities for twelve hours now as it recharges.

The tower of the Astro-Lich turns out to be a sophisticated space ship under construction. It must be close to completion. Engines can be seen test-firing. A horrid screech and wail sounds from the top of the ship where smokey tendrils swirl about. Undaunted I order the Red Shirts forward, blasters ready. Near the base we walk around building equipment, pump-tubes reaching from ship to ground. Automated spider-borgs scamper hither and tither. Going into stealth mode we begin scavenging in the temporary warehouses and buildings. We strike pay dirt quickly. A throw on a Mothership Dead Planet table yields a functional life support system! We get this back to the lander and no need to patch the hull. This high tech equipment will keep my crew alive till rendezvous. Going to be difficult to bring it back. We need some way to transport it. Two security guards roll up on us and a gunfight ensues! Red Shirt #1 disintegrates the first mook with a Heavy Blaster while Red Shirt #2 lays down some “suppressing fire” with lighter weapon. The second guard dives for cover and runs away.

We load the land rover up and split. With the proper radiation antidote we are safe from the waves of purple gamma streaking across green-stained sky. Before the lander is reached another party of scavengers is encountered. We all nervously finger our holsters and ask how things are going. Long and short; they agree to help get the life support system back to the lander if we would team up and assault the tower/ship for more artifacts. Reaching the crippled lander marked my stopping point for ItLotGS.

Sword & Backpack was well matched with Nate Treme’s short sandbox adventure The
Primeval Holt of the Elk Lord. I wish I took notes on all the different ways I house-ruled success chances, but NPC encounters really set the tone of play. I had no interest in consorting with the rubes found in Grimholt so Mendalzane the Wizard plunged into the shunned Sleeping Forest in search of the Elk Lord.

Image result for primeval holt elk lordLike the sci-fi game described above, Sword & Backpack, Justa Guy With an Axe Edition, is rules-lite with only a thin scaffolding of mechanics. I’m finding it makes the idea of actually solo-rpg’ing appealing. Challenging my DM skills of creativity on the fly is the point, not tactical, crunchy resolution mechanics. 

A S&B character is defined by one of three jobs; the fighter, the wizard, and the rogue. Pick your name and give yourself a weapon, wallah! You are done. All adventures resolve actions by rolling a d20. If it is something related to your “job” then add a +5. The difficulty number you must meet or exceed is set by the StoryTeller (the ST). While each of the three jobs has their own specialties, there are no “class” restrictions. You want your Wizard to swing a sword, then start swinging! Your Mercenary Reaver wants to summon demons, get out your chalk and candles! The point is, if you can fit the task within the scope of your job the ST will give you a +5 on the roll.

Fighting is abstracted by opponents throwing contested rolls for the attack and defense. High roll wins. Hitting your opponent deals a wound. Losing the roll is a miss. D20 for initiative of course and then make shit up. The driving action here is; what random tables should I use for this. This being whatever I’m up to at the moment. Cross-country travel requires a Wisdom check to not get lost. S&B does not have any attributes so a Difficulty number is set and the +5 argued for. Mendelzane succeeds in not getting lost and arrives at The Pond. Mechin, an ancient, sentient, giant goldfish calls The Pond home and Mendelzane wants to enhance his Elemental Magic. I forgot what I did to instigate a Reaction Roll, but the Wizard succeeded and was allowed to drink from the enchanted pool with a Blessing +1 on any defensive roll being the result.

With the blessing of the fish, Mendelzane decides it is time to seek Ziphek the Elk Lord and petition for favor. The journey is uneventful and my Elemental Wizard arrives at the petrified trunk which is the throne room of Ziphek. Nate was clever enough to detail the Ziphek’s with “Members of the Court”. We know the Elk Lord dislikes humans, but I’m walking in with the fish-god’s blessing. Let us see how this goes. Fimbault, a badger ends up being the gatekeeper to Mendelzane. The Reaction Roll is inconclusive. The badger will not allow entrance unless Mendelzane performs a service to the Elk Lord. Melmoon, a crazed hermit, occupies the Ruined Fort on the other side of the forest. Fimbault suggests that running this madman out of the forest might sway the court to except an audience.

More and more random tables were pulled willy-nilly as Mendelzane navigated the forest, battled the hermit and acquired a traveling companion; a Grimholt merchant with a kingly gift. Now he only needs a king to present it to. Assuring the merchant that the Wizard could easily introduce him to the Elk Lord, the two headed back through the forest. And promptly got lost. Here is where, with random tables, I derive the most pleasure of solo-rpg’ing (yes I am a seasoned pro by now). Finding out what a new encounter actually is. Before the dice are dropped, my party of two may have to confront any number of problems which could overwhelm them. What will it be, what will it be?


Image result for fantasy lakeIt appeared we had traveled to an unknown and foreboding valley, sharply defined, with a dark, silent lake laying placid before them. Further along the shore where the hills crowded in a ruined temple perched. “This is a place of death my friend,” Mendelzane spoke. “I would know what evil once stirred here, perhaps those ruins may yield a clue?” Surprisingly (or luckily, it is a dice roll) the Merchant finds some steel and agrees to search the foreboding haunt. Nothing is revealed, in treasure or knowledge, so we head out to find our way back to the Elk Lord and his court. But it is not to be! A creature from the black depths arises; a Shambling Mound!

Flee as fast you can friend!” I cried. “This demon is more than a match for us!” I push the merchant up the hill, but his feet need no assistance. Pulling the mule cart up the hill I could see the Shambling Mound would overtake us if something wasn’t done. Mendelzane throws all his magic at the beast. The wildly unpredictable Fireball and the irresistible Waterfall spell. Scorched and washed back into the lake we reach the valley’s ridge and disappear into the forest.


Image result for fantasy elk lordCourt goes well, what with the merchant presenting a magnificent gift and I detailing the successful rousting of the hermit, we were promptly knighted as Grimholt Guards. This will provide us with a +3 on reaction rolls with allies of the Elk Lord.

In closing, I find a solo rpg session a pleasant late night activity with the payoff coming from seeing stories unfold from a dynamic environment. It may strip some of the wonder from the game, seeing my particular method of creating laid bare before me, a dispassionate view of the ugly sausage-making for immersion. I am sure Dr. Drazz and the wizard Mendalzane will be face with more random trials to come!