The primitive media operation which is Vanishing Tower Press has been busy making product ads for all the mad DIY zine and POD products Vanishing Tower Press products can currently be found.
Here is what I am using right now.
Contact Information:
jay@vanishingtowerpress.com
Thursday, November 21
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.
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.
Friday, October 11
Classic Traveller Combat Revealed!
I don’t know if Traveller’s
combat system is considered “deadly”, but it has carried an air
of complexity around it by those who have never played. I’ve had
the pleasure of running six-seven sessions of Classic Traveller and I
find the combat system amazingly plain, but with oft overlooked
features which make it really sing!
Look at the combat turn order,
nothing there any regular rpg’er hasn’t seen. The surprise
mechanic is simple, and interesting. To hit is 8 or better on 2D6,
and wounds are applied to your Physical attributes; Strength,
Dexterity and Endurance. Range is simplified and the list of actions
a character can take is boiled down into 4 actual combat
actions. So where does this notion of an opaque, killer combat system
for Traveller come from?
The
reason Traveller combat is considered deadly and/or complex is
because of at least two rules never used by regular players and
referees. Rules so important it changes the whole relationship of the
PCs to the game universe. They are the rule on weapon skills and the
use of endurance attribute in melee.
The
weapons skill rules are the most significant. Ranged combat takes on
a completely different dimension when not used properly. The lack of
this rule makes PCs less
competent and easier to kill. On page 36 of the LBB’s is the entry
Untrained Weapon Usage.
“Any character using a weapon in which he or she has no training is
subject to a penalty of 5 when attacking and +3 when def[i]nding
(defending). While you let that sink in check out the next few
sentences; “All player-characters automatically have an expertise
of zero (0) in all weapons shown in this book.”
Not
only does the average NPC have a 5 to their ranged weapon attack, the
average PC suffers no disadvantage. A minus five swing in Traveller
is a BIG deal. It makes most NPC’s the players interact with are
“mooks”, adversaries which they can brush
aside quickly. Add in proper
use of cover and the surprise mechanics, any experienced combatants
run effectively will roll gangbangers, grumpy
miners, thugish dock workers, enraged bureaucrat; the PCs are
designed to be Bruce Willis in Die Hard.
A cut above the rest of the folks trapped in the tower. This is where
you get to swing from the cable with auto rifles blasting the poorly
paid and trained security guards! In a flat-footed straight out draw
a PC should be Clint Eastwood to every one of those “lucky” punks
out there.
My
test was a poll on the Mewe Classic Traveller group and it looked
like this:
Your
average Traveller player and referee doesn’t play with these rules
at all. This is what I mean about swinging the combat game against
the PCs. They are playing the game with one arm literally tied behind
their back. Unlike weapon speed in AD&D, the -5 for untrained
weapon usage is an essential mechanic for the Traveller game. Remove
it and the way players play Traveller significantly changes. Further,
this small sampling shows most referees and players have never
considered this rule and its effect on combat.
Myself,
I’m stingy with zero level weapon skills for NPCs. The weapon is
deadly enough. Anyone can squeeze a trigger. But who can keep their
heads about them when multiple people are firing guns, at short range
no less?! Pandemonium is what happens. A character trained to be cool
and deliberate during fire brings your game to movie-level action.
Like in Heat, and Den
of Thieves. The tattooed,
ipod-wearing street hood goes down in
a street fight with one spray from the trained PC.
In
conclusion, there are some assumptions placed on Classic Traveller
which change game play away from superior PCs, and therefore the game
is going to be played differently. If you implement RAW I believe you
will find players enjoying the game more.
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