You know that feeling when you get inspired to write/create/forge something? You get all amped up, and start to put ideas on paper, float things amongst your friends, and even step into a bookstore (or comparable online locale) and you feel that inspiration swell to near overwhelming heights…
And then you start to thumb through works comparable to your own vision… it could be a set of RPGs, or a novel section, or magazines racks, or comics collections, or whatever. And then it hits you. You’ll never be this productive; you’ll never be this good; what you want to do has already been done, and probably been done better than you can do it. You’ve had a reality check. Welcome to my world.
Let me tell you about the three ideas that keep pulling at me, and the ‘reality checks’ that keep kicking me in the gut.
As for fantasy gaming, this is where my heart is. It’s the thing I end up thinking about all the time; it’s where I want to spend my imaginary time the most. It encompasses the worlds that I feel most drawn to. It’s what got me into gaming, and it’s what keeps bringing me back. However, there are several reality checks here. In fact, there are probably dozens of them. Here are the two big ones: many great games have already been written and (even more damaging) there is a TON of FREE content that is as good as my best stuff. As I look at what’s being published just among the OSR group, I find the depth and quality of content staggering. As a fantasy gamer with a game I like, I can’t imagine anything that would propel me to change game systems now. There are virtually no new people coming into the hobby, and almost everyone has their fantasy game of choice already; new games that come into the market and are competitive have a license and production values that bring a market (Lord of the Rings, Dragon Age). I cannot challenge either of these.
Supers gaming is probably second; I like it (and sometimes love it), but I end up feeling like the genre itself is too limited, and ultimately becomes self-referential. I know it doesn’t have to, but it feels stale to me. Maybe that’s because I haven’t followed comics seriously since 1993, so I don’t have many fresh ideas about it. There are fewer systems that have nailed supers gaming, although (as with fantasy gaming) most supers gamers now have their go-to system. I was struck particularly last year when I released Resolute Supers 2E within 8 weeks of Icons, BASH Ultimate Edition, and another 2-3 systems that, although different from my game, endeavored to do the same thing: give you a rules-lite, fast and intuitive system for supers gaming. I felt behind the eight ball from the outset. I still feel that way: what can Resolute offer that ICONS cannot? I don’t know… I haven’t actually read ICONS (yeah, bad on me I guess), but the vibe I get from the game and its supplements is a similar vibe to what I was going for with Resolute Supers… so, what to do about that?
Army Ants has always run in third place. Even though I’ve re-invented Army Ants gaming and comics several times over the last 20 years, I’ve never followed through with support for the game. However, Army Ants doesn’t have the reality checks in terms of other systems and games; no one is producing something quite like Army Ants, especially done right. Honestly, I’ve never even done it right; it’s never found the perfect fit of system with setting with writing. The comics have a certain vibe about them that I haven’t quite been able to replicate in a game system; the most recent incarnation (although lightly structured) is closer. It really needs a full treatment.
Sales numbers don’t help me at all. Both Resolute supers systems sold over 100 copies, whereas nothing Army Ants has ever sold more than 30 copies, and most fantasy stuff I released sells in the neighborhood of 30 to 70 copies; however, that’s for core rules. Once I look at supplements, regardless of the system, I rarely sell more than 15 copies of anything that’s a sourcebook or adventure.
I’ll stew on this for a while, but next time I’ll get into some of my thoughts on more of the reasons why…
Wednesday, August 24, 2011
Wednesday, August 17, 2011
Fort Morovar
Fort Morovar is the starter home base for heroes in Timbervale. It was once a goblin stronghold, but humans took it during the Great Reckoning, so now it is home to loggers and frontiersmen who see Timbervale as a great resource waiting to be exploited. Of course, the various races of the forest, the druids that protect it, and the goblins who were kicked out don't see things the same way, but we can't all be happy, can we?
FYI, This is the first post that I'm affixing tags to... I figured as I near 150 posts, that I should really start thinking about organizing this blog for posterity (or at least for people who might want to actually use it as a game resource!). I'll be going back and tagging some previous posts as well (maybe all of them ultimately) for a better user experience.
Your tears of joy are thanks enough.
FYI, This is the first post that I'm affixing tags to... I figured as I near 150 posts, that I should really start thinking about organizing this blog for posterity (or at least for people who might want to actually use it as a game resource!). I'll be going back and tagging some previous posts as well (maybe all of them ultimately) for a better user experience.
Your tears of joy are thanks enough.
Tuesday, August 16, 2011
Timbervale
Now that the Abyssal Labyrinth is out of my system (although I still plan to put together the Rubik's Cube for it at some point)... I'm on to working on Timbervale. This one is a more of a traditional sandbox setting; it will include the general area, a frontier keep, some small dungeon crawls/ruins, some new spells, some monsters... you know.
To get you into the vibe of the area, here's the unkeyed map of the area.
To get you into the vibe of the area, here's the unkeyed map of the area.
Sunday, August 14, 2011
Chronicle #1 Now Posted
Chronicles of the Splintered Realm Volume 1: The Abyssal Labyrinth is now posted on RPGNow.
The great dungeon of the world of Del Anon, the Abyssal Labyrinth is a nearly infinite dungeon that connects all realms; it was commissioned by the god of death, but ultimately claimed by the Minotaurs. Within, you will find:
- An overview of the dungeon complex
- Descriptions of the five factions dwelling within the Labyrinth
- Random tables to quickly generate monster encounters, pools, traps, and statues
- 20 new monsters for Resolute: the Splintered Realm
- 36 original dungeon geomorphs
The Chronicles of the Splintered Realm are designed for the Resolute game system, but much of the content is easily converted to your favorite system.
Chronicles of the Splintered Realm Volume 1 is 17 pages for $1.
The great dungeon of the world of Del Anon, the Abyssal Labyrinth is a nearly infinite dungeon that connects all realms; it was commissioned by the god of death, but ultimately claimed by the Minotaurs. Within, you will find:
- An overview of the dungeon complex
- Descriptions of the five factions dwelling within the Labyrinth
- Random tables to quickly generate monster encounters, pools, traps, and statues
- 20 new monsters for Resolute: the Splintered Realm
- 36 original dungeon geomorphs
The Chronicles of the Splintered Realm are designed for the Resolute game system, but much of the content is easily converted to your favorite system.
Chronicles of the Splintered Realm Volume 1 is 17 pages for $1.
Saturday, August 13, 2011
Hand-Drawn Maps
For a long time, I drew maps by hand because, well, that was the only option I had.
A few years ago, I started using Paint to make maps, creating grids and then dropping colors and simple icons into the grid to create 'classic' looking maps that echoed D+D modules from the 80s. I liked these quite a bit... however...
In moving back to drawing by hand, I've discovered a few things:
1. The final map feels more organic and 'lived in'. My computer maps look sterile and pre-fabricated; my hand-drawn maps look like someone actually took a pick and dug out the side of a mountain.
2. I have to think more as I draw, and this leads to better maps. As I'm drawing a twisting passage or plugging in a statue icon, I'm simultaneously thinking about who dug that passage, why that statue was erected, and building stories into the maps as I go.
3. The final maps also end up with cool little fiddly bits that the computer just wouldn't allow for without more sophisticated mapping software. I know that there's better programs that will allow me to do more, but the simplicity of Paint was one of the things that I liked best about it.
Oh, and here are two more geomorphs to get you ready for the Abyssal Labyrinth.
A few years ago, I started using Paint to make maps, creating grids and then dropping colors and simple icons into the grid to create 'classic' looking maps that echoed D+D modules from the 80s. I liked these quite a bit... however...
In moving back to drawing by hand, I've discovered a few things:
1. The final map feels more organic and 'lived in'. My computer maps look sterile and pre-fabricated; my hand-drawn maps look like someone actually took a pick and dug out the side of a mountain.
2. I have to think more as I draw, and this leads to better maps. As I'm drawing a twisting passage or plugging in a statue icon, I'm simultaneously thinking about who dug that passage, why that statue was erected, and building stories into the maps as I go.
3. The final maps also end up with cool little fiddly bits that the computer just wouldn't allow for without more sophisticated mapping software. I know that there's better programs that will allow me to do more, but the simplicity of Paint was one of the things that I liked best about it.
Oh, and here are two more geomorphs to get you ready for the Abyssal Labyrinth.
Friday, August 12, 2011
Labyrinth Maps #1
I know I've been quiet for a few weeks, but that doesn't mean I haven't been busy! While I've been pretty tied up with family/work/life stuff, I have still managed to crank out a few dozen maps, some drawings, and a good chunk of stuff for the first two Chronicles...
I figured for today I'd give a preview of the Abyssal Labyrinth with two of the facets (geomorphs) that will be in the set. As you can see, they take more than a little inspiration from Dyson Logos.
I figured for today I'd give a preview of the Abyssal Labyrinth with two of the facets (geomorphs) that will be in the set. As you can see, they take more than a little inspiration from Dyson Logos.
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