Monday, November 3, 2025
Two Games Diverged In A Wood...
Wednesday, October 22, 2025
MTDAA Actual Play 2 - the Need for Speed
It gets even crazier for air travel; in reality, a dragonfly can travel 35 miles per hour. This would be over 50 km (we'll round down to 50 km for convenience). This is 50,000 meters. Again, using a meter as 1/4 mile conversion to the game world, this means that a dragonfly (in game terms) can fly the equivalent of 12,500 miles per hour, or 16x the speed of sound. Ultimately, I created a hybrid of truth and fiction as I did for 'walking', setting a vehicle's speed rating of 1 as the baseline for 'slow vehicle', and scaling up to about 10 for most vehicles. Vehicle speed represents meters per round (6 seconds), which 'feels' like a reasonable speed to travel, even though it is not how fast things actually travel. A rating of 1 is still very, very fast in a direct scale conversion (being the equivalent of 150 mph). This becomes a speed that I can live with (and is much faster than ants walk). An ant can sprint 3 cm with one action, or can patrol 3 meters in ten minutes (so 18 meters per hour). I decided that for flying insects, I would keep things at insect scale rather than moving them to vehicle scale; in effect, a jeep or tank is still going to be faster than most flying insects. An insect with fly Move 6 (6 meters ) is slower than a jeep, with its Speed 1 (traveling 1 meter per round of 6 seconds, or 10 meters per minute). Land vehicles are going to have Speed ratings of 1-3, while flying vehicles are going to have Speed ratings of 4+ (capped out at about 10 for a fast jet).
Conversion: Vehicle Speed ratings in km per hour
.5 = .3 km/h (300 meters per hour); equivalent of 75 mph
1 = .6 km/h (600 meters per hour); equivalent of 150 mph
2 = 1.2 km/h; equivalent of 300 mph
3 = 1.8 km/h; equivalent of 450 mph
4 = 2.4 km/h; equivalent of 600 mph
5 = 3 km/h; equivalent of 750 mph (MACH I)
6 = 3.6 km/h; equivalent of 900 mph
7 = 4.2 km/h; equivalent of 1,050 mph
8 = 4.8 km/h; equivalent of 1,200 mph
9 = 5.4 km/h; equivalent of 1,350 mph
10 = 6 km/h; equivalent of 1,500 mph (MACH II)
12 = 7.2 km/h; equivalent of 1,800 mph
15 = 9 km/h; equivalent of 2,250 mph (MACH III)
20 = 12 km/h; equivalent of 3,000 mph (MACH IV)
Tuesday, October 14, 2025
The Heart of the Army Ants RPG
At present, I'm envisioning the latest Army Ants core rules being in the same format as Hack'D and Slash'D. I LOVE that little booklet - it's 48 pages, but the complete rules you need to play. Lulu helps a lot with this; I love the little saddle-stitched format, but they only print those up to 48 pages; it becomes a design challenge to get the core rules down to 48 pages, but I have always liked design challenges. However, it also means that I know a deeper Ant Forces sourcebook and a deeper Wasp Empire book (at the least) are on deck. I mean, I'll probably never get around to actually publishing these, and nobody would buy them if I did, but they're still in my imagination somewhere.
That's the funny thing about Army Ants; I literally have no reason to ever go back to it. It is, far and away, my least successful creative project of all time. I mean, people know me for it, but few people really like it very much. When I release game material for Army Ants, it always sells less than fantasy or supers work. In fact, I kind of know the trends at this point; I will sell 100+ books of a supers system (I've released a few), maybe 50 of a fantasy system, and will struggle to get to 20 copies sold of Army Ants.
But I'm also at the point in my creative process (and in life) where I don't really care how many books I sell. That used to be my primary (if not only) measure of success. Now, my primary (if not only) measure of success is how I feel about it when I'm done. I guess that makes it a vanity project, but I'm okay with that.
Sunday, October 12, 2025
MTDAA AP Session 1
Monday, October 6, 2025
Stalwart '85 Character Advancement
My Fickle Muse
First of all, a brief health update: I had my second round of nuclear medicine treatments on October 1, and I'm feeling remarkably well for someone who was given less than 12 months to live 10 months ago. I'm looking forward to crossing that barrier (which is December 10, for those keeping track). I keep setting new objectives for myself: as of now, I want to live long enough to watch my daughter graduate high school in June. Once I accomplish that, I'll set another goal.
On to gaming stuff. I've been feeling well enough the last week or two to work on gaming-related stuff, and I keep trying to sit down and work on Doc Stalwart. I still have a few miscellaneous things to finish from the Kickstarter before it is 'complete'. While the primary items (the game itself and the adventure; all of the stat blocks for the public domain characters, all of the original character drawings) are done, and I've finished the core items and some stretch goals, I have a few stretch goals yet to achieve. I don't have a dedicated web site (okay, I had a domain but didn't do anything much with it), I have yet to finish the 8-page comic story, and I still have to figure out some VTT support. So, stretch goals remain incomplete, and I'm aware of that. However, I have released several other things (a bonus adventure and some Stalwart Philes with stat blocks, a database of Doc's comic adventures), so I don't feel TOO bad about it - however, these items are still on my to-do list.
The things is, each time I have sat down to work on any of Doc's stuff, I struggle to focus, and the material I've been able to knock out is not up to my standard. I'm having trouble locking in on Doc Stalwart stuff at the moment.
However, my muse REALLY wanted to work on some Army Ants stuff (because that's how she rolls), so I ended up starting a draft of a new Army Ants RPG that is a hybrid of MTDAA Legacy and Stalwart '85. I have come to think that the basic engine for S85 is really, really malleable, and could be used for any sort of setting. You have a basic action ('attack') die based on your character's level, and you have four traits. Three traits are basically the same across games (might/body, reflex, and mind). However, there is always a fourth trait that is unique to that game. In Stalwart '85, it's Power for your superhuman powers. In the Army Ants game I'm tinkering with it's your Spirit (intuition and connection to the natural world). In a fantasy RPG, it would be magic (your ability to wield arcane or faith-based powers). In a Sci-Fi game, it would be whatever stand-in I'm using for the Force. The cool thing is, I can just set thresholds for 'activating' it, and then it's tiered already. For example, it would be easy in a fantasy RPG to say that at Magic D4, you can read magical scrolls, but you don't have any ability to use magic on your own. At D6, you can cast rudimentary spells, but by D20 you're throwing huge fireballs and raising the dead. The force would work similarly; you don't unlock "Jedi" type powers until maybe D8; D6 might be 'sensitive', allowing you to maybe sense things or have a greater connection to the Force than others, but at D8 you get to start minimal telekinesis, while by D20 you're lifting battle cruisers and surviving for short periods in space.
It's a very adaptable basic game engine.
That said, the newest iteration of Army Ants, MTDAA Final Frontier, uses a version of this system. I've got the playtest document that you're welcome to tinker with (as I am doing), and we'll see where this goes. I will get back to Doc stuff soon enough, and maybe I just have to get this out of my system. I often talked with my students about journaling helping writers because you get the clutter out of your mind and onto the page, and then you can do more focused writing. It might be that this is some clutter I need to clear before the next phase of Doc stuff hits me. Thanks, as always, for your support of and kindness towards me. It is truly appreciated.



