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The Long Journey of HOUNDS OF THE TSAR

Hounds of the Tsar recently launched on Kickstarter to fund the very first print edition of the game. This is the third Kickstarter I’ve run this year, which has proven to be quite an active one for my little one-person game studio. Since this particular game has been available in digital form for almost a year, I thought it would be worthwhile to take a look at how we got to this point.

Humble Origins

As one of the “original” Last Redoubt Games projects, Hounds of the Tsar (HotT) has been around in one form or another for quite a long time. If my memory is accurate (a questionable assumption these days), the game’s origins date back to at least 2014 when I pitched an idea for a convention game session using the Lamentations of the Flame Princess rules. The concept was that you would play as monster hunters in the service of Ivan the Terrible in 16th century Russia. Of course, my first mistake was not making it a Pathfinder game, considering this was back in the heyday of Pathfinder Society completely dominating smaller conventions. But Pathfinder would have been a poor fit for the concept I had, which was a dark and gritty game where death was always on the table.

It wasn’t long afterwards that I started thinking about turning HotT into a standalone game. I was really into a lot of the OSR games coming out around that time (2015 or so) and I thought the concept would fit neatly with a “rules-lite” approach that used a lot of random tables to quickly roll up unique characters. I don’t quite remember whether the core rule mechanic came before the qualities and backgrounds, but I scribbled down a bunch of lists on a notebook while my kids were at a theater rehearsal a few nights every week and the game quickly took shape.

Rules Development

The core rule mechanic of rolling 3d6 and getting under an attribute to succeed came primarily from GURPS, while the idea of using static skills to reroll dice was something I’d been tinkering with for the game that would eventually become Wyld Sea. Rules for combat and other situations were very rudimentary at that point. At some point over the next year as I tinkered with the game some more, I read Into the Odd and incorporated its “auto hit” combat mechanic as well as the concept of reducing a physical attribute value when characters ran out of hit points.

Two unique elements were also added to the game around this time. The first was the Tsar Die, which is quite a simple concept, really. If the player could somehow invoke the tsar in the task they were performing, they could roll a d4 to influence the test. It’s a minor system, but it greatly tilts the odds because the die essentially gives players a 1-in-4 chance of success. It also creates the opportunity for a negative impact if the test itself fails. While the Tsar Die concept would be expanded when I adapted the game system for The Drowned Lands, in HotT, it mostly serves to constantly remind the players of their connection to the tsar.

The other unique element was the loyalty system, which measures how much the characters trust each other and whether or not they can accuse someone of treason. At one point, the system was much closer to the one used in the game Cold City, which is a fabulous indie game from the UK by Malcolm Craig (who also designed a|state, a big influence on my novel, Blackspire). Ultimately, I decided to scale it back into something that didn’t have much impact on in-game play, but forced players to constantly watch each character for signs of disloyalty. In a happy design accident, I’d already built concepts like secrets and goals into the character creation, so there was already the potential for conflict built right into the game.

Mechanically, the last building blocks that went into place were the elements of the magic system. While the game gives a sample spell list, even this was something of a concession I didn’t want to make. In my ideal world, players would simply create their own spells using the loose rules provided. When I adapted the system for The Drowned Lands, I created additional tools to make it easier to build unique spells, but I actually ended up being happy with the spell list in HotT. It’s simple, open-ended, and thematically appropriate for the setting, which was important considering the unique characteristics of the game’s alternate history Muscovy.

Not What My Grad Advisor Intended…

Which brings us to the setting. 

Most of my history graduate studies focused on 17th century Russia, but I was pretty familiar with the era of Tsar Ivan IV (better known in the West as Ivan the Terrible). I’d already used a lot of that knowledge to build the world of Rostogov, the fantasy setting for my first two novels (The Walls of Dalgorod and Mirona’s Law). For HotT, though, I wanted to be much more grounded in real history without suffocating the players with detail. The final result ended up being only a few pages in length, but I think it’s packed with enough detail to help nail the right atmosphere, which is far more important than historical accuracy in a game like this.

I did decide, however, to include a bibliography for people who wanted to learn more about early Russian history. It’s a modest mixture of primary and secondary sources that would pretty much be required reading for any course in pre-Petrine Russia (the era before Peter the Great, who reigned from 1682-1725 and fundamentally transformed Russian politics and society). Of course, I also included a section on Sergei Eisenstein’s legendary Ivan the Terrible films, which are probably a better frame of reference for the look and feel of a HotT game than any book.

Road to Release

By 2017 or so, the game was more or less complete. Around that time I started dipping my toe into formatting and layout, although that basically meant structuring the Word file text in columns and inserting some pictures here and there. I tinkered with it intermittently throughout the next two years and posted various versions on my old website as “playtest demos,” which was kind of code for “I think this is good but I’m afraid to release it as a real thing.”

Hounds of the Tsar playtest demo cover

In 2020, I finally got serious about formatting and preparing the game for actual release. As part of that effort, I spent a lot of time tracking down public domain artwork by 19th and early 20th century Russian artists to give the game an authentic feel. As part of this broader effort, I also cleaned up a lot of the writing and filled in a lot of existing gaps. I released the game on itch.io in early December. While it wasn’t a runaway success by any stretch of the imagination, I got some good feedback about the game, which convinced me it was worth spending some more creative time and energy on making RPGs.

Hounds of the Tsar original release cover

Print Edition Revision and Kickstarter

So Why a New Version?

The original version of HotT was laid out using the publisher view for Microsoft Word 2011, which probably would have been an outdated solution in 2011, much less 2020. Among the bigger problems were the use of multiple low resolution images and a lack of a spread view that let me spread images across two facing pages. More importantly, though, was an issue born of my own ignorance. All of the games I’ve printed have used the conventional zine format (5.5 x 8.5), which is kind of the standard size for most indie releases. Unfortunately, I didn’t know this when I started doing the layout, which meant the game was formatted for an 8.5 x 11 page. While I actually did have a copy printed just to see what it looked like, it wasn’t a viable format if I had any intention of printing the game in larger numbers.

When I finally sat down to reformat the game in Affinity Publisher, I took the opportunity to make a number of additional changes. The biggest change was the artwork. A lot of pieces were scattered rather haphazardly through the original release, and there were some stylistic discrepancies that gave the game something of a cobbled together feel. The reformatted version is much more consistent from a layout and art standpoint. I also reorganized a lot of the content to make the game easier to reference at the table.

Hounds of the Tsar new print edition cover

After all that work, it seemed like a bit of a letdown to simply release the new version digitally and move on. I’d always wanted to do a print run, so I decided to put together a new Kickstarter campaign for it. Now that you know a bit more about the background of the game, you can follow the project and help make it a reality! The Hounds of the Tsar Kickstarter will be running through October 26, so be sure to check in on the campaign’s status in the coming weeks as it works towards its funding goal!

cybernetic eyes staring through a cyberpunk skyline News & Updates

AUGMENTED Kickstarter Is Online

The Kickstarter campaign for the print version of AUGMENTED launched earlier today, so you can go back it RIGHT NOW if you want to see this cyberpunk action RPG get a print run.

cybernetic eyes staring through a cyberpunk skyline

What’s really incredible is that I’ve somehow been able to avoid looking at how the campaign is doing for the last 10+ hours. Running a Kickstarter can be very stressful, especially if you’re not fortunate enough to have a large following that allows you to fund within hours (or even minutes) of launching.

Anyway, the campaign is live, so you should stop reading this blog post and go check it out. Sure, I also released another game earlier this week because I have no grasp of strategic marketing, but I’m going to hold off talking about that until a later date.

Seriously, go back the Kickstarter. I’d really not spend the next four weeks wracked by anxiety over whether or not it’s going to fund!

GO BACK AUGMENTED NOW!

News & Updates

April LRG Update

It’s been a busy year so far for Last Redoubt Games!

After the end of 2020 saw me finally releasing a handful of long-simmering games, 2021 has featured a successful Kickstarter, a new game release, a supplement, and a minor solo game release.

So, let’s start at the beginning: Weirdwood

Weirdwood

The Weirdwood Kickstarter launched on February 1 as part of ZineQuest 3 and went on to raise about $2000, which easily exceeded the funding goal of $600. At this point, most of the physical copies have been mailed out to backers and the stretch goal soundtrack by Morana’s Breath has been delivered as well. Aside from a frantic moment where I had to redo some of the game’s layout to add bleed margins, the printing and shipment process seems to have gone off without a hitch.

If you missed the Weirdwood Kickstarter, you can still order the game on itch.io and DriveThruRPG. I do have several physical copies remaining, but I’m not sure what I’m going to do with them yet. At some point, I’d like to set up an online store, but I want to be able to offer more than just one game, so this may have to wait until there are more LRG releases available in print (more on that in a moment).

Fascination

I had a bit of an unexpected release in January with the solo RPG Fascination. Designed in a single morning in response to a game jam on itch.io for music album-themed games, Fascination is based on the song “Fascination Street” by The Cure. It’s kind of an oddball, to be honest, and I don’t know that it delivers on the concept, but it does look good, which is something I’m beginning to take a lot of pride in.

Like the rest of the LRG catalog, Fascination is available on itch.io and DriveThruRPG.

Augmented

Sometime in February, I started tinkering with an idea for a cyberpunk game, which remains one of my favorite genres. The result of all this tinkering was a rules-lite game called Augmented, in which players take the role of cybernetically enhanced forced to carry out dangerous tasks for a nameless corporation.

In its original conception, the game was built upon the rules of John Harper’s Ghost/Echo, which I’ve raved about many times in the past. After some investigation, however, I wasn’t able to determine the exact licensing status of that particular game, so I decided to redesign the core mechanics using a variation of the narrative-heavy system in Revenant.

I decided to promote Augmented as an itch.io release for about a month ahead of the release date rather than running a Kickstarter for it. While this was partly because I wasn’t sure if I could launch another Kickstarter before fulfilling Weirdwood, I also wanted to see how much buzz I could generate for a release on another platform.

The answer, unfortunately, was not much!

While I managed to sell a few preorder copies, even the offer of a lower presale price didn’t do much to drive sales. In fact, I’ve sold more copies to date on DriveThruRPG, where the game actually sells for a few dollars more to offset the higher percentage that DriveThru takes on each sale.

Augmented released with a campaign supplement that provides a ready made setting for the game. I decided to offer it separately because many the game was really designed to be setting agnostic, even though I had my own personal “head canon” for it during the writing process. Both games are available on itch.io and DriveThruRPG.

Now that the game is out, I’m gearing up to do a new Kickstarter to hopefully fund a print run. The special print edition of Augmented will combine the core rulebook with the setting guide (which will feature all new art layout). My original plan was to launch the campaign on June 1, but since everything is ready to go, I may decide to move that date up a bit. More updates to follow!

Looking Ahead!

There are a few other projects in the works or at various stages of development that I don’t want to talk about too much at this point. I’ve burned myself in the past by saying things are right around the corner before deciding to retrench a bit. One thing I can say for sure is that I’m going to be redoing the layouts for Revenant and Hounds of the Tsar to prepare them for a possible print run. I’m not sure what the feasibility of that is at the moment, so we’ll see what happens with the Augmented Kickstarter first.

If you want to stay in the loop on upcoming projects, be sure to sign up for the Last Redoubt Games newsletter! In addition to getting updates on new releases and product development, you’ll get a free no-art copy of Revenant and Hounds of the Tsar just for signing up.

News & Updates

“Augmenting” AUGMENTED

Over the last few days, Augmented has gotten a bit of a facelift. While the core game mechanics are (relatively) unchanged, I wanted to provide more tools that would make it easier to run a session without doing the burdensome prep work that’s often associated with the genre. 

We’re on a Mission from the Company

The headline addition is the assignment generator. Originally, Augmented featured a small 1d6 table that the Supervisor could use as a random starting point. There’s nothing wrong with this kind of table, of course. Weirdwood uses something similar, although it provides more than just six options. But I wanted something that was a little more dynamic.

Fortunately, I recalled a discussion I took part in on a Discord server recently where fellow game designer Jeff Stormer was talking about a villain plot generator for a superheroes game he’s been working on. Using that as my starting point, I came up with the following formula: 

You must    action    a (an)    target    in a    location    at    city site   .

There’s a chart associated with each space that the Supervisor can reference to randomly create a basic cyberpunk mission. The big challenge, however, was coming up with six distinct actions, which basically determine the goal of the assignment. Here’s the list I ended up with:

Action (1d6)

  • Acquire
  • Eliminate
  • Sabotage
  • Embed
  • Protect
  • Interrogate

Most of these are pretty self-explanatory, but the trick was using words that were both flexible enough to be interpreted in different ways and apply equally as well to a “target” that was a person or an object. That’s why I went with “Eliminate” instead of “Terminate” or “Assassinate.”

The last entry, “Interrogate,” is the result of some Discord crowdsourcing. It’s a distinct action from the more straightforward “Acquire,” but it may not be immediately obvious how you can interrogate an object. Essentially, the “Interrogate” action tasks you with gathering information from someone or something without actually stealing it or removing it from a location. “Acquiring” a data file, for instance, would require you to download and deliver the contents of the file to the Company. “Interrogating” a data file, on the other hand, would mean accessing data to find out what’s in it, but not actually removing it or copying it from the system. It’s more of a discovery-based mission than a theft-based one.

So, as an example, here’s what a random Augmented assignment might look like: 

You must    protect    a (an)    executive    in a    power facility    at    the outer sprawl   .

This gives a ton of information for the Supervisor to work with without overloading them with details. They can quickly start to imagine reasons why the executive might be in danger and the characteristics of the power facility. Since it’s located in the outer sprawl, it’s probably dirty, run-down, and hazardous in some way. Maybe it has a radiation leak or generates some kind of toxic byproduct.

I also added a few other lists detailing security levels, potential enemies, and mission complications that Supervisors can quickly glance at to generate ideas. In my experience of running RPGs with little to no preparation, having this kind of information on hand to spark ideas is incredibly helpful. By adding some of this material to Augmented, I hope the game will be even easier to manage on the fly.

Augmenting Augmentations

One area of the game that did get some substantial reworking is the augmentations section. Originally, I provided a list of 10 augmentations players could choose from and left it very open-ended about what they could actually do. That probably would have been fine to leave in place until I added some guidance on how to upgrade augmentations following successful missions. I wanted to leave those decisions totally up to the players, but the reality was that it was a lot easier to think of how to add new features to something broad like a cyberlimb than to something rather specific like “wired reflexes.”

So I pared back the augmentation list to just six basic types. While that may seem a bit restrictive, each type also has five distinct features associated with it. Now when players make their Agent or are looking to upgrade their augmentations, they can simply pick another feature from the list and get back to the playing. Of course, as with everything in Augmented, players and Supervisors are totally free to come up with their own ideas and use them instead. 

Part of the reason I try to avoid restrictive guidelines is because it’s almost impossible for one person to come up with the best options for every unique group of players. If you don’t like something, change it or come up with your own thing. Augmented’s system is so sparse and adaptable that you don’t have to worry about breaking anything from a balance or mechanics standpoint.

And if you do implement something that doesn’t work, it’s not the end of the world. Just have a conversation about why it’s not working and either change it back or do something else instead. It’s a roleplaying game, not computer engineering. Nobody is going to kick down the door and yell at you for doing something different.

Preorder AUGMENTED Now

The added material has expanded Augmented from 20 pages to 28 pages 36 pages (another round of additions followed this post). I don’t anticipate anything else being included at this point, but I am going to provide a separate short guide that outlines the details of a ready-made cyberpunk setting. Augmented allows groups to create their own settings, of course, but it was conceived and written with a particular setting in mind that probably informed a few decisions along the way. The setting guide will detail the cyberpunk world I’ve hinted at in the short stories “Lena’s Song” and “The First Price.” I’m planning to make it available around the same time as the main game releases on March 30.

You can preorder Augmented now on itch.io! If you preorder before March 30, you’ll get the game at the special $5 preorder price rather than the $7 retail price. Someone asked me on Twitter recently if there will be a print version available and the short answer for right now is that I don’t know. I would like to do a print run, but I’m going to see how the experience goes with mailing out Weirdwood to Kickstarter backers first and then explore what it would take to set up physical distribution.

News & Updates

Introducing Augmented

Augmented is a cyberpunk action RPG in which players take the role of cybernetically enhanced operatives working for a powerful corporation referred to simply as “the Company.” These Agents were once ordinary employees, but after suffering some form of accident, the Company exercised a clause in their contracts to augment them with a variety of cybernetic implants and recondition them for corporate espionage and warfare.

Agents are bound to the Company by more than just their contracts. Their augmentations are still Company property and can be reclaimed at any time. Even worse, the human body has a toxic reaction to cybernetic implants. Without regular doses of special medication, their immune system will begin to reject their artificial components. This reaction takes the form of a fast-moving cancer that proves fatal in a matter of weeks.

If Agents complete their assignments successfully, their augmentations are maintained and they receive the medication they need to survive.

If they fail, the Company reclaims its property and writes the meat off as a loss.

Playing Augmented

A rules-lite RPG with no stats and no complicated preparation, Augmented is built upon the resolution system featured in Ghost/Echo by John Harper (Blades in the Dark, Lady Blackbird). The game is intended to be played fast and loose, with more of an emphasis on the story and finding out what happens next than on rules mechanics that dictate and constrain action.

Traditional cyberpunk RPGs often have complex systems for combat, hacking, and cybernetic implants that take a more simulationist approach to gameplay. This can make them rather time consuming to prepare and play. Augmented was designed to be as abstract and simplified as possible so the players can focus on the theme and style of the genre rather than get bogged down in rules mechanics. A typical session of Augmented should play fast and loose, with an emphasis on action and conflict.

Coming Online March 30

Augmented is available for preorder on Itch.io ahead of its official March 30 release. By preordering the game now, you can get it at a special, reduced price ($5 preorder vs $7 retail). 

I’ll be sharing more details about the game in the coming weeks, so be sure to check back here for updates. You can also sign up for the Last Redoubt Games newsletter to get the latest news straight to your inbox.

News & Updates

Weirdwood: ZineQuest 3 Kickstarter Update

Wow. It’s been a pretty crazy week.

So let’s get the big news out of the way first: Weirdwood launched on Kickstarter as part of ZineQuest 3 on February 1 and hit its funding goal in a little more than 24 hours.

Since this was my first time launching a Kickstarter, it was a bit of a nerve-wracking experience. I spent most of Monday glued to my phone and constantly updating the browser, hoping to see that funding total inch closer to the goal. The game shot out of the gate a bit better than I expected, but as the day wore on, I started getting nervous. I did the very thing you’re NOT supposed to do when you’re running a Kickstarter, which is watching higher profile projects hit their funding goals and start to worry that you’re going to be the one who falls short.

Luckily, I didn’t have to wait too much longer. Weirdwood hit its funding goal the next morning and I breathed a huge sigh of relief. Of course, that relief didn’t last for too long because I immediately started watching to see if the game would hit its stretch goal. That milestone took a bit longer, but it crossed the threshold Thursday morning. As of right now, Weirdwood is almost exactly 50% over its funding goal, which has already exceeded my expectations, so I couldn’t be happier with the outcome.

Great, Weirdwood Funded…Now What?

Luckily, all of the work for the game itself is already done. The book is written, laid out, and ready to go to the printer. I may give it another editing pass or two, but I don’t expect anything to really change between now and the time copies are shipped out to backers.

The big challenge for the time being is the stretch goal soundtrack.

Weirdwood’s soundtrack is going to be created by Morana’s Breath, but that’s a bit complicated for me because, well, I also happen to be Morana’s Breath. This will be the second time I’ve tied Morana’s Breath in with another creative project in a big way, the first one being the soundtrack for my recent novel, Blackspire. It’s a fun process, but making an album of any kind is always intimidating. Once I get started, things tend to move pretty quickly, though. I don’t want to commit to a hard deadline, but I anticipate that the album will likely be completed sometime in March, which will hopefully be around the same time that backers are receiving physical copies of Weirdwood.

I have a Spotify playlist devoted to Weirdwood that I listen to whenever I’m working on the game, but I’m not entirely sure how closely it will reflect the “official” soundtrack. Most Morana’s Breath tracks are purely electronic and don’t feature any vocals. While there may be an exception or two, I don’t anticipate putting any vocals on these tracks. At the same time, I don’t think a wholly electronic aesthetic is entirely right for Weirdwood, so there may be quite a lot of physical instrumentation. This is all speculation at the moment, though. I expect I’ll start working on the album sometime next week, so I’ll have a better idea of what it will sound like at that point.

More About Weirdwood

I’ve had a couple people ask me if I’m going to share more information about Weirdwood leading up to the release. While I’m not going to be doing a preview or anything like that, I can definitely take a few moments to talk about how the game actually works.

The actual rules system was inspired by the dice pool system used in John Harper’s Lady Blackbird. When a character takes an action, they start with one die and then add more dice for various aspects about the character that may be applicable. They can also add dice from a separate table pool for situational benefits.

Where the game departs from Lady Blackbird is with the opposed GM roll. The GM begins with one die and can add dice to their pool based on situational modifiers. Once the dice pools are created, both sides roll, and tally up even results as successes to determine who gets to narrate the outcome.

A big wrinkle, however, is that another player gets to be involved in this process. The player to the acting player’s left not only gets to define what will happen if the action fails, they can also add dice to the GM’s dice pool to make the task more difficult for the acting player. Why would they do this? Because when you succeed on a test, all of the dice you rolled go into the table pool. By adding dice to the GM’s roll, the player can get those dice back, adding them to their own pool.

Players are incentivized to add interesting complications to every situation they encounter, which can pull the narrative in all sorts of unexpected directions. There are a few other wrinkles in the form of specialized tokens, but they generally allow the player to regain dice or take control of the narrative in some way.

Creating Your Weirdwood

One of the big draws of the game is the ability to create your own version of the Weirdwood. The game provides very little detail about how the Weirdwood operates apart from a few basic qualities. Before the game begins, players will build the Weirdwood at the same time they build their characters. By answering a series of prompts, they will flesh out the local wood’s characteristics, how its magic works, a few important locations, notable NPCs in the area, and how people can enter the forest. After recording this information, the GM has a ready-made setting to begin a campaign (along with a few adventure prompts if they need help getting started).

I’ve always liked the idea that players could create a unique version of the Weirdwood and then share it with other players. While I don’t have a firm plan for how to facilitate this at the moment, I definitely want to make it possible for people to do this. This might end up taking the form of a Discord server or something similar where players can share the sheets they created during their Weirdwood creation. 

Beyond the Weirdwood

Once Weirdwood is out the door and delivered to backers, I’m going to be working on a few more projects. I’ve already teased bits and pieces of Simulacrum, a game inspired by The Matrix and Dark City where you play as independent agents trying to free human minds from a computer simulation. That game is actually quite far along, but needs a bit of playtesting to sort out potential kinks. 

I’ve also teased Wyld Sea quite a bit (you can still check out the Sneak Peek pdf), but that game probably won’t be ready for release until late 2021 at the earliest. Unlike the other games I’ve done, I think that one will require me to commission artwork. I’ve been pretty fortunate so far with public domain and free usage artwork and photos, but Wyld Sea has a pretty unique look that will be hard to capture.

There may be another game or two sprinkled in there if an idea catches my attention and I throw it together in a furious weekend of writing and editing. That’s part of the fun of working in this medium. For now, though, my primary focus is going to be on the Weirdwood soundtrack (and finishing the final installment to the Chronicle of Rostogov trilogy, but that’s another blog post for another website!).

I want to give a big thanks to everyone who has believed in and supported Weirdwood during ZineQuest 3. It’s been a truly humbling and inspiring experience, and I feel so fortunate that I’m going to be able to share this game with all of you.

If you have any questions about Weirdwood or any other Last Redoubt Games releases, please feel free to email me at pyramid@lastredoubtgames.com. You can also find me on Twitter as @last_redoubt.

News & Updates

Last Redoubt Games 2021 Update

So we’re already more than halfway through the first month of 2021 and it’s been a busy one!

First thing’s first: the final release versions of REVENANT and HOUNDS OF THE TSAR are both available on DriveThruRPG now as well as Itch.io. As of now, there are not firm plans to produce physical copies, but the idea is kicking around in the back of my mind and I may explore the idea in the future.

Second, and this was an unexpected endeavor for me, I’ve released an expanded version of THE DROWNED LANDS that greatly expands the original book into a full-fledged, standalone game. Rather than the old “system agnostic” version, this new edition features an adaptation of the simple rules system utilized in HOUNDS OF THE TSAR. I think it’s a massive improvement from the original release and is much more in keeping with my original conception of the game setting. You can purchase a digital copy from DriveThruRPG or Itch.io.

Next up, last weekend saw a rather unexpected release in the form of FASCINATION, a solo RPG written for the Record Collection 2K21 game jam on Itch.io. The challenge was to create a game inspired by a song or album. FASCINATION is based on the song “Fascination Street” by The Cure. You play as a shapeshifter going out for a night on the town to feed on new sensations and experiences. It’s a major departure from any other game I’ve done, but I’m really excited with the way it turned out. You can get it on Itch.io right now and it should be available on DriveThruRPG by the end of the week.

Last, but certainly not least, is the upcoming ZineQuest 3 Kickstarter for WEIRDWOOD. The game has gotten a complete visual redesign and is all set up for printing in a 32 page zine format. I’ll be talking about this one more as the Kickstarter launch approaches, but you can follow the project right now to receive the latest updates.

Whew! That’s quite a lot of updates! I’d like to do a better job of making regular updates on this site, but with everything going on, it might be hard to keep to that promise. Rest assured that I’ll announce new releases as they become available.

The rest of 2021 should be pretty fast-paced. In addition to the WEIRDWOOD Kickstarter, you can expect to see the release version of SIMULACRUM sometime this spring, another HOUNDS OF THE TSAR system game (really need to give that system a name!), and, if all goes well, another Kickstarter in the fall for WYLD SEA.

Until then, keep playing games and stay on the lookout for more updates!

Gaming Advice

Tips for Being a Better Gamemaster: Part 1

Okay, so here’s the deal…

I wanted to do a quick post about how to be a better gamemaster for roleplaying games. It’s something I’ve done a lot of over the years and I enjoy talking about it. After more than 20 years of playing RPGs, I suppose I’ve put in enough time to talk about gaming with some degree of authority. The original intention was to make a list of five gamemastering tips, get in, get out, and move on to the next thing.

Then I started writing and the first two points ended up being long enough for a single post. As anyone who’s ever texted me could tell you, this happens to me a lot.

So I decided to expand the list to ten points and sort of parcel them out over the next few weeks. I probably won’t do one every week, but I’ll keep them coming fairly regularly.

Tip #1: Listen To The Players

This one is first on the list of gamemastering tips for a reason. The players are almost always the best resource you have at your disposal. They will almost always tell you exactly what they want to do and what kind of game they play. All you have to do is listen to them, absorb what they say, and give it back to them with a bit of a twist. Honestly, it’s really amazing the things you’ll hear players say and do at the table. Oftentimes, they’ll come up with ideas or theories that are way better than anything you thought of. That’s fine. Don’t be precious about whatever plans you had in mind. Trust me, everyone will remember the game where you scrapped your entire adventure plot because something a player said much more fondly than the game where they dutifully chased down the threads of your plot thread for the 500th time.

Look, nobody is playing your game because they want to experience the storyline you’ve crafted for them. I’m sorry, they just aren’t. Any GM who tells you that their players love their games because of their great stories is either lying or has a group that spends most of the game on autopilot waiting for the next combat encounter because that’s the only time they get to make actual decisions. If you want to tell an epic story, go write a novel.

Now, that doesn’t mean you can’t have plans for a story or campaign. I’m kind of infamous for more or less winging games off the top of my head, but if I’m being serious about a session or campaign, I’ll at least sketch out a broad outline of what could happen and come up with a somewhat detailed list of characters to meet, places to go, and problems to be solved. But part of being a good GM means that sometimes you have to throw out your plans because the players are interested in doing something else.

And that’s fine. It’s a roleplaying game, not open-heart surgery. Players will forgive you some rough patches here and there if the overall experience is enjoyable in the end. And if they get to do things they’re interested in doing, they’ll probably have a good time.

Tip #2: Keep Things Moving

Roleplaying games are all about momentum. There’s an ebb and flow to them that’s difficult to manage when you’re just starting out. Games can accommodate some bumps in the road and some detours, but let things meander on for too long and you’ll wind up losing everybody. There are generally two versions of this. In the first, the players are just straight-up bored or stumped. They don’t know what to do next and they’re becoming disengaged. People start checking their phones, they draw pictures in the margins of their character sheet, or they engage in totally irrelevant side conversations.

When this happens, you need to make something, ANYTHING, happen to get them back on the move. The famed noir writer Raymond Chandler once said that the basic rule of writing fast-paced pulp detective stories was: “When in doubt have a man come through the door with a gun in his hand.” This is especially true of RPGs. When in doubt, somebody in the tavern picks a fight with the characters. Why? Who knows? You can figure it out after the brawl.

In the second case, players get too wrapped up in their own planning to actually do anything. This is the situation where they spend an hour planning every last detail of a heist, right down the point of having a backup plan for their backup plan. There are two problems with this. First of all, it just becomes a big waste of time after the initial concept of the plan is laid out. They’ll never feel like they’re fully ready to actually get started. Second, they get so invested in the plan that if you do anything to throw a wrench into it, they’ll very likely get upset and feel like you’re pulling the rug out from under them. When they seem like they have a firm idea of what they want to do, start trying to push them out the door. They’ll be glad you did afterward because it means they’ll be able to get back to the game.

These are probably the two most important things I think every GM should keep in mind. But I’ve got plenty more gamemastering tips where they came from, so keep an eye on this blog for more tips that will make you a better GM.

Gaming Advice

Building Excitement for Your RPG Campaign

When I’m planning to start up a new roleplaying game group, I typically go through a gamut of emotions and thoughts.

  • What should we play?
  • What kind of game will the players like?
  • What kind of game will I like?

That last one is particularly important for me because I tend to have a short attention span when it comes to roleplaying games. I’m not the guy who runs marathon twelve-hour long game sessions or the guy who’s been running the same campaign for five to ten years. That level of intensity is way too much for me, and I start to lose interest in a game right around the time it starts to feel like work.

Get Hyped

When I do get excited about a game concept, I’ll wind up putting a lot of work into preparation, much more so than I usually do. The danger I encounter here is that the reality of the game sometimes doesn’t match my expectations or my hopes. Much like writing a book, the game is never as good at the table as it is in your head.

The truth is that the players are probably never going to be excited about the game in the same way you are. That doesn’t mean they won’t like it, of course, or that they’re not enjoying it if it doesn’t match the vision you had for the game. You have to allow players the space to find the game they want to play. If you’re doing your job as a gamemaster, you should end up in a place where both of you are having a good time.

But that’s when you’re sitting down at the table. Before that happens, you need to get everyone to buy into the experience and pull up a chair. And if you’re not excited about running the game, no one is going to be excited about playing it. Part of your job as a gamemaster takes place before the game even starts. You have to find ways to sell the game to your players, to get them amped up for the experience they’re about to have.

Fun For Everyone

This is equally important for new and old players. Newer players don’t have a lot of expectations; they’re counting on you to guide them through the preliminary process of preparing for the game. They want to know what to expect, but everything sounds new and exciting for them. The biggest challenge with them is giving them plenty of tastes of what’s coming, but not overwhelm them.

More experienced players, on the other hand, like to know what they’re getting into. They’ve played a lot of sessions with a lot of people and it takes a lot to surprise them. While new players are wondering if they’ll know what to do when the game begins, older players are wondering if it will be worth their time and energy. They’ll want to have a much clearer picture of what the game’s going to be about, asking for information that would be far too much for a newer player to take into account.

But the experienced player also wants to be excited for the game. They want to have that same sense of wonder a newer player has, so anything you share with them beforehand has to scratch both itches at the same time.

It’s Not A Homework Assignment

When I run a game set in an original world (something I’ve created), I like to put together a player handbook for easy reference. Now, you have to be careful about this. Players are looking for a game, not homework. I used to run games in a vaguely Nordic setting I called “The Northlands” (this was before Skyrim came out, I swear), and I wrote up an extensive treatment of the setting that I provided to each player. The booklet was an eleven page Word document that detailed the major races, regions, and cities. I thought it was a great resource that answered every question about the setting players might have.

Naturally, most of them didn’t read a word of the damn thing and I don’t blame them a bit. Well, now I don’t, but I felt differently at the time!

As I go about preparing a game for a new group, I’m faced with a similar problem: How do I convey vital information about the setting to the players without making it seem like homework?

The Value of a Player Primer

The answer I’ve hit upon is to make the primer I put together pretty to look at and engaging to read. By filling the booklet with evocative images that set the tone for the game’s setting, players will hopefully get swept up in the aesthetics. After all, you could pick up a Star Wars picture book and get a pretty good idea of what the movies are like just by looking at the images. Secondly, I’m trying to integrate the artwork with descriptive text that provides more specific detail if players want it. Newer players will probably focus mostly on the art since it sets a tone for the game they’re going to be playing, but older players will want the details that tie in with that aesthetic.

By combining the two approaches, I’m hoping to end up with a (brief) primer that sets the stage for the game and gets all types of players excited to take part in it. More importantly, the process of making it has made me more excited for the game and forced me to consider a lot of ideas I’d have simply discarded under other circumstances.

The Drowned Lands

hastur the king in yellow

So what will all of this look like? Well, here are a few examples. The game I’m running is an old-fashioned D&D game using the Lamentations of the Flame Princess rules and incorporating extensive elements from HP Lovecraft’s Cthulhu Mythos. I’ve put together custom builds of the game’s classes, dressing them out with equipment and magic items that reflect the nature of the setting. This first image is a write up for a “Drowned Priest”, which is a cleric who worships Cthulhu. The second image is a work-in-progress page from a section devoted to the Great Old Ones, who function as the gods of the setting. I went all out for this, with a full-color image, a distinctive quote pulled from the Mythos source material, and a block of text at the bottom providing a helpful description (which I haven’t written yet). Even if the player knows nothing about Hastur the Unspeakable, they’ll remember this page and draw conclusions based on the image.

Lastly, because I like to package things like this as if they were actual products, I’ve made a cover for the primer that will (hopefully) encourage players to open it up and have a look inside. The whole idea is to stir the player’s interest. Even if they read next to nothing, the layout and imagery will give them a sense of what kind of game they’re getting into.

Obviously, this approach won’t work for every gamemaster, but I hope it gives you a sense of how you can get excited for your game while building it up in your players’ minds as well.

Gaming Advice

Delegate or Die: Holding Your Gaming Group Together

As some regular readers might recall, last year I got a roleplaying group together with the ambitious goal of playing twelve different games over the course of twelve months. I’d gotten the idea from a podcast I used to listen to called Dice of Doom, but the real driving force was the fact that I have so many games I’ve never played. I post daily to an Instagram hashtag (#bensshelf) that features a different rpg book that’s been collecting dust on my shelf for years (along with my usually dour face) and I’m into the 40s at this point with a ton of my collection left to go. Getting the group together wasn’t the hard part, though. As different as the idea was, I found enough people who were into it to give the concept a try. We actually did pretty well for a few months, getting through three games featuring multiple sessions with the odd one shot or two along the way.

About four months in, however, life intervened. Due to unforeseen financial circumstances, I ended up having to take a second job and that pretty much killed my schedule flexibility. To be honest, I could have kept it alive, but I had to choose between my gaming group and my writing group. In retrospect, I’m not sure I made the right choice, but at the time, it seemed like a no brainer to focus on the writing group. The worst part was I had big ambitions for the gaming group, even going so far as to develop a podcast to accompany it. While the production values weren’t the best, I thought the podcast was pretty good for what it was trying to accomplish and I really enjoyed producing the series.

The moral of this story is that it’s really hard for a group of adults to keep a gaming group together. There’s just so much happening in everyone’s lives that unless a few people are committed enough to keep everybody else on board, the whole thing will fly apart. In some respects, it’s like trying to get a band together. The concept always sounds great in your head, but it’s a massive logistical pain in the ass once you try to make it happen. Most of the time, the burden of organizing a group falls upon the gamemaster’s shoulders, which sucks because this is also the person who has to do the most work during the game. I suppose it would be easy enough to offload that responsibility onto someone else, but it never quite works out this way. If I were planning to organize another gaming group in the future, I think one of the first things I’d try to do differently is delegate some responsibilities. Who’s making the head count to be sure who’s coming and who’s not? Who’s making sure food and drinks are available? Who’s keeping track of what happened in each game? This is all minor stuff, but little logistical things tend to add up and make life more difficult than it needs to be.

Managing a gaming group is real challenge that most gamers completely overlook. Poor communication is usually the biggest culprit for groups falling apart. Sometimes it’s just the uncertainty that causes everyone to drift apart over time, but in other cases it can lead to genuinely bad feelings. For most people, a gaming group is, at best, the fourth or fifth most important thing on their agenda. It’s a luxury hobby that can soak up a lot of time without much obvious benefit beyond simply enjoying yourself. Is it any worse than playing 18 holes of golf on a Sunday morning? Probably not, but there aren’t many gaming groups getting their session out of the way before noon on a weekend either. For most of us, the prime time for gaming interferes with social obligations for younger people and family obligations for older people. I’ve always thought that a weeknight is an ideal time for a gaming group to meet for three to four hours, but I’ve never found anyone who agrees with me on that count.

If there’s some advice I can impart here (both for myself and others), it’s to be realistic about what everyone wants out of your group and how you’re going to manage it. Don’t be afraid to be honest about setting expectations and assigning responsibilities. For gamemasters, you have to be willing to let go of some control if you don’t want to wind up managing absolutely everything about the group. Just because you’re in charge of the game once play begins doesn’t mean you also have to coordinate when and where to meet or sort out the menu. In addition to communication and flexibility, you also have to be honest with each other. If you don’t see yourself being able to stick it out for more than a few weeks, say that up front rather than slowly fading from the scene. I’ve certainly been guilty of doing this, mostly because I want to be involved even though I have very real conflicts in my schedule that prevent me from fitting in a gaming group.

Anyway, now that my work and financial situations are stabilizing a bit, I’m beginning to have thoughts about organizing another group. The 12/12 Project fizzled out around this time last year, so maybe nobody will notice if it picks back up after a year-long hiatus…