Showing posts with label DIY RPG. Show all posts
Showing posts with label DIY RPG. Show all posts

Saturday, July 30, 2022

My Convention-bound Custom-made Trapper Keeper!

When I attend conventions to run games, I have found that a 3-ring binder is perfect for me to use at the table. A small pocket-purse up front carries my extra pencils, timer, dry-erase markers, etc. The cover pocket holds my pre-gens. And I place my adventure scripts into plastic sleeves so I can write on them during play to make note of current hit points, playtest notes, etc. With the exception of my dice bag, everything fits into this one binder behind the screen.

Several months ago, I made a suggestion that the only way this could be even more retro-gaming at the table was if it were a Trapper Keeper. You know, those hold-everything-and-then-some binders that were all the rage back in the 1980s (when Yours Truly was in school and discovering RPGs). Today while shopping, I passed through the Back To School section and found a WALL OF TRAPPER KEEPERS. I honestly thought they didn't make these anymore! So I scooped one up, brought it home, and converted it to my NEW convention-bound gaming binder!

The wall of Trapper Keepers! You can almost smell the 1980s, can't ya?

My current gaming binder on the left, and my new TK on the right, about to undergo some alterations!

I didn't want the TK front "flap" to cover up my favorite gaming artwork (Vallejo's Death Dealer), so to access the back cover area, I cut a flap on the inside back cover.

Turned the TK over, opened the flap to the edge, and slipped in the artwork from my gaming binder. (I could've printed a new one, but this printout has been with me since Gen Con 2008.)

And a strip of black duct tape hides the slit nicely.

For the front, I added some of my favorite unused stickers.

The TK comes with two of those slip-in "portfolios". I likely will use them for maps and pre-gens.

And my pocket-purse in the front with pencils and what-not.

Here's the final front.

Here's the final back.

Sunday, January 15, 2017

A Sneak Peak Into My "Gaming Projects" Notebook


Many of you who know me or have hung out with me have no doubt seen me toting around my little black notebook (pictured here). I have carried this notebook -- or one like it -- for years. I have it with me at work, at events, in my car, and resting on the table next to me as I hammer out this post. Inside my "Gaming Projects" notebook is a collection of notes, scripts, ideas, and works-in-progress for a variety of games and systems.

Today, I went through my notebook and did a bit of organizing. I thought it'd be a fun "glimpse" for you if I were to make a quick listing of things and projects currently in the works.

(Don't ask me to expound on anything here, nor ask me what my timeline is for any of these. I work on them as the mood hits, and release them when they're done. But here's some stuff you can look forward to one day in the future.)

(CW = Cryptworld; TM = Timemaster; MF = Mutant Future; DCC = Dungeon Crawl Classics; HOPE = Our Last Best Hope; Fiasco = Fiasco; Anything is "quotes" is the working title of a scenario/adventure in the works)

CW - "Speed Demon" - Driverless vehicle terrorizes small town
CW - "Final Voyage of the Golden Dawn" - Abandoned ship found floating off shore.
CW - "Last Call/Wasted" - Zombies attack a remote tavern. Players are barflies.
CW - "The CW Atlas" - Worldwide locations of supernatural interest.
CW - "Expiration Date" - PCs cheat Death. He's not happy about it.
CW - "The Coldcreek Conspiracy" - Based on a Cryptworld adventure-writing exercise.
CW - "Kid Stuff" - Adults in a neighborhood disappear. Creepy kids terrorize the area.
CW - "Maul Be Home for Christmas" - A department store Santa is found murdered after hours in a locked-down mall.
CW - "Lost Vegas" - Unexplained murders in a Vegas casino.
CW - "Untitled Solo CW Adventure" - A one-person solo adventure to learn the system.
CW - "The Century of the Dead" - A village of the undead reappears for 24 hours every 100 years (Brigadoon-inspired).
CW - "Deadfall" - Collyer Brothers-inspired trap-laden house -- and something lurks within.
CW - Helltown, Ohio
CW/ROT - "Knights of the Living Dead"
CW - THINGS to stat uup: Drauger; Computer Virus; Worm That Walks; Succubus/Incubus; Tsukumogami; Bog Mummy/Salt Mummy/Ice Mummy; Pollo Maligro; Zombeak
TM - Jenny Everywhere
TM - "An Apple A Day" -- Millions of deaths due to the lack of a single piece of fruit.
TM - "Postage Due/The Day The Sky Fell" - Compilation of TM adventures I've written.
MF - "Dead In The Water" - Written; just needs to be assembled and distributed.
MF - "World of Korgoth of Barbaria supplement"
CAH - "Transylmania"
CAH - "SPY U"
DCC - "The Scourge From Beyond Infinity"
DCC - "Escape From Vulture Gully"
HOPE - "Virus"
FIASCO - "Small Town Ink"

Friday, November 6, 2015

Ask For RPG Goodies And Write Some Too! Secret Santicore Is Underway!


http://santicore.blogspot.jp/2014/09/secret-santicore-2014-has-arrived.html

Ho-Ho-Hurrraaaaarrrggggghhhh! Secret Santicore 2015 is now underway, accepting requests for your deepest role-playing desires. Want a new monster? A new race? An adventure hook? A random table? Climb up on Ol' Santi's lap and let him know what you want. Then, in a twist on the classic gift exchange, YOU'LL be given a request from another person. You fulfill a gift request by creating what that person asked for and, come later, everyone gets a newly created RPG goodie! (And all of this OSR DIY open content goodness is compiled into one big ol' book for everyone! What kinds of stuff could appear? Take a look at last year's voluminous tomes for inspiration! (My own offering from last year, The Plague of The Vermin Guild, can be found in the Adventures volume.)

Move fast since you only have through November 14 to get your request in! Later that week, you'll get your own gift request to create, and you have until  December 1 to get it done and submitted. Then Santicore's Paindeer take over the editing, proofing, compiling, formatting, and general hammering into shape.

So why are you still standing there? Go sign up! And don't forget: "He sees you when you're sleeping, and he knows when you're awake."

Thursday, July 30, 2015

Rule 1-2-3: A Super-Simple RPG Mechanic

While preparing my Stuper Powers adventure for the upcoming convention season, I remembered that this particular RPG is kind of lacking in the mechanics department. There are no PC stats, no combat or action rolls, no resolution rules of any kind. The game is solidly tongue-in-cheek, and most actions are resolved in a narrative manner. (AKA “Tell me what you do and I’ll tell you what happens.”) When a random result is needed, Stuper Powers suggests either 1. flipping a coin, so all actions have a 50/50 chance of success/failure, or 2. Beating the GM in a game of rock-paper-scissors, so all actions have a 33% chance of success/failure/tying.

Needless to say, I’m not a fan of either system.

I suggested a system using 1d4 in my earlier post about the game, but the mechanics never really "gelled" for me. So I’ve been noodling around with a super-simple random gaming mechanic that I can shoehorn into games I want to run simply – or games that don’t have a “true” mechanic, such as this one. So here is my concept for my “Rule 1-2-3” RPG mechanic system:

Before I begin explaining, keep this all-encompassing rule in mind:

1s, 2s, and 3s are ALWAYS successes.

Each player and the GM will need to have one 4-sided die, one 6-sided die, and one 12-sided die.

For any action that has a chance of failure, the GM should determine the difficulty of the task, whether it's Easy, Average, of Difficult.

Easy tasks would be remembering a phone number you were told 5 minutes ago, punching someone while they're asleep, or parking a car at the mall.

Average tasks would be remembering a phone number you were told last month, punching someone you're fighting with, or parallel parking a car during downtown rush hour.

Difficult tasks would be remembering a phone number you were told 5 years ago, punching someone who's currently shooting at you, or parking a car while blindfolded.

For an Easy Task, the player should roll the d4. On a 1-2-3, he succeeds. (A 75% chance of success.)
For an Average Task, the player rolls the d6. On a 1-2-3, he succeeds. (A 50% chance of success.)
For a Difficult task, the player rolls the d12. On a 1-2-3, he succeeds. (A 25% chance of success.)

The system is somewhat reminiscent of "target number" mechanics, but with Rule 1-2-3, the target numbers never change -- you always need to roll a 1, 2, or 3. However, it's the die used that represents the challenge level.

That's really all I've sussed out so far. I want to keep this super-simple, so I've steered clear of bonus/penalties or contested rolls. I'd like opinions on whether you think this would work well as a basic resolution mechanic. Thoughts?

Tuesday, September 2, 2014

Secret Santicore 2014 Is Underway!


http://santicore.blogspot.jp/2014/09/secret-santicore-2014-has-arrived.html

I've missed out on this in previous years, but not this year, buddy-boy! Secret Santicore 2014 is now underway, accepting requests for your deepest role-playing desires. Want a new monster? A new race? An adventure hook? A random table? Climb up on Ol' Santi's lap and let him know what you want. Then, in a twist on the classic gift exchange, YOU'LL be given a request from another requester. You fulfill a gift request by creating what that person asked for and, come December, everyone gets a newly created RPG element for the holidays! (And all of this OSR DIY open content goodness is compiled into one big ol' book for everyone!)

Move fast since you only have through September 14 to get your request in! Later that week, you'll get your own gift request to create, and you have until October 13 to get it done and submitted. Then Santicore's Paindeer take over the editing, proofing, compiling, formatting, and general hammering into shape.

So why are you still standing there? Go sign up! And don't forget: "He sees you when you're sleeping, and he knows when you're awake."

Friday, February 28, 2014

My Personal "Star Ace: Adventures In Space" Hardback Volume

I have been trying for a few years now to acquire a boxed set of Pacesetter's Star Ace RPG (for less than the crazy-nuts prices it's going for on eBay and Amazon). Not only to round out my Pacesetter RPG collection, but also because I owned it as a kid, and the "space opera grand adventures" setting really struck a chord with me.

So, a bit of inspiration hit. I purchased the Ronin Arts version (the current rights-holder) from Drive Through RPG and had the whole thing printed as a one-off, print-on-demand, hardback volume by Lulu. Boom -- my very own hardback copy of Star Ace.






Friday, January 11, 2013

DIY RPG Service: 15th Level Copyeditor With +3 Red Pen Of Correction. Speaks Chicago, AP, Goblin

((EDITED FOR CLARITY: Because some folks have asked (and because I mention it toward the end of this post rather than up front), I am offering my services for free for up to 20 pages of text. I do not expect payment for this. It's my way of contributing to the DIY RPGers.))

Self-publishing has made creating that OSR fantasy heartbreaker or RPG supplement you've envisioned a reality. With the availability of cheap (or free) word processors, design/layout programs, and print-on-demand facilities, we're seeing an onslaught of material and products. But in their haste to get their product in the hands of the public, many fledgeling game writers and designers are skipping some of the basics of publishing -- primarily the importance of a thorough editorial review.

As a professional editor,  I'm chagrined by a lot of "first drafts" sold to the masses as a final release. Layout and design issues abound. Spelling and grammatical errors are found on every page. Continuity is chaotic. Text is missing, misplaced, or just unclear. It's a shame, really, as a lot of these problems can be addressed and corrected with one final review prior to sending the file to Lulu or DriveThruRPG. Sure, running your manuscript through a word processor's spellcheck and grammar check is better than nothing, but that's no substitute for the human eye.

So, in an attempt to help out some DIY folks who want their products to have just an extra bit of polish, I'm offering my services as a professional editor / proofreader to the OSR community. I'm not gonna post my resume, but suffice to say I have 15+ years of copyediting / proofreading experience. I'm the managing editor of a tradebook publishing company. I've personally edited or proofread hundreds of magazine articles, manuscripts, screenplays, and books (both trade and text) over the years. I'm fluent in several editorial styles with a keen eye for consistency, continuity, and clarity. (And alliteration, apparently.) And professional game companies have their materials undergo an editorial review process, so why not the garage press folks?

A list of RPG projects that I've edited or proofread:
And, the best part, I'm offering to do it for free for up to 20 pages of text. Larger projects take a fair bit of personal time, so I will charge a pittance rate of 50 cents per page for projects bigger than 20 pages. (So I would charge $15.00 for a 30 page project; $50 for a 100 page project; etc. Also, a mention in the credits and a comp copy would be appreciated.) It's my way of contributing my skills to the OSR community while doing some of the tedious wordsmithery for game writers and developers. (You worry about writing the game; I'll make sure the commas are in the right place.)

Since I'll be doing this on my own time and my own dime for the free projects, there are a few caveats:

1. I'd appreciate no "last minute rush" schedules. A thorough review could take a week or two. Don't expect anything turned around overnight. (Although if you are willing to pay a freelance editorial rate for a quick turnaround, I'm open to it.)
2. One editorial pass per project. Please don't ask me to re-review something I've reviewed once before because you've rewritten it or added 5 new chapters.
3. I would prefer to do a proofread on a finalized PDF, as I'd be able to offer suggestions and input on your layout and design. But I can also copyedit your original text manuscript if you prefer.
4. Please don't expect any developmental editing or rewriting. I'm just going to help you clean up what's there, not act as a ghostwriter on the project.

If anyone has any questions or if you'd like some freebie freelance editorial assistance, drop me a line at "gameagain at gmail period com."

Tuesday, November 29, 2011

NaGaDeMon / NaNoWriMo Winner! (And What's Next)

At 50,472 words, I officially crossed the finish line of National Novel Writing Month shortly after Thanksgiving. Yay me! And, because I was participating as a Na No Rebel as part of National Game Design Month, I also consider this a "win," as I was able to churn out the following:
  • A Mutant Future “monster manual” with stats and descriptions of over 80 creatures...
  • A compendium of 45 one-night Mutant Future adventures for quick pick-up games or for running at conventions (still need seven more)…
  • An outline of a new RPG to be announced next year...
  • A good start on TWO full-length adventure modules for Mutant Future
  • And fleshed-out outlines for TWO full-length adventure modules for Goblinoid Games' recently acquired Timemaster RPG!
Whew! So, with all of this material now on paper (realistically in electronic ones and zeroes), what's the next step? To actually get some of these laid out, illustrated, and distributed. Zak S, blog-meister of Playing D&D With Porn Stars, inspired me with this post to get something -- anything -- out there into the hands of OSR aficionados. So stay tuned for updates on these projects!