Dec 31, 2011

Of Mines & Men

Only once a year, when the sky fills with blazing stars,  may the Mine of Shadows Past be explored.

“The buildings had been burnt down, the mining plant had been destroyed, the mining population had disappeared from the neighbourhood [author’s spelling] years and years ago; the very road had vanished under a flood of tropical vegetation as effectually as if swallowed by the sea; and the main gallery had fallen in within a hundred yards from the entrance. It was no longer an abandoned mine; it was a wild, inaccessible, and rocky gorge of the Sierra, where vestiges of charred timber, some heaps of smashed bricks, and a few shapeless pieces of rusty iron could have been found under the matted mass of thorny creepers covering the ground.” Joseph Conrad, Nostromo

I have not read many of the books from Appendix N. Many, in fact, hold little appeal due to both my ignorance and personal taste. As a dungeon master, however, I may find inspiration in whatever I read, and so, create my own appendix n, as it were, as I read literature of my own choosing. Typically I read literature (excluding blogs, modules, newspapers, and magazines) three or four hours a week. Perhaps this year I can organize myself to increase this embarrassingly low number. My father is a librarian and both my parents and grandparents read to me every day from my infancy (or so I’m told) through elementary school (which I can, with pleasure, recall in vivid detail). To this day, one of my life rules I have followed consistently is to take a book with me everywhere I go.

I digress.

Various pieces of literature have provided both direct and indirect inspiration. A few recent ones include Dan Simmon’s Song of Kali, Harlan Ellison’s anthology Dangerous Visions, and Cormac McCarthy’s Blood Meridian. I highly recommend the last. Each, however, have provided inspiration for maps, NPCs, story hooks, items, and spells. Currently, I’m reading Joseph Conrad’s excellent Nostromo and am now brimming with ideas to develop. Namely, a haunted mine.

In Nostromo, Conrad describes a silver mine in which the workers were so oppressed and driven by the owners that many died.

“… it’s [the mine] yield had been paid for in its own weight of human bones. Whole tribes of Indians had perished in the exploitation; and then the mine was abandoned, since with this primitive method it had ceased to make a profitable return, no matter how many corpses were thrown into its maw. Then it became forgotten.”

What an excellent source of dark inspiration for a mine, long forgotten, and now haunted by the hundreds of extinct natives once forced to work its depleted depths!

Dec 29, 2011

Creativity & Editing in RPG Adventures


I published my first old-school adventure module December 15th. Since then, I have made twenty-one sales at $2.99 each and one sale via coupon a customer had independent of my product. Twenty-six people have placed my product in their wish list, but haven’t yet confirmed a purchase. Because I signed an exclusive contract with RPGNow, I have made $43.95 before taxes. I say this because I must claim these earnings on my income tax. However, I believe I can also now enjoy additional tax benefits. More important than the financial aspect are the conclusions at which I’ve arrived about creativity, writing, and editing in general.

Stephen King, in his fantastic book On Writing, wrote something along the lines of, “Write with the door closed and edit with the door open.” I think this is especially applicable in RPG writing. In brainstorming and first drafts, I enjoy complete authority and seclusion to develop whatever crazy harebrained concepts I might find flittering about my cerebrum. I find particular enjoyment in playing what I call the “next step” game. I take an adventure or setting concept that I think is cool, then ask myself, “OK, what does this infer?” I continue chasing this train of thought through various rabbit holes, taking notes along the way. I don’t care how crazy or stupid the ideas seem at first, I let it flow onto paper. Sometimes I use web techniques and at others flowcharts or outlines. Sometimes I just sketch a bunch of pictures, which is how I got the idea for Ghemin Cave in my latest publication. Later, I build these first draft components around a unifying theme or themes. Often, this building process is just as effective for generating ideas as any other. In other words, I oscillate from inductive to deductive methods to create a quality adventure.

If I get stumped with writer’s block I use a technique Robert Pirsig described in Zen and the Art of Motorcycle Maintenance. The writer focuses on a specific, small object or aspect and extrapolates from there. If, in writing about a city, for example, the writer feels blocked, they focus on a single section of the city. If the writer still feels blocked, they focus on a single building or inhabitant. If there is still blockage, the writer zooms in further to something more specific still, such as a person’s watch, or fingernail, or, to use a Pirsig example, a specific brick on a building. This method of induction is often an effective remedy for writer’s block.

Opening the door to editing requires an open mind and thick skin, but is critical to developing a quality product. Putting ideas from my head onto paper is one thing. Translating these ideas into both the English language and mechanic confines of a RPG system is another. And making sure this infrastructure of information flows smoothly into the readers mind, then other player’s minds is something else altogether. This is a very challenging objective, one which having effective editors makes far more likely to succeed.

For example, my recent publication has drawn favorable and unfavorable reviews. The negative aspects have included my overall organization, implementation of elf spell mechanics in Labyrinth Lord, and effectively gauging difficulty level. If I listen carefully, I hear that something rings true in all of these criticisms. On reflection, I agree with these criticisms, especially the first two.

Regarding organization, I wrote The Blasphemous Brewery of Pilz! as a small one-shot adventure comprised of three pages. Later, I decided to expand it to seventeen pages. My thinking was to build around the core adventure. I see now that this was a bad idea because it broke the overall organization scheme. For my next project, I will take pains to organize the material into a coherent outline in my second draft, but I still won’t let it interfere with my brainstorming and first draft process as described above.

Regarding the use of elf spell mechanics, I agree that my level for Shadow of Grass is, indeed, too high. My intent was to ensure only elf elders were able to perform this spell. This error occurred because my story-telling intent may have interfered with Labyrinth Lord rules regarding elf spell level caps. Again, editing for both storytelling and mechanical quality will catch future errors such as these.

Regarding accurate analysis of difficulty, I have no good answer. I don’t think good editing will help this particular problem because it is far too subjective and given to the variance of referee/DM methods. I have discussed this issue here before, and have arrived at no clear method. It, therefore, bears increased scrutiny.

A common counter-argument for editing and reviewers in general is one I hear as a teacher often. It can be summed up, “If you can’t do, you teach”. In this case, “If you can’t write, you review”. However, this is an ad hominem fallacy and one I find often in the OSR blogosphere. Furthermore, it is dangerous for writer’s to employ because it blinds them to sometimes corrective feedback.

When feeling insulted, as writers often are at the mercy of editors and reviewers, it is far easier to dismiss their criticisms, however worded, by dismissing them as a person. This is a relatively easy way to wipe away the entire set of criticisms instead of dealing with the veracity of the criticisms themselves. As I said, however, this is sometimes difficult to overcome. I think it may take time, patience, thick skin, and practice. This is something I hope to practice in the years of self-publication ahead.

In conclusion, aim for quality. If, by any standard, you don’t succeed, heed feedback and persevere. Do so, if possible, in spirit of enjoyment. And if you’re interested in purchasing the product I mention above, click here. Maybe you can use it to both find enjoyment and provide criticisms.

Dec 26, 2011

Next Project & More!


My wife, ever supportive, bought me a high quality tablet and pen for doing digital art.  This is something I've only dabbled in here and there over the past couple of years.  In light of my recent projects, I think it's time to start using better software.  Of course, now that I have higher quality tools, I feel a bit more pressure to increase the quality of my work.

Not only do I have new games to read, Death Frost Doom and Vornheim in particular, but the idea for my next project came to me while I was walking my daughter today.  The picture above is my first graphic representation of this project, which I will name at a later date.  The idea came in a brief image, which soon built on itself.  I then took a couple hours to brainstorm extensions.  As it looks now, my next project is not a specific adventure, but more of an adventure locale, complete with new items and monsters.  It is, I think, fairly original and I am very excited about it.

By the way, if you have some holiday cash and are looking for a fun old-school adventure, be sure to check out my Blasphemous Brewery of Pilz!  Don't take my word for it, thought.  Here are a few reviews:

B/X Blackrazor

Tenkar's Tavern

How to Succeed in RPG's or Die Trying

Dec 20, 2011

More Pilz Reviews!

This is a good one at B/X Blackrazor.

Here is another good one at Tenkar's Tavern.

More Reviews Forthcoming

Keep your eyes peeled for a review of my module The Blasphemous Brewery of Pilz! coming soon at Tenkar's Tavern.

Can you solve the deadly mystery of the Blasphemous Brewery of Pilz?

(It makes a perfect Christmas mug-stuffer!)

Dec 18, 2011

First Blasphemous Review

It's a good one, too.

I've received a few more hits on my hidden Easter Egg site using the clues in The Blasphemous Brewery of Pilz! adventure module, but no one besides S.P. has posted about their success.  Oops, just gave away another hint.

Dec 17, 2011

Can You Find It? Someone Else Already Did!

Meet the Burpee.
The Burpee, above, is one of the new monsters in my first fantasy adventure module for sale, The Blasphemous Brewery of Pilz!  Thank you, many readers, for your kind words and helpful responses over the past two weeks as I worked towards publication.  Thanks, also, to those of you who have made a purchase.  I've made quite a few sales already, and am looking forward to seeing some reviews.

It's now time to reveal that I've hidden an Easter Egg in this module.  The reward for finding the egg is an interesting bit of information that may change the way you play Pilz.  A couple of hours ago, I received an update about the first person to find it!  Congratulation S.P. at How to Succeed in RPGs or Die Trying!  Well done!

For those of you who haven't found it yet, don't worry, the prize won't disappear.  I doubt, however, that anyone finding the prize will reveal the information easily, or without a price.  I'd like to tell you what it is, but Mr. Burpee above would have to kill you then.

Dec 15, 2011

Self-Publication: The Final Chapter!

17 Pages (2 for license)!
2 New Monsters!
1 New Elf Spell!
4 Hand-Drawn Maps!
6 Tables!
7 Interesting Characters!
Over 10 Original Drawings!
14 Adventure Extension Ideas!


Dec 13, 2011

Self-Publication: Part 4

What terrors lurk in the stinking brewery?  Find out soon!

I'm happy to report that my soon to be published adventure module, The Blasphemous Brewery of Pilz!, is nearly finished!  I'm working on final edits and layout this week.  I have a question for you, Constant Reader, regarding layout.  I have a picture on the first page that is large and has a lot of dark space.  Because people will be, I presume, printing this document on home printers, I am concerned about printer toner costs and such.

My Question:  Should I fade the picture a bit so that it's not so demanding on your printer cartridge?  (The picture to which I refer is above.)

The Blasphemous Brewery of Pilz!
               (for sale soon)
  • 16 Pages (of which 2 are license)
  • 2 New Monsters!
  • 15 Game Extension Ideas!
  • 1 New Elf Spell!
  • 4 Hand-Drawn Maps!
  • 9 Original Old-School-Style Illustrations!
  • PDF-Friendly Layout!
  • All this and more for only $2.99!

Dec 12, 2011

NPC XP: How Do I Do It?

How do you calculate the amount of experience points non-player characters are worth in Labyrinth Lord Basic?  I use the Monster table on page 49 to calculate it for monsters, but am not aware of an algorithm for non-monsters.

For example, an important NPC in my upcoming module for sale, The Blasphemous Brewery of Pilz, is a fifth level fighter with a +1 sword.  Looking up human fighters in the monster section of my Labyrinth Lord Basic states 10 xp for brigands, or 21 for beserkers.  Another NPC is a seventh level magic user.  If I use the monster xp table from Labyrinth Lord he would be worth hundreds of xp, which is clearly unreasonable.

Any help is greatly appreciated.

Dec 9, 2011

Self-Publication: Part 3


In continuing towards self-publication I've completed several new pieces of art, including the Orb of Chaos as seen above.  Pray you don't find this hideous artifact.

Currently I'm at sixteen pages, but I've recently installed a new font with an open license that will, in all likelihood, bump the page count up by at least one.

Otherwise, the OGL is looking good as does the layout.  I'll tweak a few stats for play-test this weekend then work on more grammatical editing afterwards.

I was going to publish at $1.99, but have recently entertained thoughts of $2.99.  What do you think?

Dec 7, 2011

Map: Cavern 2

Here is another map to my upcoming module, The Blasphemous Brewery of Pilz!  This is Ghemin Cave, a small, but unique cavern.  Hot springs warm the two large pools to a comfortable temperature and steam fills the air beneath the low stone ceiling speckled with stalactites.  A briny, slightly bitter smell infuses the air and ancient Elven murals are barely visible through the steam.  A strange and persistent scutteling sounds tickles at your ears from time to time and several moving lights seem to dance around your peripheral vision.  However, the water is so warm and inviting on your travel-weary form that all concern slowly fade away...

Dec 6, 2011

Map: Mine 1

This is the rough draft of the mine for my upcoming module for sale, The Blasphemous Brewery of Pilz.  I have much of the entire module finished, so start saving those pennies!  In fact, the only remaining details are:
  • Key Mine
  • Create new Burpee Art
  • Create Ragnocchio Art
  • Create Map of Shattenberg
  • Insert OGL & Format Document
  • Clarify Nagging Font Legality Issue
  • More Playtesting (already got that scheduled for this Saturday before the UFC event)
  • Editing (I already have three excellent editors lined up)
(More or less in that order.)

Oh yeah, I will be tagging all posts relating to this module with "pilz" for your convenience.  I will also retroactively apply appropriate tags.


Dec 5, 2011

Self-Publication: Part 2

Earlier I asked several questions about self-publication in our gaming world. Since then, my readers and I have answered a few and I've added a few.

Some Questions:
  • What do you think?  Answer:  Overwhelmingly positively yes.
  • RPG Now vs Lulu vs RPG vs Drivethrough RPG?  Answer:  RPGNow and RPGDrivethrough are the same thing.  RPGNow better suited towards games in general.  I've already set up a seller's account.
  • What price to charge?  Answer:  Not dirt cheap at first.  Affordable and appropriate for size.  I'm starting at $1.99.
  • What font size to use?  Answer:  Big enough for typical Grognardian eyes.  no less than 11.
  • Which retro-clone to use?  Answer:  First, what I play.  Second, what is the best fit.  My answer:  Labyrinth Lord Basic.
  • How do I do write the license?  Answer:  I still need help with this.  Several readers, such as Daddy Grognard, have offered help.  I plan on following that up along with a series of posts on the Goblinoid Games forum.
  • Two column layout?  Answer:  Nope, at least, not when there is a good chance people will read my product electronically.  I acknowledge that two column layouts typically look better when printed, but I will default to digital considerations.
  • What common pitfalls exist of which I am (probably) not aware?  Answer:  Zeno's paradox.  The closer I get to finished with the rough draft, the more I want to add.  Arg!
  • What questions am I not, but should, be asking?  (see below)
  • How do I organize editing comments as they come in?
  • How do I market my product?
  • How do I get artists to contribute work free?
  • How do I cite editors, artists, etc appropriately?
  • What is up with me not being able to use Word fonts?

Dec 4, 2011

Spending & Writing

As part of my own Call to Action challenge, I recently bought Vornheim, Tower of the Stargazer, and Death Frost Doom.  I've been reading about these products long enough and this recent deal was enough to spur a purchase.

I am also working on my first adventure module for publication.  Work is progressing well and I continue to receive lots of positive feedback and support.  I'm currently at ten pages, with a finished outline.  I need to write a few more descriptors, one spell, one map, and do a little more fleshing out on my keys.  I imagine at this point that the whole shebang will be about 20 pages.

I've also made the following decisions:


  • One Column Layout
  • $1.99 Price Point
  • RPGNow/Drivethrough (NOT Lulu)
  • Font Size 11

Dec 1, 2011

First Playtest (Aside From My Own)

I got a huge rush after reading this recent post on Swords & Dorkery in which one of my adventure modules was enjoyed by someone I have only met through the OSR blogosphere.  This is truly timely inspiration.

The post mentions the pros and cons about the adventure.  This is something I greatly appreciate as I am, as you may be aware, contemplating making the jump into self-publishing, and have no problem owning my mistakes.  I only hope to catch the great majority before going to the presses.

Currently I am organizing the many comments and emails I have received with support and advice for self-publishing an RPG (see link above).  I hope to organize these thoughts into a cohesive post sometime in the near future to use as a guide through this weird and wonderful new world of publishing and copyright laws.

As for now, I am hard at work on my module for release.  I'm thinking it's time to make some artwork for a new monster I made last night.  Actually, I had a weird vision just before sleep that provided the inspiration for this monster which I have tentatively named Ragnocchio.