May 31, 2012
Cyberpunk: Pen & Pencil to Videogame
I noticed that my Cyberpunk 2020 posts started getting a dramatic number of increased hits in the last ten hours. After a quick Google search I discovered that recent announcements claim CD Projekt Red is working on a Cyberpunk 2020 video game.
Read the Forbes details HERE.
Labels:
cyberpunk
May 30, 2012
HD Tracker
I'm still working on my Gencon game. The link below is a Hit Die tracker I made. Since the game is built for 5th level characters, the HD range is 1-6 with nine open slots for unique encounters and/or NPCs. I intentionally left the back blank for ease of use during play.
The blank is for a short character name/ordering. Cross out hit points and rewrite to the right as they decline.
The blank is for a short character name/ordering. Cross out hit points and rewrite to the right as they decline.
I've also finished the second draft of my BLASPHEMOUS BREWERY OF PILZ! character sheet. My regular readers will see substantial changes from my first draft. Those of you kind enough to purchase the adventure, may find it useful.
Originally, I wanted to include combat and movement rules in the character sheet itself. I've since resolved that it takes up too much space and likely not useful.
I also have increased my house rules to a total of four; I've changed the fighter's hit die from 1d8 to 1d10.
I will also add these products to my "Tools" category tabbed at the top of this blog. As usual, feel free to drop an email or comment with feedback.
Labels:
pilz
May 29, 2012
Character Sheets
I've finished the rough draft of my character sheets for the Gencon Labyrinth Lord game I'm running. Each character sheet is sixteen pages and will be printed booklet style, i.e., two pages per side, folded in half, and stapled along seam. The character sheets include the following:
1: Character Sheet
2: Game Map
3: Grid Paper
4: World Description
5: Character Creation Rules/Information
6: Movement/Combat Rules
7: Original Artwork
8: House Rules
9: Shameless Self-Promotion
For convention play, I try to keep my house rules to a minimum. For this year's games I only have three; two additional rules and one extraction. Otherwise, I try to run the game as written.
My 2012 Convention Labyrinth Lord Rules
+ Natural 20 on to-hit roll results in critical hit by which character gain an extra action that round. Natural 1 results in a fumble by which characters lose their next action.
+ Labyrinth Lord awards “caps” for anything he likes. Caps may be used to +1 to any roll, but it must be used before the roll. Oh, it's cumulative, too. (I'm using real beer bottlecaps because I like beer and the game is set in a brewery.)
- No alignment languages.
1: Character Sheet
2: Game Map
3: Grid Paper
4: World Description
5: Character Creation Rules/Information
6: Movement/Combat Rules
7: Original Artwork
8: House Rules
9: Shameless Self-Promotion
For convention play, I try to keep my house rules to a minimum. For this year's games I only have three; two additional rules and one extraction. Otherwise, I try to run the game as written.
My 2012 Convention Labyrinth Lord Rules
+ Natural 20 on to-hit roll results in critical hit by which character gain an extra action that round. Natural 1 results in a fumble by which characters lose their next action.
+ Labyrinth Lord awards “caps” for anything he likes. Caps may be used to +1 to any roll, but it must be used before the roll. Oh, it's cumulative, too. (I'm using real beer bottlecaps because I like beer and the game is set in a brewery.)
- No alignment languages.
Labels:
pilz
May 25, 2012
Request for Help
Hi all! I've finished the written draft of my next project, SIX SECTIONS OF THE VEILED INVOCATION! and am now seeking some help. I need editors, peer reviewers, and playtesters. I can't offer monetary compensation, nor can I promise that everyone will participate. However, I will provide a free copy of the final product on its release, published recognition (if so desired), and a heartfelt thanks. If you're curious about the type of content with which you will be working, you can see free samples of my published work here and here.
May 24, 2012
No More Room in Hell... Even For The DNR!
I couldn't pass this one up. Know what I meme?
Actually, this is something my gaming group has discussed ad naseum. I know each of my player's plans.
As for myself, I live less than a mile from Lake Erie and a small-sized marina. My plan is to grab wife and child, fill backpack with fishing and camping gear (already packed), grab my guns, and steal the largest sailboat in water. I'd drop anchor mid-lake and wait it out while getting real tired of eating walleye. Of course, my wife and I could have one heck of a D&D campaign in the meantime.
Gamquistu - Games, Quizzes and Stuff.
Actually, this is something my gaming group has discussed ad naseum. I know each of my player's plans.
As for myself, I live less than a mile from Lake Erie and a small-sized marina. My plan is to grab wife and child, fill backpack with fishing and camping gear (already packed), grab my guns, and steal the largest sailboat in water. I'd drop anchor mid-lake and wait it out while getting real tired of eating walleye. Of course, my wife and I could have one heck of a D&D campaign in the meantime.
Gamquistu - Games, Quizzes and Stuff.
May 23, 2012
What Thinkest Thou?
I’m running three Labyrinth Lord games of my adventure module, THE BLASPHEMOUS BREWERY OF PILZ!, at Gencon with six people in each game. The setting is Tolkienesque and I presume (very dangerous, I know) that players will spent the bulk of their time either in dungeons or wilderness. There are minimal house rules (of which I will shortly publish in future posts). I plan on creating about ten pre-generated characters covering and duplicating the range of available classes (ahem, yes race is a class for me at the moment). I will complete all character components except for name and alignment. I figure this invests the players with their characters, while also maximizing play time. It also gives players both choice and options when (ahem, if) they die; just grab a new character and hop back in play.
I’m giving each player a nametag, character sheet, blank grid paper, and map of the area. However, I’m tempted to add bulk to the player handouts. I’m also thinking about changing the handout format, itself.
What if instead of clipping character sheets to a map print-out and blank grid paper, I create a mini-booklet? You know, the four page to a sheet, fold in half deal? It could contain, in addition to those aforementioned items, quick house rule explanations, setting background, common rule overviews, and a copy of the adventure. If it’s too much and they don’t use it, nothing is lost except for some of my money at the copy shop. However, if they do use it and it increases immersion and fun, then MUCH is gained.
If I include the adventure module I will seal that section with tape (or perhaps Orc blood as it tends to coagulate quickly) and ask players not to cheat. I doubt it will be a problem (now I’ve set myself up for TWO big failures!).
I think this is a cool idea. Each of my players will walk away with nearly enough information in their booklet to run their own Blasphemous Brewery of Pilz!
I’m giving each player a nametag, character sheet, blank grid paper, and map of the area. However, I’m tempted to add bulk to the player handouts. I’m also thinking about changing the handout format, itself.
What if instead of clipping character sheets to a map print-out and blank grid paper, I create a mini-booklet? You know, the four page to a sheet, fold in half deal? It could contain, in addition to those aforementioned items, quick house rule explanations, setting background, common rule overviews, and a copy of the adventure. If it’s too much and they don’t use it, nothing is lost except for some of my money at the copy shop. However, if they do use it and it increases immersion and fun, then MUCH is gained.
If I include the adventure module I will seal that section with tape (or perhaps Orc blood as it tends to coagulate quickly) and ask players not to cheat. I doubt it will be a problem (now I’ve set myself up for TWO big failures!).
I think this is a cool idea. Each of my players will walk away with nearly enough information in their booklet to run their own Blasphemous Brewery of Pilz!
What thinkest thou, Dear Reader?
May 21, 2012
D&D Next (5th Edition) Poll Closed!
109 people voted on the above poll, which is a high enough number for speculation and inference. More than half (56) respondents are either unlikely or out-right refusing to purchase D&D Next at this point.
I must admit to being surprised, what with WotC putting so much effort reaching out to the older edition players. by "effort" I refer to re-releasing first edition, doing a "red box" basic, and hiring people like James Mal to write articles on the official website.
Our little corner of the market (and by this I mean the OSR) may not represent the "typical" D&D Next target audience, but... I don't think it bodes well for overall sales. This is especially true when I compare "Pathfinder" and "D&D" games run at Gencon 2012. (Click HERE for that information.)
Oh well, time will tell.
You can expect more posts on this issue after I attend Gencon and see what WotC booth attendants have to say.
May 20, 2012
Wow! Really?
| Click to enlarge... wait, on second thought, just go on to the next post. This is too sad. |
Dude, I never should have taken that nap.
I woke up after playing nine holes of golf (and admittedly drinking a few cold ones) around 2:30 and stumbled towards my computer. I had already set up my wish list for old-school Gencon events (see horrible picture above).
All I wanted to do was buy my tickets... but no! Everything I wanted to play except for my THURSDAY 10AM cyberpunk game was SOLD OUT!
Wow! Really?
May 18, 2012
May 15, 2012
Map: Dungeon 5
Here is another map I've made for my upcoming module. While there are many monsters and physical dangers, there are also many cunning traps. Will you survive?
I hope to have it for sale before Gencon.
I hope to have it for sale before Gencon.
Labels:
map,
veiledinvocation
More Fantasy Art
I am slowly adding more fantasy art to the home blog page here at the Digital Orc. I make sure to use only my own artwork (no copyright issues) and stuff that I think is pretty cool. I'm also trying to keep it all in the same basic style so, while I have a lot of color pieces, I'm sticking with black & white for now. Because most of the art is for my sidebar, I'm using mainly vertical-oriented layouts. This reduces my selection, but keeps a pleasant layout aesthetic.
I have two concerns about this. First, I hope the additional images don't significantly impact page loading times. Second, I hope the images don't create a confusing layout for people.
You can expect a few more pieces popping up over the next week. If you have any ideas, suggestions, feedback, etc be sure to drop me a comment or email (hartwell602 at gmail dot com).
In the meantime, keep 'em rolling!
I have two concerns about this. First, I hope the additional images don't significantly impact page loading times. Second, I hope the images don't create a confusing layout for people.
You can expect a few more pieces popping up over the next week. If you have any ideas, suggestions, feedback, etc be sure to drop me a comment or email (hartwell602 at gmail dot com).
In the meantime, keep 'em rolling!
May 12, 2012
More Illustrations
I'm still working on my next Labyrinth Lord adventure, SIX SECTIONS OF THE VEILED INVOCATION. It will have several detailed PCs based on real-world players from the blogosphere. The game should end up around 25-30 pages. It will include several unique monsters, a few maps, and lots of puzzles to solve! The PDF will sell on RPGNow for $2.99 (just like my others).
However, for the first time, I will also offer this adventure in print! I haven't decided on a final cost yet, but expect it to be in the 3-5 dollar range.
Keep 'em rolling!
The two illustrations below are examples of the mood and style of the adventure. Most of the other pieces will be in the same vein.
Click to enlarge each one.
However, for the first time, I will also offer this adventure in print! I haven't decided on a final cost yet, but expect it to be in the 3-5 dollar range.
Keep 'em rolling!
The two illustrations below are examples of the mood and style of the adventure. Most of the other pieces will be in the same vein.
Click to enlarge each one.
Labels:
module,
veiledinvocation
May 11, 2012
Where I Read, Write, & Draw
“Be able to be alone. Lose not the advantage of solitude, and the society of thyself.”
Thomas Browne
Lately this blog has been perfunctory and matter-of-fact. In this post, I want to take a more personal approach. I want to show you my study.
As a father and husband, I have slowly relinquished creative (but not cleaning, alas) control over nearly every room in the house. A corner of the garage and basement remain (mostly) under my control, but it is the study that is my stronghold, my holdout, my respite. I have selected nearly every aesthetic from the carpet to the shelving, to the paint, to the many adornments.
As a father and husband, I have slowly relinquished creative (but not cleaning, alas) control over nearly every room in the house. A corner of the garage and basement remain (mostly) under my control, but it is the study that is my stronghold, my holdout, my respite. I have selected nearly every aesthetic from the carpet to the shelving, to the paint, to the many adornments.
It is here that I do most of my RPG writing and illustrations.
![]() |
| My favorite composer. I usually listen to music while doing art, but not writing or reading. For some reason, music REALLY bugs me when I'm trying to read or write. |
![]() |
| I love to fish. My favorite fish to both catch and eat is the great Northern Pike, but as you can see, I love the thrill of catching Bass as well. |
![]() |
| This is a large print I love titled "Sunday Morning in Sleepy Hollow". |
![]() |
| The bust is Washington I was lucky enough to visit Mount Vernon. My favorite time of history is, by far, Early American. Besides Washington, my favorite subject for study is James Madison. |
![]() |
| My brother performed a tour in Iraq and brought me back Iraqi currency. Even though, chronologically, he's my younger brother, I look up to him every day. |
![]() |
| Can't remember where I got this. Pretty sure it was a yardsale . |
![]() |
| A horsehead handle dagger with my Treasure Island beer mug. I used to keep my guns in the study, but my roving daughter now necessitates a safer depository. |
Lots of books and weird combinations. I have a lot of hard sci fi (see Kim Stanley Robinson above) and philosophy (LOVE Spinoza), but there are good representations from other genres. At last count (which was several months ago) I was at 234 hard-copy books. I have everything from splatterpunk anthologies to self-help zen devotionals. Back issues of Penthouse bookend gardening and teaching tomes. I have several math textbooks keeping company with my first five volumes of The Walking Dead graphic novels. Stephen King regularly chats history with Tocqueville and Plato and Richard Dawkins discusses delusions with a pastoral E.B. White. My music is just about as varied... but that's another story.
Good Night, my friends.
![]() |
| This was a gift from my father in 1997. |
Labyrinth Lord at Gencon 2012
I'm running three Labyrinth Lord games at Gencon 2012. You can register for events starting 5/20/12.
Easy ways to find it:
Keyword search: "pilz"
or
Game ID
Friday 5PM: RPG1229867
Saturday 1PM: RPG1229865
Sunday 10AM: RPG1229866
Each session is three hours and costs six dollars.
I use a very small handful of house rules.
There are also old-school prizes!
Easy ways to find it:
Keyword search: "pilz"
or
Game ID
Friday 5PM: RPG1229867
Saturday 1PM: RPG1229865
Sunday 10AM: RPG1229866
![]() |
| Click to enlarge. |
I use a very small handful of house rules.
There are also old-school prizes!
Labels:
pilz
May 10, 2012
Map: Cavern 4
![]() |
| Click to enlarge. Note: Rough draft. Final map will have MUCH more information. |
This is a rough-draft first scan of Thewmeter Chasm. It's the second map for my upcoming adventure titled SIX SECTIONS OF THE VEILED INVOCATION. It's a quest-based adventure with a focus on problem-solving rather than combat. At least, that's the way it's written. When you get a copy, you can run it any which way you please.
The center part is a large vertical shaft. The bottom part (near my signature) is standing water and...
You'll have to wait to find out!
Labels:
map,
module,
veiledinvocation
May 9, 2012
Analyzing Gencon 2012
Recognizing that Gencon is one of, if not the, largest role-playing gaming conventions in the world, it provides a unique opportunity for analysis.
Below are a few figures I put together after sifting through a few search sessions on the Gencon website. Please note that these numbers may have a large sample error for several reasons.
Here are some of the numbers in spreadsheet form if that's your thing.
Notable
- "Role-Playing Games" comprise 1,716 of the 7,193 different Gencon events (24%).
- "Boardgames" comprise 1,835 of the 7,193 different Gencon events (26%).
- "Pathfinder" results were by far the largest at 321, nearly 19% of the total amount of Gencon RPG events.
- "Dungeons & Dragons" resulted in less than six percent of all roleplaying games (99/1716)!
May 8, 2012
Game Within A Game
| A drawing I did for my upcoming adventure. The players play characters playing a game with consequences in both the game and "real" world. |
I'm trying to get fancy in my next adventure.
By "fancy" I mean, I'm adding layers of trivia and, at times, obscure references underneath the normal verneer of maps, stat blocks, and room descriptions in a traditional D&D adventure.
I'm doing this because it's fun, it's challenging, and the theme of the adventure is avarice and problem-solving. To that extend, most of the material has a double entendre and/or some problem-solving element.
What I'm going for is that great scene in Rosemary's Baby in which Mia Farrow's character uses scrabble to uncover the hidden meaning via anagram of her neighbor's name. I saw that movie only once, decades ago, and that scene still sticks with me.
Do you ever hide stuff like this in your publications and posts? If so, why do you do it when few find it?
Labels:
module,
veiledinvocation
May 7, 2012
D&D Next (5e) Poll Update
It's been less than two days since I posted a poll asking readers to hint at whether they're likely to purchase Dungeons & Dragons Next (5th edition). Nearly forty readers have already responded and the data is surprising: More than fifty percent respond that they are either "unlikely" or will "never"purchase D&D Next.
With Wizards of the Coast doing and saying a lot that speaks to the old-school crowd, I had predicted far more readers to lean towards, at the very least, neutrality if not downright optimism.
At forty, my poll sample size is still small, so if you haven't voted yet, please do so. The larger the sample size, the better data for analysis. The poll is open for another twelve days. You can find it on the upper right-hand side of this blog's homepage.
As for myself, I remain "unlikely" to purchase the product because of crunch, money, and time (and pretty much in that order, too). I am, however, going to keep an ear to the rails during Gencon this year and see what rumors and observations I can glean. So, you can expect such reports on D&D Next in late summer.
In the meantime, I'm still at work on my next module. Currently I'm sketching a map and thinking over room descriptions. This project, like my other two, will retail for $2.99. It's inspired by real-life OSR members and three pieces of literature; Childe Harold's Pilgrimage, The Club Dumas, and Nostromo.
With Wizards of the Coast doing and saying a lot that speaks to the old-school crowd, I had predicted far more readers to lean towards, at the very least, neutrality if not downright optimism.
At forty, my poll sample size is still small, so if you haven't voted yet, please do so. The larger the sample size, the better data for analysis. The poll is open for another twelve days. You can find it on the upper right-hand side of this blog's homepage.
As for myself, I remain "unlikely" to purchase the product because of crunch, money, and time (and pretty much in that order, too). I am, however, going to keep an ear to the rails during Gencon this year and see what rumors and observations I can glean. So, you can expect such reports on D&D Next in late summer.
In the meantime, I'm still at work on my next module. Currently I'm sketching a map and thinking over room descriptions. This project, like my other two, will retail for $2.99. It's inspired by real-life OSR members and three pieces of literature; Childe Harold's Pilgrimage, The Club Dumas, and Nostromo.
May 5, 2012
New 5e Poll
I've posted a new poll on the upper right-hand side of the blog because I'm curious what your fiscal attitude towards 5e is at the moment. I understand that your decision is based mostly on speculation at this point. Oh well, I'm still curious.
For myself, it is unlikely I will buy 5e. I feel this way because I already have plenty of good gaming stuff and I'm not that much of a collector. Other reasons include my aversion to crunch and the probable high cost (high for MY wallet, anyway).
So, stop by tell me what you think.
Oh, and speaking of cost, please considering buying one of my adventure modules. Unlike other products, these are very affordable at $2.99 and both provide a unique D&D experience. They are linked underneath the poll.
May 4, 2012
Gameworld Detail vs. Liklihood of Use
Note: The graph is valid if you employ sandbox-style play.
When you create general information about your D&D world, such as basic geology, the information is in near-constant use. The more you bifurcate and increase detail, the chance of using those details in sandbox game-play diminishes.
Labels:
musing
May 3, 2012
Zeno's Paradox in Writing Adventure Modules
Zeno’s Paradox logically concludes that no one can go anywhere. Imagine you are at point A and you wish to travel to point B. Before you can get to B, you must travel half of that distance. Before you can travel half of the distance, you must travel half of the half distance. Before you can travel the quarter distance, you must travel half of the half of the half. You get the idea. Zeno’s Paradox is similar to what happens when I write an adventure module for D&D.
I get a core idea, map out the environment, and start keying. In fairly short order I hash out the non-player characters, a few pretty maps, some original monster stats, and backstory. Then the paradox begins. Even though I’ve provided a brief description of a particular area on the map, I conclude that it needs a backstory. The backstory quickly leads to its own backstory, which also needs a bit of history to explain why a certain item is there in the first place which affects this item that way and...
What begins as a fairly simple story and environment can quickly spiral into mind-numbing gradients of detail. A similar dichotomy occurs for game mechanics. I propose that any roll made to determine the relative (or objective) outcome of a trial is subject to Zeno’s Paradox. There is always another level of detail, another factor, another consideration that is relevant and could have its own roll.
I have recently fallen into this in writing my current adventure module. Yesterday I felt confident I was nearly finished with the rough draft. This morning, I decided to write the final detail to an important location, when I realized that the magic item I was detailing (a magical grail containing a trapped god) would greatly affect surrounding areas. Continuing my logic, I realized I needed to rework my encounter tables to take this magic into account.
I suspect the core problem here is coherence. My logic won’t let me leave out causal factors, snip the thread, and leave it dangling. This is also an interesting topic of discussion for any world that is make-believe. When I think of television shows that I liked and later grew to dislike, it is often because I feel the writers betrayed the underlying logic they sought to create. The modern Battlestar Galactica and X-Files provide examples of this phenomenon, but it can be equally present in our table-top games.
Beyond the lure of a “gotcha” moment which is probably the reason for tv show gaffs, I suspect the primary reason for contradictions like these is that we have woven a tangled web of interconnected causalities and implicating factors that we can’t help but trip over our own shoelaces. Wait. What was my point?
I get a core idea, map out the environment, and start keying. In fairly short order I hash out the non-player characters, a few pretty maps, some original monster stats, and backstory. Then the paradox begins. Even though I’ve provided a brief description of a particular area on the map, I conclude that it needs a backstory. The backstory quickly leads to its own backstory, which also needs a bit of history to explain why a certain item is there in the first place which affects this item that way and...
What begins as a fairly simple story and environment can quickly spiral into mind-numbing gradients of detail. A similar dichotomy occurs for game mechanics. I propose that any roll made to determine the relative (or objective) outcome of a trial is subject to Zeno’s Paradox. There is always another level of detail, another factor, another consideration that is relevant and could have its own roll.
I have recently fallen into this in writing my current adventure module. Yesterday I felt confident I was nearly finished with the rough draft. This morning, I decided to write the final detail to an important location, when I realized that the magic item I was detailing (a magical grail containing a trapped god) would greatly affect surrounding areas. Continuing my logic, I realized I needed to rework my encounter tables to take this magic into account.
I suspect the core problem here is coherence. My logic won’t let me leave out causal factors, snip the thread, and leave it dangling. This is also an interesting topic of discussion for any world that is make-believe. When I think of television shows that I liked and later grew to dislike, it is often because I feel the writers betrayed the underlying logic they sought to create. The modern Battlestar Galactica and X-Files provide examples of this phenomenon, but it can be equally present in our table-top games.
Beyond the lure of a “gotcha” moment which is probably the reason for tv show gaffs, I suspect the primary reason for contradictions like these is that we have woven a tangled web of interconnected causalities and implicating factors that we can’t help but trip over our own shoelaces. Wait. What was my point?
Labels:
musing
May 1, 2012
The Portal Closed
| Meet Randawl. He gets the party started! |
I am no longer accepting character submissions for my next Labyrinth Lord adventure. Thanks to all who responded!
I am working on the adventure now. Currently, my rough draft at size twelve font is sixteen pages. This adventure is quest-based, with a few original twists, dangerous traps, and original encounters. Each NPC is an alter-ego of a real-life OSR blogger!
I have completed seven out of the planned nineteen pieces of original art. They will all be black and white and in the same vein as Heap. The picture above is the style for this adventure.
In regards to maps, I have two out of the five finished: One map is computer-made, the others will all be hand-drawn. One mine, two dungeons, and two overview maps.
I would estimate the final product ending up around twenty-five to thirty pages, including two pages for licenses. The layout is single column for easy PDF reading, at a size twelve font, using PT Sans and its open license for the reading font. I will release it exclusively through RPGNow in PDF format.
I hope to have it finished prior to Gencon 2012.
Stay tuned for further updates by looking for the tag "veiledinvocation"!
Labels:
module,
veiledinvocation
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