Work progresses on the second Act. The first has been generally a success ( a few kinks and bumps, but nothing murderous so far!). The second has been a ton of work. I've put in over one hundred thousand words and I've still got about fifty thousand more to write before it's even a completed alpha draft.
I feel bad; I've kept the playtesters waiting for more than twice as long as I estimated. Sorry guys! I promise it's coming along!
Speaking of the playtest, we've hit a good limit on groups currently testing and so we're not accepting any further offers for playtesting right now. I actually had to turn away a pretty earnest request because we've just got to be realistic about the amount of feedback we can handle.
So, as a treat for all of you earnest and wonderful fans out there, here's our latest return from our amazing artist Christoff Grobelski:
As always, if you have any questions or feedback about this game or any future ones, just drop us a line @ themushroompress@gmail.com
Monday, April 3, 2017
Friday, March 17, 2017
Don't let the old lessons die
So I’m currently waiting for my kickstarted copy of EX3 to
arrive (I haven’t got that confirmation email yet, but my hopes are high!) and
as I do I’ve been pondering what I can hack and change and chop and add etc. to
suit my table’s needs.
Since Kickstarting EX3, I’ve gotten really into ACKS and
similar games with more of an old-school vibe. They’ve really scratched an itch
I didn’t know I had. Gotten so far in to them, in fact, that I’m not sure I
know what to do with EX3 now?
There is basically a completely alien way of roleplaying
that I never knew about. The kind of crazy, super-oldschool “3D6 in order, no
re-rolls” die from a poisoned doorknob kind of roleplaying that I heard horror
stories about and avoided for my entire career in RPGs. I gravitated towards
the character-centric, theme-conscious world of WoD and its many descendants
and stayed there, eventually discovering EX2 and playing the hell out of it.
I ran my fair share of DnD, but it was 3.0 and onward: I never
could fathom the dense, seemingly encrypted books of 2nd ed and before.
The world of Gygax and Arneson seemed sadistic, nitpicky, and primitive.
Something, I assumed, that we as a gaming culture had “grown out of”. DnD to me
was a game of optimization or failure; of pixelbitching, adversarial GMs,
pointless minutia, and wildly unbalanced rules.
But then ACKS happened. I tossed in like, twenty dollars
into the domains at war kickstarter to see if I could mine their war system for
anything useful for my EX2 post-errata stuff. But then, I threw in $5.00,
because you could get a PDF of the core game. A core game with the intriguing
promise of a completely fleshed-out old-school DnD late game, complete with
complex economy rules.
The core book was fascinating but obtuse. It frustrated me
for weeks. Then, for months. And then… I just kept reading it. There was
something about this thing, I could not stop reading and re-reading it. I didn’t
get it, there was something missing.
So I searched into DnD blogs, finally finding the missing
parts, the legendary and to me, unheard of “ur-game” of DnD. Here there were treasures
the likes of which I hadn’t dreamt of. Here there was roleplaying like I had
always failed to achieve, just sitting there in plain sight, like it was the
most natural thing in the world. Here were rules for unlocking every fantastic
inch of a map, a thing I’d struggled with for a decade. Here were rules for
environmental interaction unrivaled in all of my experience.
On and on, the list of things I had always dreamt of getting
from RPGs, sprawled out before me like gemstones casually tossed on a dungeon
floor. And what was most amazing? These were not rules! These were things
learned between rules; before them, above them. These were techniques and
philosophy, distilled with care and craft from the baroque “save or die!” of
the most ancient roleplaying.
Here I finally saw the brilliant dream of Gygax and Arneson;
and oh it was a wonder to behold.
So now the scales have fallen from my eyes. I see a new
world of roleplaying. And now… I don’t know what to do with EX3. Any WoD-like,
for that matter.
I look at my PDFs for stuff like dungeon world and, although
I admire the professionalism and the design, I smirk and shake my head and
marvel that I once thought it was revolutionary. I see things like one of the
designers of EX3 claiming that it’s the “best edition of D&D ever made” and
I’m flabbergasted; how do they not know?
I feel like fucking Zarathustra here.
I just got done reading the hundreds of words on how money works in my EX3 PDF and it feels like it just misses the damn point. I don’t care
what the breakdown of obol-to-dinar is; there’s no fucking system for it! There’s
an entire caste of Exalt whose shtick is bureaucracy, and there is not a single
system for anything remotely approaching commerce, or an economy, or travel, or
logistics, or just anything.
I mean, it’s a bronze-age world: maybe make a note that
literally every city is on a waterway. You are going to be using Sail to travel
no matter where you are in Creation.
In so many places the design wants to contradict itself; it
wants to tell you about how complex the economy is, casually tossing around “bonded”
and “equity” and like terms, but never giving an example of how to do things
with money.
Could I start a stock market in Nexus? If so, fucking how?
Would that just be an abstracted roll?
The resource system has 5 tiers, and if you have enough
knowledge of fiduciary systems to know what it means to have wealth “bonded”
into currency, then you have to know that’s not a satisfactory model.
I wouldn’t raise these points, but bureaucracy is a fucking
skill. Hundreds of words are devoted to denominations of currency, but there is
no conversation about how to engage with it as a player or model it as a GM. We
get a wholly inadequate abstraction which doesn’t even dovetail with the rules
for playing the game.
Ignoring all that, even very basic questions are answered
with frustrating vagueness. If you continually buy things at a rank of your
resources, you apparently are going into debt? And this should be modeled with “a
custom flaw”. There is no conversation of how this flaw would manifest. What
happens when the players raid one of their first-age tombs and find a pile of
plunder? Do they get… More resources? How much? Does it last? How long? What happens
when someone has resources 5, then doubles their money with such a haul? (This
last one happened in an old EX2 game that I ran. I modeled it with wealth from
dreams of the first age).
Even things like “what if I want to invest money in something?”
Page after page is dedicated to a subsystem for crafting that borders on a
confession of OCD, but is a single word breathed about finance? Not beyond the
authors demonstrating that they know stuff about it.
There are no travel rules in this game. At least, there are
none in the index, under the ride entry, or under any of the ride charms. Boats
have travel times based on their speeds, but there’s no real discussion of what
sailing entails in the world, which is a problem because, apparently, this
bronze age game has ships with just so much fucking rigging.
I keep coming back to things like that; things that betray
this game as a game made by fans of pirates characters (from movies and books).
Fans of commerce-themed anime (Spice and Wolf gets brought up a lot). Fans of
fighting and kung-fu cartoons. But nothing has a root in actual reality;
everything is designed to emulate some fiction or another, so that what you
have isn’t a game about something, but rather about stories which were about
something.
The creator(s) of ACKS (A particular shout out to Alexander
Macris and his tireless effort to improve on perfection) were also fans of
something; dungeons and dragons. But ACKS isn’t just a warmed-over set of abstractions
and excuses for the “core experience” of DnD: it’s based on thought, and
research, and the real actual world and its physical laws.
It puts roleplaying first the way thirty pages of esoteric
social mechanics can’t: it fucking assumes that you are roleplaying and builds
outward from there.
It relates the cost of things to their real-world (and
actually researched) value. It makes commerce matter by allowing you to model
it, and yes that does mean numbers and counting and math and why is that a bad
thing? Why is Exalted so afraid of counting?
It makes travel matter by putting you in the wilderness and
making you map it. It makes you take time and risk danger by doing things like
hunting, or getting lost, or backtracking, or circumnavigating. It forces you
to deal with the actual concerns people face while traveling in hostile,
unexplored territory. I’ve played Eclipse characters that would have been
brilliant at this exact thing if Exalted had ever bothered to give us a
technique for using the damn map.
I look at the pictures of EX3 and it is enormous; easily the
size of my entire ACKS library (core book, player’s companion, and Domains at
War). And it’s a fucking paperweight. Why?
I’ll tell you why; because ACKS has zero content that I won’t
use. Oh sure, I might make a dungeon with rooms that go unexplored, or hexes that
players never crawl to, but the actual mechanics? Either me or my players will
use every one of them. They create content, unlock potential, and add to the
world and the experience. There’s not an ounce of fat on any of these books,
they are lean and strong and brilliant.
But EX3 is nothing but flab. How many of those charms are
going to hit my table? How many of the artifacts, or spells, or martial arts?
70%? Not likely, maybe 40% seems more reasonable.
The rest is content nobody at my table will care about;
Solars are PC characters, not NPCs, so I can’t do anything with the unused
charms.
I might, possibly, have a single PC interested in martial
arts; aside from that, I won’t fucking use these things. I’ve got a world to
run; how the hell am I going to keep track of NPCs with this many keywords?
Spells are the same way. There will be a handful of utility
spells that get around the inconvenient sacred cows of the setting
(long-distance communication and travel spring to mind) and the rest are just
another kind of fucking charm, doomed to be replaced by vastly more appropriate
splat-based charms.
PCs will pick up a signature artifact weapon, a signature “trick”
artifact, and maybe 2 will have armor. The rest of these are stat bonuses for
dragonblooded or abyssals.
Just on and on with this shit… Having an unexplored hex
feels like opportunity, having this much unused and unusable content in a core
book seem like suicide.
So okay, to sum this up; I have no idea why I would play EX3
now that I have ACKS. I don’t see that it offers me anything that ACKS doesn’t.
I can be powerful and change the world and lead armies and wage economic
warfare and make magic castles and weapons and armor in ACKS and it caps at
level 14!
I’m not even disappointed, not really. I’m ashamed. I’m
ashamed that the hobby has become populated with people more willing to mock
the past than learn from it. I’m ashamed that we have forgotten things about
our hobby and refuse to learn them again, endlessly chasing our own tails
instead of just eating some humble pie and admitting the old guys got things
right. I’m ashamed about paying over 100$ for what is essentially a pretty
brick.
What brings me the greatest shame, though, is that EX3 is
going to get tons of money thrown at it… And ACKS deserves it. So much more.
So go check it out. It costs you a pittance for what is a
much better game. Back a kickstarter, read some blogs, learn something of value
about the hobby you profess to love. Eat some crow, grow a little and you’ll be
much happier for it. I am.
Wednesday, March 1, 2017
Here is some of the beautiful art that I promised. The guy I wanted to keep under wraps until things solidified was none other than Christof Grobelski, whose works can be seen in numerous places, including here.
First up is the "main" protagonist of our PWYW: the legendary Tripitaka. If you've been following the playtest, this guy is the first character new players will get to use. He's got a holy mission, mystical powers and a big mountain full of robots to climb. And that's just the intro!
Next up is the mischievous and slightly terrifying Sun Wukong, the Monkey King. This is the second character that players get to "monkey" with. He's massively powerful and a ton of fun to play, by all accounts. Be warned: he tends to get into some pretty epic trouble. I think "shenanigans" is a justified label!
Next up, you get to see a little bit of David's creative direction at work. This is our game's version of Pigsy, the shape-changing pig (god? Demon? It's a little mercurial). It's not yet apparent in the art, but we're playing up the "warring identities" of the character in her writeup. I'm aiming for a powerful metaphor, something like miss martian from young justice. We'll see if I can hit the mark!
Finally, this savage-looking character is none other than Sandy, changed here from a loner cannibal monk-thing into a primitive but deadly bounty hunter. We're really wanting players to be able to flex their muscles with this guy, so expect him to have a big impact (literally!) in your games!
First up is the "main" protagonist of our PWYW: the legendary Tripitaka. If you've been following the playtest, this guy is the first character new players will get to use. He's got a holy mission, mystical powers and a big mountain full of robots to climb. And that's just the intro!
Next up is the mischievous and slightly terrifying Sun Wukong, the Monkey King. This is the second character that players get to "monkey" with. He's massively powerful and a ton of fun to play, by all accounts. Be warned: he tends to get into some pretty epic trouble. I think "shenanigans" is a justified label!
Next up, you get to see a little bit of David's creative direction at work. This is our game's version of Pigsy, the shape-changing pig (god? Demon? It's a little mercurial). It's not yet apparent in the art, but we're playing up the "warring identities" of the character in her writeup. I'm aiming for a powerful metaphor, something like miss martian from young justice. We'll see if I can hit the mark!
Finally, this savage-looking character is none other than Sandy, changed here from a loner cannibal monk-thing into a primitive but deadly bounty hunter. We're really wanting players to be able to flex their muscles with this guy, so expect him to have a big impact (literally!) in your games!
Tuesday, February 21, 2017
So we've got two playtest groups that are doing extremely good work, as well as one artist that is as well.
I wanted to give a shout out to all of you wonderful people for your time and work and everything you're doing to help this game of ours become a reality. I find myself deeply moved by everyone's professionalism, grace and dedication.
Here's a video of one of our awesome playtest groups going through Act 1 of the scenario. I'm working on Act 2 now, which is presenting it's own set of challenges. Once I get it done here in a few weeks, we'll be playtesting that too.
And if ya'll are really good I'll start posting up some of the art we're getting back from our fantastic artist as well.
I wanted to give a shout out to all of you wonderful people for your time and work and everything you're doing to help this game of ours become a reality. I find myself deeply moved by everyone's professionalism, grace and dedication.
Here's a video of one of our awesome playtest groups going through Act 1 of the scenario. I'm working on Act 2 now, which is presenting it's own set of challenges. Once I get it done here in a few weeks, we'll be playtesting that too.
Thursday, February 2, 2017
Writers live in their own private hell
I swear to god when I'm done re-writing this playtest module I'll be able to write anything. Hunchback of Notre Dame? No Problem. For whom the bell tolls? Child's play. Paradise lost? More like paradise.... Floss?
So here's some advice if you want to write your own roleplaying games: be prepared to write the same thing about ten times. Then have it torn to shreds when you playtest, and then write it again.
In theory, if you can get through that, you've got the chops to be an RPG writer. I'll let you know if it works out for me.
I swear to god when I'm done re-writing this playtest module I'll be able to write anything. Hunchback of Notre Dame? No Problem. For whom the bell tolls? Child's play. Paradise lost? More like paradise.... Floss?
So here's some advice if you want to write your own roleplaying games: be prepared to write the same thing about ten times. Then have it torn to shreds when you playtest, and then write it again.
In theory, if you can get through that, you've got the chops to be an RPG writer. I'll let you know if it works out for me.
Tuesday, January 17, 2017
Writing and art and writing and systems and writing and lore and writing and writing and writing
Constructing the new re-re-revamp of loresheets (lores) today. A notable change: Rather than requiring an investment of XP, making them a purchase, this new version saddles you with responsibilities and actually allows you to gain XP from either adhering to or defying them. This retains some of the best of the previous iterations, but keeps them from requiring a sacrifice of character progression.
Re-re-revamped the social system too. We've got some very diverse opinions about the appropriate role of social interaction and mechanics in the game, so it's been tough going. One of the biggest advantages however, of having a team with such diverse, passionate, and intelligent views is that ultimately, when we DO all create a mutually acceptable system, it tends to be something that appeals to a massively diverse swathe of gamers.
Speaking with an artist as well. I don't want to name-drop until we've gotten a little further on, but he's a massively skilled and professional talent and I'm ecstatic about him considering the project!
Our early estimates of page-count are becoming more solid. Right now our PWYW is looking like it's going to be about 60 pages, including the rules, lores, character build options, a brief look into the universe, and the intro adventure (painstakingly written by yours truly to be a solid platform for learning the game through playing it!)
We've had a few nibbles from the RPG.net post about play testers. It's getting about time to share our labors with the community, and so playtesting is drawing near. If you'd like to be considered, go ahead and drop us a line at themushroompress@gmail.com and we'll get talking!
Constructing the new re-re-revamp of loresheets (lores) today. A notable change: Rather than requiring an investment of XP, making them a purchase, this new version saddles you with responsibilities and actually allows you to gain XP from either adhering to or defying them. This retains some of the best of the previous iterations, but keeps them from requiring a sacrifice of character progression.
Re-re-revamped the social system too. We've got some very diverse opinions about the appropriate role of social interaction and mechanics in the game, so it's been tough going. One of the biggest advantages however, of having a team with such diverse, passionate, and intelligent views is that ultimately, when we DO all create a mutually acceptable system, it tends to be something that appeals to a massively diverse swathe of gamers.
Speaking with an artist as well. I don't want to name-drop until we've gotten a little further on, but he's a massively skilled and professional talent and I'm ecstatic about him considering the project!
Our early estimates of page-count are becoming more solid. Right now our PWYW is looking like it's going to be about 60 pages, including the rules, lores, character build options, a brief look into the universe, and the intro adventure (painstakingly written by yours truly to be a solid platform for learning the game through playing it!)
We've had a few nibbles from the RPG.net post about play testers. It's getting about time to share our labors with the community, and so playtesting is drawing near. If you'd like to be considered, go ahead and drop us a line at themushroompress@gmail.com and we'll get talking!
Thursday, December 22, 2016
Wow I've had my head into designing the PWYW for Tiang Shang....
Had a nice big thread on RPG.Net discussing the game, put my head together with the design teams and we're working on a 2-year business plan, and we also re-named the project, finally settling on Tian Shang: All Above Heaven.
So David's contacting artists, we're putting together a financial plan, a release schedule, project goals, etc. etc.
It's been a lot of work!
I've been designing and writing for the intro adventure and the core system. There has been a lot of effort to keep the core mechanics as lean as possible and to explain them thoroughly. That means writing, re-writing, editing, testing, re-re-writing, re-editing, adding examples, and then I had to write a tutorial on top of that. Did I mention that the tutorial doubles as the first act of the intro adventure? Haha, my eyes are bleeding!!
It's hard work to write something for an audience like that. Ultimately the result will be clear, comprehensible rules with a solid jumping-on point for new players, so it's very worth it. But man, it is tedious.
So yesterday I took a break and wrote THIS Awesome shoot 'em up system I call SHMUP V.1. It's based on my childhood love of games like contra. It's got an isometric map, and it's all about run n' gun, baby. The rough draft is a bit. Well. Rough. But it's a full, playable game with two pages of rules!
If you want to give her a test, leave some feedback! I might make it into something yet!
Had a nice big thread on RPG.Net discussing the game, put my head together with the design teams and we're working on a 2-year business plan, and we also re-named the project, finally settling on Tian Shang: All Above Heaven.
So David's contacting artists, we're putting together a financial plan, a release schedule, project goals, etc. etc.
It's been a lot of work!
I've been designing and writing for the intro adventure and the core system. There has been a lot of effort to keep the core mechanics as lean as possible and to explain them thoroughly. That means writing, re-writing, editing, testing, re-re-writing, re-editing, adding examples, and then I had to write a tutorial on top of that. Did I mention that the tutorial doubles as the first act of the intro adventure? Haha, my eyes are bleeding!!
It's hard work to write something for an audience like that. Ultimately the result will be clear, comprehensible rules with a solid jumping-on point for new players, so it's very worth it. But man, it is tedious.
So yesterday I took a break and wrote THIS Awesome shoot 'em up system I call SHMUP V.1. It's based on my childhood love of games like contra. It's got an isometric map, and it's all about run n' gun, baby. The rough draft is a bit. Well. Rough. But it's a full, playable game with two pages of rules!
If you want to give her a test, leave some feedback! I might make it into something yet!
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