My Motivation for Writing an Adventure

Category : D&D4e, Game Design, Guest Post, RPG

I recently announced that I was writing a Dungeons & Dragons 4th edition adventure. Progress on this project has been steady. Anytime I have a free block of time to myself I am working on it. I have already learned a lot and am excited to learn more as I continue working on this project.

I thought It would be interesting to talk a little bit about where my motivation for such a project is coming from and what keeps me working on it. The short answer is that I need a creative outlet. I have Dungeons & Dragons night with my friends and I have my personal blog, but I still feel like I have a void to fill. That is why I started writing my own adventure.

Growing up I had music. At an early age I picked up playing the drums and through my life I have been the drummer for a hand full of local bands in Washington State. That was a huge outlet for me and something I enjoyed very much. When I made the move with my fiancé to Juneau Alaska I tried for 4 years to get a band together. Eventually I I gave up on trying to put a band together in Juneau.

I guess that is where Dungeons & Dragons came into play. It helped fill in the void of needing to do something creative and fun. As time has gone on I have gotten better at planning adventures for my group and needing less prep time to do it. So now I have been left with another void to fill with something creative.

Reading books like The 4 Hour Work Week and blogs like Wil Wheaton’s, I have been inspired to create something with my creative energy. Something I hope other people will enjoy. That something is a Dungeons & Dragons 4 Edition Adventure. Wish me luck!

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Coming Soon: Resolute, Adventurer & Genius

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Category : Game Design, Other Systems, WR&M

After the flurry of work to get Warrior, Rogue & Mage ready, I had time to think about how the Wyrm system might be adapted to other genres. Mark Meredith is hard at work on a spy/technothriller adaptation which I am eagerly anticipating. Jason Cabral, a longtime friend, and I had poked around with doing cyberpunk, and we still may, but out of the blue one day not long ago Jason said to me, “You know what would really rock? Pulp.” → Continue

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25 years later… 24 years later!

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Category : Game Design, Other Systems, RPG, Random musings

The nonsensical title to this posts is actually a reference to my first ever attempt at designing a game. From that attempt I learned that designing a game is hard, a mixture of creativity and perseverance. Almost like catching lightning in a bottle. If you’ll indulge me, let’s travel down memory lane to the year 1986, when I created my first game, 25 years later.

I remember when the idea came to me; it was History class, just after recess, during Ms. Trifilio’s class. I had been playing D&D for some months, starting with the Basic Red Box and moving to the Expert set. I knew there were other RPGs out there, I owned two issued of Dragon Magazine, but I was yet to read any other game, the AD&D rulebooks were somewhere in my near future, but I felt the urge to play something else. After talking with my friends I decided I would create a post apocalyptic game. I didn’t use that term back then, but I knew I wanted to play a game set after a nuclear holocaust (something I obsessed over back them).

While the teacher presented her lesson I was busy writing down a list of the character types I thought should be part of the game. I can’t recall all, there were about twelve, but they included soldier, pilot, cyborg, psychic and ninja. When I got home I wrote the details I needed for each, their saving throws, renaming some of the traditional D&D one, and bonuses for each “class”. Then I wrote up a weapons table, knives did 1d4 damage, swords and small handguns 1d6, rifles 1d8, automatic and heavy weapons 1d10, vehicular weapons 1d12. The equipment list also included transformable mecha take directly from Robotech (I was a HUGE fan, and still am in some ways), but the mecha had few stats beyond weapons and the rolls necessary to make special maneuvers.

I realize this is not even a system, this was my modification of D&D for a setting, and even a half formed one at that. The antagonists were bands of roving road warriors looking for gas, strange vampires and the oppressive lawmen of an evil city state that looked exactly like Eddie the Head from the Iron Maiden records, specifically his look in the Somewhere in Time album (I was not a metal head, and while I listened to Iron Maiden occasionally I was not a big fan, however I had friends who were and I just loved the art on the LPs sleeves!). Eddie actually was an acronym for something I can’t remember right now, but they were genetically manipulated vat grown super soldiers who roamed the roads of the world enforcing the will and policies of their home city. The founding of the city gave the name to the game for this was the first real city to rise from the ashes of the nuclear holocaust and the game took place 25 years after the founding of the city.

The game began with the players taking refuge in a solitary monastery unbeknownst to them controlled by vampires. There they saved a prisoner who turned out to be a powerful psychic from a secret colony of psychic in northern Canada, who also happened to look exactly like Dr. Tachyon from the Wild Cards series (another obsession of mine back them). He asked the player characters for their help to reach the hidden colony and thus began their journey north. Along the way they faced Eddies, wild bands of road warriors and the soldiers of enemy city states. The psychic eventually was possessed by a disembodied entity that controlled technology and became a major antagonist.

Years later I played other post apocalyptic games, including RIFTS and I realized how my “everything and the kitchen sink” game was like RIFTS, but my game was created four years before RIFTS was published. Believe me, I’m not claiming MY game was anything like RIFTS; I never put as much work into it as Kevin Siembieda put into his game. My game could have been like RIFTS, but it could have been like World of Synnibarr as well, so I’ll count myself lucky that I didn’t stick with it and went back to playing D&D. Why you ask? Well that had to do with the second lesson I learned from 25 years later, don’t put your game on the hands of another GM!

Halfway through the plotted adventure I had some days off from school and visited my uncle so we took a break from gaming. One of my friends asked if I minded that he Game Mastered some sessions for the other players of the 25 years later game. I said sure, and left for vacation. When I came back, to my surprise, the game was in shambles. The players had reached the secret psychic colony, defeated all the Eddies and escaped Earth in a spaceship after blowing up the planet. Needless to say I was pissed. This was not the game I had planned! True I had not conveyed my expectations to my friend, but I was an inexperienced Game Master and I felt MY game had been ruined.

With the wisdom of years I realize that this might have been a great opportunity, that this were my players contributing to the development of the game, but I was too young and too pig headed to realize and I simply scratched the game and moved on to other things. Soon after that I began the first incarnation of my long running homebrewed fantasy campaign.

Years later I gathered the old gaming group and we replayed the first adventure using some system I can’t remember. Ever since I have never returned to my 25 years later game, I did try to design other games, but none of them lasted as much or was as much fun as the game we played in 1986…

PS – This post is dedicated to my first players, Ricky, Jorge, José Luis, Hector, Clinton and Emilio. I don’t play with any of them anymore, but they were there with me when I began this journey into role-playing games!

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From The Imperial Forges released @ DriveThruRPG

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Category : Freebies, Game Design, News, Reviews & Culture, Other Systems, RPG

From The Imperial Forges The first supplement for WR&M has been released earlier today. Colin Chapman, known for his post-apocalyptic roleplaying game Atomic Highway, has created more than 20 unique magical items that can be used in “The Fallen Imperium of Vaneria” or in any other fantasy campaign. From the Imperial Forges can be downloaded for free at DriveThruRPG.

Please check it out, and let me know what you think!

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Warrior, Rogue & Mage is “Free Product of the Week” at DriveThruRPG and other updates

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Category : Freebies, Game Design, News, Reviews & Culture, Other Systems, RPG, Random musings

Wow, it has been just a few days since release but it seem I’ve hit a nerve with my free fantasy game “Warrior, Rogue & Mage”.

Free Product of the week!Yesterday’s newsletter by DriveThruRPG lists WR&M as “Free Product of the Week”! I can’t put it in proper words how excited I am about all this. And believe it or not, my little game has been “bought” 1024 times now! This is just awesome. Especially since last I checked this number was still in the range of 600 sales. The game also got 9 5-star reviews so far on DriveThruRPG and I’ve already stumbled upon two more in-depth reviews recently.

The first one has been posted on a Brazilian blog called .20 by someone calling himself Shido Vicious. I don’t speak Brazilian Portuguese, but Google helped me to translate it. Thanks for the review, Shido!

A very in-depth review has been written by Kurtis Rainbolt-Greene on his blog “Valley of The Shadow Of God”. It may sound like a very harsh review, and he points out a lot of the flaws of the game, but overall he gave it a rating of 6 of 10 stars, which is still pretty good in my book. And there’s definitely some good advice in that review, that will help me make the game (or other games) better in the future! Thanks, Kurtis!

If you have read about another WR&M review, please let me know. I would love to link them all from my WR&M page at Stargazer Games!

If you want to join the discussions about WR&M check out the threads on rpg.net and Dragonsfoot. There is also some discussion on my very own forum, which you can check out here.

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Warrior, Rogue & Mage Revised Edition finally available at DriveThruRPG

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Category : Freebies, Game Design, News, Reviews & Culture, Other Systems, RPG

WRM cover Just a few minutes ago I uploaded the revised Edition of WR&M to DriveThruRPG. There you can download it for free! I will make it available on other sites as well when I come back from GenCon. I will definitely be looking into releasing a print-on-demand version on Lulu. So if everything works as planned, you’ll be able to order your own print copy of WR&M before the end of this year.

If you like the game, please write about it on your blog, post in your favorite forum or write a review on DriveThruRPG. Please help to spread the word!

Now that the deed is finally done, I can relax and think about my next project. I’ll probably release a couple of supplements for WR&M before I start to work on a SF version of this game. So stay tuned!

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