Downtime in Zyan, my new zine, has just launched on Kickstarter! The zine presents a system for downtime, the activities characters engage in between adventures. Brought to life by the whimsical and alluring art of Evlyn Moreau, the mole rats of Zyan will show you how to transform the neglected space between adventures into a site where player-driven schemes and dreams grow with delightful results.
Tuesday, February 8, 2022
Downtime in Zyan: Pants or No Pants?
Downtime in Zyan, my new zine, has just launched on Kickstarter! The zine presents a system for downtime, the activities characters engage in between adventures. Brought to life by the whimsical and alluring art of Evlyn Moreau, the mole rats of Zyan will show you how to transform the neglected space between adventures into a site where player-driven schemes and dreams grow with delightful results.
Friday, February 4, 2022
Downtime in Zyan
On Tuesday 2/8 I launch my next Kickstarter, this time for Downtime in Zyan, It presents a unified and flexible system for handling the actions characters take between adventures. Brought to life by the whimsical art of Evlyn Moreau, the mole rats of the dreamlands will show you how to transform the neglected white space between adventures into a garden in which player-driven schemes and dreams grow with delightful results.
The zine also contains an article on the theory of downtime, and more importantly, an article explaining how GMs can leverage downtime to help build their campaign setting and sandbox world, and prep adventure locations and NPCs. By integrating this system into your campaign, I really think you can supercharge active player involvement in your campaign and bring the sandbox to life in new ways.
Sunday, November 7, 2021
House Rules for New Face to Face Elspeth's Letter Campaign
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I'm starting up a new face to face campaign with a co-worker and some people from the neighborhood. I'm using (play testing) Elspeth's Letter, a stretch goal in the form of an alternative campaign premise from my last Kickstarter. It is going to be released soon in expanded form with full art as the inaugural issue of my new zine Pale Echoes that presents alternate frames in the waking world for dreamlands campaigns. The basic idea is that one of the players is the godchild of Elspeth. They receive an inheritance of Elspeth's house, which includes a ticket to the dreamlands by using the memories of a dead dreamer (Elspeth).
These rules are close to Swords & Wizardry in some way, but really they're an amalgam of three things: Gus' HMS Apollyon Rules for stat modifiers and the death save, Errant for inventory, Jorune: Evolutions my evolving Jorune hack for the general 2d6 mechanic, and White Box for the idea of white spaces.
Generally speaking, my idea here is that I control the setting and world of the dreamlands. Players do not have any input on that. That is my domain--and I am relying on an asymmetry of knowledge. (Indeed no one in this group has ever read my zines or blog!) But about the dreary waking world, my stance is that I know little beyond some barebones elements I'm contributing about a town near Elspeth's house. If I knew these players better I might even suggest a session 0 where we designed the waking world together. Instead I'm choosing to use "white spaces" (a concept from White Hack) during character creation that allow the players to contribute elements of the setting for the waking world.
To be clear, I threw these rules together hastily. They represent a compromise between keeping things familiar enough for players who have played recent versions of D&D and my own predilections. They are just a set of house rules for what is likely a temporary return to face to face gaming. They aren't like my work on Jorune: Evolutions, where I'm trying to come up with a system that works from the ground up to do what I want it to do.
Stats
Roll 3d6 down the line. Swap one roll if you want to.
Strength: How physically powerful you areWisdom: Attunement to spiritual things (NOT how "wise your choices are")
Intelligence: Facility with book learning (NOT how "smart you are")
Dexterity: How agile or dexterous you are
Constitution: How hardy you are
Charisma: Your leadership ability (NOT how "persuasive your in speech in game is")
The crucial point of the NOTs is that you are not to play your stats, and in particular, you are not to try to use them as a basis to make bad decisions or play suboptimally in the game.
For each +1 or -1 you have on a stat give your character an adjective. So if you rolled 5 on dexterity, you might be lumbering or butterfingered. If you roll 15 on charisma you might have gravitas. This is solely for flavor.
Races
Classes
Fighter: Violence is your specialty. Choose your flavor of fighter--this will affect your class-related skills. Perhaps you are a mercenary, knight, soldier, swashbuckler, pirate, etc. HD 1d8 Damage with weapon: 1d10. Armor allowed: any.
Magic-User: You are a master of the occult. You can cast powerful enchantments but are not much use when it comes to the arts of war. Perhaps you are a diabolist, enchanter, witch, gentleman scholar, etc. HD 1d4. Damage with weapon: 1d4. Armor allowed: none.
Cleric: You are blessed by a god or divinity and may perform miracles. You also possess some fighting ability. Perhaps are a monk, divine, savant, miracle worker, preacher, paladin, etc. HD 1d6. Damage with weapon: 1d6. Armor allowed: any.
Thief: You possess a rare set of skills, such as stealth, sleight of hand, and lock picking. You strike from the shadows. Perhaps you are a con-man, assassin, spy, specialist, etc. HD 1d6. Damage with weapon: 1d8. Armor allowed: light.
Age of Life
Youth: You have the vitality and hunger for experience of youth. You are adaptable and learn quickly like a sponge.
- Saving Throw 8
- + 10% on all experience points gained
- Saving Throw 10
- Choose a former profession. Add +1 to any roll that falls within that skill set. Begin with the tools of your trade.
Aging: You had another life before becoming an adventurer. It’s hard to teach an old dog new tricks, but you bring more to the table than your younger comrades.
- Saving Throw 12
- -10% on all experience points gained
- Choose a former profession. Add +1 to any skill or ability roll that falls within the skill set of that profession. Begin with the tools of your trade.
- Begin with one loyal companion. It could be a hunting dog, trained monkey, horse, fastidious butler, bodyguard, thug, or apprentice.
Saving Throw
Stat or Skill Checks
Former Professions
If adult or aging choose a former profession, from this list or anything you can think of. The setting in the waking world is a dreary faux Europeanish setting that spans anachronistically medieval Europe to the renaissance and beyond, with a sprinkling of magic, divinity, and the occult. So, any profession that could fit with that very broad vibe will be admissible. Write down your former profession on your character sheet.
Some will want to use this choice mainly to add flavor to their character. But it can also be used to add some skills that wouldn’t normally come with your class. For example, want to be a bard? Be a troubadour turned fighter, thief, or cleric, depending on what bard aspect you want to emphasize. If a cleric, since you can settle the details of your faith too, make it a god of song and you magic can all come through performance! Or if you want to be a ranger, choose a fighter with a past career of woodsman. Want to play a spellsword? Be a magic-user with a former profession of duelist. The tools of your trade and how the skills might work can be decided together at the table.
Alchemist/Herbalist
Astrologer/Fortune Teller
Baker/Cook
Barber/Surgeon
Beggar/Mendicant
Blacksmith/Ferrier/Locksmith
Burglar/Cutpurse/Smugglar
Butcher/Tanner
Carpenter/Wheelwright/Cooper
Charlatan/Snake Oil Salesman
Explorer/Scout/Mapmaker
Duelist/Rake
Peasant (i.e. farmer)
Sailor/Fisherman/Pirate
Gambler/Card Sharp
Grave Digger/Ditch Digger/Stevedore
Haberdasher/Tailor/Seamstress
Hunter/Trapper/Furrier/Woodsman
Lawyer/Clerk/Scribe
Locksmith
Midwife/Masseur
Miner/Mason
Minstrel/Thespian/Troubadour
Scholar/Natural Philosopher/Historian
Orator
Painter/Sculptor/Poet
Preacher/Priest
Hermit/Monk/Cultist/Cantor
Rat Catcher/Poisoner
Servant/Butler/Maid
Shepherd/Swineheard
Soldier/Mercenary/Archer/Guard
Squire/Apprentice/Indentured Servant
Determine How You Know One Another
In this game, you are a group of comrades who have come together around Elspeth’s godchild to pursue adventure and who work as a team. Everyone must have a tie to one other person in the group. What is it? We should probably wait to decide this together at the table.
Blood relative
Childhood Friend
(Former) Lover
Mentor/Mentee
Thrown together by circumstance
Shared trauma
Business partners
Coworkers
Coreligionists
Met in a jail cell
Fought together in war
Common political cause/common enemy
Etc
The Death of Elspeth's Godchild
Thieves
Stealth
Climb Walls
Pick Pockets
Pick Locks
Find/Remove Traps
Hear Noise
Read Languages
Clerics
Choose Your Deity: This is the mystical source of your power, usually a god or religious principle of some kind. I do not have a pantheon for the dreary waking world, so you may imagine any deity or mystical power you like. Here are some very generic types of deities if you would like a list:
Hearth
Harvest
Fertility
War
Death
Fortune
Reason
Balance
Art or Craft
Toil
Light
Darkness
Trickster
Wisdom
Justice
Heavens
Undeworld
Famine
Wind
Flame
Winter
Summer
Spring
Autumn
Nature
Beasts
Immortality
Murder
Vengeance
Charity
Name your deity. Answer the following questions (more will come up over time in play). What does your holy symbol look like? What do miracles granted by your deity (spells) look like in action? Think of one rite, sacrament, or holiday associated with your deity.
Magic-Users
Equipment
We are using a slot-based inventory, which is influenced by Ava Islam's Errant.
In hands: Two slots
Handy: Four slots
In pack: Six slots
Anything that is in hand or handy can be used without spending an action. Anything in your pack you must take an action to get out. You can fill a slot with a bundle of four small items of the same or related things. (I.e. quill + bottle of ink, 4 flasks of oil, etc.) Jewelry, clothing, and knick knacks do not fill up a slot. A slot can also hold 100 coins.
You get the following items based on your class. If you have a former profession, also write down the tools of your previous trade.
Fighter: Chain Armor (AC 15), melee weapon, and either shield (+1 to AC) or missile weapon
Thief: Leather Armor (AC 12), melee weapon, missile weapon, thieves’ tools
Cleric: Chain Armor (AC 15), melee weapon, holy symbol
Magic-User: Spellbook and either melee or missile weapon
A note about weapons and armor. Rather than using different damage for different weapons, and only allowing some classes to use certain (more damaging weapons), we’re going to use weapon damage by class. So, you can imagine the weapons you use to be just about anything. We are using ascending armor class so higher is better as in 5E, with the normal 1d20 + attack bonus roll to hit a target number set by the armor class.
Fighter: Weapon damage 1d10; Armor allowed: any
Thief: Weapon damage 1d8; Armor allowed: leather
Cleric: Weapon damage 1d6; Armor allowed: any
Magic-User: Weapon damage 1d4 Armor allowed: none
In addition, pick one starter pack:
Scholar: Pack, scroll-case with 3 rolls parchment, ink, quill, charcoal, small mirror, candle in holder, matches
Explorer: Pack, Lantern, 2 flasks oil, matches, rope 50’, caltrops
Specialist: Pack, 3 torches, matches, rope 50’, mallet, 5 metal spikes
Experience Points and Advancement
We will be using the experience tables listed in Old School Essentials. You will receive experience points for the following things.
• Each character will receive 200 experience points for your first session in a new place of adventure in Wishery. (There will be experience points awarded for other exploration related goals to be introduced later when the opportunities are uncovered.)
• Each character will each receive 600 experience points for accompanying Elspeth’s barge on its funeral procession. You will receive these experience points only if the barge completes the procession and goes over the falls intact.
• Your party will receive 1 experience point for each gold piece worth of treasure you bring back from Wishery to the waking world. This be divided between the characters on the adventure. So if there are four players and you retrieve 600 gp worth of treasure, you will each receive 150 xp.
• These are the only things you get experience points for. Note that you get no experience points for combat. Violence is an important tool at your disposal, but it does not provide any reward in itself.
Sunday, August 8, 2021
Using Landmarks in Wilderness Travel
I've been continuing work on my Jorune: Evolutions ruleset. Recently I've been working on wilderness exploration rules. One thing I've been thinking about, spurred on by some of Gus L's recent dungeon theory, is how different the role of "the map" is in wilderness exploration and dungeon or adventure site exploration. The size of the hexes means that the kind of navigation of a concrete space involved in dungeon crawling doesn't apply. There are some approaches to wilderness exploration that chase that level of concreteness by using "zoomed in" sub hexes that allow one to establish a more concrete topography, or that abandon hexes altogether, using a ruler to map movement across a fairly detailed map. Personally, this doesn't work for me for two reasons.
The first is that it makes the construction of the map a daunting task. I now need to not only assign a type to the hex, and stock it with features, but construct sub-hexes with detailed topography and geography that allow me to locate those features in the hex. This basically ensures that I will never be able to prep a sizable map.
But this is connected with a second issue about the point of navigating space. Why is the navigation of space interesting in a dungeon crawl? Having read Gus' reflections and run many years of location-based adventures in the retro-game style, I can think of three reasons. These don't apply to every location-based adventure in the mode of dungeon crawl, but I think the best feature all of them.
- Players engage in meaningful choice vis-a-vis navigation of the space as part of an economy of risk and rewards. They decide whether to push further at risk of random encounters, or whether to turn to the left towards the ominous clanking sounds, or whatever it might be. It sustains meaningful choices.
- Another way the navigation of space matters to dungeons is the way factions inhabit the space. We might think of this is the social dimension of space in the dungeon. Factions operate in different areas, which they often "hold", and they have interests in other areas, some of which opposing factions might hold, or which are otherwise inhospitable. This means the players enter into a current unstable equilibrium or conflict space that is intimately connected to the spatial layout of the location. People in one part of the space want things from other parts of the space, and the players can interact socially with this nexus of often opposed desires.
- Another thing is that in a good dungeon, space is part of a puzzle to be solved. One figures out how to get from A to B optimally, for example, finding a quick way to lower levels, or learning how to directly access some place that could previously only be reached laboriously, or finding the way into some sub-level or hidden area. This is a satisfying achievement.
But I think you can capture a decent amount of it if you lean in to the abstraction and "zoomed out" scale of wilderness travel. To get 1. you need to some regular way to represent risk and rewards trade-offs in wilderness exploration. In the dungeon this is provided in part by wandering monster checks, which happen at the level of the turn (or every 3 turns). It's important that it happens per unit of movement so that there's a tradeoff with exploring the map and hazarding encounters. In the wilderness you want something similar.
So it's better if you don't have 1 check per day, but rather a mechanic that says: want to explore another hex? OK, roll the encounter die then. Similarly, it would be good to build in other choices that the parallel the dungeon like the choice whether to "search" for "hidden" features, i.e. explore the interior a hex in exchange for hazarding encounters. It's also good if you have mechanics for forced marching that require you tradeoff extra movement for acquiring exhaustion.
Similarly, it's good if you have an encumbrance system that forces choices about what to carry, with rations and acquired loot being the obvious things about which you must make tradeoffs with adventuring gear. So you'll need rules for starvation and foraging too. It would be good to build in some choices about when you start looking to make camp, and probably about how good a camp you can get set up.
Number (2), the social dimension, is easy. What we want is a hexmap as a social space of factions in opposition that want things from other places on the map. This is less a matter of rules and more about hex stocking. But we'll certainly want to use reaction rolls for wilderness encounters and have explicit rules about parlaying to make that option salient to players.
Number (3), about space as a puzzle to be solved is harder in a "zoomed out" wilderness map. What could it mean? Do we introduce a system of easy travel from some hexes to other hexes? Shortcuts built into the flow of the hexmap? That might work. But in this post I try something different instead, leveraging something unique to wilderness travel, namely mechanics about getting lost, to create an economy of known landmarks to navigate by. By creating archipelagos of landmarks to uncover in a sea of wilderness, the party can learn through exploration how to create routes from one destination to another and make tactical choices about movement.
Instead of aesthetically pleasing maps that mix a medley of different terrain types, the system in this post works best for the exploration of discrete wilderness regions that is a single base type of terrain. Mirkwood Forest; The West Trinnu Jungle Lands; The Mermist Swamp. Hexes are differentiated not primarily by terrain type, but rather by landmarks that are treated as icons on the map. Furthermore, this is not a system for traveling across friendly lands or for one-shot journeys from point A to point B. It's written for play that begins and ends in a safe home base, from which multiple sallies into the perilous wilderness can be made, so that learning the terrain over time has major advantages for the group. It also will work best with a shared electronic map resources like Hexographer or Hex Kit that allows for easy placement and deletion of hexes, although you could certainly make it work with a few sheets of blank hexpaper too.
A lot of the rules here are widely used. The innovation, I think, comes mainly in terms of the use of landmarks. But someone has probably already thought of something similar, so feel free to link below. Note that these rules presuppose 2d6 stat and skill checks, with a max positive modifier of +2 and max negative modifier of -1.
Encumbrance
The gear you carry on a mission is a resource. Jorune: Evolutions uses a slot based encumbrance system that tracks how many significant items you are carrying. It is important that you list items on your character sheet in the order of accessibility, with lower numbers being more accessible than higher numbers.
Clothing, jewelry or knick-knacks, and your pack do not fill slots. Armor, on the other hand, does occupy slots: (Light 2 , medium 4, heavy 6). Small items of the same kind can be bundled in 4s. Each brace of ammunition counts as one slot. Large or bulky items occupy two (or more) slots.
- 10 + Str Mod + Size Mod items or fewer: unencumbered
- 11-15 + Str Mod + Siz Mod items: encumbered
- 15-20 + Str Mod + Siz Mod items: heavily encumbered
- Thombo/Horse: 20 Slots Unencumbered/21-25 Slots Encumbered/26-30 Slots Heavily Encumbered. Carrying a Rider=10 Slots.
- Bochugon: 40 Slots Unencumbered/41-50 Slots Encumbered/51-60 Slots Heavily Encumbered. Carrying a rider=10 slots.
Encumbered: Reduce travel movement by 1 hex. -1 to physical stat checks, physical skills, and combat rolls. Make a stamina check after a day of travel. On a 6- acquire one level of exhaustion (§2.7)
Heavily Encumbered: Reduce travel movement by 2 hexes. -1 to physical stat checks, physical skills, and combat rolls. Test stamina at -1 after a day of travel and at the end of each combat in which the character participates. On a 6- acquire one level of exhaustion.
Travel Speeds
All travel is represented by movement across a hexmap representing a wilderness region to be explored. Travel speeds are measured in hexes. There is base travel speed depending on your method of travel. Note that everyone must employ a certain mode of transport to benefit from the higher travel speed. Travel speed is not variable by terrain type, since we assume a single base type of terrain. In regions where movement is easy, hex sizes are assumed to be larger (3 miles). In regions that are harder to move through, hex sizes are assumed to be smaller (1 or 2 miles depending on how hard the terrain is).
Base Land Travel Speeds:
- On Foot: 5 Hexes
- Bochugon: 5 Hexes
- Thombo: 6 Hexes
- Horse: 7 Hexes
- Encumbered: -1 Hex
- Heavily Encumbered: -2 Hexes
When the party has exhausted its movement on foot, the party may choose to continue pushing further. For each hex the party moves into, each character must test stamina or acquire one level of exhaustion. When mounted, the mounts make the check instead of the humans. For each exhaustion check after the first, roll a wound check for the mount to see if it dies.
Exhaustion
To recover a level of exhaustion, you must camp and have access to whatever can address your condition (sleep, food, etc.). Upon wakening test stamina. On a 7+ remove a level of exhaustion. Some forms of exhaustion, including exhaustion from wounds, cannot be recovered through camping.
Travel Roll
- Encounter
- Sign
- Mishap
- Flora or Fauna
- Local
- Discovery
Hex Features and Landmarks
Exploring a Hex
- Encounter
- Sign
- Flora or Fauna
- Discovery
- Discovery
- Discovery
Getting Lost
Each day the Sholari makes a secret survival skill check for the relevant wilderness type to see if they get lost using the wilderness survival skill of the mission member with the highest score. This is a 2d6 check modified by skill level in the relevant type of wilderness (untrained -1/trained +0/skilled +1/master +2). On a 6- they become lost. Since no one starts higher than skilled, and since becoming a master in a skill is not easy, this means that people will often get lost. (This is an intentional design choice that emphasizes the importance of uncovering landmarks, more on which shortly.)
If lost, the Sholari will dice to see in which hex of the day's travel the party goes off course. The Sholari will then roll 1d6 to see which way the party moves out of that hex. (Note there is a 1 in 6 chance that becoming lost has no ill effect if they end up moving in the intended direction.) All further moves after that point reorient the hexfaces so that the erroneous direction is treated as the intended direction.
The party can definitively realize it is lost in two ways. The first is by succeeding at a survival skill check for a new day after camping, representing the fact that they realize they were not quite traveling in the right direction the previous day. The second is when the party fails to reach a known landmark they expect to reach along their intended route. At this point the party may move using the regular hex key with any moves they have left from their current location and try to find their way back to terra cognita.
When the party enters a hex with a landmark they have previously discovered they stop being lost. As long as they have not been lost for multiple consecutive days, the party will be able to reconstruct their movements, and the Sholari may now tell the party the hexes the party moved through while lost on the normal map, and will place any landmarks they discovered along the way on the map.
Camping
If the party wishes to camp in the wilderness, the mission member with the highest wilderness survival skill rolls a check for the group in their effort to find a suitable camp site. In inclement weather, this check receives a -1 penalty. For the result, consult the following table:
- 6-: Uncomfortable camp: Party takes disadvantage on their grit roll and receives -1 on stamina checks to recover from exhaustion.
- 7-9: Suitable camp: Party rolls for grit in the morning as usual.
- 10+: Choose 1
- Comfortable camp: Party rolls for grit (hp) with advantage in the morning and receives +1 on stamina checks to recover from exhaustion.
- Hidden camp: As a suitable camp, but the party does not check for an encounter during the night.
Hunting and Gathering
At the cost of one hex move, and a roll of the travel die, the party member with the highest survival skill may test survival to hunt and gather. If the terrain is lush they may add +1. If the terrain is barren -1.
- 6-: the party comes up empty handed
- 7-9: one half the party (rounding up) need not consume rations for the day
- 10+ no one in the party need consume rations for the day
Starvation & Dehydration
Rationing spreads the check to more people but gives a bonus to the check corresponding to the number of people with rations.
- Two people splitting 1 ration: each checks stamina at +1
- Three people splitting 2 rations: each checks stamina at +2
- Four people splitting 3 rations: each checks stamina at +3
Example
Sunday, August 1, 2021
Google Plus Mixtape Track 02: Super Band Play Culture
I was on Google + for five years with you. We shared practices, theory, and bits of wonder, frozen starlight, passed gleefully from one outstretched elfin hand to another. I have learned how to play Dungeons & Dragons with you in rewarding and novels ways. But now Google + is gone. So I made you this mix tape. I think you'll recognize some of the songs. I hope you like it.
This is Track 02 of my google mixtape series. Listen to Track 01 here.
Google+ had an excellent set of tools to enable this process. When G+ introduced "communities" that allowed you to moderate subgroups, this allowed for a centralized platform where people could communicate directly with their players easily. Since events were integrated with Google+, you could schedule a google hangout, slap a glorious picture and a description on there, invite all your players (or whomever you wanted), and even get a reminder for the event. It was also like having an easier to use campaign blog integrated with your social media scene, since you could post campaign hooks, session recaps, NPC pictures, and so on to your community.
Since folks in the OSR scene were mainly on Google+, it meant that all the amazing long-running campaigns of the OSR had their own G+ communities. Google+ wasn't just a social media platform; it was a storehouse of living campaigns. When Google+ was dying, I found it unbearable that all these intensely shared worlds of play would vanish. All the posts about NPCs, all campaign hooks, all the giddy post-game exchanges between players, all the houserules, all the downtime activities, all the richly imagined information about the world--gone in a digital heartbeat.
There was an app called Google Exporter that allowed you to download a community if you were a moderator. So I set about offering to export people's communities for them. In the course of doing that, I learned a lot about what different people were doing. In the final twilight hours, I picked a few campaigns and took the opportunity to interview players who had played in them. My two criteria for picking the campaigns, were these:
- The campaign had to be long-running OSR game.
- It had to be a game where everyone who was playing knew that something special was happening.
Monday, July 26, 2021
Throwing Bones
I'd like to say something about why we launched the blog and how we're thinking of the collective project. We launched the blog out of a sense that there was a problem with the culture of criticism and reviews in the retro-gaming scene. One basic problem with reviews that we face in our little DIY corner of the hobby is that most reviews happen in the form of boosterism, where people share stuff on blogs and social media because they're excited about it. Since this is a small scene, where almost everyone knows almost everyone else, at least at some vanishingly small degree of separation, this often involves friends lifting up the work of friends. Which is great, but it has its obvious limitations. Critical reviews in this mode are rare. If you give over your blog or a twitter thread to write a random critical review of something in this space, the results are hurt feelings (why did you give over your space to single me out?). So game design don't improve through criticism.
Of course, there are some dedicated review sites (especially Questing Beast and Ten Foot Pole) that have been going for a long time that devote huge amounts of time and energy solely to reviews. But they are single-authored and so convey a single point of view. This point of view is often quite valuable, but it's just one established voice. So it would be nice if there were some new perspectives entering the conversation too. Another more politically delicate problem with some of these sites is that they are trollish sites (like Prince of Nothing) or have unmoderated comment sections that through the charming magic of the internet sometimes devolve into flame wars and trollish behavior (i.e. Ten Foot Pole). This makes retro-gaming a less welcoming space than it should be and does absolutely nothing to improve critical discussion and evaluation.
Our solution to these problems is to create a dedicated review site that avoids boosterism for substantial reviews. Instead of being single authored, we draw on a large enough group of people to keep reviews coming, and do at least some playtesting. Our goal is to try to get at least one review up a week. We also tried to include a diverse group of people as reviewers who have interesting perspectives on games, most of whom are authors in their own right. We tried to include people who would be likely to present thoughtful and interesting reviews that might foster fruitful conversations. If you head over to the blog and meet the Skeleton Crew (as we're calling ourselves) you'll see some of the people involved. They're a group of people whose work I have respected for years, and with whom I'm very excited to be working.
The idea isn't to create a single school of design, but rather for each contributor to maintain their own independent series of reviews from their own perspective. We will collaborate on some reviews, like our first review of the Isle of the Plangent Mage, but for the most part people will be selecting things to review and writing the reviews on their own. In short, the collective in question is a collaboration between otherwise independent reviewers. Don't think of Bones of Contention like this:
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This is not our goal |
Our goal instead is to try to write reviews that provide information about and give visibility to products, but also say something interesting about retro or classic game design (for authors and DIY enthusiasts), each from our own perspective as authors and designers. We're also moderating comments in order to avoid the trollish comments and flame wars. I have moderated the comments here for a long time, without any loss in quality. (The worst thing to ever happen was I deleted a strange thread of comments in which Kent was making fun of a shirt I was wearing. On a typical day, the only thing I delete are solicitations for vampirism and sorcery.)
Anyway, check the blog out here and give it a follow in your reader, RSS feeds, on blogger, or however people are reading blogs nowadays.
Monday, July 19, 2021
Through Ultan's Door Returns to Print
At long last, Through Ultan's Door is back in print. All issues (1-3) and Beneath the Moss Courts are available in Print + PDF on my Big Cartel store. Get them here. What's more, for a limited time you can buy this glorious 24x18 inch poster from Huargo of the White Jungle that hangs from the bottom of Zyan. It is an appropriately lurid fever dream of a poster, which takes inspiration from Jimmy Cauty's justly famous Lord of the Rings Poster:
You can also find PDFs of Through Ultan's Door and Beneath the Moss Courts at both DriveThruRPG and itch.io.
I will mail zines and posters as I am able. Since I now have a thermal printer and no longer have to stand in line at the post office, it's much easier for me to fulfill orders. So I hope they will ship within 48 hours.
I also fulfilled my last rewards for the Kickstarter this morning. So it seems like I've come out the other end without having bungled things, although there were a flurry of snafus this morning!
As always, if you want to join the mailing list for the zine, just drop a note to throughultansdoor AT gmail DOT com.