Showing posts with label iPad. Show all posts
Showing posts with label iPad. Show all posts

Friday, 5 June 2020

Tunnels and Trolls Adventures - iOS/Android App

Once again the Fans of Dead Games Society came up trumps.  A member pointed me in the direction of the Tunnels and Trolls Adventures app (available for both iOS and Android).

During this COVID-19 Lockdown I need some solo adventuring whilst I wait for eBay to deliver my physical T&T Solo Adventures.

Tunnels and Trolls Adventures

The app is free and comes with 27 adventures:

  • The Ascendant (Free)
  • Buffalo Castle (40)
  • Blue Frog Tavern (40)
  • Sword for Hire (40)
  • A Sworded Adventure (40)
  • Gamesmen of Kasar (40)
  • Misty Wood (40)
  • Caravan to Tiern (40)
  • Road to Gull (40)
  • Golden Dust, Red Death (40)
  • Hot Pursuit (40)
  • Sewers of Oblivion (40)
  • Deathtrap Equalizer (40)
  • Stop Thief! (40)
  • City of Terrors (50)
  • Ultimatum (40)
  • Overkill (50)
  • Naked Doom (Free)
The Characters

You start with 4 basic characters which can be selected using the horned hemet icon, these are:
  • Borgoth  - Dwarven Warrior with
  • Lelana - Elf Warrior
  • Morgan (Human Warrior)
  • Rufus (Hobb Warrior)
Like all solo adventures your class is limited to warrior types for simplicity's sake, no spell casters here.

However, there is the option to roll your own character with a fairly simple pick and place interface which I like.  You get to choose from the four basic races Dwarf, Elf, Hobb and Human and Lore panels give a little bit of flavour text to explain the race, how "Adds" work and what your modified scores will be if you select the race. 

Updating Your Character

The app handles all the recording of experience and items you acquire as you complete the various adventures. 

However, it does not level you up or equip your character with new weapons you acquire on your adventures.  Make sure that you check back regularly to update your character and their inventory.


This an introductory game designed to teach you the basic mechanics of T&T and the interface but the storyline is well written, rich in descriptive text.  It is a bit binary in terms of the decision tree, you either choose to do something or not, but this is understandable given that it is essentially targetting a newbie audience.

Your character goes from a humble villager to a starting adventurer which reminded me of the Dungeon Crawl Classics 0-level character concept.  I am a fan of this method of starting a new character as it is a refreshing alternative to the cliched "You meet in a Tavern".


Tunnels & Trolls - Naked Doom
Buy it on eBay
As author Ken St. Andre says "I'm trying to kill your character" and there's no mistaking that.  You will have to acquire a decent weapon and some bonuses if you want to successfully beat some of these challenges.

It's been a long time since I played Naked Doom IRL, but this brought the memories rushing back.  I felt a real sense of relief when I finally escaped and a nagging sense that I'd left much yet to be discovered.

The beauty of this app is that you can pick another character and be dungeon delving again within minutes.  You may have to try several different characters to find the optimal combination of Attributes and Adds to successfully complete every path.  Good Times.


This is a well written but short taster adventure which sets the scene and gets you through the wilderness and up to the gates of the Necropolis.  To continue you must purchase part 2 or as I did play using one of my hearts. 

It is very short but still it has some excellent characters and some items can be acquired which have some significance both in this part and the next.  I enjoyed our brief time together and was sufficiently intrigued to give Part 2 a go which proved much more in depth and deadly. 


A night on the town sounds like fun, you've got a coin full of gold and the Black Heart Gambling Den awaits. 

Essentially this adventure is a series of games of chance which are played using attribute checks.  The twist is that if you win you gain adventure points, if you lose you pay with your life force (CON).  An interesting concept which is definitely finding its way inside one of my cities.

Micro Transactions

The majority of the adventures must be purchased using the in game currency of Gems at the (bracketed prices) listed above.  You acquire Gems in game as loot and also buy puchasing them at the store.  You can buy 50 Gems for the $4.99.

However, the game is supported by ads.  If you watch an ad you earn 1 heart and can play any adventure once without owning it by spending a heart.   

Good Cheap Fun

This was some good cheap and incredibly fast fun whilst I waited for my solo adventures to arrive and to be honest why not take advantage of technology if it is available.  I really appreciated the fact that every adventure could be played for free.  If everything had been locked off with micro transactions I would have not given this app the time of day.

I blazed through the five adventures in no time and would have played more but the postman delivered my new solo adventure book in super quick time. 

Wish me luck as I enter the Arena of Khazan!

Tunnels and Trolls - Amulet of the Saltki / Arena of Khazan

Thursday, 5 December 2013

Space Hulk on iOS - A first impressions video review

David Neumann's iOS News Blog on Boardgame Geek is a must read if you're an iPad owning boardgamer and I was over the moon when I read that Games Workshop had signed a deal with Full Control to develop an iOS version of Space Hulk.

12 months later...

It's finally here.


Available to download from the iTunes App Store

Tuesday, 22 October 2013

Review: Dungeons & Dragons: Arena of War (iOS)

Bob Dylan sang "Oh the times, they are a changing..." and never a truer word was said about how the advent of tablets has changed the fortunes of boardgame and RPG companies.  As a long time Mac user I'd long since accepted my platform as an afterthought from games companies like Wizards of the Coast when making e versions of their popular products so you can imagine my surprise when bumbling around on the App store I found a new official Dungeons & Dragons game!!  Minutes later the download was done and I was ready to get my dungeon bash on...

D&D Arena of War


NOT WHAT I WAS EXPECTING...

I'll get this out there at the beginning of this review. If you want a like for like simulacrum of a D&D encounter, this app is not for you as once you're past the initial character generation screens and into your first "tutorial" adventure, your carefully imagined plans of strategic movement go out of the window when you realise that this is ANGRY BIRDS D&D!!. Yes that's right, the only way you interact with your character is by using a bizarre slingshot technique to fire yourself at random monsters dotted around an arena.  However, as this is WotC's first iOS release I'm going to give them the benefit of doubt and delve a little deeper. 

CHARACTER BUILDING & DEVELOPMENT

You get a nice selection of characters to begin with which cover the usual spectrum of races and classes with options to change clothing and gender.  The main thrust of character development is reserved for a system of powers much like 4th Edition D&D.  These powers can be enhanced to increase damage (and oddly HP) and you can swap powers between quests to take full advantage of each new ability or upgrade. 

QUESTS

There are 3 Quest Books to begin with (Baldur's Gate, The Trade Way and Northern Sword Coast) each of which you will unlock as you progress through the game.  You will be also be rewarded with Daily Quests for levels you've already cleared and for two days of the week you get to have a crack at the Undermountain quests (a sort of ranking tournament).  Each quest costs Quest Energy (QE) to join and you have 100 QE to begin with which recharges on a timer system.  You can also use Potions to recharge your QE instantly and each time you level up it automatically recharges to full.

Each Quest is essentially an encounter in a single location comprising of a bunch of monsters which attack you in waves.  The locations are nicely rendered but a little monotonous and reflect the overall theme of the Quest level you are on, so dungeon quests are inside rooms and wilderness quests are in forest glades.  The edges of each location have features like walls, teleportation portals, gas vents or spring traps which you need to utilise (or avoid) in order to maximise your combat potential.

The reward for completing quests varies but essentially is a combination of powers, enhancement scrolls or potions of Quest Energy.

COMBAT

As I mentioned earlier you use the slingshot interface to fire your character into monsters with a charging attack. As soon as you start to drag backwards (ie away from your intended target) a small power bar will start to extend from the circle to indicate how far you will charge. Whilst this is fine when your characters are in the middle of the screen, if they are close to a wall you can end up being restricted in the amount of power you can apply and coming up too short. When using Heroes with a missile attack you need to pull back only slightly, they will then move forward a small amount (or not at all if you're really good) and fire off an arrow, thereby stopping them charging across the room straight into danger.

Although this is a weird (and to be honest a little random) interface it does force you to use a few interesting techniques:  

Ricochet: When you charge (or shoot an opponent) they get pushed back into another hero, enemy or bomb. When it's pushed back into a hero, they suffer an attack of opportunity, if it's another enemy then they both take additional damage; if it's a bomb it explodes damaging anyone in it's blast radius.

Rebound: A variation on the ricochet occurs when an enemy is pushed back into a wall and rebounds into the original attacker who then automatically attacks again.

The real trick in the game is to strategically chain these two techniques together to clear each wave of monsters as efficiently as possible.  On occasion I've manged to wipe an entire waves of enemies with just one move, but it was more luck than any type of strategy.

POWERS

Each basic character comes with two power slots which you get to use during combat to cause effects or heavy damage, additional slots are unlocked as you progress through the game and unlock the Tier 2, 3 and 4 characters.

Powers are ranked from Common (C, C+), Rare (R, R+), Ultra Rare (UR, UR+) to  Legendary (L, L+) and can be enhanced by fusing identical lower level cards to them with the Fuse Power option.  Scrolls or different powers can also be fused, but are less effective.

You can then use the auto equip button to assign the strongest powers to your character and increase their Attack and HP values to take on tougher monsters in higher level quests.  Whilst this is a simple enough mechanism, it is a little obtuse and I have yet to understand how to get the best out of my upgrades.

OVERVIEW

The graphics, animations and interface are all flawlessly rendered and very reminiscent of other WotC products.  The quirky catapult mechanism is fun once you get the hang of it and whilst this will leave most experienced role players left wanting, it is quite a fun use of the D&D brand and has potential to bring younger players into the hobby.  It has some of the iconic elements of D&D such as monsters like the Gelatinous Cube and Beholder, a turn based combat system which feels like initiative and a simplistic system of character progression. 

However, I still yearn for an experience closer to a simulation of an actual game, so come on WotC you've given me a taste of what you can do on iOS, I'm salivating to see some real D&D.

8/10 - Can't wait to see what else you've got in store.

VIDEO REVIEW OF ACTUAL PLAY

You can also check out a video walk through showing some actual game play on my new You tube channel Roleplay Geek TV.

Wednesday, 29 May 2013

Outrider: My First Print On Demand Experience

I've been buying PDFs from the likes of RPGNow / DriveThruRPG and printing them at home for a few years now, but recently I took the plunge and decided to order my first Print on Demand (PoD) product.  Being based in the UK, I've always been reticent to use the PoD option as the costs have been quite high to have things printed in the US and shipped to the UK, but a couple of things made made me take the plunge.
  • I had an interesting conversation with the CEO of OBS, Steve Wieck, via his blog OneBlogShelf, which re-energised my passion for making games.  I've had a few ideas for card games in the past and so this was a great opportunity to try out the PoD option particularly with respect to cards.
  •  Another advantage of OBS was that I could convert some of the proceeds from my own product sales into credit with which to purchase the PoD copy of the Outrider cards
  • Following the recent launch of DriveThruCards, a One Book Shelf (OBS) site which specialises in printing card games, I discovered Outrider, an auto duelling tabletop game by Dice Fest Games which featutures an innovative movement/manoeuvre mechanism using cards.  I'm a sucker for post apocalyptic road racing games and sook took advantage of the Launch Discount and got the whole PDF + POD Cards for £17.04 including delivery.

What Makes Playing Cards so Special?

I've made my own cards in the past for things like my DM's Decision Deck and My Item Cards and whilst I'm really happy with the results from my own prints there are a few things unique to playing card printing which are pretty insurmountable for the Print-at-Home (PaH) user.

Double Sided Printing - The major advantage of PoD over PaH is that you get access to commercial grade print technology Yes with a little lot of trial and error you can get pretty good results, but you will never match commercial printers which use registration marks for alignment.

Print / Paper Quality - Home printers have come on in leaps and bounds but there is no escaping that with every incremental increase in quality you have an exponential increase in cost.  High grade papers are really pricey and tend to drink ink like a vampires drink blood.  If you want a photo quality result you have to suffer that slightly tacky feel which as you can imagine does not make for good playing cards.  Casino's are very particular about their casino quality cardstock which has a very high opacity preventing stopping people seeing the card values through the substrate.

Cutting - Several cards are usually printed on a single sheet and unlike books are not bound together before guillotining.  I've had some great results at home, but inevitably you do end up with cards either not having precisely the same dimensions or being gaffed in some way.

What You Get

The Outrider download consists of 8 files; the rules, a scenario booklet, a series of optional Terrain Tiles and 5 files of cards, counters and dashboards.  The printed cards which will be delivered to you from the printer consist of:
  • 18 x Manouevre cards.
  • 8 x Vehicle cards (double sided 16 vehicles in total).
  • 8 x Dashboards (double sided 1 for each vehicle).
  • 15 x Counter cards (require cutting up before use).
  • 3 x Range Cards (double sided single/double fire lanes).
  • 1 x Turn Order/Control Loss Reference Card.
  • 1 x Lucky/Second Wind car.

A sample of the 54 different cards contained in the deck

I would have preferred to have multiple sets of the manoeuvre cards included in the PoD element rather than the included tokens.  Personally, I find thicker cardstock counters are easier to pick up during play and would have been happy to do a little bit of DIY before being able to play.  Similarly the included Dashboards and Vehicle cards are double sided meaning that you can only play one of each style of vehicle unless you print your own duplicates.  At the end of the day you have all the files necessary in the PDF element so it's not too much of a hassle to print additional cards.

From the point of order it took about 12 days for my order to arrive, which is pretty good considering that it has to be processed, printed and delivered to the UK.  I suspect that if a UK printer/distributer  could be sourced this time lag would be greatly reduced.


A really nice poker style plastic card box was supplied for free (sadly, mine had a little crack in the lid)


The cards come cellophane wrapped, with a nice plastic poker style protective case.  Print quality is superb with a nice glossy finish.  Although the cardstock used was nice enough, it is slightly thinner in weight to regular playing cards.  This may become an issue in the future as I'm not confidentt it will stand up to normal gaming wear and tear from a bunch of hamfisted boardgamers.

How did the costs stack up


As I mentioned before, the discounted price for the PDF and POD Cards was £17.04 (which includes USPS First Class postage to the UK at £6.73) which compares favourably with say a Fantasy Flight Silverline game such as Bruno Faidutti's Citadels.  The cost of postage from the US to the UK is a significant proportion of the price (almost 40%).  This is of course largely out of the hands of either the printer or OBS and is the one issue which needs to be overcome if PoD as a concept will become generally accepted.

Final Thoughts


For me although the cost was comparable to a mass printed card game, the quality of the cardstock was a little dissapointing.  I also hope that the guys at OBS can source some UK based printing companies to add to their cadre of US ones.  This would certainly go a long way to making me choose PoD as a viable alternative to just buying from one of the big games manufacturers.  At the moment it's a bit of a 50/50 choice, which will most likely be decided by how much I lust after a particular game or not.

I have yet to actually play the game, so stay tuned for a follow up review.

Saturday, 18 August 2012

The Super Secret Happy Birthday Gary Gygax Giveaway Bundle Extravapalooza!

WOTC reprint 1st Edition Players Handbook
WOTC reprint
1st Edition Players Handbook

The Secret DM is running a great contest with an awesome prize...

A complete set of WOTCs recently reprinted 1st edition AD&D books!!


and

The chance to have your submission published in a professionally produced digital edition!!


All you have to do is to come up with a 10 room dungeon which evokes the feeling of 1st edition and submit your entry to thesecretdm@gmail.com with the subject line Gygax Contest.

The contest runs until 27th September 2012, so get your designing pens out... I know I will.


Sunday, 12 August 2012

Make: iPhone Dice Tower

iPhone 3G box - nicely sized for use  as a dice tower or dice box
iPhone 3G box - nicely sized for use
as a dice tower or dice box
iPhone dice tower: Prepare to decouple
Prepare to decouple
iPhone dice tower: Decoupled!
Decoupled!
iPhone dice tower: ready to nest
Ready to nest
iPhone dice tower: Nested and ready for action!
Nested and ready for action!!
Okay, so it's not a dice tower made out of actual iphones, rather just the extremely sturdy boxy it came in.  I stumbled on this instructable the other day and knocked this out in a lull between olympic events last night.   

My iphone 3G got stolen a couple of years ago and I still had the box, so i decided to put the box to good use.  The 3G box is considerably larger than either the 3GS or the iphone 4 boxes (as used in the instructable) and makes a more practicle dice tower and also doubles as a capacious dice box. 

I followed the general guide in the instructable, but as I wasn't using exactly the same box, I needed to fiddle with the dimensions of the opening hole.  I also elected to just go with one baffle which throws the dice forwards onto the cradle and then down onto the 45 degree baffle at the bottom.  I think that the second baffle's job is to slow down the dice, lessening bounce-out, so I would reccommend that you stick with the instructable and put 2 baffles in if you try this yourself. 

After construction I discovered that my hand was just a bit too podgy to comfortably retrieve the dice and the visibility from an observers point of view was also quite poor.

It was a trivial matter to trim the edges of the lid at a angle to rectify this whilst maintaining its function as a lid.  I also discovered during modification that there is enough material in the off-cuts to make your baffles.  It is entirely possible to construct the dice tower solely from the contents of the iphone box with no need to resort to scraps of foam board.  Of course you will still need the glue to hold the whole thing together.


The other advantage of the using an iphone 3G box is that it comes with foam pre-glued into the lid already, which dramtically reduces the chance of dice bouncing out. 

Thursday, 19 July 2012

When Will this Plastic Film Revolutionise my Gaming Experience?

Unless you've been hiding in a deep dark cave for the past couple of years you can't have failed to notice the advances that have been made in Virtual Table Top technologies.  Microsoft captured peoples imaginations a while back when they demo'd their Surface project.  Since then there's been an explosion in VTT software offerings from the likes of Battlegrounds, Fantasygrounds, Maptool and a host of others (far too long a list for this article but this wiki has them all) but the display technology has been lagging behind a bit.

For me the VTT has always been about the marriage of old school play with new technology.  It's no good having a great bit of software if you have to carry a 50 inch LCD screen around with you when you want to play.  Likewise I don't really want to push virtual miniatures around on the screen I want real ones which interact with the display.

Cambridge based research lab, Plastic Logic, is aiming to produce its flexible plastic display in their Dresden factory sometime in 2013.  This display meets half of my needs in that it is incredibly robust as demonstrated in this video, but it really needs multi-touch or RFID to be a success.



As the iPad has demonstrated, people aren't content with just watching their display anymore, they want to touch it, and the real market for this type of display is to be an inexpensive e-reader capable of displaying your daily newspaper.  I for one will quite happily jump on that bandwagon when it arrives.  Once they've successfully integrated the multi-touch capabilities into the plastic film (which shouldn't be that far away) you really would have limitless potential for the display to be used as a portable VTT.

In the meantime I guess I'll have to satisfy myself with Dungeon Mapp Lite, my iPad and a good quality screen protector.

Dungeon Mapp Lite on the iPad
Dungeon Mapp Lite on iPad

P.S. For a more indepth look at the technology, watch as BBC's Spencer Kelly gets to look inside the lab to see how Plastic Logic's flexible display is made.


Monday, 16 July 2012

On hitting the big 4 - 0

This year was a landmark birthday for me as I hit the big 4-0... Ouch.

Blood Bowl Team Manager The Card Game
Blood Bowl Team Manager The Card Game
However, my work colleagues bought me some Forbidden Planet vouchers which I promptly blew on Fantasy Flight's Blood Bowl Team Manager the card game.  The game attempts to recreate the fun of Games Workshop's classic Bloodbowl but rather than being a focusing on just one match between two teams, it follows an entire 5 week season of matches with up to 4 teams battling it out in the Blood Bowl Tournament. 

Tonight, I bribed my step-daughter into playing the first game with me (so I could learn the rules) by promising to do the washing up for her.  She wasn't too keen with either the theme or the complexity until she started to get to grips with using the powers on her team upgrade cards and then proceeded to beat my human team with her orcs.

I loved the fact that the matches are boiled down to just the weeks highlights, which sportsfans will recognise as homages to the weekly round-ups on ESPN.  This mechanic forces players to make choices about which cards to play in which highlight in order to maximise their chances of getting rewards such as team or staff upgrades, fans or being able to draft star players.

Although I've only played this game once it does manage to capture some of the flavour of the original game and features some of the famous star players like Morg 'N' Thorg and the Dwarven Death Roller.  It plays quite quickly (our game took slightly less than 90 minutes including reading the rules) and has a nice level of randomness.  Needless to say I loved it and am itching to don my spiked helmet and give it another go very, very soon.  8/10 - Spiketastic

P.S.  There are some great tutorials out there on how to play the game from the team at Fantasy Flight and Crits Happen and a review from the always excellent Tom Vassel's The Dice Tower

Tuesday, 10 April 2012

Two Birds, One Stone

Toon the Cartoon Roleplaying Game
Buy it on eBay
On Good Friday I stepped into the breach to run a filler game whilst our regular DM was absent, and I used the opportunity to complete two firsts.

One was to run a game of TOON RPG, which I enjoyed playing for the first time a few months back, at Dragonmeet 2011 and the other was to attempt to GM my first session using an iPad.

TOON

Having only played TOON was no real barrier to GMing, but I did kind of struggle with writing the scenario until I found THE TOON ADVENTURE GENERATOR in my copy of TOON SILLY STUFF

Clearly, I was overthinking this whole thing and as I recalled the game I played, the players pretty much drove the whole plot with their character choices and actions. 

With this in mind I just came up with the plot synopsis:

Save The Cows Save The World



The PCs are all farmyard animals who have to save the cows on their farm from being rustled by an invading Martian with a penchant for strawberry milk shakes.  - Download it Today


I grabbed an image of a farmyard from googleimages and drew a rough map in inkscape to give the players an idea of what was on the farm.  This then gave me enough to start fleshing out some of the zones to give the players enough ammunition (literally) to see off the bad guys.  This was then converted into a PDF and loaded onto the ipad. 

A quick search of the interweb rustled up MP3s of the opening and closing credits for Looney Tunes which would help get my players into the mood.  I also stumbled on a great site with some free sound effects (http://www.freesfx.co.uk/) which I hoped to use during play and these were installed in the usual way via iTunes.

Using the iPAD

I've been trialling a few RPG apps on the iPad (which I'll cover in another post), but the most useful ability is to read and annotate PDFs and after a few false starts I found eDocReader Multiple PDF.  As the name suggests this app allows you to open multiple PDFs at the same time as tabs in the same application, allowing you to have a copy of the rules open as well as your scenario.  The simple annotation tools enable you to make notes directly onto your scenario by either typing or writing with a finger or stylus.

The Experience

The game ran very smoothly which was surprising as all my players were TOON newbies, but from the opening credits to the "that's all folks" they let their imaginations run riot.  The PCs were a duck billed platypus in search of a mate, a dumb but incredibly fast guard dog whose kennel sat atop a subterranean hi-tech lair, a machinating pig who had been ordering ACME products for years and last but not least a bull whose sole mission was to impress the 5 dairy cows with his muscle poses.

All the classic cartoon capers occurred; the pig dressed up as a female Martian to woo the bad guy into eating strawberry looking grenades, the bull became enraged by anything red and broke open the yellow barn to reveal an Indiana Jones style warehouse full of ACME crates, the platypus dropped a gigantic fake bomb on the pond squishing the piranha and the dog and his Martian double ended up having one of those cloud fist fights.

However, the playback of MP3s in the Music app was troublesome, particularly having to stop the iPad from playing the entire playlist.  There are lots (and I mean lots) of SFX pad apps in the appstore but no free ones that allow you to allocate your own custom sounds to buttons as triggers (please correct me if I'm wrong).  I am also on the hunt for ways of embedding sounds into my scenario PDFs so I can play them back from within the PDF Reader as I read out the relevant description text.

Although this first experience wasn't an unquallified success, the main advantage with the iPad is that you can GM with just an iPad and a few player handouts, so the days of carrying whole libraries of books around with you everytime you want to run a game are definitely over.  My new motto from now on will be "Have iPad... will GM".

Thursday, 29 December 2011

2011 in Review

2012 is almost upon us and its time to set some goals, but first I have to review 2011.

2011 Resolutions Progress

Last year saw me start blogging in earnest and for the first time in ages I made some New Year Resolutions:


1.  Take More Notes (5/10) - I'm counting this as a partial success.  I created the Lands of Dual website to act as a repository for session reports and to store all my campaign notes and maps.  I also began using record cards to take notes, but still relied far too heavily on players notes than I would have liked.  This became particularly troublesome when calculating the XP earned by individual PCs so I must come up with a better solution.

2.  Weekly Blog Series (5/10) - Another partial success as I managed to create two of the weekly blog series ideas I spoke of in my original resolutions article.  Unfortunately they petered out within a few articles.
  • Monday Motivations - was an attempt to compile a list of mini-backgrounds for fantasy characters along class lines.  I managed to write 12 articles before the juices ran dry.  There's plenty of life left in this series though and I did promise to publish it as a collected series which will clearly need to be expanded upon.

  • Citymorphs - Following in the footsteps of the Geomorphing community I successfully created 29 citymorph tiles over the course of 7 articles.   In retrospect I should probably have reduced the number of morphs per article and eked it out over more posts as the pressure to create 4 morphs per week quickly exhausted my creative juices.  However, I did manage to get them added to Dave's Mapper so you can play with them to your heart's content. 

    The focus for Geomorphs seemed to shift towards the Dungeonmorph Dice project founded by Joe "Inkwell Ideas" Wetzel but there were casualties along the way and the inspirational Dyson Logos has apparently gone off line for the forseeable future.

    I liked the concept a lot and as my attention drifts away from Fantasy (in the form of my current OSR clone Castles and Crusades) towards Sci-Fi (namely Judge Dredd) I think there are options for this in the future.
This was not theend of the story and a couple of other series ideas sprang forth.
  • A to Z of 80s UK RPG - Was an attempt at nostalgically recording my gaming inspirations but stuttered at "I is for ....".  I intend to continue this series as I have written further articles along the line which have yet to see the light of day and it would be a shame to end it after only 8 articles.
     
  • Mapping Tools - Was a little 4 part series investigating the state of free cross platform mapping solutions at different scales.  I enjoyed making this series and it led to the discovery of the sweet little tool TILED which I have now used on a number of occasions to construct classic blue style dungeon maps such as The Ruined Tower of The Archmage.
3.  Blog in Advance (3/10) - I have come to the conclusion that scheduled blogging really only works if you have an ongoing series combined with enough inspiration to easily create articles for it in advance.  This lack of inspiration has really been my issue and I don't want to end up with quality suffering for the sake of quantity.

Other Achievements in 2011

Blog Performance

2011 has seen Roleplay-Geek hit the 20,000 pageviews mark (woot) and I've written 96 articles.  I've even tried mobile blogging with limited success, if anyone has any suggestions for free iOS apps for mobile let me know in the usual way. 

 The top 5 articles of the year (by pageviews) are:
  1. Minions My OSR take on the one hit wonder (697pv) - High interest in this article probably due to being picked up in Tracy Hurley's Festival of Lights article on the official D&D website.  I must namedrop 4e concepts a bit more...
  2. Make: 3D Dungeon Tiles Pt 1 - The Design (193pv) - Where I set out the design to produce a cheap as chips and, more importantly, a useable 3D dungeon set.
     
  3. Make: 3D Dungeon Tiles Pt 2 - The Build (189pv) - Building the rooms with foamcore.
  4. RPG Mapping Tools Part 1 - Battle Maps (183pv) - Part one of my 4 part series exploring free cross platform mapping tools.
  5. UPDATE: RPG Google mapping with MAPLib (159pv) - An update to my article on using MAPLib for your campaign map needs.
Top referrers are of course RPG Bloggers Network  and RPG Blog Alliance, thanks for all the visits guys.

Roleplay Geek Publishing

In April I became an RPG publisher and over the course of the year managed to create a total of 7 products which are currently available for download on RPG Now.  All the advice I gleaned from the various blogs I read forewarned me that this wasn't going to make me a millionaire, but I have enjoyed the experience so far and have been pleasantly surprised with the results so far.

ItemTOTAL SALESTOTAL EARNINGS
Item Cards - Adventurer's Gear57$ 36.68
Item Cards - Potions44$ 26.18
Item Cards - Animals32$ 18.48
Paper Minis - Animals28$ 18.90
GM Aids - Decision Deck18$ 25.20
Item Cards - Free Sampler391$ 0.00
Paper Minis - Free Fungaloid Lurkers & Brain Vine130$ 0.00
Grand Totals627$ 124.44

RPG Now is a fantastic way to publish but consequently there are some 15,436 products available to download and standing out from the crowd is extremely difficult. Most of my sales occurred soon after products were added to RPG Now and so featured in the Latest Products list and I haven't worked out a marketing strategy yet.

PDF pricing seems to be a bit hit and miss, Tim Shorts of Gothridge Manor recently wrote a neat article revealing his thoughts and research into pricing his own products.  It doesn't seem to be any easier for the DIY print publisher either, Chris Tregenza has started a new thread on his blog detailing his progress towards making a profit for the 6d6 RPG and I will be watching this with interest.

My philosophy with my PDFs is that I'm producing them for my own games anyway, so the personal effort involved isn't factored into the profit equation.  I'm under no illusion that I'm going to become rich as a result, but if I can gather up a few dollars along the way to buy the odd bit of swag then it's a success.

Miniature Painting

I returned to miniature painting and finally completed my Harlequin Giant Forest Troll and am part way through painting a Ral Partha Djinn and Efreet.  As I get older I have begun to have issues with painting under electric light (or it could be those god awful compact fluorescent bulbs we now have to use) so this restricts the time when I can comfortably paint to a small window on a Saturday morning.  I have a stack of minis which need a bit of colour so I need to ramp up production in 2012.


All in all a mixed year, stay tuned for the New Year Resolutions post.

Saturday, 8 October 2011

A to Z of UK RPG in the 80s - A is for Adventurer Magazine

As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

A is for Adventurer (Superior Fantasy & Science Fiction Magazine)

Adventurer was the first of the "independent" roleplaying magazines that made it out of specialist stores (in the US read FLGs) and into the High Street newsagents like John Menzies and W H Smiths.  Published by the liverpool based Mersey Leisure Publications, it  ran for a total of 11 issues between April 1986 and July 1987 and appeared in the wake of TSR UK's IMAGINE magazine which had closed the previous year.

It was put together by a small team on a small budget and the quality of the interior artwork sometimes suffered as a result, but that was always made up for by the glossy full-colour front covers.

The first issue featured:
  • The Black Tower (John S Davies) - A Rolemaster/AD&D scenario in two parts (Issue 2 containing the second part)

  • White Fire (Uncredited) - A Call of Cthulhu scenario featuring an amazingly detailed cut-a-way illustration of the mansion which was the main location.

  • How to become a Method Role-player (Steve Rawlinson) - An article discussing approaches to method acting in RPGs.

  • Gumshoe (Peter England) - A preview of the detective RPG of the same name set in the "gangster-ridden" streets of 1930's Chicago.  I've never played Gumshoe, but it was released by Sleuth Publications who were also responsible for the bookcase boardgame Sherlock Holmes Consulting Detective which is well worth picking up if you can get it as it is the closest you'll ever come to a Boardgame / RPG crossover.

  • A review of the First British Play By Mail (PBM) Convention - The concept of PBM (ie: posting off your turn every week (including the small fee) to the GM for them to send you back a letter telling you how it went)  seems so quaint looking back from this high-speed broadband always on mobile internet world that we live in, but it was the great granddaddy of the MMORPG, just done via snail mail.

  • Psychology in Games (Stephen Dillon) - A Roleplaying Theory article explaining the basic concepts of Psychology (ie: Motivation and Personality) and how they manifests themselves during play in PC and NPC interaction.  Padding anyone?

  • Blood Loss (Paul Evans) - An article which offers an alternative way to describe damage to characters (particularly those high level characters with 50+ HP).  Death by a thousand cuts anyone?
Regular Columns were also present in the shape of:
  • Figures Front (Martyn Tetlow and Will Hannah) - doing a reasonable job at reviewing new miniatures and featuring a page of full colour painted miniatures although the photography and printing were pretty grim by todays standards.
  • Live By The Sword - The defacto "letters page" including a letter requesting submission guidelines from Marcus L Rowland who was a contributor to White Dwarf and has since gone on to create supplements for GDW's Space 1889, Call of Cthulhu and his own RPGs Diana Warrior Princess, Flatland and Forgotten Futures.

  • Shop Window - Reviews of new RPG releases including; A View to a Kill (007 RPG), Gods of Glorantha (Runequest), Send in the Clones (Paranoia), Alone against the Wendigo (CoC), Fluffy Quest (Generic Fantasy scenario), Super-Power the boardgame (Games Workshop) and Time & Time Again (A Timetravel RPG)

  • Town Crier - A news section discussing products in development and new releases.

  • Once Bitten  - A regular comic strip with artwork clearly inspired by the work of underground comic artist Robert Crumb.
    The Adventurer Team:

    Editor: Stephen "Ste" Dillon - Is this the same Steve Dillon who has since gone on to be a celebrated comicbook writer? you decide (see inset pics).   

    Miniatures Reviews - Martyn Tetlow and Miniature Painting Tips - Will Hannah.  

    Artists: Robin Parry (who created the cover for issue 1) and George Jones.

    When I could get hold of a copy I would pour through it avidly as it had a certain homebrew appeal and was pitched at a slightly maturer reader. 

    This was at a time when the other dominant force in the UK RPG (Games Workshop's White Dwarf) was still publishing RPG material for CoC, Golden Heroes and my favourite Judge Dredd and it had yet to morph into the Warhammer brochure that it is today. 

    I've since discovered that they're all available online via mediafire, if anyone else would like a slice of RPG nostalgia along with their cup of tea.

    My Collection Includes:

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