Wednesday, January 2, 2019

OSR Project #3 - Vision

The new year is upon us, and I have decided to give myself a bit of a break. Sword & Scoundrel is chugging along nicely, but writing the GM section has been a headache. Thus, I long to unwind with more pleasant game design tasks.

I started the OSR Project series of posts in October 2017. I sidelined it not long thereafter to force myself to concentrate on S&S work, but I never gave up on the idea. After a good year or so of stewing on the thing, I know exactly what I want to do with it. That brings us to this post: my vision for the OSR Project.

I'm fascinated by the early days of the hobby. OD&D and the way people ran it. The original role of Chainmail in the game. The more I dig into things written in this era, the more I can make sense of later eccentricities of the D&D canon. Things that seemed broken and bizarre in later D&D makes perfect sense when you find the roots of it. Even more bizarre is that certain flaws of the later game only crept in after it abandoned elements from the original game.

I want to write a game that is equal parts alternate history and experimental archeology. I want to write a game with the following ideas at its core:
  • The Alternate Combat System was never adopted. While it was still listed in the LBBs as an option, no one bothered with it. Instead, chainmail remained the core of the D&D combat system and evolved with it over time
  • Tolkien never became the dominant influence. While somewhere out there people still enjoy their hobbits and dwarves, that's not what D&D was about. D&D stuck to its roots in mythology, folklore, and the path trod by sandaled feet of early pulp Sword & Sorcery fiction
  • The game went through similar transitions as the actual game. WotC eventually buys the game, 3.X happens. 4e happens. People go back to figure out what was lost. The OSR is born.

The game I want to write is what comes out of the OSR in this alternate time line. I'll try to keep you up to date.

Friday, November 30, 2018

Sword & Scoundrel: Now on DTRPG (and I couldn't be more thrilled)

This has been a long, long road traveled. Now it feels like it's starting to pay off. On Wednesday the 0.2.1 release of the S&S pdf was approved on drivethrurpg. That is a pretty major milestone for me, as it marks the first time something Ive designed is really out there. I've released pdfs on my own before, but it's different when the thing is actually swimming in the waters of actual games. As someone who struggles with recognizing the worth of their own work, it was a major feeling of accomplishment — even if I still have so much work to do.

Meanwhile, I've begun the (somewhat painful) process of trying to actually get the work seen. I've been blessed with a small but fairly devoted community throughout this journey. We've picked them up in ones and twos over the years by internet searches alone and they've sort of stuck with us ever since. Now I'm at the point in the development cycle where I need fresh eyes to look at the thing and that's a more difficult task. This is even worse when it comes to my personal dislike of marketing and pathological discomfort with self-promotion.

Still, I recognize that it has to be done. It's not enough to write and design if you can't get people to look at the thing. Ugh.

I've been going with the following pitch:
Sword & Scoundrel is a player-driven tabletop role-playing game of passion, violence, and general skullduggery. Set against a gritty renaissance backdrop, Sword & Scoundrel is a morality play presented as an HBO character drama, where players declare what is most important to their character and see it challenged through play. It's a blood opera of intrigue and swordplay, exploring how far you will go, what lines you will cross, and what — or who — you are willing to sacrifice for what you hold most dear.

The beta document is available at drivethrurpg, where it is and will remain free of charge. https://www.drivethrurpg.com/product/259404/Sword--Scoundrel-Open-Beta-Document

It currently contains everything you need for core game-play: the core mechanics, character creation, combat, and the weapon/armor customization rules. The GM material is being worked on as we speak, but if you have any familiarity with The Burning Wheel, The Riddle of Steel, or Apocalypse World, you can run this without missing a beat.

As the beta progresses, we also have plans on a fully-developed sorcery system, social combat, faction support, and a few other goodies.

Which seems to summarize things well enough. We won't talk about how many times I rewrote that first paragraph.

Along with that, I've been appending all of the follow-up links so that people can actually give feedback. The website, our forums, our surprisingly active discord server. The latter has been growing at a slow but steady rate, of late. I must be doing something right...ish.

To others out there in the design/writing space: how do you deal with all of this? Self-promotion, outreach, whatever. Is it like pulling teeth for anyone else?

Thursday, November 15, 2018

Sword & Scoundrel -- Finally, a Release

Only the gods know how many hours, words, and bottles of whiskey went into this project. What I can tell you is that a 77,000 words, 250 pages, and 379 days later, I have a solid draft available for playtesting. It will almost certainly have mistakes, typos, and broken bits inside.. but it's the single largest and most complete thing I've ever released and that's a personal milestone.

Check it out here: https://www.grandheresy.com/blog/2018/11/15/sword-amp-scoundrel-020

Saturday, November 3, 2018

Praise the Lord and Pass the Ammunition

As a game concept, ammunition sucks. There's an argument for tracking ammunition. It's realistic. It costs money. It takes up space. In the context of OD&D it makes sense to track ammunition because resource management is an explicit part of the game. The more gear you take, the more room it takes up in your pack, the slower you go. The slower you go, the more monsters and things you run into. The less room you have in your pack, the less loot you can take back. It's an intrinsic part of the risk/reward.

On the other hand, that is not something Scoundrel really cares about. Encumbrance in our game doesn't care about weight, money is mostly abstract, and even the buying of ammunition is sort of an odd proposition because it's mostly an r1 expense.

So is there any real need to track ammunition?

The only circumstance I can think of in which th game would actively care about ammunition is in the circumstance where running out of ammunition would be narratively interesting and even that doesn't necessarily require marking off each arrow loosed.

In the OSR world, some people have adopted an interesting piece of gaming praxis called a "usage die." You might have d8 worth of arrows. After every fight, roll the d8. If it comes up as a 1, it shrinks to a d6. Repeat until you either buy more arrows (increasing your die size) or you get down to a d4 and roll a 1 -- indicating that you are now out.

The main benefit of this setup is that you aren't erasing and rewriting a total every time you make a ranged attack. You're still doing some accounting, but it's something you do post-combat, rather than during.

It makes me wonder first if such an idea could be adapted to Sword & Scoundrel (there are ways, I'm sure) and then second if that would actually be desirable in a game where we have taken a substantially more simulationist approach with so many other aspects of weapons and combat.
Floating ideas. Feel free to toss in feedback.

Almost a Year to the Day

That's how long I've gone between posts. It's an impressive feat, really. Then again, that's how I've always dealt with this poor blog. I will go through active bursts of content and then get out of the habit for an age.

I won't bore you with the details of the last year. Personal stuff, health stuff. Some ups. Some down. Life goes on. Very little of it would be of interest to anyone who wasn't part of it, and none of it is relevant to this blog's stated purpose. Instead, I'll update you on the one thing that is:

What began as an attempt to make a streamlined "quick play" style rules set for NaGaDeMon last year turned into an overhaul of the system itself. Seventy-three thousand words later, Sword & Scoundrel is preparing for its most complete release to date. Higgins is off doing bigger and better things, but I've wrangled a couple volunteer editors to pour over prose on my behalf. With luck, they will have that back to me in relatively short order and  I can get the layout done.

This is the first version of the game that is "complete." All of the absolute core material is there. The core mechanic, character creation, combat, social stuff, gear and equipment. You can make characters and play the game. It's shocking that it's taken me years to have all of that together in a single document, but it's unbelievably relieving to have the bulk of it behind me.

The only parts of the game now missing from the original vision are the GM section and magic. Both of these are fairly massive things in their own right, but neither are absolute requirements for using the core material. The GM section is my next project, but anyone with significant GM experience can likely run the game as-is. This is doubly true if you've been a Burning Wheel, Riddle of Steel, or Apocalypse World GM in the past.

The magic system isn't strictly necessary at all (the very first version of the game in ye ancient Song of Steel days didn't intend to have one). It's useful for a lot of fantasy stuff, but you can play without it. Much of the Sword & Sorcery genre sort of works on the premise that sorcery is for the antagonists, not the heroes. I'll get to work on that after the core system and GM stuff is all settled. My ambitions for it are as such that it isn't something I would want to rush.

In the meantime, I'll keep you posted.


Thursday, November 2, 2017

NaGaDeMon Update 1 - Scope

I came across this post from immersion studios which is perfectly topical for what I have in mind. Boiling a system down to a quick start guide is an interesting and slightly daunting process. Figuring out what to include and what to trim is tricky under the best of circumstances. This is even more tricky for a game like Sword & Scoundrel, where play can be focused in different arenas.

The two immediate attractors are drives and the combat system, so any introductory to the game will need to leave those two factors largely intact. The former will be simple enough. The latter will need some slight modification, I suspect.

A big concern I have at the moment is in the word count. The existing scoundrel material is over 50k words so far and we're have maybe half the total content I'd like to generate for the core book. Boiling the core of that down into a smaller package will be a tricky task all by itself. 

At this stage, I'm optimistic. We'll see how long that optimism holds out.

Wednesday, November 1, 2017

November Update and NaGaDeMon

Another month passes. I've been under the weather lately and nowhere near as productive as I'd like to be as a result. However, a new month is a new opportunity and November is a particularly exciting month. For those that aren't familiar, November is National Game Development Month — NaGaDeMon (how can you not love an abbreviation like that?) — which makes it the perfect time to start that project you've been kicking around in the back of an old notebook.

I had a mighty temptation to indulge in my ongoing affair with OSR, but I will stay true. Instead, I'm going to use this as an opportunity to tackle Sword & Scoundrel from a different angle. From the beginning, I'd talked with Higgins about making a kind of "Basic Edition" Scoundrel. It would be the same game built on the same rules, but with minor abridgements and all the optional clutter removed. The purpose of such a project would be to serve as a kind of entry-level version for people who were curious about the system but could be intimidated by the massive tome the full game will inevitably become. Alternatively, it should be able to stand-alone for people who like the angles the game plays but want something a little more lightweight and flexible.

The finished project should be more or less compatible with the full game so that players who learn on the basic edition won't have to re-learn much (if anything) if you transition to the full game.

I'll keep you posted on development.