I’m pretty darn excited. I’m sure my loved ones are getting sick of hearing about it.
Darkfast Dungeons Kickstarter is now live. It’s an old school print and play tabletop game designed to provide a robust dungeon crawl experience in a couple of hours. It’s a fold flat or just tile based game. Print and build as much as you choose.
I have some Elf sets and an Ent set of paper minis to offer as a stretch goal for this awesome Kickstarter. I’d love to provide the extra Kickstarter layers because they are so darn cool!
Hey everyone, I’m starting up a Kickstarter as of July 7th, 2014 for a print and play game called Darkfast Dungeons.
It will have similar (but streamlined) mechanics to Katana Schoolgirls vs Zombie Furries and Snowball Wars.
Here is the teaser trailer. More info on the final Kickstarter video closer to the date the Kickstarter goes live.
Skulking through an asteroid that is being turned into a base.
I released a character class book for Labyrinth Lord and my timing couldn’t have been worse. No sooner did I upload the file the server for Drivethru RPG was overloaded by people looking to cash in on the Tabletop Day sale. The site was shut down for a while due to heavy traffic and I wondered for a while why people weren’t getting it. It is said that timing is everything.
Ducks were a playable race in Runequest and I loved the idea of having ducks running around swinging swords and battling dragons so I really had to make them an option in Labyrinth Lord. It just made sense. One of the characteristics of the Old School Renaissance (OSR) is whimsy. I wanted to make a supplement for both players and Labyrinth Lords that was fun and useful.
Before my official use of tabletop role playing games I attempted to create my own game: partially because I was trying to be creative, but mostly because I was a 12 year old kid with no idea how I would scrape up the cash to buy a game. The result was a series of shoddy boardgames with stand-up paper figures and metamorphic rule sets.
The structure had always been in the shape of a spiral, leading to the central goal protected by some wacky “boss” character or monster. It was a reasonable structure based on mythic patterns and the progressively difficult levels of video games. Eventually these games became boring because we knew everything that was going to happen in the course of the game. The guard would always be waiting in the third room, the box would always fall on the characters in the warehouse and only one character could win. The stories were linear and competitive exercises in redundancy. I knew there was more to role playing games, but it seemed to elude me. I finally broke down and bought the Gamma World boxed set at Leisure World in Conestoga Mall in the fall of 1981. Sitting and reading the rulebook on the long bus ride home I realized that this was a game I had never encountered before. Before long I was leading my player group on a far-flung quest through a nuclear wasteland to bring a traitorous student to task for the death of his master. The storyline was never really tied up even after years of playing that particular campaign mostly because I had no idea what really happened and didn’t really care. The players had their own ideas of what they wanted to do and it was all about killer robots, talking rabbits, friendly lizard men and mutants that wanted all of the oil. It was a fun, but ultimately unsatisfying campaign.
As my gaming group aged and it was harder to get together it became easier to devise single evening one shot adventures that acted more as episodes than soap operas. The advice for this kind of gaming came from excellent essays on game mastering in R. Talsorian Games such as Mekton, Teenagers from Outer Space and Dream Park as well as the Storyteller System World of Darkness games from White Wolf. The advice suggested storylines over encounter charts and GM planning over sandbox. I found the structural/storyline/plot technique of planning a gaming session much more rewarding than geographic/map/encounter chart approach and I continued to use it from the late 80s until somewhere around 2006 when I discovered Microlite 20 and started to run some randomly generated dungeon crawls ‘on the fly’. It was kind of liberating as a GM as I didn’t have as much planning to do and I could focus on miniatures, terrain and other goodies to give my game variety and make it fun in other ways.
When I started writing RPG material I was puzzled to hear the adventure described negatively as a ‘bit of a railroad’ in one review. When I read that originally over ten years ago it was frustrating and a bit puzzling, but I can see how their interpretation of a railroad isn’t too far off. I’m ok with that. My group seems to enjoy railroads, sandboxes and random crawls. As a GM it all depends on what I am able to find time to create.