Posts tagged ‘story games’

July 22, 2013

Adventures on Dungeon Planet moves to DriveThruRPG

Adventures on Dungeon Planet is now available from DriveThruRPG.

You can buy it in pdf and/or print right here.

The pdf now comes with all the character sheets, so you don’t have to come back here and get them. The book is printed on white paper and there may be thin white borders around some of the pictures because it does not have full bleed.

You can still buy the print version from Lulu. They print on creme paper and produce what I consider to be a superior book, although I can’t guarantee what they send to you is exactly the same as what they send to me. I care about the difference in quality, but enough other people told me it was not as big a deal as I thought that I decided to switch. Lulu’s storefront is terrible and DriveThruRPG’s is not. So there it is, and soon there will be more.

March 29, 2013

Adventures on Dungeon Planet


I have a new book out: Adventures on Dungeon Planet.

This is what the softcover looks like!

You may know me from my previous work, which includes: The Metamorphica, Heralds of Hell, World of Algol, Sexy Deadly, the tables on page 14 of Dark Heart of the Dreamer, and a few other things, like my semi-regular gaming group Red Box Vancouver. But never mind that stuff right now.

Adventures on Dungeon Planet is a science fantasy supplement for the award-winning role-playing game Dungeon World. It has all sorts of cool stuff in it:
* Four new character classes: the Earthling, the Engine of Destruction, the Mutant, and the Technician.
* Three new PC races: aliens, androids, and white apes.
* Four new compendium classes: the Alien, the Scientist, the Sniper, and the Visitor.
* Futuristic gadgets, special equipment, and robots.
* New rules for spaceships.
* New dangers and two example fronts that use them.
* Procedures for creating alien planets and cultures.
* More than 30 new science fantasy monsters.

It is also full of really old pulp science fiction art from the early part of the 20th century!
And a few pieces from the Prismatic Art Collection.


Adventures on Dungeon Planet is now available from DriveThruRPG. The pdf is still $8 and the print+pdf is still $20, but now the pdf comes with the character sheets so you don’t need to come here to get them. DriveThruRPG prints on white pages and does not have full bleed, so there may be a thin white border on some of the pages with illustrations. The Lulu print version is still available, but the pdf is no longer available through them. It has creme pages that are slightly thicker and the copies I receive are slightly better quality, in my opinion.

If you have any questions, please ask.

If you have any problems purchasing Adventures on Dungeon Planet, contact me at johnstone (dot) metzger (at) the gmail address.

Some more pictures:

Spaceships and Robots!

The Scientist Compendium Class!

Giant alien minds travel through time and space!

Also, please note:
If you buy just the pdf and later on you want to get yourself a print copy because you like it so much, but you don’t want to pay for the pdf twice, get in touch with me at johnstone (dot) metzger at the gmail thing and I will set you up with a discounted version of the softcover that doesn’t come with a pdf, so you can have them both for the same price as everybody else.

May 21, 2012

The Metamorphica: A Book of Random Mutation Tables

As promised, the book is finally done!

This is a picture of the cover.

The Metamorphica is a very large system-agnostic collection of random mutation tables, for any table-top role-playing game. The digest-sized PAPERBACK VERSION is available from for only US$6.66 plus shipping, but you can download the pdf version for free (either FROM LULU or FROM HERE for less hassle) from DriveThruRPG HERE.

How did this happen? Good question!

I was originally inspired to make this when I started using the old Realm of Chaos mutation tables while I was running old Red Box D&D. We had a lot of fun with mutagenic substances so I decided to make a much larger collection that included mutation ideas from a whole range of other role-playing games. Along the way I added a lot of new ones as well, and when it became too big to be a stapled booklet, I decided to add procedures for creating all sorts of monsters and mutants. And also to make it available as a printed book and not just a pdf.

The Metamorphica is system-agnostic, meaning there aren’t any rules in it per se: no attack bonuses, no hit points, and no task or conflict resolution systems. I intend to use this for more than just D&D, but making the book compatible with such disparate systems as Metamorphosis Alpha, Burning Wheel, Apocalypse World, and Diaspora would make it way too long, and take way too much time. You can just make up rules in play if you need them, that’s what I do. It’s really not that hard.

Art preview!

The Metamorphica was written by Johnstone Metzger and illustrated by Andrew Gillis, Nathan Jones, Johnstone Metzger, and Nathan Orlando Wilson. If you need to get in touch with anyone about this book, Red Box Vancouver (no spaces) has a standard gmail address that will accept your inquiries.

Also? It’s free!

Yes, this is (essentially) a free book. But if you would like to not-so-subtly encourage future products of a similar nature, or just buy me and/or the artists a drink by way of thanks, feel free to donate whatever you feel is appropriate. I will also happily accept pdfs, which you can send to the above-mentioned gmail address (the name of this blog, no spaces).

Or, if you would really like to do me a favour (warning, real-life bummer stuff follows):
I find the violence surrounding coltan mining in the Democratic Republic of Congo, and the economics of the electronics industry that encourage it, particularly concerning. Especially since this book would not have been possible without such electronics. However, I have neither the time nor the expertise to track down and properly vet charitable organizations working to solve this issue. If you know of one, and can make an adequate case as to their accountability and their work in the DRC, please let me know. If you don’t know any charities working in this area specifically, don’t worry about it, just enjoy the book. And if you are unaware of this issue, please look it up, the information is readily available. Thank you.

August 8, 2011

The Epic Histories of Microscope


For this post I’m going to take a minute to plug somebody else’s work, instead of mine or ours, and that’s the game Microscope, by Ben Robbins. Along with those guys in New York, Ben blogging about his West Marches sandbox D&D campaign was one of the original inspirations for Chris to start Red Box Vancouver, which makes him one of the reasons I play D&D today, and enjoy doing so. Considering how committed Ben is to playing and promoting the West Coast Story Games Style, this is almost ironic. Almost.

Microscope: A Fractal Role-Playing Game of Epic Histories is a game that is, much like old-school D&D, all about the setting. Unlike D&D however, players don’t discover the setting because there’s no DM to reveal it to them. This is a game where you build a setting, much like Universalis or Tony Dowler’s How to Host a Dungeon.

But the settings that you create in Microscope aren’t build around a map, they’re built around a timeline. Where things are in relation to each other isn’t so important as when. You’ve seen those epic histories plotted out for the Forgotten Realms, Dark Sun, Tékumel, Traveller, Warhammer, and like every cyberpunk game ever made—Microscope turns making those timelines into a game.

At the start of the game, the group of players decides on how this timeline will start and end, and some basic ground rules—like “no furries,” or “this is epic fantasy,” or “all guns are laser guns!” (or that’s the gist of it, the actual details are in the book). Your timeline can be sci-fi, fantasy, cyberpunk, alternate history, alien beings, or an animated cartoon if you want. You could do an alternate history of Marvel Comics even, where instead of gold, silver, and bronze ages, you have classical, psychedelic, post-Kirby, and recession eras, and the only scenes you play out are those that happen in the comics.

But I’m getting ahead of myself. Once you start, everybody takes turns. On your turn, you can add a new era, somewhere in between the start and end points, or you can add an event to one of the eras (or a scene, once you have events). This event happens sometimes within that era. If you add a new event to an era that already has one or more events, you add it in wherever—or I should say whenever—you want. Before or after events that exist already, it’s all good, and there’s no veto from other players, so as long as you follow the rules established at the beginning, you can create whatever you want.

Once you have events, you can also add a scene, instead of adding a new era or event. A scene goes with a specific event, and if you declare a scene, players have to pick characters and role-play it out! This is where we “zoom in” on our timeline (Ben likes the phrase “drill down”), to pivotal moments, and play out scenes like Churchill, Stalin, and Roosevelt carving up Europe, or the botched negotiations between the Elven prince and the Dwarven ambassador that lead to centuries of war, or Captain Picard matching wits with Q. You can use scenes to find out why the uplifted orangutangs decided to live underwater, how the first demon was summoned and bound, or what finally convinced the anarchist to throw his bomb at the tsar.

It’s actually slightly more complicated than that, with stuff like a spotlight player who gets to make up more stuff, and some rules for deciding creative conflicts while role-playing scenes, but I’ve given you the basic idea. Once you’ve played for a few hours, you end up with a timeline that looks like this:

This happened at Fabricated Realities in Olympia, Washington.

Since there’s no built-in end-game, you only stop when you feel like it. You can pack up your timeline and continue playing it next week or next month, making it even bigger and bigger. If you like this kind of co-operative world-building exercise, you’ll probably be interested in Microscope. It’s not the only game that does world-building, and it’s not the only game that does timelines (although Jackson’s Hydra isn’t published yet), but it’s the only one that does world-building timelines. And considering how well it does that, it will probably stand alone for quite some time.


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