Posts tagged ‘old school’

November 14, 2016

The Nightmares Underneath RPG

tnu_full_coverThe Nightmares Underneath is an old school role-playing game with a strong horror theme, set in a fantasy Middle East where dungeons are invading nightmares intent on the destruction of civilization. In the Kingdoms of Dreams, all is right with the world—except for one thing. Even though the Law has triumphed over the powers of Chaos, banishing idolatry and superstition in favour of science and reason, humanity is still threatened by a dangerous, otherworldly force. The Realm of Nightmares invades the physical world, sending incursions in the form of dungeon to undermine and destroy society.

The justification for dungeoncrawling in this setting is that adventurers are raiding nightmare incursions, to find the treasure that keeps an incursion anchored to the physical world. Once the treasure is looted, the incursion is destroyed, and the adventurers profit. Individual creatures made of nightmares can be killed, but as long as the incursion exists, it will continue to spawn more. This is reflected by a countdown die, used in addition to encounter checks for wandering monsters.

Basically, I wrote this game in order to incorporate all my favourite house rules into old school D&D, in a setting where I could run any kind of dungeon I wanted to, and incorporate as many horror elements as I like to. Which is usually a lot.

The free version includes the complete text of the game, without the art. The full version of the game, including several different print options, will be available soon.

nu-1Stuff that you might find interesting:

  • Settlement rules including downtime lifestyle, inflation, social institutions you can invest money in, and communities growing to resent adventurers and their crimin’ ways, and even perhaps running them out of town.
  • Hit Points are re-rolled every day, and after resting, and injuries only occur after they run out and your attribute scores start to be reduced.
  • Nightmare curses that afflict characters after they have awful experiences in the dungeon: madness, supernatural restrictions, and even physical changes.
  • Wizards are better at spells, but almost anyone can cast any spell in the book, if they dare.

Purchasing The Nightmares Underneath

The Nightmares Underneath is available at DriveThruRPG for US$15 in pdf, $25 in softcover print and pdf, or $30 in casebound hardcover print and pdf. Both print versions are US Trade sized (6 x 9 inches) and perfect bound, with white pages.
Link to The Nightmares Underneath at DriveThruRPG.

nu-4Print versions of The Nightmares Underneath can also be purchased at Lulu, for $25 in softcover and $35 in hardcover. Both versions are trade sized (6 x 9 inches) and include cream-coloured pages instead of white pages. The Lulu hardcover version includes a black linen cover with a matte finish dustjacket and sewn binding that lies flat (or rather “faux-sewn,” as it’s glue-bound but still flexible, to mimic a sewn binding), making it probably the most attractive and useful print version of all.
Link to Lulu SOFTCOVER.
Link to Lulu DUSTJACKET HARDCOVER.

The free version of the pdf contains the full text of the game without the art.

November 3, 2016

The Nightmares Underneath Free Version

tnu_free_coverThe free version of The Nightmares Underneath is now available at DriveThruRPG.

The Nightmares Underneath is an old school role-playing game with a strong horror theme, set in a fantasy Middle East where dungeons are invading nightmares intent on the destruction of civilization. In the Kingdoms of Dreams, all is right with the world—except for one thing. Even though the Law has triumphed over the powers of Chaos, banishing idolatry and superstition in favour of science and reason, humanity is still threatened by a dangerous, otherworldly force. The Realm of Nightmares invades the physical world, sending incursions in the form of dungeon to undermine and destroy society.

The justification for dungeoncrawling in this setting is that adventurers are raiding nightmare incursions, to find the treasure that keeps an incursion anchored to the physical world. Once the treasure is looted, the incursion is destroyed, and the adventurers profit. Individual creatures made of nightmares can be killed, but as long as the incursion exists, it will continue to spawn more. This is reflected by a countdown die, used in addition to encounter checks for wandering monsters.

Basically, I wrote this game in order to incorporate all my favourite house rules into old school D&D, in a setting where I could run any kind of dungeon I wanted to, and incorporate as many horror elements as I like to. Which is usually a lot.

The free version includes the complete text of the game, without the art. The full version of the game, including several different print options, will be available soon.

Stuff that you might find interesting:

  • Settlement rules including downtime lifestyle, inflation, social institutions you can invest money in, and communities growing to resent adventurers and their crimin’ ways, and even perhaps running them out of town.
  • Hit Points are re-rolled every day, and after resting, and injuries only occur after they run out and your attribute scores start to be reduced.
  • Nightmare curses that afflict characters after they have awful experiences in the dungeon: madness, supernatural restrictions, and even physical changes.
  • Wizards are better at spells, but almost anyone can cast any spell in the book, if they dare.
October 10, 2014

The Caves in Print

The Caves of Moreau County is now available in print, click for details.

Bird Brain

September 29, 2014

The Caves of Moreau County

moreau_county_coverpic-1The Caves of Moreau County is an adventure module for Labyrinth Lord (i.e. B/X). The various sections of this dungeon are random and modular — there is no mandated way for them to fit together. You can generate the actual structure of the dungeon before you play, or do it during the game, partly in response to the players’ decisions.

The dungeon consists primarily of beastmen in caves with a few twists and buried secrets. It is a fairly dark adventure, written from the perspective of murderhobo PCs. It’s gritty, horror-saturated old school fantasy, in case that is or isn’t your bag. Or just check it out for yourself, since you can get it for free if you want to.

This module was created to be a proof-of-concept prototype, to see how well this format works, and what needs to be done to make it work better. As such, the text is released under a Creative Commons license and the PDF is offered here as Pay What You Want. Monetary support goes towards creating more role-playing game materials. If you enjoy this module, you might also consider purchasing some of my other books, if you haven’t already.

LINK BELOW

The Caves of Moreau County is available in PDF from DriveThruRPG.

And in print from Lulu (6×9, staple-bound, cream pages, B&W printing, US$10).

*

Some Design Notes:
Because this is a prototype made in preparation for a larger project (related to my Monthly Monsters project on Patreon), I don’t mind critiquing it or offering my thoughts on how it could be done better.

The sections in The Caves of Moreau County are fairly small, mostly limited to one room each. I think this would work better with larger sections, maybe small collections of rooms, or several rooms that comprise the lair of a particular monster, or a type of monsters. So, probably something more akin to a series of modular one-page dungeons, though many sections would be smaller than your typical OPD, I would think.

There’s only a few connections between rooms—the ritual room leads directly to the tomb of saints, for example—and only a few rooms lead back to rooms that are already on the map. I’d like to insert more connections of that sort, including secret passageways, and links between different dungeon levels.

In general, this is also a fairly small dungeon, with twenty rooms and only a few different types of monsters. More variance in the wandering monster tables would definitely be a plus.

October 28, 2013

RK3: The Third Verse

The Third VerseThe third installment in the River Knife series of adventure modules for Dungeon World and Labyrinth Lord is done. The Third Verse is a collection of four minidungeons inspired by Tony Dowler’s maps, joined together into one perilous meat grinder of a delve.

Buy the print version from Lulu for US$12. It is 72 pages, saddle-stitched, US Trade-sized, B&W on cream-coloured paper.

Buy the pdf from DriveThruRPG for US$5. It is digest-sized and includes an extra pdf with just the maps.

What is the Third Verse like?

Based on a series of old Red Box Vancouver adventures, this module includes:

  • An abandoned fire temple, complete with old traps and new inhabitants (like exploding ghouls).
  • The tomb of the Red Mummy, and ancient an powerful king, who had malevolent machines built all around his mausoleum.
  • Those machines, churning beneath the surface of the earth, tended by automatons, sending evil spirits against the people who live above, and allowing demons to venture forth into this world at will.
  • And finally, below everything, the shrine of an ancient, forgotten goddess, where the actual third verse, the solution that will cure this land of its ills, is located. But can you make it this far?

The Third Verse is not intended for low-level characters. Experienced dungeoneers only!

See an 11-page preview of The Third Verse here!

The text of this module is released under a Creative Commons Attribution-ShareAlike 3.0 Unported license.

ALSO: I have a Patreon project for making monster manuals going on right now.

September 1, 2013

The First Six Months

Since I put Adventures on Dungeon Planet up for sale in March, the end of August marks the first six calendar months of me being a “professional” game design studio. These are my sales numbers so far (“print” includes bundled sales):

March
56 Dungeon Planet print
31 Dungeon Planet pdf

April
53 Dungeon Planet print
61 Dungeon Planet pdf

May
42 Dungeon Planet print
33 Dungeon Planet pdf

June
11 Dungeon Planet print
28 Dungeon Planet pdf

July
16 Dungeon Planet print
21 Dungeon Planet pdf
10 Lair print
44 Lair pdf

August
8 Dungeon Planet print
24 Dungeon Planet pdf
7 Knives print
23 Knives pdf
9 Lair print
27 Lair pdf

Analysis

– From selling games, I’m basically pulling in half of a minimum wage salary right now. The end of September will mark the end of a full year of what roughly amounts to a full-time job designing rpgs (not that I actually keep track of my hours).

– If you want to at least try to compare all this with the DW-related kickstarter projects, compressing these six months of Dungeon Planet into similar figures gets us 384 backers with a total raised of something like $6,500-7,500, depending on how much I would be gouging people for shipping. You can probably use this comparison as an argument in favour of Kickstarter as a marketing platform.

– My marketing strategy is pretty crap, not gonna lie. It currently consists of little more than g+, SG, and “continue releasing books.” That third one takes up a lot of my time, though. You’d think that given the low sales of RK1 Knives in the Dark, I’d give up on that series altogether, but no, I’m doing more. They’re quality, so hopefully they’ll pay off at some point.

January 17, 2012

And these arrived as well…

ACKS original art by Ryan Browning

Shown with eraser, highlighter, and one of Blair’s old digest-sized Planet Algol booklets for scale.

January 11, 2012

I got this in the mail today…

ACKS cover print

It’s a print of the cover art from Adventurer Conqueror King. Was I supposed to know I was getting this? Was it listed as part of the reward level I donated at? I don’t remember at all. It’s nice though. It says it’s number 4 of 8 on it, which is amusing because as far as Red Box Vancouver DMs go, I am number 4 of 6. I guess we need to get two more DMs.

Semi-related, for whatever reason, I did not realize that Ryan Browning the ACKS artist was Ryan Browning the guy who did Cloak of Invisibility until after I’d already sent him money for original ACKS artwork (which I’ll post pictures of when it arrives). I had one of those “wait… this guy is that guy?” moments.

January 7, 2012

Revenge of Carcosa and Isle of the Unknown

I received the actual physical books in the mail not too long ago. Aside from a few typos here and there, the art and layout is quite pleasing, but you have likely seen other peoples’ pictures of them already.

A couple of observations:

1.
Isle of the Unknown isn’t a fully-conceptualized setting, but Carcosa is. However, it’s a minimalist setting, with a fairly tight, singular premise around which the whole book revolves. And while I admire that, artistically, I actually prefer maximalism, when it’s done right (i.e. integrated maximalism, not pastiche overcrowdingism). Not that I think either book should be less minimalist and more maximalist, it’s just a personal preference I’ve noticed. Luckily for me, I don’t think either product is too weird to be easily incorporated as one layer of a maximalist setting.

2.
In the poster map, the races of men are colour-coded, which is interesting because there are three fictional colours on Carcosa.* While this adds to the book’s tone of otherworldly strangeness, it is also somewhat difficult to actually imagine and picture mentally. To take a couple examples from other sources, when I imagine garrow, I think it looks like both black and yellow simultaneously (not mixed together), and I think of Terry Pratchett’s octarine as looking similar, but with blue and orange, also simultaneously.

(*Never mind that adding one new primary colour actually results in at least five new colours, that’s something to take up with David Lindsay.)

On the Carcosa poster, Dolm Men are colour-coded with light blue and cream, Jale Men are coded with dark blue and red, and Ulfire Men are coded with cream and deep purple. But when I think of ulfire, I think of red, green, and white at the same time (this might be partly due to some bird that was covered in ulfire-coloured flames in one of Blair’s early Planet Algol reports). Jale and dolm, though… I’m not entirely sure. Sometimes I imagine dolm being a bit like olive green, and other times I can’t imagine what either of them looks like. Maybe jale is similar to yellow and pink and neon colours. I mean, sure, it’s “dreamlike, feverish, and voluptuous,” but so is purple.

If there is just one fictional colour, then it’s easy to imagine, because every person’s different interpretation can stand without interfering with each other, as long as they imagine some kind of fictional, hitherto-unimagined colour. When you have to differentiate between fictional colours, that can start to get weird.

That’s not a criticism, just an observation. What do you imagine dolm, ulfire, and jale look like?

I do have some actual criticisms of the two books, though. There are a few things that could have made the books easier to use, at least for me.

1.
I think both maps could have benefited greatly from the addition of roads being marked. Even without them, Isle of the Unknown’s keyed map is pretty good, but Carcosa’s is slightly less so. The poster has a map keyed with the locations of rituals and Great Old Ones, but there is no map with settlements or the colours of the men that live in them. When the locations of certain colours of settlements—such as we find around the other lake (the one that isn’t Hali)—are mentioned as plot points in the hex descriptions, it would help to have this information in map format. Likewise, there is a mention of a trade route road winding around the icy wastes, but no indication of where this road is coming from or where it is going.

The political situation isn’t the most useful aspect of this information, however. Terrain, and especially roads, determines how fast characters can move across the map, and how fast characters can move across the map determines how much the DM has to prep between sessions in order to respond to the players’ choices. If there is a road that stretches across three hexes, on either Carcosa or the Isle, it’s entirely possible that the PCs could travel the whole way in a single day, walking from dawn to dusk. Without having roads on the map, the DM basically needs to prep three hexes away from the PC’s present location in every direction, in order to get an idea of where to even place roads. It seems to me that adding even just major roads is not much additional work when all major settlements are already plotted out, which is the case for both books, and some hex descriptions even mention roads, which is at least the case for Carcosa.

Being able to see the roads helps to envision the possibilities of PC movement, which makes the DM’s job easier.

2.
Any hint of motivation or personality is missing from most of the magic-users and clerics in Isle of the Unknown. They are treated simply like monsters—if you want to kill them, all the problems you’ll face and the lack of rewards you’ll receive (in most cases) are listed, but not much else. It makes me wonder why anybody would want to interact with these characters in the first place. Even a little bit of information would have been useful, evocative, and inspirational—the way threats are summarized in Apocalypse World, for example. Describing a warlord’s personality with “Dictator (impulse: to control)” or the character of a landscape with “Maze (impulse: to trap, to frustrate passage)” goes a long way with a short amount of text.

While Carcosa has numerous settlements with motivation-less leaders and populations listed, there are also many characters who do have goals, connections to other parts of the map, and even some small semblance of personality. It would have been nice to have a little bit of that in Isle of the Unknown as well, though it’s by no means a dealbreaker. And while I think including something like the Carcosan Ethnography supplemental material in the book itself would have been fantastic, so that DMs can just randomly generate genre-appropriate population details and character motivations, it’s good enough without it that I’m not really upset.

3.
Similarly, there are a few occasions in both books where the material is essentially a tableau to be presented to the players, with little opportunity for them to interact successfully with it, or to use it in combination with other setting elements. When the text describes something the PCs can see but never do anything with, when some magical effect can only happen once in one location by accident, or when the benefits of braving obscene risks turns out to be a measly +1, I’m a little underwhelmed. I much prefer the part of Carcosa’s premise that includes finding a giant laser cannon and deciding to kill Cthulhu with it. Especially if it doesn’t work because you used up all the charges destroying castles and fortresses that asked you to pay tithes for safe passage, and now you’re facing Cthulhu with no ammo and no castles or fortresses to hide in. There’s slightly less of that in Isle of the Unknown, but both books should have had a little more, in my opinion.

Those are all relatively minor concerns, though. Overall, I think the good things everybody says about these two books are pretty accurate.

December 17, 2011

Carcosa and Isle of the Unknown

In case you are unaware of these two titles, they are a pair of books written by Geoffrey McKinney and published by Lamentations of the Flame Princess. Naturally, I picked them up and have been perusing the pdfs of late. I have an earlier version of Carcosa, but am very pleased with this new edition, while Isle of the Unknown is completely new. They are both old-school D&D hex-crawl campaigns, although Carcosa has a certain amount of premise and theme built into it. There is some controversy about this, which I have no interest in and do not want to know your opinion of.

Instead, I have a completely different problem. In a word, my problem is: Blair.

You may know Blair as the guy with the Planet Algol blog, as a local Vancouver gamer, or as a regular Vancouver Red Box player and DM (or all three). He’s the one who got me to check out McKinney’s Carcosa in the first place, so it’s no surprise he’s had it longer and read more of it than I have. He’ll no doubt get this new version as well, which means running it for him may lack a litle bit of surprise and mystery. I can assume he’ll be likely to pick up Isle of the Unknown too, if he can stop himself from spending too much money on obscure black/death/doom metal LPs that can double as DM screens. So, while he won’t be memorizing either book in their entirety, if I were to run either of them straight, some of that “unknown” would be slightly less so. Like when I decided to run Tower of the Stargazer without knowing he’d read it already.

Don’t get me wrong, I like having Blair running and playing RBV games, but this is another one of those awkward points of overlap in our collections. The rest of the Red Box crew might have some interest in McKinney’s works, but are more likely to ask Blair or I to DM them than they are to buy and read them. It’s just that I’ll need to modify them somewhat in order to bring back the uncertainty and suspense lost by Blair’s familiarity with them (or at least Carcosa), which unfortunately can sometimes be as much work as making up a new setting from scratch.

However! The books themselves offer up an interesting suggestion for circumventing this awkwardness, in the simple fact that they both use the same numbered hex template.

The obvious solution is just to run both of them. At the same time.

That’s a McKinney Combo Platter, kids. You might remember what’s in this hex on Carcosa, and you might remember what’s in this hex on the Isle of the Unknown, but you have no idea what will happen when worlds collide.