#RPG Fistful of Modern: 1 – RELEASED

BUY IT HERE

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your campaign, regardless of system.

In this booklet:

Drive, He Said: A pair of ‘fast and furious’, car-oriented gangsters to drop into your modern or crime games.

Flirty Fishing: Sex sells and can even be used to sell religion. Cults know this and will use this most obvious human failing to their advantage.

Fat on Bread: The cops are just another gang to the people on the street, but who is really running the show amongst the bent cops?

Meth Hunters: The days of driving really fast in an old muscle car to escape the law are gone. So are the days of moonshine. These days its meth and guns – and rednecks know guns better’n Cooter knows engines.

Hero Cop: Hero, vigilante, gun-wielding psychopath, all three? The hero cop can be an ally or an enemy – or both.

#RPG Fistful of Horror 2 RELEASED!

Buy it HERE

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your campaign, regardless of system.

In this booklet:

Head and Heart: There are more kinds of ‘vampire’ than the sparkly kind and some are truly bizarre and disgusting.

Small Town America: Ghost towns may be haunted, but it’s not always by ghosts. Isolation can make people crazy and town pride can get out of control.

Burn Baby Burn: Its not always the vampires that are the predators or humans the prey. Challenging the status quo is dangerous for any man – alive or not.

Stitched Up: Taxidermy, especially the strange and creative side, is a dying art. Here’s why.

Wandering Souls: What lengths would you go to for companionship if you were the only one of your kind in existence?

Machinations: Design Decisions

MOTSP029colorIt isn’t my game, it’s your game. The idea from the start was to present a game that people could hack, mangle and mutilate into whatever they wanted. It’s worth making a post about the design decisions I did make – and why – though. That might give people a little bit of insight into why and how I came to those decisions.

Some of the feedback I got in playtesting I wilfully ignored (after all, your game is your game and my book is my book!) This might explain some of that too.

Implicit Setting

Quite often I play around with concepts and settings and it was nice to do something different. Selling someone on a setting as well as a system can be tricky and I wanted to go ‘old school’ in presentation. OD&D and its like left a lot of things to interpretation and to the reader, players and Games Masters to join the dots themselves.

I always figured I could create settings later on, or others would, given that it’s open source.

Abilities

I spread bonuses amongst the different stats a bit more to try and prevent ‘dump stats’ and to make everything useful in some way. So that was partly meta-reasons but also in some cases, simply because it made more sense to me. I included Comeliness as a flag that looks are important in the genre, either high or low.

Races

If you look at the Cantina scene in Star Wars, watch Heavy Metal (one or two) or look at a lot of other SF series, comics and art you often barely see two aliens that look the same. Diversity is hugely important and just creating a list of different races wasn’t really optimal. If I provide the tools for creating a huge number of races then people can take it into their own hands, plus publish setting specific ones, new race traits or even books/booklets of races. The reason for making Charisma the first ‘penalty’ for taking lots of traits is again, referring back to the attraction/charm importance of the genre. The less human, the less ‘appealing’ and this was a way to reflect that. If you don’t like it, you can always substitute a free choice.

Skills

There’s been a lot of comparisons to 3e and feats but that wasn’t really what I was aiming for at all. I wanted the simplicity of LotFP skills while allowing a general, broad mechanism for doing ‘cool stuff’ and developing signature moves and attacks that compensated for the penalty. I also wanted to build in a capacity to avoid some of the combat ‘whiff’ factor and skills provided a way to do that.

Saving Throws

Old-School saving throws are pretty damn arbitrary and don’t mean much. Doing them this way (1/2 stat) was a way to address the ‘dump stat’ issue again and to create saves that could be used more intuitively in play.

Armour & Defence

I have never liked armour as making you harder to hit. So I decided to make it damage reduction. I also wanted to reduce the ‘whiff’ factor in combat and to encourage people to try crazy, interesting things that would stack up the penalties. Leaving defence fairly low is a good way to do that and making armour damage reduction – but random – adds a bit of tension and stops it from being all powerful.

The rest is, I think, pretty self explanatory!

Machinations of the Space Princess: Break it for me

Alex_Horley_i_Nira__LoboI need some volunteers.

I am in the UK and have ‘stuff’ to be getting on with, which means I don’t have much opportunity to run games online over G+ and their ilk.

I’ve run two or three playtests of Machinations of the Space Princess but I simply can’t run games in the US time zone where it would be most useful and there’d be the most opportunity to get games up and running.

I need two or three Games Masters willing to ‘stress test’ the Machinations of the Space Princess systems under ‘combat conditions’ (that is, with players). I need to know what rules need clarification or aren’t obvious enough. I need to know where more examples are needed. I need to know what GM advice, random tables and help would be most useful. I need to know what kind of weapons, ships and so forth players actually try to make when they have the opportunity and whether weapons need more balance than just the cost.

Volunteers can apply via the usual methods, though I’m mostly looking for people who use Google Hangouts as a gaming platform. I’ll provide support and assistance via email and social media for you to help get adventures etc together.

You may fire, when ready.

Machinations: 24 Hours to save the Earth!

Machinations is on its last 24 hour push.

The following rewards are provisional, but we’ll do our damnedest.

I’m afraid I can’t say for certain at what levels these will be available to people who aided, but definitely at the signed book level and possibly at the ‘Tea, Earl Grey, Hot’ level. Otherwise they’ll simply be available for purchase but I’ll give backers dibs on getting them at ‘mates rates’.

$4,000: ‘Tarot’ Deck:

A deck of cards from ‘in universe’ used for sooth-seeing, truth-telling and channelling psi. Doubling up as an inspiration deck for Games Masters.

(Image taken from The Science Tarot, which is pretty fucking goddamn awesome in its own right and clearly everyone should have one)

$5,000: Engraved Dice:

Six-sided dice engraved with an MotSP image in place of he one or the six. Maybe both. We haven’t decided yet.

$6000: Concept Album

OK, so not actually an album, but rather a square-format book containing 10 introductory adventures and styled after a 1970s prog-rock concept album. If we exceed 6k I may even find someone to lay down a couple of tracks on mp3 to go with it.

This is the LAST CHANCE to get in on this so tweet, facebook, blog, accost  people in the street but most of all:

FUND IT

Fistful of Fantasy 4 RELEASED

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your fantasy campaign, regardless of system.

In this booklet:

Gladiators of the Stone Heart: An underground arena, a fabulous prize, a hidden motive. Enter the dark and battle for your life!

Take it With You: Tradition has it that great leaders are buried with their most loyal soldiers and servants. Some take this a little too seriously and if they are thwarted can become extremely dangerous.

Last Breath: A strange mask, an assassin’s legacy with a power – and a desire to kill – all of its own.

A Broken Band: Wandering bands of heroic tomb robbers can’t be the only kind of adventurers out there. What do things look like from the other perspective?

By Candlelight: In a war against the undead the bones of holy men take on a special value. They’re also heavily protected from the various unscrupulous forces that might seek to take advantage of the situation. Can you recover them and who will you give them to?

RPGNOW EXCLUSIVE – DOWNLOAD HERE

Fistful of Fantasy 3 – RELEASED!

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your fantasy campaign, regardless of system.

In this booklet:

Oh, that’s just Offal!: Poor city planning places alchemical and magical shops near to the butchers. With horrific results…

Behind, with a Dagger: The King’s fair queen is behind him all the way, but perhaps it is only so she can more easily stab him in the back.

All that Glitters: Just how DO you get a big dragon into a dungeon when all the corridors are so small and how does he get out?

When the Levee Breaks: Weather magic can be a fearsome weapon in the wrong hands, as can the otherwise laughable tribes of the swamps. Less ‘Hell Comes to Frogtown’ and more ‘Frogs Come to Helltown’.

Fort Graven: The greatest fortress ever made was said to be protected even from death itself. To be truly impregnable nothing can get in… or out.

RPGNOW Exclusive – Get it HERE