Posts Tagged ‘DragonQuest’

Seeking Playtesters for Antherwyck House

April 24, 2017

There are a couple projects underway for Antherwyck House right now, and we’d like to find a few playtesters for these things.

If you follow Thor Hansen on G+, you have already seen a bit of the art he’s gotten from Ed Heil for a game he is leading titled The Spires.  It’s still in its rough, early phases, and it may be a while before we’re ready to have others take a look at it, but gathering some people who are interested in the concept and are willing to give good feedback will help with developing this.

My next project is another DragonQuest adventure, one much smaller than “The Wilderness of Ordurak.”  (You also might’ve seen this post a few weeks ago.)  It’s coming in at around 8 pages right now; a capsule adventure along the lines of “The House of Kurin” or “The Treasure of Socranti.”  I’d like to find at least two different groups to playtest it: one a group of DragonQuest players who can evaluate it as a DQ adventure; the other a group playing something else (an OSR clone, D&D of one flavor or another, etc.) to see how readily it can adapt to another ruleset.  I think it’s mostly map and setting, and choosing some other stats for the encounters from your own favorite flavor should help make this more widely usable.  (And if I need to provide stats that adapt to other games, I’ll know I need to do that.)

If you’re interested in either of these, drop one of us a line (presuming you’re one of the folks who already knows how and where to get in touch on G+) or leave a note in the comments here.

Next Projects

February 28, 2017

The Wilderness of Ordurak is wrapped up, and now it’s time to contemplate what is next. And, dear reader, if you are interested enough to be reading this, then you could have an outsized influence in helping steer the course for what projects are next for me and for Antherwyck House Games.

In the spirit of those old SPI questionnaires, here is a list of several projects and a brief description of each. Things that more people are interested in, or things that people are strongly interested in, will tend to get more attention.


Gazetteer for the Wilderness of Ordurak [DQ, generic]
Further development of the Wilderness of Ordurak as a system-neutral setting. As with SPI’s Frontiers of Alusia, maps and descriptions of places are pretty system neutral. So there would be appeal outside of the DragonQuest community.
This is already underway.  How extensive it will become depends, in part, on whether there’s any demand for it outside the backers of the Wilderness adventure.

Exquisite Corpse Dungeon [mapping]
Is it time for another one, yet? Has everyone burned out on the concept now, and no one would be that interested in another one? Does it need to be something different in order to get anyone’s attention?

Small, Untitled DQ Adventure [DQ]
Far from the Wilderness in scope, just a small dungeon in a single setting. I’ve found a couple other maps by other people that have struck me as being very suitable for DQ. Something more on the scale of the House of Kurin, or even smaller.

The Piranesi City Dungeon [DQ, OSR, generic]
There is a towering prison wagon, 2 stories tall, and with wheels ofsolid oak that are taller than a man. It is drawn by 8 bullocks and it moves slowly through the City, deep in the middle of every night, from the Prison to the Palace, and then back. One morning, you get word of a prisoner who is going to be transferred that night. You have that day to lay your plans and make your preparations, and tonight you have to strike in order to free the prisoner.
This would probably be written with dual system stats, so it was statted and ready for use for DragonQuest as well as at least one other OSR system.  The concept should be applicable to other games without too much work.  It would be part city map (of the route the wagon takes), part gazetter, with lots of information about all the places and people along the way, so you can try to find places and resources to do whatever you want to do, and part caper adventure.  Not small, but potentially quite interesting.  And, I think it would even have some replay possibility, taken as a one-shot.

moebiscayneOgunimata [Cyberpunk]
An adventure for Cyberpunk originally written in the 90’s and still holding up. Seeing +Geist’s recent production of a really cool Cyberpunk supplement made me think there might be some interest in producing it. We’re still looking to get a sense of how many Cyberpunk players there might be, and whether there is sufficient interest in this. A couple playtesters would also be good to get some feedback on this.
I’ve already briefly spoken with Claudia Cangini about illustrating this. Ideally, I’d like to run a kickstarter on it, with one of the premiums being having sponsors (maybe as many as 8) get to have themselves/their character illustrated by Claudia, and that art goes into the final version, as well as the sponsor getting the illustration from her.

Expanded Alusia [DQ, generic]
This would require coordinating Stephen Peto’s availability to produce another map. His feel for SPI style is pretty excellent (as you’ve seen in the Wilderness of Ordurak map). Phil Wright has been doing some other exploration of FoA recently, and the idea of connecting and building out more of that world could be an interesting (and daunting) project to undertake.

moonbaseMoonbase Zvezda [?, generic]
Space spies in the 60s, dealing with intrigue and espionage from low-Earth orbit to the Moon, and beyond. Whether this is a light set of rules, or a one-shot adventure, or just what it turns into remains to be seen. I did a concept illustration for this a while back (right), which turned out pretty well and got some of the tech documentation style I was after. Now to do something more with it.

More maps [mapping]
I haven’t been making as many maps recently as I have in the past.  That’s partly due to the new job and partly due to other projects being more at the fore.  But I miss those explorations, and will probably have more along those lines in the near future.


On top of these projects, Thor has a couple things underway, including a dungeon adventure using one of my previously posted maps, and The Spires, an interesting game/setting for a post-human, post-apocalypse world of intelligent animals vying for power and resources.

Your feedback on any of these would be very helpful. You can comment here, or drop me a line at rodger @ antherwyck dot com.

Project Completion – Wilderness of Ordurak adventure

February 24, 2017

wildThe Wilderness of Ordurak proof is completed, and copies of the set will be going out to the backers very soon.  57 pages, plus the ledger size map.

Our next step will be to clean up The Water Works and Poor Brendan’s Almanac.  Once those are revised, they will be available.  The terms set up for the Wilderness give the people who backed it exclusive access to it for a while.  If you’re interested in getting a copy of this, stay tuned later this year.

The other thing that’s in the works is a Gazetteer for the regional map.  That might be a separate thing on its own, with the map and an accompanying booklet of information about the features in the region, very much like Frontiers of Alusia.

DragonQuest – U-Con 2016 Recap

November 23, 2016

DragonQuest isn’t all dead. Recently, I ran two sessions of DQ at U-Con, and, in the end, both of them were full tables. I had seen that pre-registrations were surprisingly high, with 5 people for Friday and 3 for Saturday, which was pretty surprising in and of itself. But then, both nights, people were coming by to see if that relic from the ancient past was, in fact, what was going on at that table. (“You mean that old SPI game, DragonQuest? Really? That’s awesome!”)

The Friday night group was a couple grognards (my age or older) who knew the game, a couple guys who registered because they’d heard of the game but never played it, and a guy who saw we had an open seat at the table and was curious about the game. On Saturday, three of the 6 players from the first night were back: two guys who had pre-registered, plus one guy who had joined in who had his own event cancelled, so he came back and joined for a second night. The three new players were my pre-teen son, and two other players who had events that didn’t run and joined in. They were both experienced gamers, but had never played DQ before, so again, it was a mixed group.

Both sessions provided good opportunities to show off some of DQ’s special features. There were Grievous Injuries (in both directions), and other demonstrations of DQ as a system, and that was all good. One of the new players had a triumphant moment where his character landed a specific grievous injury against one of the attackers which was effectively a one-hit kill, and that really turned the tide for the group at that point.

If it was the early 80s, I probably would’ve sold a few people on the game. But, especially for the people dropping in, it was only a one-off experience for them. But that’s okay. And it still shows that DQ can stand its own (and maybe is worth a reboot or some OSR spinoff of its own).

I was hoping to try out a bit of the Wilderness adventure (at least a couple of the plot points) with the one group, but the setup and the group getting somewhat entangled in doing some stuff in the coastal town, and then a combat encounter took the remainder of the time.

Even though each was just a four hour session, in both cases I felt like they were turning into a group I would’ve gladly continued a campaign with. I suppose that’s the downside of a game at a Con; you don’t have the ongoing campaign. There was also a fair amount of off-topic table banter, which seemed like a good thing, to me, and I didn’t worry about that too much. It helped bring these people together and have a bit of a common bond, and in the end, everyone seemed to have had a good time. And that, to my mind, is the best part of it all.

The Wilderness of Ordurak

October 26, 2016

Here’s something that has been a long time coming; the cover for the “Wilderness of Ordurak” adventure with art by Nate Marcel (and a few interior illustrations by him, as well).  This is an adventure written for use with DragonQuest, but, it should be adaptable to other games.

capture-wildcover

The original backers have gotten proof copies to look over.  There are some known issues, so there’s a little editing and revision work to be done, yet.  But this is finally just about complete.

The original crowd-supported project proposal was for a 16-page adventure.  This is presently clocking in at 54 pages (including the cover), plus there is a 12″ x 18″ region map.

Some people who missed the original crowd funding period have asked about getting in on this project.  It looks like IndieGoGo added a feature called InDemand that “lets anyone back you after your crowdfunding campaign is over.”  However, I haven’t been able to enable that feature on the site.

But, if anyone is still interested in getting in as a supporter at one of the Mercenary levels, let me know, and I will set up a selection at the Antherwyck House store to make those options available.  There is not a good way to extend any of the Adventurer or Hero levels at this point, since those were options that involved input in deciding the content of the adventure.

We’ll have more information about this adventure as it gets into production.

Thoughts about new DragonQuest

July 22, 2016

I’ve written up a few thoughts about the nature of DragonQuest and what makes it unique and compelling as a game system and setting.  In short, I see DQ as a Renaissance game versus D&D as a Medieval game.  If there’s going to be a new version of DQ, understanding its strengths and direction is important.

The whole article is posted at Dragonquestrules, but since there’s comparatively much more traffic here (as well as links out to other sites), I’m also putting out a notice about it here.  I hope you’ll take a minute to check it out.

 

DragonQuest combat rules retro-clone resource

April 22, 2016

There is now a very basic outline version of the DragonQuest combat rules posted at DQRules.  I’m providing extra notice here for those of you who are following Antherwyck House for DQ-related stuff since there are more followers here than there are on DQRules itself.  There are PDF and .DOC versions, as well as a pretty bare plain text, so hopefully at least one of those will provide a useful version.

This is just the bare bones of the DQ combat rules, but is probably enough to run combats if you already have some familiarity with the game.  More importantly, it is the basic skeleton on which the system is built, so a retro-clone would start with this framework and expand out to flesh things out once more.

The other series of questions to be considered are regarding whether any of these core rules should be modified or revised as part of the new version of DQ.  A total retro-clone would stick to this with very little deviation, but a new edition of DQ should consider improvements and modifications.

Before things get too in-depth, this needs to be the next set of considerations.  There are some ideas already being kicked around, but additional feedback would be especially useful for this project.

DragonQuest Rules Clone

April 1, 2016

tarot-fool[1]It’s time for a retroclone of the DragonQuest RPG.  It’s past time, really, so there’s no point in delaying further.

Yes, that’s correct, it is April 1st.  But when better to undertake such a fool’s errand?

I have been thinking about getting a clone version of DragonQuest for a long time.  That’s ostensibly what the Yahoo DQ-RULES group was for.  There is also the mostly dormant DragonQuest Rules blog that has been a collecting point for some of the revised rules (along with some tangential stuff).  And recently, I’ve been thinking about making my Patreon about creating re-written rules for DQ with an eye toward developing a set of clone DQ rules.

Last month, Jarrod Shaw of Mythoard (a recent convert to DragonQuest compared to some of us grognards) was asking about a clone version of the DQ rules (in the spirit of the many other OSR games out there).  And that got me thinking, once again, about moving forward on a full retroclone of DQ.

Over the past year, I’ve seen a lot of OSR material and found a widespread community producing materials and engaged with these games.  There are many throwback RPGs, and each has its following.  Not only are there versions of every stripe of old D&D, but even games like RuneQuest now have retro-clone versions (OpenQuest).  DQ may never have had the fan base that some other games had, but it’s definitely a game with its merits and that ought to be brought up to date.

The original idea for Antherwyck House Games was to produce DragonQuest materials, and that is part of what we are doing.  While  I’m definitely intersted in continuing that,  there hasn’t seemed to be much support or interest, so we’ve been working in some other directions.  But let’s see how much interest this discussion generates now.

So is a retread of DQ a sacrilege?

The game many of us regard as canon was written in 1981. D&D is on its 5th edition (or more, depending on how you count things).  Third Edition DQ is less a new edition than  tinkering with a few rules and excising some of the “frightening material.”  But really, nothing has changed since the 80’s.  That was last millennium, folks!

What about copyright and trademark and so forth?

From what I know of copyright and the law in this area (and IANAL, but I’ve looked at this question more than a little bit), it is the specific expression of the rules (the particular language used to describe the rules) that is covered by copyright.  The ideas of the rules themselves (such as having six characteristics for a character in a range from 3-18) can’t be copyrighted.

But every rule needs to be uniquely re-written in a new way.  This is what’s behind many of the OSR clones, as I understand it.  The general ideas are the same, and are compatible and interoperable with the games they descended from.  But they are fresh and new (and often introduce some new angles to the system to avoid being a cut-and-paste of what had come before.

As far as trademark goes, the DragonQuest mark has been abandoned by TSR/Wizards/Hasbro, so it would presumably be available (although there is also the Japanese video game of the same name, which is always confusing), but a new name might be better.

What would a new DQ be like?

In all, there’s going to be a lot more discussion about what should and should not be a part of any such thing, so treat all of this as starting points for discussion, rather than anything that has been completely settled.

DQ has always been a modular system, and the designers’ intent seemed to be to have a system that allowed for extension and adaptation.  New Colleges of magic were built into the system almost from the outset, and Arcane Wisdom almost made it to production.

The DQ-rules group on Yahoo was originally started to create a consensus version of new DragonQuest rules.  I think a more open-ended numbering system, to allow for new rules to be added in a more orderly fashion, would be important.  Being able to add or delete certain elements without breaking the whole system would be important.

Should DQ become a D20 based system?

That’s something that Chris Klug was looking at a while ago.  A DQ/D20 system would make it much more accessible to the much larger audience of gamers, and might increase the number of players.  I’m not sure that’s the direction I want to go with it.  D20 is very familiar, though, and there could be some merit to adapting things to be more cross-compatible with That Other Game.  On the other hand, there are a lot of other options already out there that offer that compatibility, and I don’t think that’s what DQ is best at.

What are the key elements of DQ that need to remain in order for things to stay compatible with existing DQ materials?

  • Stats and stat ranges (or an easy conversion system if things are changed)
  • World with multiple Colleges of Magic (but to remain exclusive?)
  • Skills
  • Non-super-heroic system/Human-scale (a game where even an advanced hero might be cut down by a simple peasant with a knife, and where dragons remain a terrifying opponent no matter how good you’ve gotten)

But there are also some elements where I wonder if they are as important to retain in their current form:

  • Extensive ability breakdowns (individual spells, weapons, etc.)
  • Fine granularity in rules
  • Experience and progression

So now what?

If you’ve read this far, then you’re definitely in the interest group and your feedback about this idea.  What would you like to see in a new DQ?  What are the things most in need of revision?  What are the parts that represent the essence of DQ that need to remain as they are?
 

 

DQ – Thinning Down the Counterspells

March 31, 2016

I’ve been thinking about revisions and re-treads of the DragonQuest rules for a long time.  I’ll spell out some further thoughts on the topic as a whole in an upcoming post.  But for now, here’s a proposal to reduce the number of counterspells in DQ and revise the rules for counterspells.


There are a lot of counterspells to learn in the DQ world.  Probably too many.  It’s possible to speculate on how that came about, and there may have been good reasons for it, but in practice, it seems cumbersome and difficult, particularly in that there are two counterspells for each College.  Are the flows of mana somehow different between General and Special knowledge spells?  Why does the esoteric organization of a College’s magic determine which of two counterspells will affect a particular spell?

Instead, why not take a cue from Naming Magics, with the Generic and Individual True Names for things, and have counterspells at the level of Branch and College, rather than General and Special Knowledge?

In practice, this would give 3 generic counterspells (one each for Thaumaturgies, Elementals, and Entities), plus a specific counterspell for each particular College. The Branch counterspells would be less effective than the specific counterspell for each College, but would be useful against any magic of that particular Branch.  Instead of having at least 24 counterspells (General/Special for each of the original 12 Colleges, plus 2 more for each additional College introduced into a particular campaign, there would be 15, plus one for each additional College.  This would work much more fluidly in a campaign where some Colleges may not exist, at the outset, or where additional Colleges are included in the game.

As a matter of play balance, it seems more correct to me that, when faced with magic from a previously unknown College, a caster should have at least some small chance of being able to dispel the magical effect.  Counterspells are presumably based on the workings of mana, rather than being reverse-engineerings of spells.  So something that will disrupt the flow and effects of mana to one kind of spell should have a good chance to be able to disrupt a similar, though perhaps slightly different, one.

 

Streithnaught’s Basement

March 25, 2016

map16-0326

After some recent discussion about things DragonQuest, it occurred to me that I haven’t done nearly enough hex-grid maps.  So this is a first step in remedying that deficiency.

I think that the under-caverns read well enough that a GM could readily use this without having to do lots of figuring out of what is where, and what the map contains.

If there’s interest, this could turn into another Un-Furnished Dungeon, though being hex-gridded rather than rectilinear probably dooms it from the start.  So I’m not going to go into a lot of description of the particular features here, for the most part.  But there are a few features that probably bear a little explaining.

  • The spiral stair at the center of the large cavern leads up to the building above.  The ceiling of the cavern is roughly 20′ high, so the whole stair is more than 40′ up into the building.
  • The feature close by the stair (about 5 o’clock from the stair, 1 hex south-east) is a depression or ditch in the floor of the cavern that connects to the tunnel leading away to the right.  The opening into the tunnel is only about 3′-4′ tall, though it gets taller as it slopes down away from the cavern.  (The stippling pattern in the cavern areas and the lines indicating the slope read as similar values.)
  • Several decoratively carved openings line the north-east hallway (upper right)
  • The rubble at the upper left can be treated as solid wall, if the GM wants to keep this as a self-contained location, or the passage beyond may connect to something else, if it’s to be part of a larger setting.  The stones could also be blocking the passage beyond, but the PCs might discover that there is a way to get through if they move enough of the stones and debris away.
  • There is a floor trap in the secret hallway at the far right side which falls about 15 feet to the cavern room below.

As is the case with most of my maps, feel free to use this for any non-commercial purpose (with attribution).  You can also contact me if you’d like to use any of my works for a commercial project.

Works in Progress

February 19, 2016

Here are updates on several different things for the past couple weeks, including a work-in-progress map, the Exquisite Corpse CITY project, and a couple of DragonQuest-related items.


The map is a progress shot of another “military perspective” map.  This was trying out a shading (using a gel ballpoint pen; not how the finished version will be done. This was just testing on a photocopy of the map).  The colored shading seems to help with reading it more clearly (and shadows on the ground may help, as well).  I’m thinking about also making a simple, standard overhead view map of this same complex, to make it easier for a GM to make notes and keep track of where the characters and the opposition are.

progress2 draft

Would this be good as a future Un-Furnished Dungeon? Or, the second map could be a Patreon supporter premium, if I got that up and running.  (Some other thoughts on Patreon below.)


The Exquisite Corpse City project is still under way, and we seem to be making a little progress.  I’ve handed off sections to a couple more people this weekend, and the number of available slots will keep increasing as more pieces are done and the city grows, and there are more edges to add on to.  I’ve posted a glimpse of the 3/4 completed city center, to give a sense of the variety of styles that are going to be in this from the outset.  For those of you who aren’t following the Exquisite Corpse CITY Google Group, here this is:

EC-city-prev

I really like the very different styles that are in this already.

The start was slow, because there are only 4 sides to the initial starting square.  With 3 of those sides now extended, there are now 5 openings, and another 3 will come open when that 4th side is done.  And as some of those get finished, even more openings become available.

This Exquisite Corpse is a little more difficult to manage, since part of the process is to have each artist go back and add in some buildings in their style to the section that they built from, so the seams in the city should be a bit less straight line.  That requires everyone to work on top of everyone else’s drawings, so that is causing more complication, but I think it’ll turn out well in the end.


The DragonQuest adventure (Wilderness of Ordurak) was subject of some recent discussion on the DragonQuest RPG group.  We are really hoping that it is going to be done in the next couple months, along with the revised version of The Water Works adventure and the Poor Brendan’s Almanac supplement.

If Patreon had been around a few years ago, that would’ve been a much better model to work from.  And, I’ve been thinking about starting a Patreon for the maps I’ve been making, although there are many other gaming map makers out there, and I’m not sure if there would be interest in supporting my work.  (If you would seriously be interested, though, let me know.  If there are at least a few potential supporters, I’d be more tempted to start something like that up.)

The other thing that would make a lot of sense as a Patreon project would be a re-write of the DragonQuest rules (aka Open DQ).  This is an idea that’s been kicking around, though without much interest behind it, for quite a while.  Like other OSR retro-clones, it would be a compatible re-write of the rules to duplicate the functionality of the original SPI game, but with new (and in some cases updated) re-writing so that it was not just a transcription of the existing rules.  Each new rule section completed could be an individual goal in the Patreon system, and delivering one or two a month might be reasonable, and no one would be paying anything until something was delivered each time.

Finishing the Wilderness… is the first task.  But after that, is there more support for a DQ-oriented Patreon, or for a mapping-oriented one?

 

 

Penmorfa Longhouse

October 5, 2015

This is a page from the Wilderness of Ordurak adventure.  With the picture and map and the general descriptions, it probably works fairly well as a standalone encounter location, even if some of the specifics are incomplete.

Penmorfa-page

This is what came of the Wilderness sketch from a few months back.  This is written for a larger DragonQuest adventure, but other than changing a couple of money references, I think it could readily be used for just about any game system.  And you could also take the picture and the map and re-purpose it for a completely different kind of encounter.

This is being shared for personal use, and I am happy to have the link shared if you want to point someone else at this, but please don’t distribute copies of this.  I know it’s going to happen, regardless, but I’d rather it wasn’t you that does it. Thanks!

And, if you do use this in your game and have some notes about how it went (or just if you read through it and have some feedback), I’d be glad to hear about it.

DQ: Poor Brendan’s on sale!

July 23, 2015

The OBS companies (RPGNow, DriveThruRPG, etc.) have a “Christmas in July” sale going on right now through the end of July, and Antherwyck House Games is taking part.  Digital products are 25% off and printed copies are 15% off.

Poor Brendan’s Almanac is now $1.46 for the PDF or $7.60 for the printed copy during this sale.

PBA-cover

http://www.rpgnow.com/product/150354/Poor-Brendans-Almanac

And don’t forget, if you buy the print version, you can also get the PDF for free!

A ‘Wilderness’ sketch

July 15, 2015

penmorfa1-SK

I was doodling this on lined paper, so this’ll take some work, or some rework to do anything with it.  But, I think it shows the general idea for this location (a rough longhouse structure in the Wilderness built of stone and timber, backed up against a low cliff and roofed with felled trees).

This wasn’t meant as finished art, and it probably won’t end up in the adventure; it’s the kind of thing I might do in a game I was running for my own players, but it’s not finished art.  There will likely be a plan of this place, and maybe also a section through it to show what it’s like (or just a good descriptive paragraph).

Added some quick pencil shading for a little more (hopefully) clarity and readability afterwards; here’s the original:

penmorfa-SK
(10 minute sketch during a meeting)

Blog name change

March 18, 2012

This blog has a new name: Antherwyck House Games. It’s the same blog, fundamentally; all the old posts are still here, and it will continue to be largely about DragonQuest and about indie games. But it is now going to be linked from the new website (coming soon), and is going to become an official part of Antherwyck House. Announcements and discussions of new projects will be posted here.

We’re never going to be a high volume publisher; this is a side-line for us. But, after the fundraiser for the Wilderness adventure, it became clear that there was still an audience for DragonQuest materials, even though it’s been nearly a quarter century since anything was last published. We’re looking to become the source for that small audience.

We’re plotting a release schedule for our first year. The present plan is to have one new title per quarter, and we’ll see how that works out.

We may also get more heavily involved in the development of a retro-clone for DragonQuest. Retro-clones are re-written rules that are compatible with an existing game. The core concepts of the game remain, but they are written in new language, so that they do not fall afoul of copyright law. A lot of old-school games are getting this treatment. Having a free retro-clone of DragonQuest would make it easier for new players to discover the game and try it out.

Beyond ‘Wilderness’

February 1, 2012

The ‘Wilderness’ adventure fundraiser has made the basic goal, but I’m really hoping to get to twice that level, in which case I’ll be producing a larger (32 page minimum) adventure. If you’re still thinking about contributing, there’s a week to go, and your support would be greatly appreciated.

I’m thinking about taking a bit of the money from the fundraiser and creating a publishing house to produce DragonQuest material (and other stuff, too). I’ve revised the Antherwyck House name I used on the original Poor Brendan’s Almanac when I first put that together (though I’m not absolutely committed to that name). For now, I’ve also used the name on the revised Water Works I’ve been working on.

We could buy a domain or two, get hosting somewhere, form an LLC, and start making a line of DQ stuff available. With online distributors around and POD for people who want to buy hardcopies, there’s not much that would require labor, other than producing new material. With Poor Brendan’s Almanac, The Water Works, and the Wilderness adventure, we’d have three items in our catalog to start out. It’s not a huge inventory, but it would be more than a single adventure, so we’d have some presence from the outset.

Although there haven’t been thousands of people flocking to support ‘Wilderness,’ there are enough supporters that we’ve been able to meet a modest crowd-source goal. That shows that we do have an audience, and if we build on that base, it might be possible to expand things.

It’s looking a ways ahead at this point, but would another fundraiser to gather general support for starting a new DQ-oriented publisher make sense? Something to think about.

The Wilderness in Microscope

December 23, 2011

I’m thinking about running an online Microscope game to set some of the backstory and history for the “Wilderness of A—”

I’ve been interested in Microscope since Thor pointed it out to me a few months ago. I bought a copy of it, but I haven’t had a chance to try playing it yet.

It struck me, a couple days ago, that I might be able to do an online Microscope game with specific focus on the backstory for the adventure I’m working on. So, I’m going to invite all the current contributors to participate in a world-building game.

I’m not sure if this will work well, or not, but in any case, I think it will help generate some ideas, even if I end up changing and revising things significantly from the game as it plays out. And it will be a chance to play a game of Microscope, as well. I’ll email the contributors about this shortly. If you’d like to get in on this, sign up as a contributor to the “Wilderness” fundraiser.

My previous posts on: Microscope|More Microscope

Microscope site

Bonus for Holidays

December 20, 2011

The fundraiser for the DQ adventure has already gone more than halfway towards it initial goal, with 51 days remaining. The ‘hot start’ target to get the entire base goal by the 15th wasn’t reached, but that was a long shot anyhow

I mentioned on the dq-rules list that I hoped to still have a holiday piece for those who have contributed.

What I’m thinking of doing is gathering together and formalizing the Rank Point system I have used a few times to start off new campaigns or one-shots for conventions where I didn’t want to be stuck with beginning characters. Since “The Wilderness of A—” is going to be designed for mid-level characters, and people may not have existing campaigns, I think it would be good to have a framework for quickly giving players a way to assemble characters with more experience than beginning characters would have.

You could certainly do something like this by just dumping 8000 XP (or whatever amount you’d like) on everyone and letting them go to town. But this would be a quicker, shorthand version. Of course, it would be possible to abuse the system, but in more instances, I think it could be used to quickly get a new character, or group of characters pulled together.

My thinking is that there may be some gaming groups getting together over the holidays, and this could be tested out by a few different groups. The refined version will then be included in the final version of “The Wilderness of A—”

If you want to take a look at a preliminary version of this, before I clean it up, I’ve included it below the cut…
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Working Title: Wilderness

November 28, 2011

I’m getting ready to start the adventure fundraiser project. The working title for the adventure is Wilderness. Naming rights are open to discussion and/or sponsorship.

Right now, my plan is to start the campaign on December 1st and run it through the end of February. That’s a little longer than ideal, but I think it allows more time to reach people who might be interested in it and try to recruit them to contribute.

I’m planning to use IndieGoGo to handle the fundraising. This means a couple things for the project. Most importantly, unlike Kickstarter, all contributions are collected. If the project doesn’t reach its goal in Kickstarter, no one gets charged. But with IndieGoGo, if you pledge X dollars, you are charged X dollars immediately, and, after the fees are taken out, the rest goes to fund the project right away. I’ve also been given to understand that it is easier for non-US contributors to participate through IndieGoGo, as opposed to other crowd funding platforms.

The upside for this is that, as long as there is some contribution, the adventure is going to be produced. It may only be minimally funded, in which case, it’s going to be smaller in scale. But I’m going to take the advice of Mark Shocklee about setting a range of goals.

The base goal is probably going to be $750. For that, the project will be a minimum 16-page adventure. If support reaches $1500, it will be a minimum 32-page adventure.

There is also an opportunity to have an art component. If support reaches $3000, I will have a custom piece of cover art commissioned from Timothy Truman (the artist who did the cover art for Enchanted Wood; I’ve been in brief contact with him, and it looks like it would be possible to commission him for a piece). That might also end up being a separate crowd funding project, rather than rolling it into the adventure fundraiser. I’ve also contacted another artist to see about rates for some interior art. I was going to see about contacting John Garcia (who did many of the interior drawings for the DQ rulebook), but unfortunately he passed away a few years ago.

I’d like to have some art in the adventure even if we only raise a moderate amount of funds. So I will assign roughly 20% of the money raised to go toward illustrations and artwork. This will probably mean hiring younger, lesser-known artists for a pittance (and I am not happy at having to do that), but I am realistic about the money that will be available, and I hope that I will be able to find a couple people who might be willing to do some fun work for a fraction of what they would normally charge. The other option would be to find some existing art that would be appropriate that we might be able to license to use.

If you have any leads or ideas about the art side, let me know.

Three DQ Adventure Kickstarter Ideas

November 4, 2011

So… I started talking about the idea in August, and now, all of a sudden, it’s November.  I haven’t been able to spend time on this the way I would like, which is the whole point of the Kickstarter (or IndieGoGo, or whatever) venture; to be able to make some financial space in order to be able to spend some time on the idea.

There wasn’t a whole lot of immediate and overwhelming support clamoring for the thing, either.  Frankly, that’s understandable.  Some guy mouthing about an adventure he’s gonna write for a long-forgotten RPG isn’t going to ring off the charts.  I like to think I’ve contributed a few things to the DragonQuest community, but that’s no big thing; I’m not an established game writer/designer.

I’ve been struggling to come up with some nice capsule descriptions of the adventure ideas I’ve been thinking about for this project, but to get a nice, tight, SPI-style intro in just a couple lines is hard.  And these are still pretty open-ended ideas.  So instead, what I’m going to do is give you the unfiltered ramble.  After all, these aren’t completed ideas, yet.  I have some pieces in mind that I’m interested in incorporating, and it’s better to put those ideas out there and see if they resonate with anyone else to move toward a project that can muster some support and interest.


The Earth Works

During the wars around the Return of Mador, nearly half a century ago, forces allied with Mador set up magical production and research facilities to provide enchanted materials for use by their forces. Sometimes, these were places that had been homes to scholars of magic. Clues found in the treasures collected from The Water Works point to the existence of another Works, this one dedicated to Earth Magics.

This would obviously be a sequel to the Water Works, but could certainly function as a free standing adventure on its own equally well. Probably this adventure would serve to introduce a few new Earth Magics spells or items of interest.

If this would be successful, this would also likely set up a following adventure or two, the Gas Works and the Fire Works (and perhaps even, the Clock Works)


The Wilderness of A—–

An old adventurer was rewarded by the local king for heroic services with the title of Baron and a grant of land off in the wilderness beyond the borders of the Kingdom. Some years later, he felt his adventuring career was at a close, and he settled in his lands and invited settlers to come and join him. The land has prospered to some extent, but it suffers from being too distant and unconnected to the Kingdom. A couple years ago, the Baron decided to construct a road through the Wilderness of A—– to connect to the Kingdom more directly.

But now, problems have arisen. Workers are disappearing and other unsettling events are keeping the road from being completed. The Baron’s people have sought to hire adventurers to travel with the surveying parties and work gangs to protect them from whatever is causing the problems and to help settle the wilderness so that the road can be completed.

This would include a map of some of the region. Not as extensive as the Frontiers of Alusia, obviously, but perhaps twice the area of the Overland Map from the Camp of Alla-Akabar and considerably more detailed. This could possibly be an adventure that would feature a new college of magic: the College of Sun Magics.

Obviously names need to be filled in here, but there are several potential naming rights opportunities for Kickstarter contributors. I see this one as perhaps something like The Enchanted Wood, with an overall arc to the adventure, and a series of capsule adventures and encounters that the GM can use for a mini-campaign of several adventures. There are also potential hooks in the new Barony that might be useful leads for further adventures.


The Coven of X—–

The general premise for this would be a power struggle going on in a coven of witches (College of Witchcraft) which the characters become caught up in. There would be an opportunity to use this with a PC witch, but probably more likely as a group of hired help serving one faction or another.

Just what is going on as a backdrop to this needs to be determined. One idea I have is that the Coven is centered in a city, and an opposing army is gathering nearby. Some of the witches are connected to the current power structure of the city, but others might have competing loyalties (though probably not overtly).

Obviously this would be an opportunity to spend some more time wit the College of Witchcraft. This would likely be far more of a character intrigue than any sort of dungeon crawl, but there would need to be locations and things going on with this, as well. Getting the PCs into the story might be a bit more difficult, but there are interesting possibilities in this.


I am, of course, very interested in any feedback about any of these ideas. I’m happy to discuss these further, and I will continue to refine these for the kickstarter kickoff (whenever that turns out to be). If there seems to be particular acclaim for one or another, rather than a divided interest among all three, that’s probably helpful in moving things along.

I’ll post about this on the DQ boards in a while, as well, so hopefully there can be some further discussion about the ideas. Even if you don’t think you’d contribute, but you have some ideas about the adventure concepts, I’m glad to hear what you think, even if it’s just to vote on which of these you think is most interesting.