Update we are live!
I've been a gamer since the Fall of '77. Rules sets change, but I keep coming back to D&D. It was my first experience as role play and it made huge impression on me.
In the past 4 decades, I have come to a realization that players don't need much NPC help. I still always include a NPC as a guide, or an extra information resource but when I ask my players who the best NPC was, they always point to the character I thought was a background character. The cook who spotted the enemy approaching, the herald who cracks meta humor, the stableboy who worships them. Never the ranger I put there to absorb arrows and tie up combatants.
Well, in light of that revelation, I started making 3x5 cards of every NPC. Except, they really didn't fit as a classic NPC character. No stats, no spells, no combat abilities. When my players demanded that these folks support them in the field, I started making up stats for NPCs, willy-nilly.
Not uber stats, just average guys and gals who came along for the ride. Tiny details for people who gossip about the characters as they make their way. I decided that maybe some of these people were not NPCs at all but fully blown characters in their own right but with decidedly different points of view from the PCs. I decided that these types of characters were commoners. Not lords, not adventures, but just citizens.
One of my favorite characters was a scullion named Delia. She was taken by a first level fighter who frequented the local inn and slowly made a move on him. While everyone else understood that she had eyes for the fighter, he didn't get "it". However, if there was danger, he was the first to ask about her. If he had a need for something, she was always there. So obviously, she was important. After 3 years, the campaign ended in a wedding.
But there was no "scullion" class of character. How to represent her caused me to sketch out some guidelines for all of my commoners so they could fit the character mold.
I would like to share that guide with you. I am launching "Zero to Hero: Uncommon Commoners" on DriveThruRPG.
The pamphlet is 24 pages, lists over 50 professions, how to evolve a zero level commoner into a full blown PC, how commoners interact with those above them, etc.
I hope you enjoy it as much as I enjoyed writing it.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, August 23, 2018
Wednesday, August 22, 2018
Pre-launch nerves
This is it. Tomorrow, I will launch my first retrogaming title:
This title covers commoners as a class of zero level characters. It provides a framework for players to add those secondary skills by starting as something other than a hero.
Key points:
This pamphlet was produced as a lark, but I hope that it will bring new depth and richness to certain aspects of your campaign.
This title covers commoners as a class of zero level characters. It provides a framework for players to add those secondary skills by starting as something other than a hero.
Key points:
- 50+ professional descriptions.
- An experience system for commoners.
- A balanced system for generating commoner ability scores.
- A system for conversion from a commoner class to player character class.
- A guide for hiring commoners.
This pamphlet was produced as a lark, but I hope that it will bring new depth and richness to certain aspects of your campaign.
Sunday, July 22, 2018
Knight Hack Review with Reflections
Author: Philip J. Viverito,
(1st edition by The Jogglers, which also included Ed Backer, Richard Kohlbacher)
Rule Set: Hack Series
Year: 2005
Pages: 52
Setting: Western Europe, North Africa, The Near East and Eastern Europe 1000 AD to 1400 AD
Number of players: 2+
Rating: ★★★★★
The original Hack series was born in 1991 and it was a reflection of the times. Knight Hack, Third Edition was born in the 21st century and is also a reflection of now. The game has a evolved so much, it is hard to see how 1st edition relates to third, except on first principles. This is a game for gamers, written and tested by gamers.
As the person responsible for supplying the art for original book, I have to say third edition is by far superior. Most of the clipart is gone, replaced by full color images of the game in actual play. The rules have been simplified with a new D-10 system, which reduces the rule length from 52 to just 19. This is accomplished by the removal of the concept of troop type and the premade Q.R.S. or Quck Reference Sheets for each era and type of army. The rules now have a proper table of contents and an index in addition to the required charts and 38 pages for the Q.R.S.
I hate to say it, but everything I knew about and all that I did for the first edition is gone. And the rules are better for it.
I've posted about my first Con in 1977. I still have the brochure. It was a formative time for me. I would have been all of 5 years old, and there I was watching WRG, Tractics and most importantly to me, D&D being played for the first time. It left quiet the impression.
Fast forward a few years and I was in to all of these Games Designer's Workshop and Task Force products. I had Robots, Striker, Traveler and Federation Space. I still have them.
At the end of the day, knew that something like Knight Hack would be made. My parents made sure that I knew enough about games, the importance of play and of inspiration to know that things change and usually for the better.
Tonight, I stumbled across one of my first coloring books: Camelot.
The copyright is 1967, by the Whitman Publishing Company. You know, parents who make something like this one of the first coloring books is instilling a love a play, games and history.
Drive Thru RPG carries the first edition rules here and Third Edition here.
Tuesday, June 19, 2018
Game Review - Knight Hack
Title: Knight Hack
Author: The Jogglers, Philip J. Viverito, Ed Backer, Richard Kohlbacher
Spearpoint Article: Lynne Viverito
Cover Art: Me
Rule Set: Hack Series
Year: 1991
Pages: 52
Setting: Europe, 1000 AD to 1250 AD
Number of players: 2+
Rating: ★★★
And now for something completely biased.
Way back in the 1980s I was very privileged to belong to a gaming group called the Jogglers. I wasn't even an official member, I was more like a mascot and computer nerd. I can't tell you how many games I played between 1988 and 1992. I recall a couple of occasions where a local mall was rented out for play testing, but then turned into mini-conventions to play dozens of rule sets. The Joggler's love their games. When I wasn't play testing this or that, I was editing clip art for the book. My brush with fame came from being able to use this:
The layout of the book was exceptional for the time. We used a Thunderscan and Imagewriter II to process photos. Clipart from 3.5 floppies were the source of much of the line art. The text was written in MacWord, MacDraw and MacPaint were the tools for maps and diagrams.
Knight Hack was born a fast playing historical miniature game. Initially, each turn takes about 15 minutes. After a little play, adept players can get this down to just a few minutes or less. Whole games can be played out in as little as 2 hours. The rule set allows for 15 and 25 mm figures. It was game made by players for players.
So why do I give a game that I play-tested and contributed to only 3 stars? The game evolved and improved with age. Second edition obviously merits 4 stars and Third Edition receives 5.
Drive Thru RPG carries the first edition rules here and Third Edition here.
Author: The Jogglers, Philip J. Viverito, Ed Backer, Richard Kohlbacher
Spearpoint Article: Lynne Viverito
Cover Art: Me
Rule Set: Hack Series
Year: 1991
Pages: 52
Setting: Europe, 1000 AD to 1250 AD
Number of players: 2+
Rating: ★★★
And now for something completely biased.
Way back in the 1980s I was very privileged to belong to a gaming group called the Jogglers. I wasn't even an official member, I was more like a mascot and computer nerd. I can't tell you how many games I played between 1988 and 1992. I recall a couple of occasions where a local mall was rented out for play testing, but then turned into mini-conventions to play dozens of rule sets. The Joggler's love their games. When I wasn't play testing this or that, I was editing clip art for the book. My brush with fame came from being able to use this:
The layout of the book was exceptional for the time. We used a Thunderscan and Imagewriter II to process photos. Clipart from 3.5 floppies were the source of much of the line art. The text was written in MacWord, MacDraw and MacPaint were the tools for maps and diagrams.
Knight Hack was born a fast playing historical miniature game. Initially, each turn takes about 15 minutes. After a little play, adept players can get this down to just a few minutes or less. Whole games can be played out in as little as 2 hours. The rule set allows for 15 and 25 mm figures. It was game made by players for players.
So why do I give a game that I play-tested and contributed to only 3 stars? The game evolved and improved with age. Second edition obviously merits 4 stars and Third Edition receives 5.
Drive Thru RPG carries the first edition rules here and Third Edition here.
Book Review - A Brief Study of TSR Book Design
Title: A Brief Study of TSR Book Design
Code: N/A
Author: Kevin Crawford
Rule Set: D&D
Year: 2015
Pages: 26
Number of characters: N/A
Levels: N/A
Rating: ★★★★★
A Brief Study of TSR Book Design is one of those excellent finds for any game master or would be B/X author. In just 26 pages, Mr. Crawford covers the design element of decades of publications for Dungeons and Dragons books. He covers the ins and outs of fonts, margins and styles used in games from the 70s, 80s and 90s. Get your game on!
Mr. Crawford also gives sage advice on direct copying of styles for a variety of reasons such as technological updates, copyright issues and creativity. This is a surprising and useful find for the would be module author and at its price of free is unbeatable. Easily a five star rating.
Code: N/A
Author: Kevin Crawford
Rule Set: D&D
Year: 2015
Pages: 26
Number of characters: N/A
Levels: N/A
Rating: ★★★★★
A Brief Study of TSR Book Design is one of those excellent finds for any game master or would be B/X author. In just 26 pages, Mr. Crawford covers the design element of decades of publications for Dungeons and Dragons books. He covers the ins and outs of fonts, margins and styles used in games from the 70s, 80s and 90s. Get your game on!
Mr. Crawford also gives sage advice on direct copying of styles for a variety of reasons such as technological updates, copyright issues and creativity. This is a surprising and useful find for the would be module author and at its price of free is unbeatable. Easily a five star rating.
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