Why 'o why?
When I was a kid, we lived near a pharmacy called The Tek. The store is long gone, I have no idea why it was called that, but it was great little shop with all kinds of books, medicine and tchotchkes for sale.
Like every normal parent on planet Earth, my parents didn't have enough for every wish and desire. But they did their damned best.
One day, my dad took me to The Tek for something and told me flat out, "I don't have any extra money to get you anything." When he picked up his script or whatever he was buying, he found me looking at a book called: What is Dungeons and Dragons by John Butterfield, Philip Parker and David Honigmann.
As I put it back on the shelf to leave, my dad said, "Oh, a book. I have money for a book. As long as you read it."
Fast forward 20, 30 maybe even 35 years, I remember that lesson. Knowledge is worth more than money. I spend time making sure my kids read, just as my parents did for me. When they couldn't read, I read for them. When they don't have time or money to read, I make sure I close those gaps so they can.
But reading isn't the point of this post. It's about THE TECH. Sometimes, I wonder where I stand in the whole scheme of things. I have no idea. Do I sell a lot of books? Don't know. Do a lot of people read my blog? What is "a lot"? No idea.
To that end, I have decided to post my web stats and copies download from DriveThruRPG stats. Why? Because information is power and perhaps you too are wonder where you are at. This isn't a bid for transparency, I love the fact that someone reads my stuff, simply for the joy of it.
So, here are the year to to date states for my site and books.
July 2019:
AD&D Character Sheet For Use with Unearthed Arcana - 10
Compass Rose Inn Minisetting - 90
Kobold Folly Minisetting - 43
Zero to Hero: Uncommon Commoners - 9
Webstats July 2019 - 2294
June 2019:
AD&D Character Sheet For Use with Unearthed Arcana - 48
Zero to Hero: Uncommon Commoners - 8
Webstats June 2019 - 1380
May 2019:
Zero to Hero: Uncommon Commoners - 6
Webstats May 2019 - 1965
April 2019:
Zero to Hero: Uncommon Commoners - 2
Webstats May 2019 - 3011
March 2019:
Zero to Hero: Uncommon Commoners - 12
Webstats May 2019 - 1838
Febuary 2019:
Zero to Hero: Uncommon Commoners - 4
Webstats May 2019 - 1423
January 2019:
Zero to Hero: Uncommon Commoners - 12
Webstats May 2019 - 2792
Keep in mind, these are raw stats from the reports I have available. While the DriveThruRPG stats are rock solid, the webstats are coming from the report that Blogger provides. I am sure there is some crap in there that shouldn't be. I am working to refine these numbers by using Google Analytics going forward.
Books are not sales, they are downloads only. My sales rate for the lifetime of all products is an averaged 6.5% (as of today, 7.8%) of all downloads. This is owing to the fact that I offer PWYW and specifically told people not to pay for the character sheet or the Compass Rose Inn maps in the product description. It hurts sales, but I am 100% certain that the downloader got what they needed.
In the future, I plan to move away from the PWYW model for a lot of titles, but only once I feel confident that the production quality is high enough to support it. You can click the link in the upper left (THE TEK) for the latest update.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, August 1, 2019
Monday, July 29, 2019
The Kobold Warren Folly
Update - This post has been expanded into a short book with 4 maps on DriveThruRPG. It's priced at PWYW, with a suggested price of $1.99.
Like the Compass Rose Inn Mini-Setting, this set of maps and descriptions are rule set agnostic.
And now on to the original post from my birthday, Jan. 17th, 2016.
This map is of a folly in the southwest of Potamus Bay. Who built the folly is lost to time. There is a larger ruin closer to the Lake, but it isn't as well preserved or interesting as the folly.
The tale of the folly's preservation is very odd and owes its history to the river. The river is subject seasonal flooding and one of those floods brought the kobold's to the folly.
The kobold's had their own underground village, which made them very happy. They stole the best food, killed the prettiest animals and had wild political intrigues that often ended in bloodshed. One day, the ruling clan pushed the wrong buttons and were tossed in prison to await their doom, as soon as the method could be decided.
A chance rainstorm freed the rulers, but washed them deep into the cave system. The village rejoiced at the apparent deaths. They were very kobolds happy, indeed. The ruling clan was washed away into the cavern system under the folly. They were able to squeeze and claw their way into the basement of the structure. The family rejoiced when they discovered the ring of pear and apple trees, the fresh water and rabbits.
The family plans on enlarging the chambers, but for now they are satisfied.
The lowest level is almost all natural, only the eastern side has any finished features. The western side is often flooded with fresh water and sometimes contains fish.
Folly Details:
One Square equals 5 feet.
Height: 45 feet.
Depth: 75 feet below ground, as near as anyone can tell.
Population: 17 adults, 33 children.
Like the Compass Rose Inn Mini-Setting, this set of maps and descriptions are rule set agnostic.
And now on to the original post from my birthday, Jan. 17th, 2016.
This map is of a folly in the southwest of Potamus Bay. Who built the folly is lost to time. There is a larger ruin closer to the Lake, but it isn't as well preserved or interesting as the folly.
The tale of the folly's preservation is very odd and owes its history to the river. The river is subject seasonal flooding and one of those floods brought the kobold's to the folly.
The kobold's had their own underground village, which made them very happy. They stole the best food, killed the prettiest animals and had wild political intrigues that often ended in bloodshed. One day, the ruling clan pushed the wrong buttons and were tossed in prison to await their doom, as soon as the method could be decided.
A chance rainstorm freed the rulers, but washed them deep into the cave system. The village rejoiced at the apparent deaths. They were very kobolds happy, indeed. The ruling clan was washed away into the cavern system under the folly. They were able to squeeze and claw their way into the basement of the structure. The family rejoiced when they discovered the ring of pear and apple trees, the fresh water and rabbits.
There are no furnishing, no details inside the Folly. The kobolds keep the interior bare. The ring of trees continues, but is obscured by the upper two levels. |
Over the years, they have set themselves up a kings and queens of the folly. They do not understand the principle of a folly, they believe that human or elven kings hold court in an empty building. The six rulers have set themselves up as the High, Middle and Low Kings and Queens. They receive guests through the windows, as there are no doors except trapdoors between the levels. They keep the folly up, but they do not live in it. They live below in finely finished chambers. Recently, they have hung curtains in all of the windows of the folly, purple, yellow and red.
The lowest level is almost all natural, only the eastern side has any finished features. The western side is often flooded with fresh water and sometimes contains fish.
Folly Details:
One Square equals 5 feet.
Height: 45 feet.
Depth: 75 feet below ground, as near as anyone can tell.
Population: 17 adults, 33 children.
Sunday, July 28, 2019
Feeling X2 Château d'Amberville
One of my favorite modules was X2. It was so rich in detail and called back to Poe and Clark Ashton Smith that I immediately wanted to plug it into my AD&D campaign. Well, it didn't work out so well. The theme of Castle Amber was too... "weird" for my normal campaign. It was the one time my players demanded a "redo". Their main characters had crossed the mists and as they explored the castle, they became disenchanted with this setting as their characters were way too out of place in it.
I agreed. We rolled up a new set of characters, restarted the scenario and began playing the module as if the prior events never happened. My players were so good at role playing, they willingly ignored the details they gleaned from the last adventure and let the action replay itself again for their new characters.
We were actually playing two different campaigns, alternating between them as the mood struck us. This must have been 1995 or 1996. We were still using the original AD&D books with Unearthed Arcana. When we switched from our main AD&D campaign to the world of Castle Amber, we took it to the extreme.
I allowed the use of Tome of Magic, I would quietly play Love and Rockets Body and Soul alternating with Glen Danzig's Black Aria.
Being older, I'd place a bottle of wine on the table, which few of us knew how to use properly, and old candle sticks or bottles with candles jammed in them for effect. Incense was burned and dinner or light snacks were had as we gamed.
On top of that, I produced a set of feelies for the players. They were old maps, journals and letters based on the action of the module.
We never completed the module, because the players found the land of Averoigne to be so enchanting. If I could collect up those players again, we would totally go back to Averoigne.
I agreed. We rolled up a new set of characters, restarted the scenario and began playing the module as if the prior events never happened. My players were so good at role playing, they willingly ignored the details they gleaned from the last adventure and let the action replay itself again for their new characters.
We were actually playing two different campaigns, alternating between them as the mood struck us. This must have been 1995 or 1996. We were still using the original AD&D books with Unearthed Arcana. When we switched from our main AD&D campaign to the world of Castle Amber, we took it to the extreme.
I allowed the use of Tome of Magic, I would quietly play Love and Rockets Body and Soul alternating with Glen Danzig's Black Aria.
Being older, I'd place a bottle of wine on the table, which few of us knew how to use properly, and old candle sticks or bottles with candles jammed in them for effect. Incense was burned and dinner or light snacks were had as we gamed.
On top of that, I produced a set of feelies for the players. They were old maps, journals and letters based on the action of the module.
We never completed the module, because the players found the land of Averoigne to be so enchanting. If I could collect up those players again, we would totally go back to Averoigne.
Saturday, July 20, 2019
Quick Update - Back End Work and Musings of How I Came to Be Here
Not much to report today. I am doing a little back-end work on the website now that I have users coming in again. I recently added links back to my pages on Facebook, MeWe, and Pluspora and I need Google Analytics data. The last year has been wild and I really let things go.
Let me tell you where this journey began. In June of last year, I was finishing up a long term subbing post when I broke half a dozen or so ribs. My normal favorite summer activity is a local amusement park, Darien Lake. I was off of work for about 9 weeks in the middle of summer and couldn't ride a single roller coaster.
I spent a few days laying on my back trying to decide what to do that day. My choices were sort of limited to sitting, laying down or standing. I had no patience for drawing or painting owing to the profound lack of sleep. Standing is Darien Lake's wave pool was soothing but nerve-racking because there was a serious danger of drowning when the waves started up.
I decided to write a book. The first thing that popped into my head was something for D&D. I had some old character sheets lying around from a decades old campaign. In that campaign, I had 3 players write "chemist" under non-weapon proficiency. Three different bids to get their characters TNT or at least gun powder.
Yeah, no. That did not fly.
Then I realized that I actually had a bunch of great ideas for non-weapon proficiencies. In the previous semester at school, I found a great book called Everyday Life in Early America which seemed to mirror my thought process. People have skill sets. A weapon proficiency is the ability to use a weapon, a specific item, with a specific set of skills. A profession is more than a singular skill but less applicable to adventuring.
D&D and AD&D does not call these extra abilities skills, they are called "non-professional skills" meaning that they have nothing to do with the character's current class. But they aren't really quantified.
I quantified those abilities in Zero to Hero: Uncommon Commoners. I built a list of 50+ different professions from history, broke them into three categories and then defined what each could do.
One of my pet peeves from D&D is the lack of a "shared world" from outset of a game. I had people looking at characters' sheets and declaring that their ranger couldn't swim, but had a recipe for dynamite. Yeah, BS. What do you mean a ranger can't swim? That isn't a skill I want you rolling against. If I'm gonna kill you, it won't be with a bunch of die rolls to see how long you can tread water.
By allowing someone to select from this long list of professions, characters gained depth. And a smidgen of hit points and a whole set of ancillary skills which were had some semblance of the reason assigned to them. It stands to reason that a trapper can set a trap, a farmer knows a bit about cobbling junk together to get stuff done and cook can identify plants and build a proper fire.
The ability to make a rutabaga pie isn't going to buff your character, but it could make for interesting role play. On other hand, some tools are killing machines. But there is a reason why they aren't used as weapons. It's very hard to do carpentry or woodcutting after someone has killed a person in plate armor with your axes.
Some of these skills are immediately pertinent to characters. If my cleric was a chef, why don't I use knives in combat? Because that is something you choose to forego, it doesn't mean you can't throw knives at a bulls-eye. Can my wizard use a small hammer (1d4) because he is a former mason? Sure, but he has to give up one other weapon.
These professions add to each character, without overly unbalancing a game.
Well, this is much more than I meant to post, but this is why what is happening on the back end of my site. If I mean to keep producing products, there has to be some data tracking to see what other think, which I will put into some of my future works.
Typical view when your ribs are screwed up |
I spent a few days laying on my back trying to decide what to do that day. My choices were sort of limited to sitting, laying down or standing. I had no patience for drawing or painting owing to the profound lack of sleep. Standing is Darien Lake's wave pool was soothing but nerve-racking because there was a serious danger of drowning when the waves started up.
I decided to write a book. The first thing that popped into my head was something for D&D. I had some old character sheets lying around from a decades old campaign. In that campaign, I had 3 players write "chemist" under non-weapon proficiency. Three different bids to get their characters TNT or at least gun powder.
Yeah, no. That did not fly.
Then I realized that I actually had a bunch of great ideas for non-weapon proficiencies. In the previous semester at school, I found a great book called Everyday Life in Early America which seemed to mirror my thought process. People have skill sets. A weapon proficiency is the ability to use a weapon, a specific item, with a specific set of skills. A profession is more than a singular skill but less applicable to adventuring.
D&D and AD&D does not call these extra abilities skills, they are called "non-professional skills" meaning that they have nothing to do with the character's current class. But they aren't really quantified.
I quantified those abilities in Zero to Hero: Uncommon Commoners. I built a list of 50+ different professions from history, broke them into three categories and then defined what each could do.
One of my pet peeves from D&D is the lack of a "shared world" from outset of a game. I had people looking at characters' sheets and declaring that their ranger couldn't swim, but had a recipe for dynamite. Yeah, BS. What do you mean a ranger can't swim? That isn't a skill I want you rolling against. If I'm gonna kill you, it won't be with a bunch of die rolls to see how long you can tread water.
By allowing someone to select from this long list of professions, characters gained depth. And a smidgen of hit points and a whole set of ancillary skills which were had some semblance of the reason assigned to them. It stands to reason that a trapper can set a trap, a farmer knows a bit about cobbling junk together to get stuff done and cook can identify plants and build a proper fire.
The ability to make a rutabaga pie isn't going to buff your character, but it could make for interesting role play. On other hand, some tools are killing machines. But there is a reason why they aren't used as weapons. It's very hard to do carpentry or woodcutting after someone has killed a person in plate armor with your axes.
Some of these skills are immediately pertinent to characters. If my cleric was a chef, why don't I use knives in combat? Because that is something you choose to forego, it doesn't mean you can't throw knives at a bulls-eye. Can my wizard use a small hammer (1d4) because he is a former mason? Sure, but he has to give up one other weapon.
These professions add to each character, without overly unbalancing a game.
Well, this is much more than I meant to post, but this is why what is happening on the back end of my site. If I mean to keep producing products, there has to be some data tracking to see what other think, which I will put into some of my future works.
Thursday, July 18, 2019
Unreview - The Gardens of Ynn
When I found this title, I fell in love with the concept of a procedurally produced adventure. I meant to write a review of The Gardens, but I never could capture the core idea. What struck me most was the author's (Emmy Allen) desire to break out of her writer's block. Wow. That was an amazing idea and the end result is spectacular.
Anyway, I have collected up 3 reviews of The Gardens of Ynn and added a bit of commentary on each review.
The Gauntlet Blog, called the book "evocative" and praises the use of all five senses in the area descriptions. (Edit - You can also read part 2 here.) The Gauntlet takes the point of view of White Hack players, which is a step removed from typical D&D. This perspective enhances the review as it leaves the typical D&D archetypes out. While I don't play White Hack, Fraser Simons' review of The Gardens makes me wonder if I should.
Bryce over at Ten Foot Pole, stress the Gothic Horror aspect while digging right into the mechanics of how to use this setting. Bryce is right that this is a setting book as opposed to an adventure, which something that the reader could overlook, something that Emmy Allen took a moment to confirm in Ten Foot Pole's comment section.
d4caltrops calls The Garden "elegant". d4 praises the binary aspect of "go deeper/go back" to control where the adventurers go in The Garden. Even better, he suggests easy ways to use this book as a means of transport for your characters. Talk about taking a great idea and making it better.
I was surprised to see that no one commented on the artwork of this piece, which I totally enjoyed. Its Gothic simplicity is wonderful. I love this style of art.
You can pick up The Gardens at DriveThruRPG for just a couple of bucks. You can also go and add the three blogs above for free. Why not do both?
Anyway, I have collected up 3 reviews of The Gardens of Ynn and added a bit of commentary on each review.
The Gauntlet Blog, called the book "evocative" and praises the use of all five senses in the area descriptions. (Edit - You can also read part 2 here.) The Gauntlet takes the point of view of White Hack players, which is a step removed from typical D&D. This perspective enhances the review as it leaves the typical D&D archetypes out. While I don't play White Hack, Fraser Simons' review of The Gardens makes me wonder if I should.
Bryce over at Ten Foot Pole, stress the Gothic Horror aspect while digging right into the mechanics of how to use this setting. Bryce is right that this is a setting book as opposed to an adventure, which something that the reader could overlook, something that Emmy Allen took a moment to confirm in Ten Foot Pole's comment section.
d4caltrops calls The Garden "elegant". d4 praises the binary aspect of "go deeper/go back" to control where the adventurers go in The Garden. Even better, he suggests easy ways to use this book as a means of transport for your characters. Talk about taking a great idea and making it better.
I was surprised to see that no one commented on the artwork of this piece, which I totally enjoyed. Its Gothic simplicity is wonderful. I love this style of art.
You can pick up The Gardens at DriveThruRPG for just a couple of bucks. You can also go and add the three blogs above for free. Why not do both?
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