Monday, April 17, 2023

A Broken Hearts System

I'm brainstorming ideas for a new game system. Initially, I called it the Hearts System, but that may change. I kind of like A Broken Hearts System or ABHS. 

I am starting to formulate ideas for mechanics. 

The first mechanic I created is generating characters using a standard (or custom) set of cards. I shared this in a post a while ago but I will recap it here. 

Aces are your abilities and they are laid out Spades, Diamonds, Clubs, and Hearts. I have retitled them Swords, Shields, Coins, and Hearts which correspond to: 

(Swords) Fighting ability, 
(Shields) Defensive abilities,
(Coins) Resources, 
(Hearts) Life points.  

Below them are the Kings, the Queens, and the Jacks. These cards map to three classes. Kings are Squares; Squares use brawn more than any other skill. Queens are Pures; Pures prefer to use their mental facilities over everything else. And Jacks are Semis, people who mix physical and mental facilities with ease. 

In the following examples, we are using just Kings to build a Square character. I will write about Pures and Semis in a different post. 

A starting player assigns one or more Kings to their four abilities. Once complete, the player looks down at each pile and totals them up, adding Kings and Aces together. 

Swords: 3
Shields: 2
Coins: 1
Hearts: 2

All starting characters have distributed 8 cards (or points) among 4 stats. 

Now, here is the first twist. Put the Shields over your Hearts, like so: 


It is always Shields on Hearts and the stats are adjusted like this: 

Swords: 3
Shields: 2
Coins: 1
Hearts: 2 (4)

Now this character is fit to fight. We need to talk about dice. This system assumes you'll use six siders and two. I took a poll and this was what the hivemind thought was best. Of course, the hivemind can make its own games, so I will modify this two-die standard later on. 

This is a roll-low game. The lower the better. Nothing special happens if you roll snake eyes. By the same standard, nothing special happens if you roll 2 sixes. 

One of the quirks of this game is we only have two cases where we modify the die rolls directly. We'll handle that later.   

If your Sword is 3, then you need to roll a 2 or a 3 to hit. Damn, that would be a tedious game. At this point, we need some modifiers on your character's skills. Remember, this is not modifying the die roll. We need the player to be aware of what they need to hit before rolling. 

You get +1 for having a weapon, say a spear, and another point for each skill in skill you have. Since you have 3 Swords, you can learn up to three combat skills. In this case, let's make them 3 points or ranks with a spear. Now we have a total of 3+1+3=7. 

See how we didn't add to the dice, but modified the ability to hit? The rationale behind this is all characters should know, roughly, their ability to strike something before they make that attack roll. Remember, I do have an exception to this no-modifier rule which will come into play later. 

You must roll equal to or under a 7. Now that is more like it, there is a good chance of rolling that. Here is my modification on using two six-sided dice. We're gonna use more. In the first step or interval of combat, you roll 2d6 and compare it to your to-hit number which is 7. 

We roll a four and hit. This removes one Shield or Heart from the opponent. There are only hits, we won't use damage dice. A very powerful creature might have 18 Shields and Hearts combined, but against a group of characters making a couple of attack rolls per combat turn, these defenses will go fast. 

The next mechanic is the duration of the combat turn. We're calling each cycle of combat a turn and each one is 12 seconds long, divided into 2-second intervals or steps. Every character may take one action per step. BUT they can only attack once per unit Sword and only once per interval or step of the combat turn.  

Our Square with a Spear can take three swipes with their weapon per combat turn because they only have 3 Swords. They are not skilled enough to do more. This is an inversion of D&D style rules as it assumes characters are pretty quick. 

What does he do with the rest of his time? He can move, open doors, duck, dodge, or whatever.  Basically anything other than sticking a spear in someone. He can move three times and attack three times. There will be cases where this particular character will move four times and attack twice, losing one attack because they ran out of time. Higher-level characters are entitled to swing every combat step or interval, but probably won't for... reasons. 

Now we get the exception on modifying die rolls. Remember when you put your Shields on Hearts? If you get hit, you lose a Shield point. When they are gone, you start losing Hearts. When your Hearts are gone, you are down. Not dead, but down and unable or unwilling to stand back up. 

Here is the modifier on die rolls. A character can choose to defend themselves instead of attacking. They can do this once per Heart, per opponent, per combat step, or interval.  This adds to the attacker's die roll. The cost of doing this is, if you get hit, you lose the Heart you risked instead of the Shield.

Ouch! You can go down by making risky moves. By the same standard, if you successfully defend yourself, you lose nothing but that one attack. This also slows combat, kind of like casting from hit points in reverse. 

If you are a numbers person, you'll realize that a minute of combat is 5 12-second combat intervals. Using our Square with the Spear, this could be 15 attack rolls in just 60 seconds. This would be really violent and quick, which is why I wanted to slow things with defense. 

To slow this down more, I'll modify the number of dice thrown per combat interval or step. The first time you attack in a turn, you need to get a 7 or less on two dice. Assuming nothing changes, the second attack requires rolling 7 or less on 3 dice.


That spear is getting heavy and you are getting tired.

Guess what? The third attack requires throwing 7 or lower on four dice. This continues for each attack, a high-level character could be throwing 7 dice to hit on that sixth swing.  

Also, it makes risking a Heart on Defense more worthwhile later in the combat turn.

This is a neat mechanic as new players will swipe at opponents very quickly while learning the combat system until they realize that maybe they should hold back a bit once they master it. The mechanic itself is simple, just add a die but your chances of hitting are plummeting. It also encourages players to work together, say having three guys up front taking turns at attacking an opponent, rather than everyone hacking away wildly. 

At the end of the 12-second combat turn, there is a reset moment. Shields are restored at the start of every combat turn, but Hearts are not. If you started with two Shields and lost them to two blows from an opponent, you get them back for the next turn. This restoration isn't repairing a bit of armor or picking up a shield, but making an adjustment to the item itself or modifying their use against a specific opponent. 

I hope you found this interesting. Next time I will get into missile combat and magic. Let me know what you think in the comments. 








Wednesday, April 12, 2023

Top 20 Sales on DriveThru RPG - Part 2 - Swinging and... Hits?

In finishing this two-post series, I had to modify my thought process. To recap, every time someone clicks a link to DriveThruRPG I make a small amount of money. This occurs every time someone goes from a link here to a product on DriveThruRPG, even if it isn't the product I posted about. 

For example, on the left are links to my products. If someone clicks one of those links but ultimately decides to purchase a completely different product, I still receive a small amount of income. What started this two-post series was the realization that MOST people do not buy what I suggest. I shouldn't be surprised because a review should say why you might like something, not that you will like it. Add in the fact that authors also have varied interests, you will likely see something vaguely related to one of my reviews and enjoy that item more. 

As I mentioned before, this was actually a top 26. I removed my 6 products from the list. This website is dedicated to selling my things. Today that thing is this post, not my books, with the links off to the top left on every stinking page! Yes, I am bad at marketing and I am ok with it. 

To recap, within items 20 down to 11, I only reviewed one item and own only two. Let's count down from 10 to 1 with one hiccup. It seems that 4 of 10 books are part of a series, so I grouped them together. 

Number 10 was Savage Worlds Adventure Edition. I have exactly one post about Savage Worlds and it wasn't a review. The system was used for a Flash Gordon-themed game at a local con. It is a funny story though. Click here to read it

This is a jump to 8, as nine pairs with another title appearing high on the list. 8 was A Guide to Thieves' Guilds by Todd Leback. I own this and meant to review it but did not. 

Legendary Bloodragers was number 7. This is a Pathfinder book that I am not familiar with at all. 

Number 6 isn't a surprise to me, but it was not a topic I normally cover here. It was Shadowrun: Better Than Bad (Deep Shadows). This should be no surprise as Shadowrun hit its 30th Anniversary in May of 2019. There was a special banner for it and just a few months later COVID kicked us all and my web stats went nuts:


There was a bit of a lag in the data, there was a small uptick in March followed by that massive spike in May. I started posting daily between March and May which might explain some of it. 

Number 4 was Filling in the Blanks, which I reviewed back in March of 2021. I also fell in love with the cover art and end up posting about Jenna Drummond's artwork

Into the Wild was 3 and another excellent product that I reviewed. This one was special because we all received a preview of the product on Kickstart. It also features Jenna Drummond's artwork on the cover, which I love just as much as the other covers in the series. 

The last 4 items were surprising, the Game Outbreak. Nine was Outbreak: Undead Starter Kit Card Set, and five was Outbreak: Undead 2nd Ed - Pocket Book. Two and one were Outbreak: Undead 2nd Edition - GM's Pocket Book and Outbreak: Undead 2nd Edition - Survivors Guide. The card set and the Survivor's Guide don't seem to be available. 

This is a big surprise as I love The Walking Dead and zombie films in general but I have never posted about them here. Maybe I should start posting about these sorts of things. 

Anyway, thank you again for your continued support in this strange adventure. 

Monday, April 10, 2023

Top 20 Sales on DriveThru RPG - Part 1 - Swinging and Missing

When I start an idea, I often have an idea of where something will end or at least how it should go. Not so with affiliate links and such. I've bombed out affiliate sales so many times, I don't even know what to think. My website does not have a lot of traction with cross-sales, all my readers care about is gaming. They totally don't care about non-gaming books, movies, or Legos. 

DriveThruRPG is my most significant revenue stream. So, I must know a lot about it... 

Yeah, no. 

Here is the funny bit. I've reviewed hundreds of products from DriveThruRPG. It would be reasonable to assume that most of my revenue would come from these. It was easy enough to run a top 20 report and see how effective this tactic is. I actually had to run the top 26, to remove my own six products.

Obviously, a whole website revolving around my products is a good way to sell products. Even I know that much.   

With my products removed, number 20 was How to Hexcrawl. My Review of this can be found here. It was really gratifying to see that my reviews were moving product. 

Well, that is where my assumptions and hopes ended. 

19 was a product called Easy Settlements. I purchased it to do a review but for whatever reason, I did not. It's a really nice and helpful product, it packs a lot of details into just 14 pages. As an added bonus it is system and theme agnostic. It just rocketed to the top of my "To Review List".  

Next at 18 is Downcrawl. Never heard of it, but the description is interesting. It's a generator for open-ended adventures. As an added bonus, it comes in pdf and soft cover. Since I lost most of my books, this makes Downcrawl an attractive title. Maybe I'll buy it on payday. 

# 17 was Dishonored: The Roleplaying Game Core Rulebook. Again, I have no familiarity with this title. From the description, it sounds like it would be perfect for a Gray Mouser or perhaps a Thieves World Adventure. 

Again, this is something I find attractive yet I didn't write about it. 

The rest of the list goes the same way. From 11 to 20, I reviewed exactly one title. Here is the rest of the list, with the links leading to DriveThruRPG: 

16. Berlin - The Wicked City
15. The Codex of the Black Sun: Sorcery for Stars Without Number
14. The Black Hack Second Edition
13. Outbreak: Undead 2nd Edition - Gamemaster's Guide
12. Knave
11. Barbarians of the Ruined Earth (Standard Cover)

This is a very curious collection of works. Of the 10 titles, I only have 2 own two. What I find interesting about this part of the top 20 is I can see how these titles run parallel to subjects and topics I really enjoy. Except for one, I don't care for the setting of Berlin. I do love Zombies. Traveler (but not to play) and the concept of a Dying Earth. 

Clearly, I am not reading my audience, and my audience is not guiding me, it seems we are on a parallel adventure together. That is really cool. 

Stay tuned for the next half of the top 20 list. Click here to read. 

Sunday, April 2, 2023

My Very Own Appendix N


As my friends and I entered high school, we really diverged in our interests and reading habits. Ryan read Douglas Adams and the Robotech series. Michelle read Doctor Who. I read all of the fantasy stuff like the Dragonlance series. 

This would have been around '84 to 1986. 

Almost every game session started with The Great Book and Mix Tape swap. In that spirit, I'll share a mix for you: The Great '86. This one year was amazing for music. (Editing note: You don't need a Google Music account, you can simply go on Youtube and listen with this link.) 

Anyway, back to the books. In swapping books, I lost more books than I will ever own. I also read more than you can imagine. Many of these books were yellow, pages dogeared and in some cases missing covers. 

I've been feeling nostalgic lately and picked up a Dragonlance book at Barnes and Noble. I am only 100 pages in and it fills me with both wonder and nostalgia. Clearly, I read it nearly 40 years ago. All of the details are gone, but it is strangely familiar.

I think I'll add this series to the review list, Dragons of Autumn Twilight is pretty cool and clearly made an impression on me because I freely stole ideas from it. 

This is the odd part, decades ago things moved with glacial slowness. I had this book from a used bookstore before I ever saw the Dragonlance Modules. I had no idea it was related to D&D until I saw DL-1 in about 1990. Bookstores were wacky like that. 

Since I ran down this memory hole, I've also returned to watching Doctor Who. The whole D&D gang watched the show, the old-school stuff. It was shown out of order, the local PBS station only honored the serial order, so at least you could see a whole story. But we had no idea what was happening in the larger Doctor Who story as they would happily skip from Doctor to Doctor, willy-nilly. 

I didn't care. It sort of matched the way I read the novels. Here is a silly bit. I had to go back to 2017 to pick up where I left off. The Master became Missy and slightly more and less diabolical. I was vaguely aware that Jodie Whittaker took over as The Doctor and I wondered how that would work. 

The transition reminded me of the novels I had read in the 80s. Remember, I mentioned that many of the books I read had no covers? The Doctor Who novels featured the image of The Doctor appearing in the story, so if you are missing the cover and the first couple of pages, you have no idea which Doctor features in the story. 

I thought that Whittaker was pretty great until I reached the episode, "Fugitive of the Judoon". In that story, The Doctor really shines. The series owes its success (and failures) to the author. The Doctor and the actor who brings these stories to the screen has be spot-on in translation from mere words on the page to funny, scary, and amazing stories to life. 

In a strange collision of real life, check out The Other Side Blog. He is doing an A to Z of Doctor. Totally love it. 




Monday, March 27, 2023

Review of dB/dX

Title: dB/dX
Author: C P1R8
Year: 2023
Pages: 31
Rating: ★★★★★


I'm stuck, I don't know how to review dB/dX. It has no art. It claims to be a derivative of many B/X games but isn't. I don't know anything about the author except for the website Save vs Ennui and a thread on Reddit. It's version 1.0 and not all of it has been playtested. 

So... anything I've claimed to enjoy in the past does not exist in this product. Normally, that would not bode well for a review, but by evading my normal likes it has a very charming and engaging feel. I've flipped through the book page by page and realized it does have everything I like. 

This title is meant for web access and in being set up for that, it is excellent and makes a lie of my assertion that there is no art. Nowadays, we get glitzy full-color, glossy coffee table books as basic gaming material. This ain't it. The layout is sparse and elegant in a way only a web product can do. This is artful in its choice of fonts, symbols, layout, white space, and careful use of color. 

Bonus art stars, all around. 

I've already said the title is brilliant in a post and a comment to the author. I love the play on dx/dy, "the derivative of y was taken with respect to x". Here are the nuts and bolts of everything in dB/dX. Each and every section mirrors a great number of OSR products, except virtual every rule and mechanic has been reworked for the sake of brevity and simplicity. It creates this itchy feeling in my brain, where I feel like some sort of new idea has been unlocked and processed. 

It reminds me of one of my favorite OSR booklets, The Moldy Unicorn

I took a couple of hours to play around with this ruleset and it only increased my wonder at this elegant little book. 

There are no classes or races, just levels with one major twist. Characters have a background profession, something left over from their life before adventuring. The book lists a whopping 216 backgrounds, which impressed the hell out of me as I wrote a whole book on this one subject in twice as many pages with one-quarter of the professions.  

I have to be honest, I really dug into the character creation and combat mechanics over all other things. Since the whole system is classless and raceless, having good character-building and combat systems is necessary. While I know the author meant to omit demi-humans, nothing bad happens if you use them. You can have knights, peasants, dwarves, elves, or whatever you like. You'll only break a few things here and there but that can be patched over with any number of other rulesets. This happens a fair bit with OSR products, it's almost a design feature rather than a bug. 

One of the great features of this set is the imposition of morale on the PCs. It really changes the game dynamics. You exit combat rather quickly, so players had better be on their toes. 

I had a lot of fun with just the character and combat sections, but reading through the rest of the book just reinforces the author's original idea. This set can be a mini-hex crawl as much as a dungeon delve. Nearly every section of the old Basic-Expert set appears with a simplifying twist.

I really loved having this ruleset bust my rating system. In case the HTML broke, I give this five of 5 gold stars, a rating level reserved for just a handful of wonderful books. 

Sunday, March 26, 2023

Where Did I Go?

It's been a hectic month. My wife is traveling for her job, which makes me a single dad again for a bit. Somehow, it is already spring


and the outside desperately needs work. There will be a garden this year. 

I'm throwing out some goals for the next 50-90 days: 

  • Review of dB/dX (Done!)
  • Review X-Wing game
  • Review Classic Battletech  
  • Review Battletech: Alpha Strike
  • Complete artwork for POP-001
  • Review Kingpin Comics
  • Review Cosmic Comics
  • Review Pulp 716 Comics
Many game shops in my area are also comic book stores, hence the reviews. I will probably throw the local places into their own tab at the top of the site.  

Over the last 2-3 years, I've tried some other social media outlets and rapidly discovered that I don't have time for all of them. I'd like to save some of the content generated from them and pull it back here. What that means to you is, you'll see more garden, craft, and cooking posts. I have already exited Minds, Twitter, and Facebook and I am working on exiting Locals. I am still pulling good content from there. 

Once this step is complete, you'll only see me here, on Ko-Fi, Dice.camp, and MeWe. I have recently entered the world of Discord, so once I get the hang of it, you find me there, too. 

In July, I will post about various outlets for content. To that end, I might re-start sharing web and sales stats under The Tek tab. 

Sunday, March 19, 2023

Blarg! The Information Please!

Historically speaking, books contain a lot of "non-content information". An example is the author's name, publication date, writing date if necessary, various titles, the publication city, page numbers, and hopefully a DOI or digital object identifier. 

Of late, many books and publications are missing these pieces of data. Typically they fall into two distinct classes: The author/publisher doesn't know better or the author does not ascribe to copyright in principle. The first is just a lack of knowledge, so considered yourself on notice to make this information available in your productions. 

The second is more complex because of an earnest desire to not participate in a convention that is traditional but not obligatory. My suggestion is to do it anyway, convictions be damn. Even if you make stuff up. 

Why? Because what if "Anonymous" pens a document that becomes a significant point of data in history. This means it is the primary point of data in a stream of data. It would become difficult to ascribe it to a title or location in the stream making events prone to confusion. 

Right now, I am looking at dB/dX for an upcoming review. The book is very nice but lacks a real name, and has a nom de plume which is easily confused with a DOI and lacks a date, publication city, etc. 


When citing or referencing such a work, I end up with this: 

C P1R8. (2023). dB/dX v1.0, 1-31,  https://drive.google.com/file/d/1V_Y-bDPQit2bS7HqzRHwTXvlf9hkkLZB/view

If my citation looks like that, one has to wonder if I had a stroke. God damn, be kind to reviews and historians and put your name on your work, even if you make something up. 

Homosapien, Funky. (1999). dB/dX v1.0, Save vs Ennui, 1-31, https://drive.google.com/file/d/1V_Y-bDPQit2bS7HqzRHwTXvlf9hkkLZB/view

Anyway, I spoiled the surprise with annoyance. My next review will be of dB/dX v1.0. 

Wednesday, March 8, 2023

POP-001: Making a List and Checking It Ten Frickin' Times

I don't see why AI art is all the rage, but
boy do like it for blog posts.  

Revenants of the Lost Temple will be heavily themed, similar to but different than X-1 Isle of Dread. The climate is humid, very much like Veracruz, Mexico. It's not a primeval jungle, but a staged area. Populated regions run the risk of desertification. Abandon areas show their scars for decades and true wilderness is a riot of greenery. 

This creates an interesting scenario where getting lost on a road or trail is difficult, but leaving the beaten path can quickly shift the travelers into survivors. The Temple was lost due to a combination of environment, climate, and happenstance. Once abandoned, it was swallowed. Hundreds of years later and it is difficult to see the difference between abandoned and true wilderness. 

This flavors the sort of monsters the characters will encounter. Anything intelligent would have the ability to find the Temple. The Found Temple of the Revenants doesn't really ring. So much for my default idea of having the Kobold Tribe of Minwan wandering the area.  

I went through the monster's list from Old School Essentials and made a few choices based on the region and the challenges I wanted. I supplemented this list with animals native to Mexico. I suppressed everything I currently know about The Lost Temple and selected what seemed correct to the theme. 

Wilderness Monsters

  1. Bat, Giant 
  2. Bat, Normal
  3. Boar
  4. Cat, Ocolot
  5. Centipede, Giant
  6. Dryad
  7. Frog, Giant
  8. Green Slime
  9. Grey Ooze
  10. Harpy Eagle
  11. Horse, Wild
  12. Insect Swarm
  13. Jaguarundi
  14. Jaguar
  15. Living Statue, Stone
  16. Llama
  17. Mule
  18. Nixie
  19. Pegasus
  20. Rat, Giant
  21. Snake, Python
  22. Spider, Giant Tarantella
  23. Spider, Normal Tarantella
  24. Spider Monkey

I have a list of 24 critters. It's a bad wandering monster list because it includes a bunch of things that don't or shouldn't wander and more than a few would end in a total party kill. Many of these creatures should be static, events-type encounters. 

My favorite from the list is the normal bats. I've never killed a party with normal bats, nor would I suggest it. They are a perfect thematic encounter for setting the mood. Bats are nocturnal. Once a day the players should see them leave to hunt then hours later return to their caves, fat and satiated. It's not an encounter, it's a themed clock. 

The horses, mules, and llamas are more theming, they are lost, too. No one will die from these encounters but the sense of loss is reinforced by them. The pegasus and the unicorn give a sense of being out of one's normal place, a juxtaposition of the idea of being lost. 

The normal tarantellas, rats, ocelots, jaguarundis, and insect swarms are a part of the background environment, the living jungle. 

I'll have a whole post about the Living Statues, there is no intention of making the characters fight them. 

This leaves only 14 monsters on the wandering table and I think I will peel away 4 more to make the list 10 long. I think 10 monsters is perfect for a wandering monster list. At this link, I used 10 monsters for a whole campaign setting and I stole the idea from 3 Toadstool Blog over here

The goal of this product is to populate the Peninsula of Plenty with exciting, living places. In order to match X-1's page count, I need 15 more pages. Over on Ko-Fi, you can see more about this module.