Wednesday, April 24, 2013

Sneak Peek at the Quickstart Map


  • I'm still going through the chapters of the first book (Transylvanian Adventures). I've hit a couple of snags in the Research/Investigation chapters and I already had a known issue I wanted to resolve with the In-Between Adventures chapter. The purpose of resolving these issues is to provide two optional "mini-games" for groups to play through if they want to blow through these portions of game prep or pre-dungeoneering. They're essentially "emergent play" engines. I should write a blog on what that means. I'm probably working on that for the foreseeable future. I don't expect to be done before the end of the month. When I am done, the alpha/beta groups will get a "Gamma" copy to review, Hulk up and smash the internet to little pieces because they will be irradiated with awesomeness (I hope).
  • I've also been going back through the Quickstart. It's drafted but there are a couple of issues I ran into with mapping it that will require a minor rewrite of a couple of room descriptions. I'm also going back to rewrite the adventure setup. The intent is to give players a feel for what the Research/Investigation system will bring to the table. I should be wrapping this up within a week.
  • I've just (and I mean just) completed the adventure map. I've included a preview image of it below. I've also completed one piece of interior art, have another just beyond sketching and have sketched a cover piece. I'd anticipate those will take a few weeks.
  • One of the alpha/beta group has put me in touch with a playtester who really, really wants to write some adventures for TATG. I'll let him reveal the details when he's ready. But his ideas for adventures sound amazing. Freaking amazing.
  • I've been too busy to do much on the How-To chapter (which still needs drafting). I have been able to flesh out a rough (new) outline, however. Sorry that I won't be finishing the Choose-Your-Own-Adventure tutorial. But that thing went pear-shaped real quick.
  • Around two-thirds of the book is done-done. As in REALLY done. The blockers now have all been listed above -- Research/Investigation improvements, In-Between Adventures improvements, How-To draft.
Thanks to everyone for the patience. This has been a long, hard road. Hopefully, Book 2 goes faster and Book 3 goes even faster. Once I get things drafted and into layout, I'll start doing little blurbs on the chapters and how they've changed (if they have).

Here's the preview of the Quickstart adventure map. It will be for 4-5 2nd Level Transylvanian Adventures characters (which will be included) but it could be run with 4-5 DCC fantasy characters as well. As you can see, there is at least one giant spider, three women in nightgowns and something undead down there at the bottom. It's called "The Winter Home". And I'll find a way to offer it as a free downloadable PDF on Free RPG Day.

Hope you're looking forward to it...


Thursday, April 11, 2013

A Logo and an Update


  • Transylvanian Adventures has a new logo. The old one from the flyer in DCC was a placeholder. I put that flyer together in about 4 hours, logo, creepy art and all. Didn't have much time to do more with it.
  • I needed a logo and art for the Free RPG Day Quickstart adventure so there it is. I'll also be taking a stab (ha!) at a Land of Phantoms logo too. Land of Phantoms is the publishing imprint I'll be using.
  • Regarding the Quickstart, it's drafted. I need to draw up the map. I've sketched a cover piece and need to drag it kicking and screaming into the line art phase. Beyond that, I'll be doing a few interior pieces as well.
  • The Quickstart has been a great mental exercise for me. In the process of reducing the scope of the rules to just a few pages, I've greatly simplified a number of rule enhancements. In addition, the classes chapter has gotten one further refinement -- each time getting less and less complicated. Right now, Transylvanian Adventures sits comfortably between Dungeon Crawl Classics and Swords & Wizardry on the complexity scale -- meaning it's a simpler game to play than DCC but a bit more complex than S&W. I'm pretty happy about that.
  • The How-To chapter will no longer feature a Choose-Your-Own-Adventure tutorial. I will draft a sample of play instead.
  • The scope and breadth of the changes put the project into another pretty significant rewrite. All this was happening while the Quickstart was being drafted. This means a Gamma version will be on the way in a bit. (Alpha... Beta.... Gamma?)
Without further ado, here's the logo...




Wednesday, April 3, 2013

Update April 2013


What I've been up to recently. Usually I put these over on the forum but I decided this one was a big enough item to put it on the blog.

Free RPG Day


  • I'm working on the Free RPG Day adventure. It's going to be a doozy. I'll give some more details in a sec. Two of three floors of the adventure are drafted. I have one more to go. I've also sketched out some cover (more like "front page") art and have started working on the map. I intend to make this free "quickstart" adventure a downloadable PDF. It will be available somehow, somewhere... and it will be free.
  • The Free RPG Day adventure will feature some pared-down rules from the first and third TATG books. Specifically, fear, dying, healing up and what crosses do to vampires from the first book and ritual casting from the third book are covered in a very limited fashion. There's an opportunity for the pared-down rules to sneak into the final publication, however, if people feel they rock sufficiently.
  • The Free RPG Day will feature five TATG pre-generated characters -- all first level and likely to die horribly. The classes represented will be the Valiant, Half-Breed, Reaver, Hunter and Exotic. Some of these classes will also be pared down from the book. At most they will be missing one ability or other.
  • This Quickstart absolutely assumes the reader has a copy of the Dungeon Crawl Classics roleplaying game nearby -- as does Transylvanian Adventures. It doesn't explain things like what Luck points do or give you things like Fumble or Crit tables. TATG is a supplement for DCC. You'll need DCC to run the Quickstart or you'll have to improv a few things.


Other Things


  • My work on finishing the book has crawled to a halt because I shifted my focus 100% to Free RPG Day. Those following the forum probably know I overhauled the Dying rules and that prompted a minor revision of the Character Classes. All that was good stuff and it made the game a lot simpler without sacrificing the fun. I'm more interested in a game that's fun than a game I can write on a notecard.
  • At a minimum, I'm trying to get a cover piece and the map completed for the Free RPG Day Quickstart. I think I'll be lucky to get those in. I'll try to do some interior pieces as well but no guarantees. If anyone has some suggestions or art they'd like to include, I'm open to ideas or contributions.
  • I've been busy on the "How To" section of TATG. The final chapter to draft, really. I had intended to make a "Choose Your Own Adventure" style solo outing to go over some of the rule changes in TATG. And I still might finish it. But I'm about 2/3 of the way into it and... well... it's a slog. The adventure is fine. But I'm having some trouble around all the branching the CYOA format is doing. There's a growing chance that solo adventure may not make it into the book. Just a heads up.
  • I'm hoping to be at NTRPG con in Fort Worth, Texas. I'll update with more details once I get a ticket and a room. If I make it, I'm hoping to play lots and I'll also be up for running DCC and TATG.




Wednesday, March 27, 2013

I Got XP!!!

I could go into the whys and wherefores of how all this came about. But the summary is... A long while back, I worked with an awesome group of guys led by Brian Isikoff that included Mark Humphreys and Mike Holmes. We were all working on a second edition of the role-playing game Hero Quest, which eventually would be handed off to Robin Laws.



I was working on genre chapters, some examples of play and actively involved in some of the mechanics discussions back then. After the publisher shifted over to Robin, Mark Humphreys took over the project and took it all the way to completion.

It recently came to my attention that the project was published as Other Worlds.

The two genres that I'd worked on that were adapted into the book are the Horror and Pirates genres. While my text has been heavily edited, there's still some stuff in there that I put my John Hancock to.

First off, kudos to Mark on doing such a great job. The book looks fantastic and he should be really proud of what he accomplished. He hunkered down and made this thing happen. And I got XP for it!!!

Please check it out if you get a chance.

Wednesday, March 20, 2013

Please Judge This Book By Its Cover

It can't get any more official. So here's the scoop. Doug Kovacs is doing the cover for Transylvanian Adventures and, if I have any say in it, he'll be doing the covers for the other two books as well. Even if I have to go rescue him from a clan of rabid ninjitsu monkeys. Or UNDEAD, rabid ninjitsu monkeys.

Suffice to say, I'd save him from kobolds.

He's awesome and I am humbled and deeply thankful to have him on the team.

Now here's a sketch Doug sent of the cover. It's brilliant. Thank you, Doug.


Thursday, February 14, 2013

Drachammer 20K

For those who've been following Transylvanian Adventures, it is probably no surprise that this haphazardly updated blog has been hand-in-hand with the TATG forum over on the Goodman Games website.

About a week ago, I posted that I'd show a glimpse at the TATG character sheet when that forum logged its 20,000th view. Much to my amazement, it eclipsed the 20K mark in no time.

So here is the TATG character sheet, filled out with the details of one of the playtest characters -- H. Meneleus Collins, Esquire -- an 8th level Polymath played by Tony Hogard.

Enjoy! And thanks again for all your support and interest in Transylvanian Adventures. The first book is almost to layout.


Wednesday, February 6, 2013


Going Back to Where It All Began


A short while ago, I put together a high-level play test of Transylvanian Adventures using the module that started it all. You've probably guessed it already but it was the original adventure for the World's Most Popular Fantasy Roleplaying Game. Rhymes with Hassle Gravencroft.

What I Learned


I learned many things about both old-school modules and the game supplement I'd been putting together. Maybe I'll share my old-school observations at some point in the future. But in the interest of brevity, I'd like to stick to what I'd learned about Transylvanian Adventures.

High-level adventuring in Transylvanian Adventures is nothing like high-level adventuring in DCC

Especially at this point in time. Spells and magic aren't the same. They're similar. But very different. Giles (from Buffy) is different from Gandalf who, himself, is different from the typical 10th level DCC Wizard.

Even though all three of those characters fill a similar sort of archetypal Transylvanian Adventures' class (the Polymath). A 10th level Polymath is going to be a lot more like Giles than Gandalf and a lot more like Gandalf than the Wizards you'd see in a high-level game of DCC. In a similar fashion, the DCC Fighter is going to be more deadly than a Transylvanian Adventures Reaver, Survivor or Hunter. But the Transylvanian Adventures characters are going to be hardier, more versatile and more resilient than a DCC Fighter.

In summary, Transylvanian Adventures characters are going to have a longer life expectancy than a DCC character. Transylvanian Adventures characters seem to escape by the skin of their teeth a good deal. And often find themselves in a position to use their wits (as opposed to their Attack bonus). They'll have a tougher time, say, killing a dragon. But they'll be more likely to survive first contact, make it to a library and come back better prepared.

Any sort of cross-pollination with DCC is highly unlikely

Following the above point, it is nearly impossible for me to imagine DCC character classes and Transylvanian Adventures characters existing in the same party. I could see Transylvanian Adventures being used to play a low-magic, sword-and-sorcery style game. But I couldn't see a Valiant, Reaver, Elf, Wizard and Thief going off in search of gold and glory. Not unless the Valiant and Reaver are okay with being outclassed from time-to-time. Especially if the other classes were given the same advantages that make the characters in Transylvanian Adventures so survivable.

In a way, this was liberating. So much of what I'd done was done in the spirit of keeping things on an even keel between DCC and Transylvanian Adventures. When I discovered that all that work was futile, it allowed me to consider Transylvanian Adventures' character classes on their own terms and in relation to themselves. This sort of focus enabled me to make changes that disregarding any sort of power struggle between Transylvanian Adventures and DCC.

The character classes were too complex

Probably the worst observation I made was that players didn't know how to use their characters. And it wasn't getting better. On the whole, a Transylvanian Adventures character would have between 7-9 class features. Worse yet, many of those class features were overly specific and didn't get used. So not only was it overly complex but a good chunk of what was intended to differentiate these classes wasn't seeing the table.

The character sheet was an impediment to fun

On top of all that, I noticed that the character was a mess. In the interest of offering as much information as I could on the character sheet, I came up with a contemporary design that featured boxes, lines and demarcations familiar to most role-players who've played the third or fourth edition of the World's Most Popular Fantasy Roleplaying Game. What I observed was that this was too much. Players couldn't find the important information because it was buried beneath items flagging seldom used rules that the players likely did not need to know. I forgot that, in the good old days, if something was really important to me, I'd just write it on the character sheet. Contemporary character sheets are so filled with boxes, lines and formulae that it's often difficult to find a spot to write your party members' names.

What I Did

Some of these realizations were liberating. It meant I didn't need to worry about keeping Transylvanian Adventures' character classes on par with Dungeon Crawl Classics' character classes. In some ways, Transylvanian Adventures' characters are more resilient and certainly more versatile. But DCC characters are more powerful on the whole.

Not having to worry about how a Valiant stacks up to a Dwarf allowed me to make some changes to affect gameplay significantly. Hopefully making things simpler. Considering the games on a scale of complexity where 0 is Risus and 10 is Rolemaster or Aftermath, I'd list Dungeon Crawl Classics in the 7-8 range whereas a game like the old Red Box version of the World's Most Popular Fantasy Roleplaying Game is probably in the 3-4 range. As of today, Transylvanian Adventures is solidly in the 5-6 range. It's an imperfect comparison. Highly subjective, of course. But hopefully it gives everyone an idea of where Transylvanian Adventures falls in terms of complexity.

When I observed players struggling with Class Features and experiencing a form of analysis paralysis with their character sheets, I went back to where it all started (for me) with that Red Box set. And here's what I came away with.

Classes need to be good at their one thing and their one thing needs to count

In Red Box, the characters all have their one thing. There isn't much shared among them. They all fill a role in the party based on what they can do. Starting with the Elf, the rest of the classes qualify as hybridizations of the function-based classes introduced in the original version of the game. I went back to the classes and boiled them down to one (at most two) things that they do differently from the rest. So classes that previously contained 7-9 class features, now feature only 2 or 3.

Customization needs a slacker path

Some people will pick up the concept of upgrades intrinsically. Levelling up a Transylvanian Adventures character was never a point of friction. But for newer players, having that option to keep a character to the basics (like the Fighter of yore) is valuable. This allowed me to break out common upgrades into their own thing. If a player doesn't want to explore the depths of what it means to be a Half-Breed, there is now an option to stick to very basic yet useful upgrades that will make that character better to play without adding complexity.

Skills are their own thing

Among those "common upgrades", I threw in skills. The Thief is the classic skill-monkey. There isn't really a Thief in Transylvanian Adventures. But now there can be. All characters are potential skill-monkeys. Skills represent the skill sets detailed in DCC with a few new ones added in to reflect the investigative aspects of Transylvanian Adventures. If a player wants to play a traditional Thief with a Transylvanian Adventures character, there is now a path available to them to do so.

Pugilists need love too

One thing I noted about the Fightery types -- like the Reaver and the Hunter. They didn't get much spotlight at higher levels. Some of their schticks were so specific that they didn't translate well. Stick a Reaver in a room with 20 goblins and that will be one happy player. But that kind of thing doesn't happen frequently enough in Transylvanian Adventures. To add a new dimension to combat, a small set of Combat Options will allow Fightery types (or characters aspiring to be fightery types) to have a few strategic choices during any combat. The refining of the character classes also helped to broaden the value of what features Fightery classes did have. Hopefully, the Reavers, Hunters and Survivors will come to appreciate this.

Magic weapons are rare bordering on non-existent

One of the biggest hindrances was the meta-knowledge that (a) some creatures in this module need a +1 or better weapon to cause damage and (b) no one in this 8th level party has a +1 or better weapon. As part of the "common upgrades", there's a bonus path that allows this issue to be ameliorated. Using the monsters presented in book two of the Transylvanian Adventures series will also help. Very, very few monsters in that book will require a magic weapon to hit.

The character sheet shouldn't hinder play with too much rules info

The new character sheet is way simplified. It features only the information that actual players said they valued on a character sheet. I went over the existing sheets with several players, as well as my own notes on the numbers and sections players referenced the most during play, to design a new character sheet that harkens back to the olden days.

This marks the fourth or fifth time I've rewritten the character classes. This was more of a serious revision than a complete rewrite though. It also marks my fourth attempt at a character sheet, although this is the first character sheet attempted with the idea of showing just what was necessary on the page.