18 May 2013

Game Chef 2013

It's on this week! Details: http://gamechef.wordpress.com/. Aspiring game designers, I recommend taking part as a way to stretch yourself a bit and try out some game design ideas. It's good fun.

It's crazy, the theme and ingredients are all pictures in a bold, iconic style from http://game-icons.net/.

My mind was pretty blank at first, but now I have a solid idea. I'll see how it goes!

13 April 2013

Monster of the Week: Year One

As I find reading about other game publishers' sales interesting, I thought I would give you a summary of how Monster of the Week has gone, now that it's been about a year (specifically, a little more than a year since the IndieGoGo campaign ended and a little less than a year since my first print run).

First up, the campaign gave me 50 electronic and 123 book orders). I put pre-order buttons on the website after the campaign was over, and got a few pre-orders a month.

The first print run was at the end of June, of 200 copies. Shipping out the funder copies and pre-orders took an evening of packing and a morning at the post office. The number of packages was too much for their receipt printer, causing some consternation.

I also set up the book to print on Lulu at this point, hoping that this would lead to more reasonable shipping than I could offer from the antipodes. I also made the PDF available on DrivethruRPG/RPGNow in November 2012.

As I was getting pretty low on copies, I had a second print run of 150 done in December.

Moving into just plain sales, I've had the following results since July 2012:

MonthDirect PDF SalesDrivethruRPG PDF SalesDirect Book SalesLulu Book Sales
July 201220N/A919
August 201220N/A1112
September 201226N/A119
October 201218N/A52
November 20121321512
December 2012634514
January 2013730143
February 201342160
March 201343444
Totals (including campaign and pre-orders)18414020075

That's total sales of 324 PDF and 275 print copies, making 599 all up as of the end of March (up to 608 as of today).

I'm not sure what conclusions to draw from such a small amount of data, but here are a couple of things:

  • DrivethruRPG/RPGNow adds a significant number of sales (I took part in the GM's Day sale, too, which gained a number of extra sales).
  • I noticed a few cases of a mention somewhere leading to a few extra sales, and also from some convention games.
  • There's definitely a big burst of sales followed by a slow dropoff. I had a couple of things (Christmas, DrivethruRPG sale) that bumped sales out of the dropoff temporarily.
In terms of money, the fundraiser just managed to cover the costs of all the stretch goals, editing and art, the first print run, and shipping. Since then, overall steady sales have led to a modest profit over the year (enough to buy me an Xbox 360 and XCOM to play on it, as well as paying some bills) but unfortunately not anything like enough to consider giving up my job as a software developer.

On top of my own sales, there's an Italian translation that's just been launched (via Narrativa) and a Russian translation on the way (via Studio 101). The Italian edition includes all new art, which looks very nice (although I haven't seen a copy in the flesh yet, just photos of them).

Overall, I'm very happy with the results! I was confident enough of the game that I knew it would sell, but I was expecting sales more in the range of one- or two-hundred in the first year. I've made contact with a number of fans over the course of it all, which is great - especially hearing about other people playing and enjoying themselves!

06 February 2013

hollowpoint review

I've played two games of hollowpoint recently - one at Kapcon games on demand, the other with my regular group.

It's a great system for one-shot action. Both games ran at a breakneck pace, with crazy action scenes quite naturally developing out of the conflict mechanics.

The games were fairly different in detail: at Kapcon, we had a mob revenge/reprisal scenario. This week, I had a team of anti-terror agents working for a mysterious organisation in 80s action movie style.

Despite the rather different feels (albeit both action), the system handled both with ease. For the anti-terror mission, I changed two of the skills from the default (which suggest 100 Bullets or Reservior Dogs in feel) to give the agents a more military edge. This is suggested in the book, with a fair range of examples to give you ideas.

The system is simple enough to explain quickly, but has a few emergent effects that mean there's rarely an obviously best choice about how to approach a conflict (for the agents, is it worth asking for help - with the possibility of rebuff?; for the GM, do I introduce a principal character and split up my dice pool?). That makes the mechanics of the dice a bit more interesting than many simple systems, especially those intended for ease of play as a one-shot.

Another nice feature is that players choose if and when their characters die. If your agent takes two hits, you can choose to "move on". If you take that option, you reinforce the shared teamwork dice pool, and make a new (higher ranked) agent to come in and fix up the (obviously screwed up) mission. It's very fun to have the new character come in with the explicit requirement that they take time to chew out the rest of the team for their failures!

Highly recommended for nasty, violent action games! If the slogan ("bad people killing bad people for bad reasons") can fit the action scenario you have in mind, hollowpoint will almost certainly fit the bill. I'm sure I'll be taking to conventions as a reliably fun, easy to run option.

Additionally, I made myself some reference sheets to cope with the rules in these first games, which you are welcome to grab if you think they'll be useful. There's a GM summary, an agent summary, and cards with the agents' special abilities by rank.

21 January 2013

Kapcon 22 Games Played

I've been posting quick accounts at NZRaG. Rather than typing them again, I'll just leave the link there. I've still got Sunday to fill in as I write this.

 I'll post reviews of The Quiet Year, Hollowpoint, and possibly some of the other games played. Quick version: they're both great, as was my game of World of Dungeons/Dark Heart of the Dreamer.

 Durance remains great. It was interesting to see similarities and differences between yesterday's game and my previous one.

10 December 2012

Game Review: Durance

I backed the Durance kickstarter, on the strength of Bully Pulpit's previous work (especially Fiasco). I was a little dubious based on the very specific focus of the game, but after reading and playing it I feel like it will have a fair amount of replay value.

The very specific focus is that you'll be telling a story about a space penal colony where things are going bad. It's a SF take on the Australian first fleet and the early days of Sydney (in fact, there's a chapter on using the game for the historical scenario, if you want to try that).

You can see that the system is closely based on Fiasco, with most of the game being free narration and roleplaying. However, there are plenty of extra bits that give a particular spin on things.

To start with, you define the planet and colony. There are six features that initial surveys said were beneficial. You take turns picking one to be true, and another to be false. Once you have defined all those, you can look up your specific world and colony in the rulebook: each possible result has details listed to use in your game. Then you pick what drives your colony - there's a list of six possible drives, and you take turns deleting one until there's only one left.
Then you create two notable characters to play. One will be a convict, the other a free person or agent of the Authority. Your two characters must also be of different ranks - each side of the colony is divided into a ladder, from the top dog (colony Governor, or the convict bigwig the Dimber Damber) down to the lowest of the low (convicts who have served their sentence on the free side, and the lowly political prisoners and ruined convicts on the other). Each notable also has taken a solemn oath, which may be picked by another player for you - that is done turn by turn as well. A final discussion about relationships and implications of the notables picked finishes up the colony setup.

Play then begins, with no one GM as you might expect. Instead, you take turns as scene guide. The guide's job is to pose a question, like "I wonder how Freesh the bolter [an escaped convict] is surviving out in the wilderness?" or "I wonder what the governor does when he finds out his captain of marines was murdered in cold blood?". The other players then set a scene exploring that question and play out what happens (possibly with a few more questions asked along the way). In general, you aim to include your notables in the scenes as much as you can.

Uncertainty in the resolution of a scene is worked out via a choice (after a dice roll by the guide) of which of the colony drives is used in the situation. The choice is between "servility", "savagery", and the particular drive you picked for your colony in setup. The die roll provides some randomness, restricting which drives may be chosen. When the resolution method is picked, the actual resolution is played out by the group.

I've played only a single session one shot, but we had a great time. The setup gives you both an unstable, failing, colony and a bunch of characters with various issues and relationships that push them into action. The oaths, in particular, very naturally push your play of the notables into certain patterns - especially some of the crazier ones (I had a character who had sworn "to never keep a promise"). We wrecked the colony - the senior Authority notables and the Dimber Damber were all overthrown, and a republic declared. But with my promise-breaking convict in charge, we knew that it would not go well.

The resolution mechanics and story guidance are just enough to get things going the right direction - it shares that light touch with Fiasco. The individually generated planet and colony also assure that each game with have its own particular flavour. For example, our planet was so hostile that none of the colonists left the town. Only the wretched bolters attempted to live out in the wild, fighting off the natives and scratching for alien moss to eat. Most of the game took place indoors to avoid the harsh climate.

Overall, recommended. Especially if you're a Fiasco fan who is interested in exploring and even darker story.

Links: Durance at RPGNow or IPR. Fiasco at RPGNow or IPR.

18 November 2012

Red Country by Joe Abercrombie

I just finished Red Country - latest book in the First Law world. It's at least as good as the others, and revisits a few characters we've seen before to show how the intervening years have treated them.

The main story is great too - Abercrombie's ability to make characters (even horrible ones) human is here in full force. The story takes them to a piece of country that's an obvious parallel to the US West. The story isn't exactly a fantasy western, but that's a pretty good quick description.

Recommended! But read the other books first (knowing the history of the returning characters adds a large dimension to the story).

18 August 2012

Just read: Burnt Ice by Steve Wheeler

Burnt Ice is a hardish (firm?) science space opera that reminded me a little of Iain M Banks and Alastair Reynolds*.

It's about a team of military engineering intelligence agents: they basically go in to check out weird tech and decide how to use/destroy it. As you might expect, a routine first mission draws them into a much more complicated situation.

There's a lot of getting into the details of the tech, enough that it's clear Wheeler has thought the implications of things through (even if not everything is fully explained). The world he introduces us to has a lot going on, as well (note: this is the first book of a series).

Recommended!

* Important footnote: Wheeler does not have any of the torture scenes or gratuitous awfulness that often appears in Banks and Reynolds stories. This is good.