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  • Taylor Clogston posted an update 7 years, 4 months ago

    @the-inkspiller Hey Jonathan! One of my biggest interests is tabletop RPG design. Can you give me some information on Darklore Publishing? What sorts of games are you publishing?

    • @taylorclogston, Glad to see someone interested! So, we’re a start-up based in Clearwater, FL, and our flagship title is a d20 based RPG, “Demons and Saints,” which is set on modern-day Earth in the midst of a secret war amongst factions of demons escaped from Hell. Two major power blocs are formed – one focused on trying to earn their way back into God’s grace (with no word yet on their salvation, since God has not promised salvation to the fallen angels), and the other striving to dominate humanity and stave off Armageddon and final judgment.
      The players take on the role of one of seven ‘bloodlines’ (character races) caught up in the secret war, composed of different blends of the human, divine, and demonic.
      If I had to compare it to anything else, I’d say it’s like a cross between X-Files, Supernatural, Men-in-Black, and the XCOM games, with a heavy helping of Tom Clancy-esque Cold War espionage.
      Right now, our focus is on tuning up our existing content for launch, with lots of furious editing and revising going on. For at least the first year, we’re probably still going to be very much focused on building on Demons & Saints.
      You have me curious though – what sorts of ideas / experience do you have? I have some game ideas / settings of my own which I’m building on the side. If you’re interested in joining up, we’re also going to need more writers for our next release cycle.

    • @taylorclogston, I was reading your website and I noticed this phrase:
      “Additionally, I’d **prefer to** steamy (or raunchier) writing, and stories with particularly heavy profanity. We can discuss this on an individual basis.”
      Was this a typo? It seems like an element of the sentence is missing. Did you mean that you prefer cleaner stuff to steamy / raunchy / profane work?

      • Thanks for catching that typo on my web site! It now includes the word “avoid,” as I intended. And thanks for getting back to me so quickly.

        Your game sounds right up my alley! Is the combat XCOM-like? That’s one of my favorite franchises. When are you planning on releasing, and do you have a web site? A brief search didn’t show me anything online.

        As for me:

        When I was about ten, I spent enough time on the internet to know that people who liked the same fantasy books as myself liked to play Dungeons and Dragons! I asked my dad about it, and he said it was an awesome game he used to play with his brothers and that I wasn’t allowed to because it made people become Satanists.

        So I scrounged around the internet for stories of people playing until I ground together a passable approximation of an RPG ruleset. I miraculously found some polyhedrals at a homeschool convention, and from that point on was a constant GM for my siblings and friends. In my first campaign, my players investigated an island filled with parasitic gnomes who frothed from the eyes, and my players made me very proud.

        I kept making terrible homebrew games and talking to other people online who played other terrible homebrew games. Years down the line, a FLGS opened in town, and I jumped in the D&D Adventurer’s League that existed for all of a month before the owners were tired of running for people who never bought anything.

        I started working at that store a couple days a week, and also play and run one game of D&D 5e there each week. With a diversity of RPG books at my disposal, I’ve been able to absorb many more ideas than just the paradigm of D&D, though adventuring games and wargaming combat remains my favorite to play.

        I’ve never finished a game, but doodling concepts has been one of my primary hobbies for over a decade. I spent a lot more time and effort developing when I had a few friends who would help me playtest, but I haven’t found anyone willing to play anything other than D&D for years.

        My sources of external learning have been The Forge website, Patterns of RPG Design, lots of game conference presentations (PAX, GDC, etc) and the /r/rpgdesign subreddit.

        My interests are pretty firmly in the design space rather than the content writing space, but both interest me. Problem-solving rules text and UX intrigue me.

        I’ve not come nearly close to completing any of the below games, but the bones or beginnings of games are there. Links to everything can be found here: https://www.dropbox.com/sh/1lkdm79q3qu9v2c/AABlSDm8g6jkjTRVbessRjs5a?dl=0

        Trimmed-down dark fantasy adventure RPG: A recent afternoon’s doodle.

        SciFi skirmish Wargame – A game a friend and I made some initial planning for. Nothing special, but out of all my projects, I attempted clarity of game text the most with this.

        Melancholy London – Haven’t worked on it for years, but have spent the most time working on. Fairly a D&D 5e clone with buildable powers.

        Neon Evangelist – The one I’m proudest of, made when I was learning InDesign. I really liked Dogs in the Vineyard, and wanted to make a Cyberpunk game like it.

        Sapient Steel – Started briefly, then dropped when I began work full-time. Intended as a fan-made spiritual successor to LEGO’s Bionicle, fairly cloned from D&D 4e.

      • We should release around May 1st; our website is still under construction, but it’s nearing completion. As for the combat, the core rule book is a more traditional D&D-like d20 based system, but I am working on gameplay supplements for managing tactical combat with teams of NPC soldiers, along with the strategic side of research, personnel management, and hands-off espionage; the adventure which I wrote also contains two homebrewed systems for simulating riots and company-level tactical combat.
        I’m the opposite – I lean more heavily into content writing and setting, but I still enjoy mechanical design. My study has come less from external learning and more from experience at homebrewing my own systems.

        Since you so kindly linked your stuff, I’ll share mine as well. Unfortunately, many of my systems were developed before I became a Christian, so some of it might still have profanity left over, which I will try to edit out. I also was in the habit of severely overproducing notes and documents, so I’ve limited what I’ve shared to core documents. Further sharing is going to involve a lot of pruning for old bad language.

        Zone of Alienation – a personal fan conversion of the S.T.A.L.K.E.R. video games to a D&D / Pathfinder format, with overly detailed equipment, numerous perks, and deadly combat. Probably my most complete system, and also WAY too complicated in the equipment department. I wrote this system before I became a Christian, and so some of the design docs may have profanity left over; I’ve done my best to prune as much crudity out of my old writing as possible.

        Landsknecht – basically a low / dark medieval historical fantasy game, designed to encourage creativity with martial and stealth classes and evoke genuine tension when the supernatural shows up. A bit too much number inflation here, and ultimately the stamina system was just too cumbersome to actually pay attention to, and the adventures we ran actually tended to stay away from the sorts of fights where the weapon perks would actually come into play.

        Fargonne – a piratical conversion of my Landsknecht system, with a greater focus on guns, buffoonery, and naval combat. Some documents are outdated with my new head-canon for the setting – specifically replacing elves with Naga and the setting overall becoming much more sci-fi and Lovecraftian in tone.

        Where Hell is Six Feet Deep – my most recent development, it’s more setting than mechanics right now. The document can describe the setting better than I can here, but the basic idea was to create a role-playing rich system that wouldn’t require players to create a laboriously detailed backstory from the beginning, and could have high PC mortality without the plot grinding to a halt.

        https://www.dropbox.com/sh/00ifbczsqoqnr0q/AACovDoucsiOvWc5-Kw3LXrVa?dl=0

    • You’ve got great worldbuilding in everything you mentioned! Six Feet Deep in particular is something I’d love to play. It seems like you enjoy using a d20 linear core mechanic. Is there any reason for that? I prefer using dice pools for counted degrees of success or for bell curves. I love the idea that you have tactile resources to move around in a board gamey manner (dice pools) and of having very consistent chances at success (bell curves).

      Have you experimented much with more storytelling-focused games like FATE, Burning Wheel, One Ring, or Apocalypse World?

      • @taylorclogston, Sorry I didn’t reply for so long! I didn’t realize you had sent a message – it didn’t show up some how.
        My preference for linear core is that it’s simple and it keeps the number of dice being rolled from becoming overwhelming, as is the case with Shadowrun. My experience with dice pools when playing that was that consistent success was achievable only with an overbuilt character with 4 – 6 times the dice of the actual challenge rating – however, that may well just be a problem unique to Shadowrun (and/or my devil of a GM who counted up every mistake, every miscalculation, every overlooked detail until we learned to stop getting caught and learned to cover out tracks like good professional criminals).

        I’ve heard of those other systems, but I’ve never played them. Haven’t really run into any gamers who play the more obscure systems, but I wonder what improvements to storytelling they bring over more tactical games like D&D. I have the conceit that the strength of storytelling in a game usually depends mostly on the GM, rather than on the system.

        And thank you for your kind words on Six Feet Deep! One of my worries in writing it is that no one would be interested in this strange hybrid of crunchiness, streamlining, and soft-story-mechanics – or that everyone would be disinterested in the idea of playing a soul drifting from one mauled corpse to another caught up in endless trench war.

        If we can get but two more people hooked on the idea, then I have reason enough to complete it! Lol.

    • @the-inkspiller Is all good! I figured it was something like that.

      Shadowrun is a weird game that uses a dumb number of dice. I particularly like dice pools as a replacement for a single linear roll for that sweet bell curve, but count successes with a relatively low number of dice is really fun and works well.

      At least at lower levels (I never tried it at higher), DnD 5e can pretty well substitute 3d6 for 1d20. You end up with proficiency, like, actually mattering a lot because your proficiency bonus at lv 1 isn’t just a 10% difference to success. A guy with a +0 bonus (no skill or stat investment) has a 50% chance to hit 11 (but a 9.26% chance to hit 15 and less than 0.5% chance to hit 18), while a guy with +3 to a stat but no proficiency has a 50% chance to hit 14 (but only 37% chance to hit 15, and a 9.26% chance to hit 18), while a guy with a guy with a total +5 has a 50% chance to hit 16 and a 25% chance to hit 18. The guys super invested in “their stuff” are very proficient off the bat, and very consistent in it.

      A lot of people don’t want that in their D&D (or their indie game) but I like it a lot. It’s purely a matter of design goals.

      To be honest, D&D isn’t really a roleplaying game. It’s a great wargame with adventurey elements, but its rules for actual roleplaying are basically nonexistent (and were even more so before 5e). I used to agree with you on storytelling in games, but that was before I realized there were a lot of games actually about storytelling =P

      These days, most indie RPGs are either Old School Renaissance (remakes and expansions of really old versions of D&D focusing almost purely on dungeoneering) or story-driven games not like D&D at all. In fact, there are a ton of games out there without GMs!

      Two weird, off-kilter RPGs I highly recommend you check out are Microscope (very cool worldbuilding game, amazing fun if you can get people to play it with you) and Everyone Is John, a game where everyone is a voice in John’s head and trying to get him to do their evil bidding while ignoring everyone else.

      Get some more people and I’ll play so much Six Feet Deep with you =P Honestly, these days you’re selling your game based on the concept and the promise that the mechanics match the theme and conceits. Your focus is grinding out as much mechanical substance to the idea of playing a drifting soul in a trench war, and then yelling really loudly until all the people who think that sounds awesome come and realize you have a sweet game to go along with that sweet concept.

      Though I’m not terribly great at matching mechanics to style, myself. I think I did/am doing an okay job of that in Neon Evangelist (focusing on the “blowing stuff up and breaking it in a fistfight or firefight is wicked cool” and “what makes us unique is what makes us awesome” and “our cool stuff is what makes us awesome” more than the drugs and hacking and human trafficking of Gibson, I guess) but most of my other stuff is D&Dish “grab a sword and beat up monsters on a grid while the GM does work that would honestly be best left to a computer.”

      • @taylorclogston
        I can see and agree with a lot of what you say about D&D. I guess I’ve just never experienced an RPG system with mechanics focused on resolving the story directly, instead of through physical or social challenges.

        I too prefer more consistent dice rolls. That’s partly why I’m writing Six Feet Deep as a d6 dependent system and using dice pools for damage; that and I hate number book keeping, and with the scale of combat that I’m envisioning for Six Feet Deep, abstractions are necessary to keep the GM sane.

        I’ve actually played Everyone is John – it was, uh, strange. John died many, many times whilst in our care.

        You’d really help me playtest it?
        Well then.
        (Rolls up sleeves)
        Time to find some players!
        (Know any yourself?)
        We could potentially do it on Roll20, though I don’t have a webcam at the moment.

      • @the-inkspiller I wish I knew some players who’d be willing to play anything other than D&D =P Also, I hope you don’t mind me sending all the cool RPG design stuff I find to you. Here’s a theory article I liked: https://vsca.blog/2019/01/11/a-new-menu-for-players/

      • @taylorclogston, That’s an interesting article, though I wonder as a game designer how to create a system which encourages a more varied mindset than throwing dice at the problem until the RNG solves it – and how to specifically reward good planning even when the dice do not favor the players.

    • @taylorclogston, Hey, I know it’s been forever – how’s it going? Whatchu been up to lately?

      • I’m afraid I’ve been up to a lot of nothing at all. Pretty much just work, trying to not hate everything that goes into writing and being an author, and trying to figure out if there’s a single job out there I think I could bear giving every fragment of my attention to for eight or more hours a day.

        How’ve you been?

      • Yeah – work work work. I’m struggling with maintaining my enthusiasm and creativity in the RPG editing, which grows more and more onerous – and I grow more and more deficient. 😐
        Also working on my own stories and trying to pitch in more at Story Embers, which I suck at. Trying to finish some more of my stories so Northerner can go and critique me for my anachronistically placed ceiling beams and improperly wrapped meats and garbled Arthurian references.
        I guess with work the conclusion that I came to is that it doesn’t really matter much what I think I’d like to do, because even what I’d love to do for a living can become onerous – what matters is that what I do *matters*.

      • That sucks to hear. What exactly does RPG editing involve, and why do you think you’re deficient at it?

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