Sword Noir In Print

Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery is now available as a 104 page softcover 6” x 9” book with black & white interiors. Print + PDF from RPG Now is priced at $10.73. If you’ve been waiting for the print book, wait no longer. If you have purchased the PDF and have not received a discount code for the print version, contact me and give me your customer number and I’ll see that you get one.

Updated Multiple Opponents Rules – An Example

I previously put up a combat example to help give an idea of Sword Noir’s combat system. Since updating the Multiple Opponents rules, I wanted to re-do the example. Nothing would have changed with the heroic PC against the regular NC, but the minion fight would be somewhat different—though only in the trappings, not in the actual numbers.

In case anyone forgot, here are the stats.

Tara
Concept: Mercenary, Good (+2)
Background: ex-Monastic Order, Good
Faculty: Scrounging, Good [Cha]
Flaw: Papa needs a brand new bag, Basic (-2)
Phy: – ; Agl: Good; Wit: -; Cha: Good; Wil: –
Swordplay, Great (+4) [Agl]; Fancy Footwork, Good [Agl]

Cohorts
Concept: Urban Cohorts +2
Phy: 12 Int: 7 Soc: 9

Tara put Croydon down, but he was only stalling Tara until his squad of Urban Cohorts could arrive. There are four of them, and they mean to make Tara pay for gutting their centurion.

Initiative time: Tara is a bit worried. These guys don’t look particularly tough, but if they get the drop on her, she’s done. The player applies Fancy Footwork and Swordplay to the Initiative Test, knowing that being the attacker is not particularly dangerous, but being the defender against four is very much so. The Target Number for the Initiative Test is 12, the Cohorts’ Phy.

You see, because there are 4, Tara is penalized at -8 (-2 per opponent). The player rolls a 6. Modified with Agility (+2) Fancy Footwork (+2) and Swordplay (+4) that becomes 14. But with the -8, that’s back to a 6. Ouch. Yeah, she totally lost that.

The first thing Tara wants to do is try to seize the initiative. Tara makes another Initiative Test but against The Cohorts’ combat Target Number. Since the Cohorts can now use their Concept of Urban Cohorts, the Target number is 14. The player rolls a 10. In the end, she’s pretty much rolling unmodified, because her Trait and Qualities are countered by the multiple opponent penalty. That 10 isn’t enough. Fail!

Unfortunately, that means the Cohorts considers Tara “Undefended.” Tara’s player has to roll 4 unmodified Tests against the Target Number 15. The player rolls a 9, a 13, a 5 and a 16.

The first roll is not only a failure, it provides Cohort 1 with a “Good” success. Tara receives 1 damage rating, she incurs a cumulative -1 modifier on all physical actions, including combat for the length of the combat, and—for the next combat turn—she may not attempt to seize initiative. The damage rating inflicts a further -2 modifier to physical actions, so a total penalty of -3. That means the next roll is a 10—an Average success, so a further -1, for a total of -4. Not pretty. That makes the 5 a 1, which is a Great success for Cohort 3—another 2 damage ratings and a total modifier of -9. That makes the last roll a 7, a Good success for Cohort 4, inflicting another damage rating on Tara, which puts her down. She receives a Doom and may have died.

So, as you see, when compared with the original rules, the raw numbers haven’t changed, there is simple no more conversion of Ranks, it’s a straight on penalty, which I find easier to explain and to apply.

Let me know if you have any questions, concerns or feedback.

Financing Sword Noir

I mentioned on Twitter that I’d do a post about how Sword Noir was financed, and this is that post. If the business end of the RPG industry doesn’t interest you, move along. Nothing to see here. If you want to see how the sausage gets made, read on.

Sword Noir has net us $300 as of Saturday night. It’s been out for two weeks. I’m very happy about this.

Usually, when SEP puts something out, we do it on a royalties basis. The work everyone does gets divided up and we all get a percentage of the profit. That’s worked fine in the past, but this time I tried something different. I paid the people for their work up front. Now, I only paid a thin percentage of what our already cheap industry pays for talent.

Let’s take my work for example. The last time I worked for someone else for an RPG product I got 3¢ per word. So, for my work in the book, I “paid” myself 1.5¢ per word, half of an already low rate. That’s what I did for everyone working on the project, give them a fraction of the already low rates paid in the industry.

Now, the budget, before I paid for advertisement (I’m hoping those banners and such are being seen) was $965. The writing accounted for $490 of that. That means I was getting 50% of the profit, if the books is profitable. That’s dropped to 45% as I’ve cut another individual in for 5% in order to get the map of Everthorn for $50 and done in a month.

Right now, the total costs for Sword Noir sit at $1165. That may increase depending on a few factors, but mostly advertisement and marketing. Working with the figure of $1165, we’re more than a quarter of the way to profitability. That’s pretty awesome. If we continue to sell 10 PDFs per month—and I’m worried that may be an overly generous expectation, considering the sales of our other products—we should reach profitability in just over two years. Woo-hoo!

The Print on Demand version of Sword Noir will actually be more profitable. Doing Print on Demand means one never pays for stock, never has to pay in advance for printing. The offset of that is a dip in quality, though sometimes the dip is barely noticeable. If we sell 5 PoDs along with 10 PDFs each month, that’ll pretty much half the time to profitability. I—unfortunately—feel that’s a tad over-optimistic. Two years sounds about right

Of course, everyone involved did it realizing they wouldn’t be seeing any big cheques. Everyone who worked on the book is a friend of mine. Most of them were involved in the Kitchener gaming group that became the Accidental Survivors. Ed and Rob are professionals—illustrator and graphic designer respectively. They accepted the pittance advance as a favour. Thankfully, I have a collection of individuals willing to do that for me.

The same model has been used for Kiss My Axe.

So that’s how I financed Sword Noir. Compared to the finances some projects require, this one was nothing. It’s miniscule. For SEP, it was a huge step. This is the first time I’ve paid money out of pocket for anything. So far, that investment seems to have paid off. Let’s see what happens in the long run.

If anyone has any questions, I’d be happy to answer them, Send me an email or leave a comment.

You can find me on Twitter here.

The Accidental Survivors podcast community is here.

Updating Sword Noir

It is very educational releasing a game system. I have never done so before. Sword Noir was the first system I ever released. It was play-tested, and the editor—Chris Groff from the Accidental Survivors—is a famed game breaker. He has the mutant power to size up a system’s weaknesses and how they can be abused. Still, SEP is small. We have no permanent staff. We also don’t have the kind of budget necessary to have multiple editors. Some things got past us. I totally and freely admit that.

So far, we haven’t done too poorly, but there will be revisions coming, and I want to thank everyone who has been pointing out errors and weaknesses. Before the PoD is released, the game will have been improved.

It’s funny that one of the biggest changes is going to be based on the system cribbed from Sword Noir. The Sword’s Edge System is a free version of the rules for Sword Noir. It’s different than the Sword Noir system, but only slightly. Mostly, it is simplification. As one example, the number of Traits is reduced to three. Sword Noir, though, is going to remain with five.

The rules don’t totally support character specialization, which is part of the definition of Sword Noir. For some people, this is a feature, not a bug. For me, it’s problematic. I made choices to try to achieve this, but I don’t think that—mechanically—I totally succeeded.

The choice of five Traits was due to my intention to differentiate these Traits finely, but not have too many Traits. Five seemed manageable while remaining somewhat granular. Differentiating Traits was a stab at forcing some level of specialization.

You see, one can only use those Qualities together that share a Trait. Any player-created Quality is attached to a Trait, and is used in conjunction with that Trait. Qualities can be stacked, but only if they share the same Trait (the exception being certain Aspects which are not linked to Traits). Therefore, it behooves a players to create Qualities within the same Traits, specializing to some degree.

As I relate this, it’s actually making me think of the Ability-based classes of d20 Modern. Never thought of that before.

In any case, one aspect of the SES rules that will be part of the Sword Noir revision is for multiple opponents. Now, the existing Sword Noir rules for multiple opponents are available for free on this very website. There are about six or seven paragraphs total discussing multiple opponents in the rules. I’m going to be cutting that in half by using the rules from SES.

Shouldn’t this have come up in playtesting? Shouldn’t we have seen then that these other rules were superior? Here’s the thing—Sword Noir was done many months ago. I moved on to Kiss My Axe (also done, save for editing), and then I went to SES (done and out). SES is a culmination of thinking and changes through both Kiss My Axe and itself. The mechanics worked fine through playtesting Sword Noir, so it was not an issue. In fact, I really liked how the multiple opponents rule worked. The nature of it should be clearly illustrated in the combat example.

However, the new rules do almost the same, removing a certain level of complexity. It becomes somewhat advantageous for the PCs, given that now a limited number of opponents can gang up on a PC, but that only makes sense. Eight guys swinging sword at a single individual is not going to work. Those guys are certainly going to get in each other’s way, so I put a limit of five opponents against one, and any more actually incur a penalty.

The big difference is that it is no longer about the Qualities one has. That acted as a limit on the number of multiple opponents one could face, but it actually ended up ignoring the actual physics of fighting multiple opponents. In the end, the simpler system addressed both the mechanical aspect as well as the simulation of multiple opponents.

I’ll be redoing the combat example with the new system to give you a taste. For those of you who have bought Sword Noir, look for that revision email in your mailbox!

Improving Sword Noir

I got a two-star review for Sword Noir over at RPG Now/Drive-thru RPG which brought up some very salient points. It’s unfortunate that Sword Noir didn’t work for this individual, and with the Sword’s Edge System now out for free, people can testdrive a version of the rules before paying good money for the genre-addition.

The thing is, the review is correct in that the rules don’t require one to create a specialist, though that is part of the Sword Noir concept—encapsulated in a paragraph I’ve reproduced so many times, I ‘m going to pass on doing so yet again. A poster on a messageboard pointed out that the rules would allow one to build whatever one wants, that it is not limited to a Sword Noir-style character. That was a feature, but it’s also kind of a bug. Much of the system was built to meet a definition, but in that example, it failed to do so.

That does not mean the system is faulty. I think the system works great, but then again, it’s cobbled together from a bunch of other great systems, so that is to be expected.

The reviewer also states that Sword Noir needed an editor. Well, it had an editor, and I think he did a great—as did everyone who worked on Sword Noir. That’s not to say there are no mistakes. Being humans, I would expect mistakes. What I would appreciate from all of you out there is to let me know what the mistakes are. I certainly want to know aspects of the system itself that could be improved—because I think everything can be improved—but what I am referring to here are spelling, grammatical, and usage mistakes.

Is a rule clunky, in that it is difficult to interpret? Let me know.

Did I misspell something? Let me know.

Is the writing obscure, impeding understanding? Let me know.

I intend to do an update of the rules before Sword Noir is available as a PoD. That’s based on feedback. I love feedback. It helps me make things better.

More on that later.

Sword Noir: A Combat Example

The multiple opponent rules have been changed, and a new post with a combat example is presented here. The rules don’t change the numbers, they just remove the necessity to track the penalty through Ranks and rather apply a straight penalty.

James on Twitter asked for an example of combat, just to help him figure out how the system in Sword Noir works.

Sounds good to me. I’m going to use Tara the Mercenary, whose character creation is explained in the book and whose character sheet is included in the Appendices (and on this very website!). She’s going to first face Croydon from the adventure Farewell, Something Lovely (included in Sword Noir) and then four of his Urban Cohorts.

Here’s the statblocks for each. Quick explanation—Tara is a PC, meaning that the character is a “hero.” Croydon is a “regular,” and the Cohorts are “minions.” You can see the different builds, with the hero being the most extensive and the minion being the least.

Tara
Concept: Mercenary, Good (+2)
Background: ex-Monastic Order, Good
Faculty: Scrounging, Good [Cha]
Flaw: Papa needs a brand new bag, Basic (-2)
Phy: – ; Agl: Good; Wit: -; Cha: Good; Wil: –
Swordplay, Great (+4) [Agl]; Fancy Footwork, Good [Agl]

Croydon
Concept: Centurion +2
Faculty: Fight Dirty (Phy) +2
Phy 12; Agl 9; Wit7; Cha 7; Wil 9

Cohorts
Concept: Urban Cohorts +2
Phy: 12 Int: 7 Soc: 9

So, Tara faces off against Croydon. The weapons used are immaterial—the success level is what is important. First, we do an Initiative Test. Only players roll—you’ll note that Tara’s Traits (Phy, Agl, Wit, Cha, Wil) are all ranked, Croydon and the Cohorts have Target Numbers.

An Initiative Test always uses either the Agility or Wit Trait for heroes. Any Quality used in an Initiative Test cannot be used in the following combat. Tara feels pretty confident against Croydon, so she doesn’t need to save all her Qualities for combat, so she’s going to use Fancy Footwork—she dazzles with her quick movements to get the blade in first. As the GM, I know Croydon is worried, so he’s going to modify the Test with Centurion—his years of fighting have taught him all the tells of someone getting ready to throwdown, so as soon as he sees Tara intends to kick butt, he moves.

The player rolls 2d10 and gets 9. To this, the player adds 4 (Tara’s Agl and Fancy Footwork are Good). 13. Croydon has a 9 Agl and Centurion gives him a further 2, so that’s 11. Tara won initiative and is the attacker.

Well, when it comes to actual fighting, Tara has little to fear. She can use Agl as the Trait for a Combat Test, and could modify it with both her Qualities attached to Agl (Swordplay and Fancy Footwork), except that she already used Fancy Footwork for the Initiative Test, so she’s left with Swordplay.  She can also use Concept of Mercenary, for a grand total of +8. Croydon’s Target Number would be 14 (his Phy is 12 and he applies Fight Dirty). The player rolls a 12, which modifies to 20, and beats Croydon’s TN of 14. She beats it by 6, providing a “Good” success. That inflicts 1 damage rating. Since Croydon is a regular, that’s it for him. He’s down.

But he was only stalling Tara until his squad of Urban Cohorts could arrive. There are four of them, and they mean to make Tara pay for gutting their centurion.

Initiative time: Tara is a bit worried. These guys don’t look particularly tough, but if they get the drop on her, she’s done. The player applies Fancy Footwork and Swordplay to the Initiative Test, knowing that being the attacker is not particularly dangerous, but being the defender against four is very much so. The Target Number for the Initiative Test is 12, the Cohorts’ Phy.

You see, because there are 4, Tara is penalized at -8 (-2 per opponent). The player rolls a 6. Modified with Agility (+2) Fancy Footwork (+2) and Swordplay (+4) that becomes 14. But with the -8, that’s back to a 6. Ouch. Yeah, she totally lost that.

The first thing Tara wants to do is try to seize the initiative. Tara makes another Initiative Test but against The Cohorts’ combat Target Number. Since the Cohorts can now use their Concept of Urban Cohorts, the Target number is 14. The player rolls a 10. In the end, she’s pretty much rolling unmodified, because her Trait and Qualities are countered by the multiple opponent penalty. That 10 isn’t enough. Fail!

Unfortunately, that means the Cohorts considers Tara “Undefended.” Tara’s player has to roll 4 unmodified Tests against the Target Number 15. The player rolls a 9, a 13, a 5 and a 16.

The first roll is not only a failure, it provides Cohort 1 with a “Good” success. Tara receives 1 damage rating, she incurs a cumulative -1 modifier on all physical actions, including combat for the length of the combat, and—for the next combat turn—she may not attempt to seize initiative. The damage rating inflicts a further -2 modifier to physical actions, so a total penalty of -3. That means the next roll is a 10—an Average success, so a further -1, for a total of -4. Not pretty. That makes the 5 a 1, which is a Great success for Cohort 3—another 2 damage ratings and a total modifier of -9. That makes the last roll a 7, a Good success for Cohort 4, inflicting another damage rating on Tara, which puts her down. She receives a Doom and may have died.

Multiple opponents, even a bunch of minions, can lead to a Doom with one or two bad rolls. The effects of failure in combat are cumulative. One of the precepts of Sword Noir is “Violence is deadly and fast.” The Tara character is pretty much totally devoted to combat—she could only have been improved for combat by making her Faculty something like Widowmaker or Sharpest Blade. That extra +2 might have helped her, but not by much, and she likely still would have been taken down by the four opponents.

That’s an example of how combat works in Sword Noir, and how it is—in fact—deadly and fast.

Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery

Hardboiled sword & sorcery—it’s Conan seeking for the Maltese Falcon, it’s Fafhrd and the Gray Mouser in the Big Sleep, set in Lankhmar, it’s hardboiled crime fiction in the worlds of sword & sorcery.

It’s Sword Noir.

Inspired by mashing up the novels and stories of Raymond Chandler, Dashiell Hammett, Robert E Howard, and Fritz Leiber, Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery is a new RPG from Sword’s Edge Publishing. In it, characters’ morals are shifting at best and absent at worst. The atmosphere is dark and hope is frail or completely absent. Violence is deadly and fast. Trust is the most valued of commodities–life is the cheapest. Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to conjure.

Now is the time for your characters characters to walk down mean streets, drenched in rain, hidden in fog, and unravel mysteries, murders, and villainy.

Sword Noir is now available at RPG Now.

Monthly Sales for March

The sales this month were skewed due to having two charity products, the proceeds of which have been donated to the Red Cross for Japanese Disaster Relief. In total, we were able to raise $234.50 USD. That’s not bad.

So here are the numbers. Those products that were in the Japan Disaster Relief Bundle have not had those sales added to their numbers, as I don’t really consider those “sales.”

March Sales
Albenistan Series
Albenistan: Election Day 1
Khorforjan Gambit       1
Qalashar Device       1
Raid On Ashkashem       2

Arcane Kingdoms
Arcane Kingdoms       4
For Simple Coin       5

Spec Ops
Blood and Guts 2: In Her Majesty’s Service       1
Canada’s Combined Security Reconnaissance Section       3
Covert Forces Redux       4

Charity
Relief Effort       5
Japan Relief Bundle 21 (raised $73.50)
Modern Medieval 46 (raised $161.00)

Total Sales
Albenistan Series
Albenistan: Election Day (Modern Dispatch 113): 28
Khorforjan Gambit: 86
Qalashar Device: 100
Raid On Ashkashem: 139

Covert Forces
Canada’s Combined Security Reconnaissance Section: 80
Covert Forces: 100
Covert Forces Redux: 127
In Her Majesty’s Service: 113

Arcane Kingdoms
Arcane Kingdoms: 9
For Simple Coin: 10

Other
Cyber-state Avatar Toolkit: 35
Line Zero: 32
Relief Effort: 52

Modern Medieval
Gunpowder Plots: 73
Man-At-Arms Advanced Class: 36
Mercenary Advanced Class: 39
Spy Advanced Class: 34
Modern Medieval Compilation: 46
(for Japanese Disaster Relief)

Roles & Classes
Capable Hero: 84
Combat Hero: 83
Counter-Terrorism Assaulter: 95
Covert Hero: 92
Spec Ops Recce: 93
Special Operations Marksman: 93
Talent Trees Assembled: 68

Treasure Chest Unlocked
Gems: 66
Incense: 7