Quo Vadis, SEP?

In my last post I was looking at costing League of Extraordinary Misfits, and came out with production cost for doing the book right at $5,680 USD, without printing and shipping. I could probably get away with $2,650, and shipping and printing would probably run at least $1,500 though it could easily hit $2,000.

Let’s just look at production costs. I’m going to look at the lower cost, $2,650. The upper cost is right out of my ballpark right now.

Okay, so $2,650. The last book I financed out of pocket was Kiss My Axe. That was published in Dec 2011. It’s still in the red. Sword Noir, which was published in Apr 2011, took two years to recover its funding. Sword Noir‘s budget was half of the budget I’m looking at for League of Extraordinary Misfits.

One of my principles in running SEP was that my personal money would never go to financing the company. That has happened twice. Once turned out okay, the other did not. That’s not a lot of data to go on, but I’m averse to pumping money into this enterprise. If you have been following me for any length of time, you will know that I am mercenary. Yes, I love doing this stuff, but I could get the same sense of fulfillment writing this stuff for my local group and maybe sharing it with the small group of people who support SEP. Cost to me? Nothing.

Let’s say that personally financing League of Extraordinary Misfits is off the table.

So crowd-funding? I said I would never do another Kickstarter. Nefertiti Overdrive finally did fund, yes, but it took a lot of work and investment to finally make it happen. Do I want to go through that again? I would spend a lot of time marketing and I would probably need to do something like the Quickstart again to build some interest and awareness. I’d be looking at an investment of about $450 to $500 for a Quickstart or preview. Since I’d be giving it away for free, the recovery of those costs would be based on the Kickstarter funding. And while the art and map for the Quickstart could be recycled in the main product, the editing and layout costs would simply be added to the cost of funding the product.

Let’s look at the numbers for Kickstarting it. My production costs would be $2,650. I’m going to round that up to $2,800 for unrecoverable Quickstart costs. Can I do a PDF only campaign? I could probably try, but that’s a real risk. If we do add book rewards, we need to add at least $750 for production and shipping. We’ll say $3,500 – the target for the Centurion campaign. However, that doesn’t cover the Kickstarter costs. I generally ballpark this to 10% based on my experience with the system. $3,850 USD would be the target, but because I’m in Canada, my Kickstarters are in CAD. That means I need to set the target 25% higher. Right now, the difference is 20%, but it fluctuates, and if I don’t want to screw myself, I need to account for that. That leaves the target at $4,820.

Almost $5,000. When I tried that with the first Nefertiti Overdrive Kickstarter, I got all of $2,3600.

So even the low-rent version of League of Extraordinary Misfits looks out of reach.

What about piece meal? I could get the rules out for about $575 (or $470 if I go the less expensive route). That means a Kickstarter for a 20 page PDF of $800 or $650 respectively.

Going the basic route, I think I would need to ask for $3 for a PDF copy (I’d later sell it at $3.99 or maybe $4.99, haven’t done a lot of price research yet). That would mean I would need about 220 backers at that level.

Trying to create rewards would be an issue. Let’s say I do a character-based reward. If there’s a $50 reward for being the model for a pre-gen you design, that increases the cost by $35, only netting $15 in actual funding – limit it to 5 and that increases the cost to about $900. If all 5 are supported, that means I still need to fund $650. This doesn’t help. Maybe make it $75? Then if all are supported, the funding target reduces to $525 or 175 backers, but if none are supported, I might still get $650 and not be funded.

Confusing, eh?

$470 USD (which would be about $580 CAD) is something that I might be able to pay for on my own. And, really I could do this for just the art budget if I ignore editing and layout. That would be suboptimal, but it makes it more affordable, and I would worry less about investing my personal money.

One way of subsidizing the cost would be through Patreon. I’m considering using Patreon to release games and adventures. It would basically be $1 for backers per product with a minimum of 10 pages and a maximum of 20 pages. How many people could I get in Patreon? It’s hard to say. I’ve seen Patreons that I support only get $3 in total funding, while some other campaigns make more than $1,000.

To be honest, it makes a lot more sense to me to go the Patreon route to subsidize investments. To do a Kickstarter right, there’s a ton of time and investment. Patreon still requires work, but it is ongoing. I might be a $3 campaign at first, but there’s the chance to get to $100 per product in a year or two, and that could help support art and maps for systems and campaigns.

Here’s the numbers for that:

Games ready to release now: Direct Action (special forces modern action); Starship Commandos (Aliens meets Heinlein’s Starship Troopers); and a League of Extraordinary Misfits.

Direct Action has a campaign that could easily span three or four 15-page products, Starship Commandos has an intro adventure, and LoEM has a campaign of about six products.

That’s a one release per month for about a year. By that time Fancy Pants (needs new name) and Riggers will likely both be ready to go. Fancy Pants will have two adventures for it: one inspired by Borderlands 2 and one set in the default Sword Noir setting. Riggers will have Dream Riggers, which will likely be a campaign that spans about six products.

Patreon seems to make a lot of sense.

But maybe I’m deluding myself.

In any case, nothing will happen until after Gen Con, and after Nefertiti Overdrive is released. That gives me some planning time.

What do you think? Feel free to comment, but there is an SEP G+ community to facilitate discussion.

You can find Kickstarter here.

You can find Patreon here.

SEP State of Play

Every week I’m trying to get two articles up on the website, but some weeks it’s tougher than others. Tuesdays I generally like to have an advice column while on Thursdays I write about inspiration. This time, instead of providing advice, I’m going to let you know what is happening over at SEP.

The main concern for SEP (which is me) right now is Nefertiti Overdrive. It is in layout and the graphic designer – Rob Wakefield, who has laid out all our books since at least the Khorforjan Gambit – is optimistic about getting it back to me early July. Fingers are crossed. Once we get those files in a format with which we are both happy, the PDFs will be sent off to backers and to the printers to get some books done. I wish printing were faster, but due to schedules and the early start to Gen Con this year, I can’t see us having any Nefertiti Overdrive books to sell at the con.

However, I will be at the convention. The Nefertiti Overdrive games that I am running are all full, but I’ll be on the panel for a couple of seminars, and there are seats available to those. On Friday at 9 AM, I have “Indie RPG Matchmaker” with Jason Pitre of Genesis of Legend Publishing, while on Saturday at 1 PM, Ben Woerner who wrote World of Dew and I sit down to talk about “Historical Gaming.” I will be selling copies of both Sword Noir and Centurion there at the Independent Game Designers Network booth. Come by, say hi, shake hands and chat!

The play test for the game with the working title A Team of Pulp Losers is winding down, and the rules have proved successful through a one-year campaign. I am wondering about beta-testing these rules, but have had difficulty finding playtesters beyond my alpha-test circle. In the end, there is no business plan for these rules. I have not costed-out a release because I am a bit burned out on Kickstarter. What will happen to these rules? First, I need to find a better name. After that? We shall see.

Another system is ready to go for Gen Con. I’m calling it Fancy Pants because – as noted above – I suck at creating good titles. Fancy Pants is a game very much in the vein of Nefertiti Overdrive. It provides players with the opportunity to control the narrative and pushes them to get fancy – describing “success or failure in a way that is dramatic, cinematic, amusing or otherwise dazzling.” Unlike Nefertiti Overdrive, rather than providing an incentive by providing better dice or bonuses, getting fancy is tied to advancement. One Fancy Pants session at Gen Con will be based on Borderlands 2 while another is going to be a high octane action take on Sword Noir.

I honestly have no idea what will happen with Fancy Pants . . . even if it finds itself a good name.

There are two other completed systems that are steps between Nefertiti Overdrive and A Team of Pulp Losers: Direct Action and Starship Commandos. I’ve written about both games before, and they have both had shakedowns. They lack art or professional layouts, but they are ready to move forward.

And even with a backlog of four games, I have a new one for which I am about to pull the trigger on playtesting. This one is termed Riggers, although that name no longer applies. Riggers was tied more to the setting than the system, and I am working on playtesting the rules in a campaign attractive to my players. I intend to use the scenario generation system from Nefertiti Overdrive to create the campaign for the Riggers playtest. Maybe the setting will work with the name.

Riggers won’t be ready for prime time for at least a year. Like Centurion, it is a system built from scratch. Nefertiti Overdrive, like Sword Noir, was inspired by mechanics encountered elsewhere. Riggers was built from the ground up. I’m not going to say it’s totally new and unique, because I honestly expect someone at some point to say “this works just like X.” Still, because it’s new and unique to me, it’ll take a while to work out the kinks. Centurion changed dramatically during the playtest, and I expect something similar from Riggers.

So, there you go. Three completed games, two getting ready to have their tires kicked. Once Nefertiti Overdrive is in the hands of the backers, I’ll be doing some serious thinking about what I want to do and how I want to do it.

Until then, stick around. Let’s chat over at the SEP G+ group.

Edge of Inspiration: Armoured Up

There’s a lot of really cool stuff happening in Edge of Tomorrow, but the thing that caught my eye first was the power armour. It seemed very low-tech, like some of the rigs that have been proposed and even tested. Given that my game Starship Commandos also uses power armour, I think it’s evident I dig the idea.

But how do you use power armour in your game. What does it do?

It really depends on the system you are using. It might not even be noticeable, just another power/talent/feat that gives some advantages but doesn’t super-power the PC. In other games, it might amp up the character so much, she is far more powerful than characters without it.

For Starship Commandos it provided a series of benefits, and if one of these benefits applied to the situation at hand, the character gained a bonus die (best two dice added together against a target number). Without power armour, the characters weren’t defenceless, but they came to rely on their “harnesses” a lot, so when they lost access to those benefits – say, when someone triggered an EMP – they felt exceptionally vulnerable.

MJOLNIR Powered Assault Armor from Halo Nation

For a game like D&D, powered armour could basically be highly enchanted magical armour – giving AC bonuses as well as stat bonuses and perhaps some other benefits. In Marvel Heroic Roleplaying, power armour – like Iron Man’s – is simply the narrative framework for powers and does not necessarily make the character better or worse than any other character.

And, honestly, it’s not the mechanical benefits of power armour that intrigues me – it’s the aesthetics of it. Power armour just looks cool, whether it’s the armour from Edge of Tomorrow or something more like the suits in Halo.

You can read more about Edge of Tomorrow at Wikipedia and IMDB.

You find more Edge of Inspiration articles here.

You can find out more about Marvel Heroic Roleplaying here.

You can find out more about Starship Commandos here.

Building Stuff: Introducing the Adventure

You’ve decided how you’re going to introduce your PCs to the campaign in the intro adventure, but now you actually need an intro adventure. For me, the intro adventure needs to rope in the players but also showcase what the campaign is about. You need to get the player’s investment.

The only thing missing from Starship Commandos? Hicks.

I was planning the intro for the first playtest session of Starship Commandos (think Heinlein’s Starship Troopers – not the movie – meets Aliens) and my first instinct was to start with a fight. Pirates had captured a freighter and had the crew hostage. The PCs – they’re MARSAT, Marine Special Armour and Tactics – would have boarded the vessel, fought the pirates and rescued the crew. Excitement! Action! The PCs being big goddman heroes! What’s not to love?

Well, the campaign was about the first encounter with extraterrestrial sentient life, and it was about the PCs getting into some really tight spots. Now the pirate fight was supposed to only be the first quarter to one-third of the initial session, but to me, that was still too long.

I’m going to be honest: I gave the players a choice. If they wanted to start with the pirate fight, we could, but I made it clear that this was not the campaign. That made the difference. The PCs wanted to get into the campaign and see what it was all about.

Ask yourself: what is this campaign about? What is awesome about this campaign? And what will my players like about it. Make sure that is all in the first adventure. It doesn’t need to be wall-to-wall action (unless your players dig that), but it needs to tell your players what to expect.

For me, Starship Commandos was about the cool power armour and the scary xenomorphs. The players got to play with their power armour and see what they could do with it (and they proved very able to exploit its technology to the fullest) and when the xenomorphs came, the setting had been seeded with enough clues that these things were bad ass that the players reacted appropriately – with their determined professionalism gilded by panic.

The funny thing is the first three quarters of that session was about building the tension. The crew were finding clues, and the players knew something was going to happen, but what? And when? I definitely introduced them to the atmosphere and the setting, and the players were definitely invested.

You can read more about Starship Commandos here.

You can find the Building Stuff series here.

Mandarins of Manchukuo – the Supernatural Allies

The pulp A Team of Losers campaign on which my Ottawa group has embarked is going to be a kind of The Losers/A-Team by way of Raiders of the Lost Ark/Supernatural. Maybe a weird melange, but it turned out well enough for the group to vote for it over Starship Commandos and a planned Borderlands/Guardians of the Galaxy homebrew.

In the first adventure, the group encountered a few creatures – some by way of myth, others by way of mass media. The adventure was in Manchuria during the Japanese occupation – 1936 Manchukuo – and I was using the working title of “Mandarins of Manchukuo.”

The group encountered a bake-danuki – a supernatural raccoon dog – in the guise of a Japanese officer who seemed to appear wherever the group found themselves. He didn’t follow them, because he was always there first. In the final battle, he made himself known, providing the PCs with an advantage against their adversaries.

Alongside the bake-danuki, the PCs encountered a kitsune – a supernatural fox – in the guise of a Japanese woman. She was not as interested in the PCs as the bake-danuki, but she was the one the PCs identified first, mostly through meta-game knowledge. That’s not a bad thing. In a lot of monster movies and spooky TV dramas, the viewers are way ahead of the characters in identifying the creature.

These were the “allies.” There were some “villains” as well. Stay tuned!

You can read the Wikipedia entry for the bake-danuki here.

You can read the Wikipedia entry for the kitsune here.

You can read more about A Team of Losers here.

You can read more about Starship Commandos here.

A Team of Losers uses a modified version of the Untitled Game System.

Good Guy Chest Burster

I faced an interesting problem while preparing the adventure for the first Starship Commandos adventure. This is going to be a riff on Aliens, in which the PCs are tasked with investigating a mining colony that has gone signals-dark.

In the first version of the adventure, the alien menace wasn’t actually that menacing. It was smart, peaceful, and only reacting out of fear. If everyone could just sit down and talk, everything could have been settled. And there were no real stakes. The alien menace had put all the colonists in a form of stasis. Basically, they were prisoners who would be released once everyone figured out that we could all just get along.

Sorry guys. My bad. I totally misunderstood your intentions. Anyone like some tea?

It’s nice to know that this is my default position – cautious optimism. Doesn’t make for an exciting game. Can you imagine the movie Aliens once the Colonial Marines realized the colonists were just tied up, and the xenomorphs didn’t really want to hurt anyone?

Yeah. Not so hot.

Now, sympathetic villains certainly have a place in fiction, and I think they have a place in RPGs as well, but only if the PCs will be interacting regularly with said villain. This is generally not the case. Think of Star Wars. The heroes interact with the villains only slightly, and it’s really only Leia. This is not to say Vader and Tarkin are not good villains – they are – but they aren’t terribly interesting as characters. Remove the baggage from later movies and novelizations and they are basically just bad guys doing bad stuff. Now think of Raiders of the Lost Ark. Indy and Marion regularly interact with Belloch, and Belloch is an interesting and somewhat sympathetic villain. I don’t know about you, but I kind of like Belloch. He’s Indy if Indy had gone wrong somewhere along the line. He’s Indy if Indy had joined that criminal gang from his childhood (the story of the Hat).

Of course the villains need to have goals, and those goals need to be logical, but bad guys aren’t always just misunderstood. It isn’t always just miscommunications or mistakes. Sometimes, the alien menace really is a menace.

And it wants to eat your face.

You can read more about Starship Commandos here.

UGS v. Military: Death and Injury

In talking about adapting UGS for military games – which includes both Starship Commandos and A Team of Losers – I mentioned the need for resource management. Another part of resource management that is very important but which I did not mention is ammunition.

"Tactical Air Control" by IMK
“Tactical Air Control” by IMK

In my games so far, there has never been any question of equipment or ammunition – it is always assumed the character has what the character needs or what the player wants the character to have. That doesn’t work for military games. Planning and preparation are important aspects, and part of that is having the proper equipment, so it’s important that players need to make choices, and those choices can lead to negative consequences.

Ammunition is key in this. You do not want to be a soldier who has run out of ammo. Now, in most teams, a teammate will give you a magazine, but that’s a drain on a teammate’s resources, and that might put that teammate at risk. This is one reason trained military don’t spray and pray. Automatic fire suppresses the enemy by making them seek cover, but you pick your shots and make them count.

As Hicks says, short, controlled bursts.

Skydiver by Dean Martin
Skydiver by Dean Martin

Adapting UGS to a military game is more than just a matter of  resource management. The threat of injury is a constant for a soldier in a hostile environment. A military game requires a way for players to be hurt and possibly killed. Now, I am not a fan of killing off characters. Characters are a player’s main tool for agency in the game, and removing that character – even if it means the player can drop in a new character – gives the message that the player’s agency is subordinate to the GM’s, and that is not how I want my games to work.

Further, players are invested in games through their characters. If the players cycle through characters, their investment in the game is weakened. Unless you are playing a light-hearted, beer and pretzels game, you want your players invested, because that makes them take in-game threats seriously, creating tension and excitement.

Given all this, the threat of character death still needs to be there. I cheat in SC and AToL, as right now, PCs can one-shot kill NPCs, but NPCs cannot do the same to PCs. That’s a cheat, and if I can figure out a clean and simple way to expand the rule to PCs, I will. Right now, I think the threat of real damage and possible death will be enough.

These are some of the additions I’ve made to UGS to create a military version, both futuristic and modern.

You can find the earlier article here.

You can find UGS here.

Turning UGS Into a Military Game

I’ve discussed the design philosophy behind UGS, but Starship Commandos and A Team of Losers derive from UGS rather than being UGS straight up. There are different needs for both of these games, though their needs are similar enough that I have developed them almost in tandem.

Both Starship Commandos and A Team of Losers are military games – in SC you are playing marines of the 121 MARSOC (Marines Special Operations Capable) in the year 2164 while in AToL, you are playing operators of an unnamed special operations force deployed to Central Asia – and military games have their own specific needs that UGS rules as written does not cover.

Advancing through the foliage
In the Foliage by Dean Martin

Military games by their very nature pretty much require resource management to be an important facet. Let me be clear, I am talking about military games rather than action games with a military setting. I’m talking Black Hawk Down vs. . . . wait, I can’t think of a good counter-example. Huh.

Anyway, if you talk to most soldiers who have been outside the wire, on patrol or in combat missions, weight and kit are the two mission parameters that seem to dominate their thoughts. In Black Hawk Down there is a great scene as the Rangers are preparing for their mission where Grimes, a desk monkey heading out into the Mog for the first time, is dissuaded from taking the equipment he actually needs – the rear trauma plate for his body armour and his night vision device – because they’re too heavy. Later, we see a Ranger shot in the back, where his trauma plate might have saved his life. Then the Rangers and Delta Force are forced to overnight in strong points, when NVDs would have been really helpful.

SOF by Dean Martin
SOF by Dean Martin

Therefore I need to include equipment and common load-outs for SC and AToL. Along with simple lists, this stuff needs to be explained. What is a Lensatic Compass? What is the difference between a first aid kit and a medical trauma kit? What do I care if I have the gun that weighs 12 kg rather than the one that weighs 2.5?

And once you have equipment, you need to provide limits – a key part of resource management. I’m doing this through weight. The weight and encumbrance rules are pretty simple, but they add a level of complexity I generally like to avoid. Still, to me, resource management is one of the keys for a military game.

There is yet more, but this post is already going long. Stick around if you want to meet a Starship Commandos character.

You can find the discussion of designing UGS here.

You can find the UGS rules here.

UGS Design Goals

Last post, I told you a lot about my history as a designer, now let’s talk about my specific design goals for the Untitled Game System (UGS). It is slightly different than for Starship Commandos or A Team of Losers, so I’ll get into those later.

Sword NoirThe continuing thread that runs through all my game designs starting with Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery has been simplicity. None of my games from Sword Noir on have had more than 20 pages of rules. Examples expanded Sword Noir and Centurion: Legionaries of Rome slightly out of the 20 page milestone, but the mechanics have been pretty compact.

I wanted UGS to be the simplest system yet. For me, simplicity itself is a worthy goal, but there was a further goal beyond this: speed of play. Simple games seem to move faster than complex ones, and that is only logical. However, some simple systems can still lead to complex interactions. The strategy involved in building a hand with your dice pool in Centurion was part of the design goal, but it complicated the actual Tests. Not a problem, they still move quickly, but I wanted something pared down even further.

So, simple and fast. What else?

Centurion: Legionaries of RomeI wanted to get back to a system in which the GM does very little mechanical adjudication. In Sword Noir and Kiss My Axe: Thirteen Warriors and an Angel of Death, both built with the Sword’s Edge System, the GM does no dice-rolling. Everything is a target number which the GM decides beforehand. In a sandbox game, these numbers need to be assigned during the game, so there is some mechanical adjudication, but not as much as with Centurion or Nefertiti Overdrive, in which the GM is rolling dice along with the players. I want to be able to focus on the game and the story rather than the mechanics or how many dice I am using.

So there you go. UGS is intended to be simple, fast, and with little to no GM mechanical adjudication during the game session.

Starship Commandos and A Team of Losers had other requirements, but those would be built on top of the chassis provided by UGS.

You can find print versions of Sword Noir here and Centurion here. SEP’s PDFs are all available here.

You can find the UGS here and talk of Starship Commandos and A Team of Losers here.

A History of (Fraser’s) Designs

The Warden is one smart dude, and since he has decided to discuss his process creating the uber-secret Project Pheonix, I thought I’d do something similar.

Covert Hero by Dean MartinImitation is the sincerest form of flattery.

Anyone following this blog has already had access to the Untitled Game System v1 document. UGS is the backbone and basis for the games that I’m going to be developing for my gaming group – Starship Commandos and A Team of Losers. Starship Commandos v1 Playtest document is done. I’m turning to A Team of Losers now, but as both games focus on military characters (present-day and future) much of what I have done for Starship Commandos will work well with A Team of Losers, as will a lot of the modern military stuff I did for the Spec Ops line of SEP.

But what am I trying to do? Having that target, that idea for what the rules are supposed to do, really helps in the design process. I will be frank with you – the very first games I designed, way back in university during the days of D&D 2E, had no real design philosophies but were built to work in a genre other than fantasy, so I had an SF game and a modern magic game. Following that, I had a long fallow period until coming home from Korea.

At the outset of SEP, I was publishing support material for d20, though I was still privately toying with design. These were mostly “fixes” of d20. It wasn’t until the desire to run games similar to the stories that I was writing led to Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery.

Let’s be honest, Sword Noir was a hack on PDQ, more specifically, on Jaws of the Six Serpents. I really like Jaws, but it needed to be tweaked to do what I wanted to do. That tweaking led to wholesale revisions that led to Sword Noir.

Centurion: Legionaries of Rome was really the first game I designed from the ground up, purpose built for specific goals. Nefertiti Overdrive is a synthesis of the design goal approach of Centurion and the genre emulation of my earlier games.

UGS is closer to Centurion in its birth than Nefertiti Overdrive.

But that’s another story.

You can find the Warden talking about Project Phoenix here.

You find PDQ here and Jaws of the Six Serpents here.

You can find print versions of Sword Noir here and Centurion here. SEP’s PDFs are all available here.

You can find the UGS here and talk of Starship Commandos and A Team of Losers here.