Sunday, 12 October 2014

Hitting the Books: The Current State of Killshot

Confession time. I haven't paid any significant attention to Broken Ruler Games over the past few months. Pretty much the entire past year. With a lot going over during 2014, all of this was put aside and left to run on its own accord. If you've tried to get onto the BRG site, you may have noticed the domain doesn't work any more. That's actually due to extremely annoying communication problems with the host and Google (with whom I purchased the domain name, brokenrulergames.com) and now the site is out of reach. Yeah, I've been a bad owner.

With a renewed fire under my belt (thanks to a certain vacation providing some time to think), I finally had a chance to go back over all the sales, checklists, emails, and everything. And in the interest of full disclosure, I'm happy to say that Killshot has made a profit. The below chart shows the entire line's total sales and earnings as of October 1, 2014.


After the additional costs of doing business (domain name, POD test copies, marketing, stock art, assorted business expenses) running at $506.21, what's left is $285.48. 

Killshot was an experiment in every way. I toyed around with stuff, tried out a few different settings, gave away a shitload of copies (61% of all sales were freely handed out by yours truly), and stumbled with Pay What You Want options (more on that in a bit). Not the least of which was to spend more than the money raised on the Kickstarter (unaccounted taxes and shipping being the usual culprits). Seeing these results makes it very worthwhile.

Though not profitable. 

The idea machine is clicking away on something and it's all thanks to my recent trip out to Prince Edward Island. Meeting with a couple of store owners about the possibility of carrying Killshot in their stores has lit a fire under my butt, yet it'll all be for not unless I get all the records caught up and stable so I can start moving forward on towards Phase 2. 

THE PWYW LEARNING CURVE

Over the past three months, there have been a total of 81 downloads for Killshot products. For a grand total of $0. Between free and Pay What You Want titles, not a single person put down a single cent. While very helpful for getting this game into as many hands as possible (particularly hands that are likely to actually read it, unlike those who receive them as part of a prize bundle), it does make things difficult when you are a small indie game. There's no reason for anyone to trust your enough to pay for it. The PWYW Learning Curve solidifies the greatest lesson I've learned throughout this entire endeavour: it's all about the connections. Whether its a pre-existing connection with your customers familiar with your previous work and ready to trust you once again with your next project or by meeting fellow designers, editors, and artists at trade shows, having connections goes a long way on the Internet. 

Do I recommend it for indie publishers looking to get their game out there? Yes, for sure. But do not depend your entire line on it. Tease, do not give away. Give them a reason to trust you, but don't allow yourself to be taken advantage of. 

With these updated numbers in tow, I'll be able to start looking at a few things. Time to perform the autopsy and see how it all went down so that we can learn and adapt. 


Thursday, 4 September 2014

The Dice Go Boom!

Allow me to think out loud for a moment.

While looking over the latest draft for ScreenPlay... What's that? You haven't seen a copy of the latest draft, version 1.03? Well, why don't you download it right from here then. Anyways, looking over the draft, I was trying to consider recharges for Stamina and one of the considerations was for a cast member to gain +1 Stamina whenever a Writer rolled the highest value on a die.

Then it hit me. It would become easier to gain Stamina if you're rolling lower dice. You have a 1-in-6 chance of gaining a point of Stamina back with a d6 versus the 1-in-12 chance with a d12. This is the opposite intention of dice where higher values indicate more power and ability. If I'm going to keep with this theme, recharging should occur faster for those with higher values (or step, if we're going to keep up with the game vernacular.)

This is not the first time such a thought has occurred when it comes to exploding dice, though I cannot think of which game(s) it was for the life of me. Must be the fact that I write before I've barely had two or three sips of coffee. Savage Worlds does seem the likeliest suspect as that one's the signature game when it comes to exploding dice and the concept of rewarding die maximization (wow, doesn't that sound fancy?) commonly seems paired with step-based die applications (an even fancier term). You want the higher die value to increase your chances of success, yet there is a little risky luck in using lower values. d6s can explode with great frequency, as I discovered during my work on Killshot but that game had the maxing vs. stepping problem handled (in my opinion).

All die values were based on how the die was applied to the roll, not based on its strength. So all base attributes were assigned d12s, equipment and exterior circumstances (i.e. cover) used d10s, applying trained options gave d8s, specific skills garnered d6s, and players were rewarded with d4 bonus dice to apply to a single roll during the game. Skills and bonus dice were the exploding masters and they made sense, plus they were also limited in their frequency. Whenever you used a bonus die on a roll, that die was gone for good and you had to earn another one (typically by killing someone who deserved it) while skills were a one-shot deal in a scene and you couldn't apply those dice again until the next one. So the higher chance of a die exploding, the more limited of a resource it became. That left the higher values, particularly the d12s, a permanent resident in a character's dice pool because the odds of them exploding were acceptable.

Now there's an argument to be made for the value of exploding probability in a game like Savage Worlds - it allows weaker characters an opportunity to keep up with the demands of the game. Yet it also backfires in a game like Savage Worlds where the standard target number is 4, a very reachable number for a d6. Once you add explosions into the mix, there's a harsh effect on a d6's range.

Balance that off with the ultimate benefit of exploding dice: the thrill of the roll. Roleplaying games are about chance and that's where a lot of the excitement comes into play, the same way people get excited playing the odds at a casino. It's not that they have a poor chance of walking away with more money, it's the excitement and rush you get when you do win. It's about how we get to that moment by playing the game that makes the experience memorable as a whole but it's figurative roll of the dice to see if we beat the spread that creates the buzz, the thrill, and the lure. In everyone's own unique way, players get excited when they see the highest value on the die and that's why many games incorporate a reward for doing so (critical hits on a natural 20, for example).

And so we return to the crux of today's topic. While mechanically flawed and a somewhat polar opposite to how the rest of the game works, should I apply a reward system for die maximization in ScreenPlay? Perhaps, but not like this. There may be another way.
















Oh, I'm sorry. That's all I have on this one. There's no revelation going on and I don't have the foggiest idea of what else I could try. That's a wrap for today, kids. 

Wednesday, 27 August 2014

Business vs. Art

It's been four days applying my new writing practise and I'm ecstatic about the result so far. Not just the fact that I'm finally getting words through my fingers again but how well those words work together. Not only do I have an introduction for High Plains Samurai but it now has a voice and character. It's also brought up something else very thought provoking.

Throughout the online writing communities of the world, there are many inspirational posts about sticking to your vision, don't get caught up in what others are doing, writing is a labour of love and many more. The latest one I've seen was from Chuck Wendig and while I skimmed through it briefly this morning, there were many valid points about not getting caught up in others' accomplishments compared to your own. I have to admit I'm extremely guilty of that, especially of late. While it's not like I've been sitting on my laurels (that's a fancy word for my butt, right?), many others whom I follow are happily plugging away on their projects and getting the word out there. Not me and while Mr. Wendig's words are true to form, it does little to quench that need to kick myself in the nuts over this.

Anyone who knows what's been going on (even if it's just the basics) knows that things have been pretty crazy for the last while. I'm happy to say many things have cleared up over this summer (including a certain litigious issue) and that's created the need for new concerns and matters to address. Things that required my full attention combined with the insanity of my job (seems there really is no slow time for us when it comes to the behind-the-scenes workings of a ski resort) have made it difficult to me to keep up with the demands of my burgeoning game design career.

And there's that word. Demand. That's been bothering me, the feeling that I need to tweet more, need to post more on this blog, need to get the column done, need to move forward on Version 1.04 of ScreenPlay, need to this, must have that ready. There's a lot of must-haves when you're working on a new game, all of them part of the creative process.

Then it hit me - it's not the art of designing games that's bothered me, it's the business of selling them.  Playing to your audience, addressing them at their level, setting aside that precious creative time to plug your product ahead of time... all the necessary evils that comes with wanting the world to play your game once its ready. Maybe it's the fact that I work in marketing and particularly social media. I have to admit the more I've seriously studied this modern phenomena, the less I personal enjoy it. Maybe it's my compulsive nature as what I feel are my failings eat away at me like a gnat chewing on... whatever it is that gnats eat. (Meh, so I don't know much about the insect world. I can let that one slide.)

It's not like I haven't gone through all this before. Killshot was a big experiment in many ways and I'm still deciphering the clues it provided but there was also a major difference between then and now - I had nothing but time back then. The whole day was available to dabble in everything related to the project. Suffering from writer's block? Go on Twitter. Worn out on Facebook? Get some writing done. That doesn't apply any more, particularly in light of the fact that I have a very creative job. The biggest matter I'm still addressing is creative energy at the tail end of the day.

It also dawns on me now that Killshot was not designed as a product; it was designed as labour of love. It was art. Could that be what's missing now? Have I started pushing myself too hard to follow-up the blazing success of that project instead of noting what worked was the art of its creation. I'm a big believer that tabletop game design is an art form and if you don't believe me, just take a look at the numerous discussion and disputes regarding game mechanics across nearly every forum available. We debate game mechanics the same way museum patrons delve into a painter's vision and intentions in a particular piece. That's what I love about this craft, not the business side of things. Yet, as it is with so many things, you can't have one without the other.

And that's what's bugging me today. 

Monday, 25 August 2014

Getting Back In The Ring

I've put this off for far too long.

If you read that sentence and heard Ian Holm's Bilbo in your head, then we're off to a good start because that's exactly how it sounded when it came to me. I've been away from a couple of things for too long now and it's time to get back to it. What am I talking about? Gamemastering and writing. I believe I've taken steps to help fix that. 

First one's easy: start running more games. As you can see from last week's posts, I've started running a mixed online/in-person D&D game but that's just the beginning. While I love my Ottawa playtesters, I need to whip out a lot more playtests for ScreenPlay and stress test this mofo. Which is why I'm looking into starting up a semi-regular online group to do that very thing. Details are still being worked out and I haven't established anything other than a fist-clenching oath to get it done, so stay tuned. If you're interested already, comment below. 

The next is as critical to Gamemastering and playtesting and so much more: writing. With my career and personal life demanding so much attention lately, my time at the keyboard has suffered for it. That needs to change and I may have something to help fix that. Sure, sure, setting aside time is great and a lofty goal but I need something suitable to my current lifestyle. 

To paraphrase the South Park kids, I learned something this weekend. I'm a morning person (who also likes staying up late but that's a different matter altogether). The sooner I can get to a task, the sooner and better it will be done. Over the weekend, I happened to wake up extra early on Saturday while the missus slept in and spontaneously decided to finally clean up the garage. With nearly three uninterrupted hours as people sipped their morning coffees and stores prepared opening for business, I cleaned and ended up with a better result than originally intended. Get an early start, get better results. Translation: I need to write something as early as possible in the day to get something done. 

My plan (and it's Day Two right now) is to not putz around on any social media until after I've written at least 500 words on a project or personal entry. (Yes, that includes blogging since I can write that much easily in one sitting. I should also note this doesn't include work's social media as I gets paid to tweet for them.) 

Has it worked out so far? It's already the second day and I have an opening legend for High Plains Samurai and a blog post talking about how I'm going to get more writing done. So far, so good. 

Thursday, 21 August 2014

The Lost Mine of Phandelver: Adventurers Assemble!

It begins.

Calling on old friends (some of whom I haven't rolled dice with since the early half of 4e) to answer the call for adventure, we set about crafting a party of young and eager adventurers. Yep, we started up our new D&D campaign last night. 

Originally designed as a Skype-only campaign, it quickly became a split between live at the table and Skype (not my preferred Google Hangouts but I never expect people to create accounts for anything and Skype is what they know). Dangnabbit if one of the players insisted on driving to my house every two weeks. While I normally dislike playing with this split, DMing is totally different - they have to stop talking and listen to me. So with one player live on stage and the others reporting from outlets across Ottawa, we rolled characters and killed goblins. 

And it was good. 

We have Ulthgar the dwarf cleric of Moradin, a stern and grizzled acolyte who dreams of rising to the ranks of power within his order. A dwarf of his word, he sees the signs left by the gods and those left by the wicked as guidance in how he will best serve his beliefs. 

Kazzarak is a half-elf barbarian from the frigid lands of Icewind Dale. Quick to step into danger and eager to right wrongs, his path lead him to Neverwinter in search of glory and riches in the dungeons of the Underdark and the battlefields of Faerun. 

Paiden, a human fighter, is the quiet member of the group but don't let his silence challenge your opinion of him. What he lacks in social skills he more than makes up for in a keen eye and quick reflexes, lashing out with his shield to protect those under his watch. 

Finally, we come to Rennik, a lightfoot halfling rogue whose early years spent at sea have now brought him to the shores of Neverwinter looking for work. Ever eager to return to the rolling waves of the ocean, he displays incredible deftness skulking about the forests and cities of the mainland. Perhaps there is more to this fellow than meets the eye.

After assembling their characters (using a mixture of players with the new PHB and those with only the Basic PDF), we went through a very basic introduction of how everyone came to know each other and was hired on by Gundren Rockseeker to deliver simple mining goods to Phandalin. Of course, they fought goblins and did a fine job of it too (only 4 points of damage was taken, thanks to the quick reaction of Paiden sparing Kazzarak the horrors of an arrow in the back). I won't go into any extended details of this prologue but things are already looking very promising. The group is quite eager to get started and I had a chance to go through my initial hiccups with any new system (even if it is something familiar like D&D). In two weeks, shit gets real.

If the news of a new edition of D&D (or you're just finding out that D&D is still alive and well), check out their website

Wednesday, 20 August 2014

Players Handbook Revealed!

I am the Warden!!

Oh, yes, I'm actually that excited about the "return" of D&D that I brought back the classic intro to every blog post. Not that the excitement ever went away, but I've felt out of touch with it these past three years as my interests turned to more independent, modern and assassination-y things. While I enjoyed playing both 3rd and 4th editions for a time (and currently play in a weekly Pathfinder game on Fantasy Grounds), my gradual time-out was a combination of player, DM and publisher exhaustion. I had run my course with them and simply felt the need to move on to other games. Mostly working on my own, mind you. 

Now that D&D has relaunched the brand with a much cleaner and refined edition brought about by a couple of years of excellent marketing and public development - and a whole new attitude towards the game - the new Player's Handbook arrived by way of courier yesterday and I fucking love everything about it so far. To keep things simple and avoid clogging my day (and yours) with a never-ending post about it, here's a simple point-form list of what I love going into my first 5e session tonight. (Just a hint, that's how much I've embraced the new edition - I emailed a bunch of old players from the precious 4e group and strung together a new group.) 

  • It truly has undertones of the previous editions. Aside from the heavy influence of 3e mechanics, there are some carry-overs in approach from 4e (mostly with monsters and adventure design) and the complete separation of miniatures feels very AD&D to me. Add to that how the cover and binding of the new PHB has undertones of the original AD&D PHB - red/orange colour scheme with a black bar running down the spine. Maybe it's just me, but it definitely feels like they borrowed elements from all editions in the visual design as well. 
  • This edition's core feels incredibly simple to learn and play. While all games have this premise in practise, most of the big ones fall victim to their own gluttony and start to overload it with minute details and conditions. 5e feels simpler. (I say "feels" because I've yet to run anything myself and have only played the early playtest editions, so this is all based on initial read-throughs.) As an older dude with less time on his hands than the glory days, not getting bogged down with specifics, stacks of DCs and exceptions for every little detail is HUGE. This one's perhaps the biggest reason why I'm jumping back into the fray and is part of a promise I made to myself getting back into D&D. Stick with the core material and published adventures. Save my time and energy for the table, not the time required beforehand. Not needing to review 25+ pages of rules content before every game helps. 
  • It's familiar yet refreshingly new. As mentioned above, much of the mechanics and character options feel very 3e with some new touches that make a significant different in my opinion. For example, the paladin's Divine Sense ability is nothing extreme or overly powerful but gives the class a whole new outlook and roleplaying opportunity. That's why many of the original class and racial features continue to work in this new edition but with more simplicity. An opportunity attack is just a reaction, everyone gets them and you only get one reaction per round. Done! Little alterations can make all the difference. 
The true test comes tonight (and possibly in two weeks, seeing as tonight is really just character creation with the hopes of starting off the adventure, Lost Mines of Phandelver, from the Starter Set). Will these opinions hold up the Court of Gameplay? Let's find out. 

Tuesday, 12 August 2014

It Doesn't Work Like That...

This post begins in the most compromising of situations, yet one where I'm sure most of us end up getting our news in this new age of social media. I was using the little boy's room, scrolling through Twitter to catch up on everyone's Gencon plans when it became apparent that everyone was talking about one of my icons. Unless you've just turned on your own phone, TV, or opened your eyes and removed sound-defeating headphones, you know exactly who I'm talking about and why.

After the initial shock of Robin William's death came the even greater blow - suicide. Since then, I feel as if I've lost a parent, an idol I've looked up to as a beacon of the improvisational mind unlike any other we've ever seen and may never see again. Perhaps were it not for the nature of his demise, had he passed away from old age or even from a condition we already knew about in great detail (he did have a history of heart complications), it would have been an inevitable conclusion to a tremendous life. Sure, it would be sad to know there would no longer be a new Robin Williams joke, but as the final punch line before leaving the stage as all performances must come to an end. This is not the end any of us were expecting and so grief is mixed with shock.

That's not why I'm taking to the blog today of all days. As much as I'd like to go into my favourite jokes, performances, and films (which there are many), my heart is filled with loss and confusion. I've never met the man. Save for one glorious night when I caught him performing live in Ottawa less than three years ago, he was someone who bounced manically across my TV and blasted out one brilliant joke after another from my speakers. Yet I feel like I've lost a deep connection to a kindred spirit. I'm at a loss and feel uncertain as to why I would feel this way about the death of a celebrity and artist. Perhaps this is what Elvis fans went through on their fateful day all those decades ago.

Perhaps too it is because his depression has now become blatantly apparent that I'm struck with his passing. As someone who's faced such demons personally and through those close to my life, this is the first time someone "close to me" has made the final judgement on their life and it's truly shaken me to the core. Here I sit at my desk, quiet and passive, unwilling to participate in casual conversation or basic interaction. I do what I need to do to get the job done before going home and... well, we'll just have to see where these emotions go from there.

It's remarkably easy to think that if only someone suffering from depression had expressed it sooner, we as a people could have done something to give them reason to push those thoughts aside and continue to be part of our lives. But it doesn't work like that. While I'd like to believe that if we knew what he had planned yesterday, thousands of us would have raced to his home, pulled him aside and hugged him, told him how much his gifts mean the world to us, and hope that this outpouring of emotion would be the key to unlocking his happiness. But it doesn't work like that. None of his positive elements - from his career to his family - were enough to quell those thoughts telling him he was unworthy of life. In his mind, there was only one rational option and it's one the majority of the world finds a coward's way out or an unfortunate end to a brilliant man. There were no warning signs, nothing to give those closest to him reason to keep a closer eye and an effort to correct those horrible thoughts. If that was the case, today would be another day with him in it and we'd be all the happier. But it doesn't work that way.

Perhaps that is what strikes me. The sudden disappearance of someone's spirit in the blink of an eye, one that was snuffed out by their own hands. And the fear that as someone close to another with severe depression, there is nothing you can do to stop them. Honestly, all you can do is provide your support, your love, your admiration and give them opportunity to decide for themselves. Perhaps what shakes my core is knowing this may not be the only day this feeling haunts my soul and that, when it comes down to it, there's nothing I can do except offer as much love and respect as possible. The rest is up to the afflicted individual; the choice is up to them.

There are a few facts about depression I do not adhere to and some I feel are misguided efforts, but we all deal with our burdens in our own ways. If medication is what aids you, all the more power to you. If it's emotional support, so much the better. Whatever you feel keeps your head above the water, it is the head that gives commands to the body to continue paddling. All we can do is encourage you to keep kicking. The rest is up to you.