Now with King Con 2013 over and done with, it's time to focus more on D4: Basic. To be quite honest, a lot has changed with D4 since it's creation.(soooo… if you've downloaded the quick start and tried it, it might be a tad bit outdated, although it still captures the essence of what we're trying to accomplish). Just to list a few things, D4 is now completely based on the 4-sided die, no other die denominations are needed any longer. I've also revamped how dungeons work with D4, they're not so…straight forward... any longer. I'll try and have a new quick start that shows off some of the new concepts as soon as I have time...
and speaking of time, where does it all go? I seem to be always in need of more. This is even more true now that I've dedicated myself to bring D4: Basic to the SCARAB Gaming Convention this January. I was really hoping to that I was going to be able to run a few D4 games at King Con, but who am I kidding? Who has time to play games, or even prepare games, for their own convention?
So I've done a lot of work today to try and organize my D4 efforts and get myself on a timeline. I've installed Mavenlink on the Two Kings Google Business Apps and I went to town creating and assigning tasks to myself, Ammar and Ashton (my wife). I'm hoping this will keep my motivated and on task, because brother, January is right around the corner and there's soooo much to do still to get this game to demo level (now, some of you that have been following this for a while might think to themselves "wait, weren't you really close to being finished with D4 already?"…I was, but really with the changes I listed above the game went over a major overhaul, for the better. The game stands more on its own now and I really think the direction the game is moving will really allow it to shine.)
So here I am, tweaking the D4 monsters while trying to blast through season 7 of Doctor Who (so the whole fam can go watch the Day of the Doctor in the theaters together). The monsters, I gotta say, are really starting to get interesting. I've added in "triggers" for their special powers. These triggers add a strange almost CCG element to the game. These monsters start to feel like Magic: The Gathering cards, but ones that have fallen into an RPG so you can use your wits and teamwork to take them down.
It’s been a while since I’ve updated this blog. A lot has happened since my last post. First, Two Kings Games business. As most of you can tell, we’re trying to get a local gaming convention started here in the MIddle Georgia area. We’ve dubbed it King Con to go along with our name “Two Kings Games”. As you’re reading this, you may or may not know that we’ve actually had a Kickstarter to try and raise funds for the convention. It failed.
That might seem like a bad thing, but strangely enough, it hasn’t been. Since the initial Kickstarter failure, we’ve been seeing more and more interest in King Con. My only guess to why this is, is that our first Kickstarter was much like one of those first conventions that always seem really rocky. It’s almost as though we were given a pass on that and allowed to start at our second convention.
Since our failed Kickstarter I’ve had a number of people approach me with events that they want to run at the convention. Because of this, the King Con effort will not just end quietly. We’ve started a new Kickstarter and added in the details for all these great events, which include a Magic tournament, a Heroclix tournament, a WarHammer 40k tournament, a HeroScape tournament and a Settlers of Catan tournament. This is not to mention, that two well-liked board game groups have volunteered to run our board game tables. We’ve even signed on a guest of honor to come game with us during the con. With all of this new support I don’t see how we can fail now.
I have to admit, with all the work going into the convention, there hasn’t been a lot of time spent on the D4: Basic development. It’s not a dead project by any means, but there has been a large gap in production. I do plan on having a nice looking, full fledged demo of D4 at King Con for people to try out.
I’ve also started running Gamma World 1E at Heroes & Villains (the local gaming store here in Warner Robins). It’s been a fun and different ride. This is the first time I’ve ran any version of Gamma World and it took me a little time to get the hang of it completely. My biggest pitfall was that since I have so many players who played a miutant (probably upwards to about 12) that almost every major mutant power is owned by someone in the group. Another tough thing that I battle with, is that I have 2 players with the “giant” power. It’s hard to keep in mind how this effects things such as surprising and how NPCs would react to these giant players.
One thing I liked about the system was the whole “discovering artifact” mechanic. I think it’s a neat mechanic and a wonderful idea. The only beef I have are those stinking little charts are so hard to use, especially in the book. Because of this I came up with my own system. I feel that it does a good job at capturing the randomness of the old system and uses a simple enough mechanic that you can use it without looking back into the book.
Here’s a download link.
Welcome back traveler. Long time no see. Sit down and let us talk a while. A rousing conversation with an old friend is good for the heart and helps strengthen the soul. A lot has changed since we last had a chat.
Let us discuss the Hero Guide you will soon hold in your hands. Last we talked, I had passed you information that is no longer viable. The Two Kings have converged. and in their council have decided that the tome you will use to bring heroes into being will not be on a system in which you expend points.
Instead, as you will see, it will be quite the opposite! Instead, the rulings used to fabricate our lands' champions will mostly be a random affair! The decisions of the Two Kings were not taken lightly for they understand that the balance of all that is known is at stake.
Some jongleurs might have you believe that the Kings' reason for this change is due to the process of picking and choosing the qualities of a hero might prove to be a lengthy affair, and they might be right! But I know the more fuller truth. As it is known, the Kings believe that whisking a hero into being should be viewed as part of the game itself, not a pastime to be loathed in a dark damp corner while sitting in a stuffy lonesome room. The Kings are also wise enough to realize that by leaving adventurers of the land's attributes to fate and not to overly calculated decisions will not only make the whole affair as quick as a frightened hare, but will turn every die roll into an exciting happening.
Oh the fun that will be had as bands of freshly made heroes are pitted against a dungeon of tricks, traps, and evil wizards!
But this is not the main point I wish to convey to you this eve. Oh no, not at all.
Another decree has be declared by the Kings, in the way of heroes.
Two skills not normally ranked among those viewed as general, have been inscribed to be so.
Sense Magic & Sense Good/Evil
So do you think our Kings mad? Well that may be, but listen to their reasons before throwing such harsh judgements. Just as not every hero will be created equal, not every hero will begin with all the vast skills. One must choose what to practice and earn proficiency, for a hero can not do ALL earthly things well. So one must chose to have a heightened innate sense of deciding if magical properties are about or the extra sense of being able to determine if the being before the hero is of maligned or benevolent nature.
And even then, success is not guaranteed!
Oh, I've grown tired old friend. I must rest, for these bones are ages old and my head swims with mead. But I leave you with this. A portrait found deep within the Crypts of the Unclean. They say that not a single ounce of treasure was left in the deep crypts, the only thing found was this...
Cheers old friend.
So, like I stated on Facebook, I've been brewing up a D4 Hero Guide. There's not much planned for this little guy yet, or where he'll fit into the D4 universe. But essentially it'll allow folks to create their own D4 Heroes.
Some key points.
As of right now, the plan is to still release pre-made heroes with scenarios, and to build scenarios with intended heroes. This is done to continue to facilitate the "open and play" mentality.
As it stands the Hero Guide does not offer leveling, but can in an essence offer a way to scale the power of heroes, with hopes that we might be able to match up scenarios to a power scale.
I can really see this as an additional item, sold separately from the core rules and bundled with a booklet of tear away, blank, hero sheets. Although, I'm not sure if it will be cost effective to sell it this way, since the end document probably won't be very long....depending on how descriptive we get with the spells/powers/items/weapons. (Although I can -so- see it as a digest item bundled with the hero sheets and a D4 pencil...maybe even a tool to help you track how many points you've spent so far! Hmmmm.)