Welcome to our RPG community newsletter!
I’m stunned that the calendar reads as “July 12th” today. Time, slow down or at least teach me how to keep up with you.
Here’s What We’ve Got For Y’all:
Accounts of Adventure: Heading for Trouble (Karkion #1)
Free Maps & Light in Darkness Gaming’s Patreon Soft Launch
Allllmost Done with Moments of Mirth: Vol. 2 (a Dragonbane Supplement)
“Make a Game With Me” Series Returns
For today’s intro slot: a visual of several characters I’ve played over the last few years. Have some characters you enjoyed playing? Leave a comment below if you'd like.
I’m your host K.J.
Accounts of Adventure: Heading for Trouble (Karkion #1)
This is long overdue, so let’s get right to it, shall we? (Contains very light spoilers.)
Karkion #1 is a zine solely-dedicated to Dragonbane/Drakar och Demoner. Available in both English and Swedish, it’s filled with loads of supplemental material to help GMs and players build out their adventures in this fantasy RPG from Free League. If you’re just now joining the WWG community, you can catch up by reading the interview I did with one of the creators of Karkion in issue #12 of the newsletter.
Inside the first issue of the zine is the basic adventure “Heading for Trouble” that’s a solid choice for GMs looking for something beginner-friendly for new players. I ran this for my experienced players, and this account highlights their journey.
The player-characters are continuing their travels and quickly encounter a severely injured merchant. Noticing his cart has been knocked over on its side, they investigate further. They discover that a young monster of some sort has escaped from the merchant’s cage, but not before fatally wounding the salesman. He dies, and as nature intended the party loots the body (haha). They learn some of his secrets and continue their journey.
Upon reaching the small village of Mayhill, the adventurers hear whispers filled with rumors and gossip - juicy bits that they feel they must act on. Have the villagers simply misled them?
They venture out, trying to find one particular townsperson’s daughter. Deeper and deeper they go into the foggy swamp located nearby. Once they reach a thicket at the center, they rest, but not for long as the sound of approaching footsteps are heard.
At this point, it would have been ideal if the players made great rolls all the way, but it was a mixed bag. Ultimately, a band of boglings overwhelms the two adventurers, and they are taken captive.
Their luck quickly changes, as they break free and escape. They continue to track and monitor their adversaries from afar, trying to learn what the boglings meant when they said, “She’ll eat good tonight.”
Who is she?
Answers will have to wait, as the pair have found a hidden cave and decide to go to continue their search for the missing person. Exploring the numerous rooms leads them to plunder a decent amount of useful items. When they reach the final carved-out room of the deepest portion of the cave, they discover who she is. A battle with a monster ensues, and the players make great rolls compared to my rolls on behalf of the beast. Once it is all over, they quickly depart, with both loot and information, giving the villagers answers to their many questions. What threatened them before is no more, but none of their own will ever return. Mourning takes place, and grief takes hold, as the party decides it is best to move on from Mayhill.
I was able to GM this for my players in one session, and I recommend picking up a copy of Karkion #1 on DriveThruRPG. There’s so much to enjoy, and I’m excited to see what future issues have in store for us.
This Week’s Free Maps & Light in Darkness Gaming’s Patreon Soft Launch
This week’s free maps are animated!
Get the entire “Mercenary Camp” map pack - and any others you fancy - now on Patreon:
NOTE: The two animated maps above are in WEBM, but mp4 versions are also available. Print-ready still versions are available to buy on Schlau’s Patreon.
The entire collection of free maps from Schlau is available via Dropbox:
Schlau of Light in Darkness Gaming (LiD) is has set up his Patreon, which is currently in soft launch mode. Join for free today, or go ahead and subscribe now to support a human creator (that’s right, Schlau is not a robot!).
Why Patreon? Patreon takes a significantly smaller cut compared to other platforms, which greatly helps creators keep doing what they’re doing. (Schlau’s earlier maps will still be listed on DTRPG for those who prefer using it.)
Allllmost Done with Moments of Mirth: Vol. 2 - Captain Coggins’ Chronometer
Layout for my next Dragonbane supplement is almost complete. This has very much been both delayed and a labor of love. It will include:
a new island setting off the coast of the Misty Vale filled with location-exclusive elements
an intriguing NPC with his own story
a playable kin (co-created with intern and new creative partner at WWG, EZgreen01)
a unique hybrid NPC/kin created
and a main adventure seed (with a new monster)
additional adventure seeds and random encounters
Of course a hand-drawn map by Schlau that matches the theme will be included.
I use stock art (no AI) and used my rusty art skills create one hand-drawn artpiece. Right now, I’m sticking to black and white art and softer coloring for Moments of Mirth so folks at home can print the PDFs. If there’s enough interest, I may offer a limited run of custom printed versions made right here in my home office. Stay tuned.
“Make a game with me” Series - Okay, Where was I?
After a much-needed break, I’m trying to return to this series. Experiments with something new can be unpredictable, and I knew that this series may not yield a lot of feedback (see issue #20 from May 3rd of this year). Although the newsletter now has twice as many subscribers as it did when I first began this series, the responses have still been…virtually non-existent.
That’s okay. I’ve used what little feedback I have gotten to build things out best I can.
Plus, part of being a new, indie game creator is (as I’m learning) about taking chances, trying new things, test-driving nonsensical mechanics and ideas at your game table - and then being okay with failure (Big Think video I really appreciate) or knowing when to stop (a short from a YT series I really enjoy).
Before I move forward, let me quickly bring everyone interested up to speed with my current development notes for the game:
First, what is all of this? Very much an experimental experience, this is an interactive, game-making journey where readers can participate by giving input on the rules-lite, pocket ttRPG. I’ll even give participating readers credit and a copy of the game when it’s done. Lurkers can simply be amused by whatever happens - or doesn’t.
How long will it last? I don’t know, but finishing by the end of the year at the latest would be ideal.
Will audience participants get paid? No. This game will be free.
Genre and setting: Hypothetical, soft sci-fi with (hopefully) loads of sarcasm and humor on what defines “being human.”
Major themes and basic lore: Robots trying to become as human as possible.
Name for the game: Self Aware
Group or solo? Group ttRPG with a GM (I could easily modify this to solo).
Co-op or competitive? I prefer co-op but playtesting may change this.
Game stylization/theme notes: Non-violent methods to overcome obstacles and challenges. If violence, weapons, or fighting are used, maybe a penalty system kicks in. Also, I want this game to be somewhat ridiculous and fun for everyone.
Basic resolution mechanics: Using my Start With Six (SW6) game engine that I began casually working on last summer (and used in EXIT STRATEGY), so everyone will need 6D6 to play.
Character creation: A mix between rolling for stats like Strength and Speed and also selecting from a list and use a point-buy system.
Start with 30 points. Spend these on your Hardware (attributes that make you more robot) and Software (attributes that make you more human).
Simple stats: CPU (Smarts), GPU (Strength), RAM (Speed), Firmware (HP), etc. Playtesting will determine if I need to add more.
Select a Higher Purpose (from a roll table) to achieve by the end of the game. Once you reach this, you fulfill the final goal of Self-Actualization.
Character development and growth: Player-characters are robots trying to become as human as possible. The success of this goal can be measured by PCs reaching the top of Maslow’s hierarchy of needs via having as many experiences and objectives completed.
From this point: We’ll place some obstacles in the way, since this happens to humans as well. These can cause the PCs’ robots to go down the pyramid, requiring that they reassess their approach or method, slowing them down or requiring that they go through an experience again - something like this.
Character sheets: At least the character name, description (with optional picture), skills, and abilities on a 3x5 inch index card or A5 size piece of paper (if possible).
Starting Point: The Main Frame. I may do artwork for this location.
Obstacles and challenges: I made roll charts and shared them in issue #25.
Ultimate goal (aka how to win): PCs work their way up Maslow’s Pyramid to reach Self-Actualization. Before reaching Self-Actualization, PCs have to reach smaller goals in any order:
Safety/Security: Health, employment, property/resources.
Love & Belonging: Personal connections.
Esteem: You achieve something. You feel great about it.
Also: PCs can “die” or stop functioning at least (e.g.: a PC’s software gets corrupted once it’s damaged).
Final notes: I‘m keen on the idea of PCs being able to lose their progress and having to accomplish a goal again - much like IRL. I may add age as a stat as well as type. These can offer variety as well as buffs or penalties to the robots’ Hardware and Software. Playtesting will show the way.
The aim is for players to enjoy seeing their robot characters become more human - and hopefully be reminded how amazing, weird, and wild being human is.
That’s all for this week, folks. Remember:
Support indie game creators by purchasing, playing, and positively reviewing the games (assuming you enjoyed them!).
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