Wednesday, 13 November 2024
Mothership Month!
Monday, 19 August 2024
GoGoGolf! is out now!
Head over to the Possible Worlds store and pick up a physical copy of my OSR style adventure game that’s about golf for some reason for just $5USD! Click right here
Still working on the Mothership mystery setting - phonebook is about 90% mapped out and 1/3 filled in, and I’ve revised and reiterated the cases yet again, think I’ve got a solid starting adventure down now. Will try to playtest soon, hopefully can get the whole phonebook working by then too! Man, it’s tough writing something that needs so much prep work before you can even start testing it
Conversely, I’m back at work on the miniatures game, which I’m constantly testing and iterating on. It’s pretty good you guys. Very cool to have a game I made that I can just play a bit of for fun whenever I want?? Hope to have more to share on that before too long.
Busy busy! Feels good to be back in the saddle
Thursday, 1 August 2024
Mysteries within mysteries
Working on the phonecrawl adventure - a murder mystery setting for Mothership, mapped as d100 working phone numbers. Twin Peaks in an airport mall.
Once again it’s being rebuilt from the ground up, but progress is still being made from before as I’m using a lot of the same Lego pieces. Folks who supported the project by buying the ashcan version way back when will still get the final thing when it comes out. Also idk if it’s still called Odai 57. We’ll see.
Anyway. Update number one is that I’m shifting the campaign frame slightly. A maintenance worker being drawn into these cases as auxiliary mysteries to their main job is a fun conceit and would be great for a short story or two, but in game it’s an unnecessary layer between the players and the juice of the thing.
So now they’re insurance adjusters, getting to the bottom of android accidents and malfunctions and finding someone to blame so that their bosses don’t have to pay out. This has a more cynical MoSh feel and gives us some great actionable verbs for each case: Find fault, recover assets, prevent further losses. I’m this close to calling them the Android Claims Adjustment Bureau or something lmao
Right now I’m building out some of these cases. The structure here is vital as this adventure doesn’t have one otherwise - all areas being theoretically available at all times negates classic dungeon exploration, and I’m avoiding combat scenarios almost entirely - though they still make a great failstate.
One of the main inspirations for the setting is the Phoenix Wright games. In those you examine a scene until you find all the clues, then the game unlocks the next scene and you can travel between locations freely. Obviously there are key differences between mediums, here players decide when they’ve found enough clues and where they want to go next, but the flow is similar enough.
Looking into how this flow is built in these games is proving helpful for organising my own cases. The above image comes from a presentation by the series director and covers the progression of a case in-game. You don’t need to understand the text, the key bit is that little loop in the middle. There’s a similar diagram in the Warden’s Operations Manual. Basically, the body of a case is a series of smaller mysteries, little question-answer loops that build until the denouement and climax.
These loops are crucial to play in a mystery-focused game. The overall solve can, and should, feel huge and out of reach, so players need these little victories that propel things along. Structurally I’m thinking of them like rooms in an exploration game or fights in a combat based one. They’re not the treasure or boss at the end of the dungeon, which the players might not even get to, but without them there’s really no adventure at all.
The difference is in the verbs. Players fight a monster and explore a room, but what they need to be able to do with clues is make connections. Everything has to point to something else, building up the staircase of little answers to hopefully get to the big one at the end. As the WOM says, the game also has to work if they fail, but ultimately this is a game of connecting dots. I’ve just got to write a whole load of dots.
Will try to keep posting as the project develops. Don’t want to give too many answers away though x
Tuesday, 11 June 2024
Mothership 1E
Five years ago I started working in ttrpgs. One of my first jobs was a little pamphlet adventure for a game that wasn’t really out yet, but that I’d seen enough of to know it was going to be cool. It was fun to write, people seemed to like it. I hadn’t even seen Alien.
Fast forward five years and 2d5 published adventures later, and Mothership has finally landed. I’m so proud to see this little game grow into the horrific behemoth it’s become.
You can get the box set for Mothership here, including a new starter adventure that I contributed to. You can also get the core rules for free. Also free are a companion app for Apple and Android (no relation), and more community resources and helpful fellow Teamsters than you can shake a space stick at.
I hope you all have fun dying horribly for many years to come x
Thursday, 23 May 2024
GoGoGolf! is back, babyyyyyy
- Revamped art and layout from original artist Jon Bliss
- Streamlined mechanics - everything is 2d6 now
- More fun surprises???
Friday, 1 March 2024
ttfn
Saturday, 24 February 2024
Straturday, Light Breather
Monday, 19 February 2024
Inconvertible Currency
Riffing off this post
Copper is the coin of the common man. Buy, hoard, sell, barter, clip, forge, steal and render unto Caesar. You’ll find it in pouches on the bodies you loot, trade it in for new adventuring gear. XP, if that’s your system. You can get just about anything an ordinary person might need with enough copper. In amounts only achievable through exploitation it could buy you safety, property, a retirement.
Gold is another thing entirely. Deals done in gold are made in the name of castles, armies, nations. Those who trade in it do so in shadowed vaults, behind grand tapestries, over tournament feasts. For these transactions, copper will not do, no matter how much you save. You may find someone offering gold for copper, or the reverse - the rate will always exceed your means, and there will always be some catch or scam at the rotten heart of the bargain. Gold demands to be inherited, conquered or betrothed. Hoarding it makes you not merely selfish, but a true Dragon.
In game this can be used to transition, wholly or in part, between the phases of play traditionally denoted by levels, the hardscrabble adventurer and the lord of the castle keep. A “gold” session is a banquet to entertain a new ally and sniff out a potential traitor. Then, back to a “copper” session for the journey to the western caves.
Being poor in either gold or copper forces players to resort to their wits, be it in dungeoneering or politicking, and offers a constant choice of two distinct avenues of progress. You could even have two “level” tracks, two types of XP for the two modes of play. And despite the distinct currencies, the two will naturally intersect - this is a single World, after all
(PS hey back my games)
Saturday, 17 February 2024
Straturday Knight Reaper
Another chill one today! An artefact of these being weekly is that some weeks the weekend is just a weak end and there’s not much straturday to go around. I’m going to be recouping and playing some splatoon, how about you?
Ok, one cool thing. I sold off some old DS games over Christmas, but one I held onto so I could replay it was Valkyrie Profile: Covenant of the Plume. It’s a strategy rpg spin off of a series I never played, but I remember coming across it on sale in a game shop and picking it up on a whim, back when that was a thing people did.
Anyway, it’s a small, solid Square Enix title with hit-and-miss graphics and a very melodramatic, dark fantasy story about an emo boy getting revenge on the valkyrie who took his father to Valhalla. The central conceit is that as you progress through the various stages and gather allies, you can sacrifice them to further your personal goal. Said ally gets super powerful for that one battle, and then gets a somber death scene at the end, permadead. It’s an interesting decision, and one you’ll be forced to make as the game is decently challenging.
My favourite mechanic from this game though is Sin, which you “reap” by dealing damage over an enemy’s total HP. A defeated enemy disappears at the end of a battle round, but until that round ends you can keep doling out hits, generating Overkill which gets converted and fills up your Sin meter (doing the sacrifice thing auto-fills it).
This makes for really good gameplay! Now even weak enemies provide interesting decisions, you’re not just mowing them down because you know how easily you can kill them, but thinking about how much you can kill them. You have to think about which unit attacks when, based on their damage output. And do you leave that stronger enemy alive for one more round just so that you can overkill them next turn, or take them out while you have the chance?
Each level has a Sin threshold you’re encouraged to reach which gets you bonus items from the buxom french maid who accompanies you on your quest (accurate to the Norse sagas? Historians, weigh in below). And while there’s no penalty in the moment for not reaching a level’s goal, miss the target too many times and you’ll unlock the bad ending for the story.
Inspired by this mechanic, I tried to fold in something similar to the solo miniatures fighting game I’m working on. Feels like something with a lot of potential juice to it.
Hopefully a bit more hobbying time next week. In the meantime, have you looked at my zine quest project yet? Nearly 1/3 funded already!
Until next time, happy hobbying x
Friday, 16 February 2024
Town Clock
TOWN CLOCK
YOU WILL NEED
- A timepiece to act as your Town Clock. The rules assume the player is able to think about the game at some point or another between the hours of 14:00 and 00:00 each day (2pm-12am). If that doesn’t work for you, adjust the Town Clock to fit your schedule rather than real time. Do not adjust the Town Clock after you start playing.
- Some way to keep notes, such as a journal and pen for doodling, an app or document, or an art piece such as a diorama made of junk that you can add to over time. You’ll be organising your game time by hours, days and weeks.
- Two six-sided dice. If you see “XX” in the rules, that means a number you generate by rolling those two dice and adding the results together. “XXtc” means that time on the Town Clock, and game time ranges from 02tc to 12tc. Time outside of this range is for real life!
WELCOME TO…
Hey! Where are you headed? Are you going to that town? Oh, you’re moving there, huh.
What’s that town called again? You should write it down.
I hear there’s a lot of stuff you can do in that town! Lots of people to meet, too.
Well, looks like we just arrived. Good luck settling in. Have a great time in your new home!
YOUR HOME
This is where you live! Give it a brief description or draw a picture.
Right now there are two items inside, a bed and a lamp. Your home can hold up to twelve items, and you can carry as many as you like in your pockets. Keep notes on what’s inside your home, updating when you get new items and erasing old ones to recycle them.
NEIGHBOURS
The first thing to do once you move in is introduce yourself! Roll a die to see what your neighbour is like, out of the six neighbour types listed below. Then, give them a name.
A neighbour has a type, and a level of FP from 0-12, so note these down. FP starts at 1, and you can learn more about how to increase it later. If a neighbour doesn’t gain any FP in a week, they lose 1FP. A neighbour with 12FP can’t gain or lose any FP, and will only move out if you want them to.
At the end of each week, it’s moving time! Any neighbours whose FP decreases to 0 move out. You can also roll a die again to have a new neighbour move in. Your town can have up to six neighbours total.
TYPES
1. Artsy. These neighbours love being creative! When one of these neighbours moves in, note down what kind of art they like making. Artsy neighbours are never too concerned about whether their art is any good or not, they just make things for fun.
2. Fancy. These neighbours know how to take care of themselves! When one of these neighbours moves in, note down what’s cool or unique about their style. Fancy neighbours are wise about their budgets, and don’t chase trends needlessly.
3. Hungry. These neighbours love food! When one of these neighbours moves in, note down their favourite food and drink. Hungry neighbours prefer healthy, balanced meals to random snacking.
4. Lazy. These neighbours enjoy chilling out! When one of these neighbours moves in, note down a spot in your town where they like to relax. Lazy neighbours feel best relaxing after a hard day.
5. Sporty. These neighbours love being active! When one of these neighbours moves in, note down their favourite sport. Sporty neighbours know not to push too hard and overexert themselves.
6. Outdoorsy. These neighbours enjoy going outside! When one of these neighbours moves in, note down their favourite kind of place. Outdoorsy neighbours know how to stay safe when they’re exploring and look after nature.
If you’d like, you can also roll XX when a neighbour moves in to see what kind of animal they are.
2. Octopus
3. Horse
4. Rabbit
5. Mouse
6. Dog
7. Bird
8. Cat
9. Frog
10. Cow
11. Pig
12. Kangaroo
ACTIVITIES
Each day is a new opportunity to have fun in your town. Every day you can note down two activities. When you do, note down the current hour on the town clock as well.
Then, roll XX. If the result matches the current hour, you bump into a neighbour while doing that activity! Each activity will list the kind of neighbours you might bump into. If you bump into a neighbour, that neighbour gains 1FP.
If you do an activity in real life that you think one of your neighbours would enjoy, check the Town Clock and roll XX. If the result matches the current hour, that neighbour gains 1FP.
BUG CATCHING
An activity where you go out and catch bugs! Roll XX on the chart below. If the result matches the current hour, you catch the bug you rolled on the chart! Treat it as an item.
You can bump into Artsy, Fancy and Outdoorsy neighbours while bug catching.
“You’re gonna want to go bug catchin’ in the evenings. Right around 7tc is prime time for insects, bro!”
2. Ant
3. Spider
4. Grasshopper
5. Bee
6. Butterfly
7. Firefly
8. Woodlouse
9. Cricket
10. Moth
11. Spider
12. Ant
FISHING
An activity where you sit and catch fish! For this activity you need to note down two times, the current hour when you start and the current hour when you finish fishing. You can’t do any other activities during this time.
Then, roll XX on the chart below. If the result is lower than or equal to the number of hours you spent fishing, you catch the fish you rolled on the chart! Roll XX to find its size. Treat it as an item.
You can bump into Hungry, Lazy and Sporty neighbours while fishing.
“The secret to fishing is patience, dear. The longer you wait, the better your chances.”
1. X
2. Moon fish
3. Goldfish
4. Trout
5. Pike
6. Crab
7. Bass
8. Crayfish
9. Ray
10. Anglerfish
11. Shark
12. Sunfish
HANGING OUT
You can invite a neighbour over to your place to hang out. This is seen as the sign of a serious friendship in your town! They will accept if you can roll XX equal to or under their current FP. If not, you can try again tomorrow, but asking still counts as one of your activities for the day.
You can choose the day, and they will suggest a time of XXtc. Note down the current hour at that time on that day, and that neighbour gains 1FP.
A neighbour who comes to hang out will gift you an item. Describe an item that matches that neighbour’s type.
VISITING
You can stop by to see a neighbour at their place. Each neighbour is at home during different times of the day according to their type, as listed below. If you visit a sleeping neighbour, they won’t answer the door!
Artsy: Home 02tc-04tc, bedtime 10tc.
Fancy: Home 06tc-10tc, bedtime 10tc.
Hungry: Home 02tc-04tc and 07tc-09tc, bedtime 09tc.
Lazy: Home 06tc-08tc, bedtime 08tc.
Sporty: Home 07tc-09tc, bedtime 11tc.
Outdoorsy: Home 09tc-11tc, bedtime 11tc.
The first time you visit a neighbour and they’re home, note down three items they have at their place and number them. You should list and number any items at a neighbour’s place in this way. Describe items according to that neighbour’s type.
The next time you visit, roll XX. If you roll under or equal to that neighbour’s, FP, roll another die. If the result matches the number of an item at that neighbour’s place, they’re thinking of getting rid of it. You can take it if you want, otherwise it’ll disappear and be replaced next time you visit.
It’s considered good manners in your town to give a gift whenever you visit someone, so if you do, erase one item from your pockets and add it to their place. If a neighbour is home when you visit and you give them a gift, they gain 1FP.
X
I can already think of ways to add things like the item shop, home appraisals, and maybe some other activities so if you want to see more of this game lmk 👍
Monday, 12 February 2024
The Graverobber’s Guide to Games
My zinequest project for 2024 is now live on Kickstarter! By pledging just £3 to the campaign you get a triptych of terrifically tense tabletop timewasters.
This is my attempt to do a small project all by myself, get a bit more financially stable after last year, and hopefully get some people playing some fun lil games.
Click here to check out the project and back today! Thank you x
Saturday, 10 February 2024
A Month of Straturdays
Wednesday, 24 January 2024
Splaturday
Playtesting! I lost |
This week I put the castle build on hold and went back to my main ongoing hobby project, which is making a game out of the random smattering of minis I already have.
For this project I’ve been trying a level of iterative design I haven’t really been able to accomplish before. With RPG stuff, playtest are multi-hour group sessions, but working on a solo war game means that I can knock out a test run by myself on a lunch break. The immediacy of coming up with an idea and then going straight into implementation has been really interesting and gratifying.
I’ve been trying to lean into this aspect of the design, finding the fun of the game through play first. To that end there’s still no real “fluff” for this game, no story to justify the maths. Of course a vague picture starts to form, but there hasn’t been much of the lore leading the mechanical development - again, a world away from RPGs where the lore is the mechanics.
Anyway, this week they announced the release date for the new Splatoon 3 DLC. Splatoon is an online shooter video game, on paper not to my taste at all, but the gameplay and theming are both hugely fun so I’m pretty into it. The new DLC actually looks like it functions a lot like this game I’m working on, a solo mode tackling an onslaught of AI enemies.
Enemies from the upcoming splatoon DLC. It’s like BLAME! with seafood |
The reason I’m bringing it up though is that the developers of that game went through a similar iterative process when starting out. The first build of Splatoon had no graphics, or even an inkling of what its style and characters would end up being. Players controlled grey cubes in a featureless grey cube world, with the only aim being finding the fun of the gameplay. When the developers started finding themselves having in-office tournaments on their lunch breaks, they knew they were onto something.
If there’s a game you’re working on that you’re able to regularly test like this I’d really recommend it. That instant feedback on if an idea has legs has led to some surprising directions for this game, and remaining largely uncommitted to any particular setting or lore has made me focus on moment to moment gameplay in a way that really gets results.
With RPGs, maybe this could be something like character creation? It’s not usual for the kinds of games I chat about here but might be worth a try
Also, I want to start shouting out cool hobby stuff from other folks in these Straturday posts, games I like, creators i recommend, etc. Today it’s Gardens of Hecate, run by Ana Polanšćak, who does some of the coolest model painting and conversions out there. The post I want to link to though is her play report of TSPN, which is a solo miniatures game based on Tamagotchi. I’m all about gameplay outside the standard miniatures stuff and this looks way out there, definitely give it a read. And then look at her other work!
Finally, there most likely won’t be a Straturday post next week as I’ll be taking a little time off! But I plan on playing games during that time of course, so expect all the more hobby nonsense once I’m back.
Cheers and happy hobbying x
Saturday, 20 January 2024
Straturday III
Ye castle taketh shape |
Not much of an update as this week has been slow going and I haven’t got much gaming or hobbying in. I do think there’s still some worth in checking in weekly when I can though, just to keep track. And it’s been encouraging me to find time to do stuff for fun when I can, which was the intention :)
Oh, and as of me posting this blog gives voting is still on for the ADVICE category. My nominated post went up against one of Arnold K’s, which was only going to go one way, but I’m now in contention for a shot at the bronze. Voting link in my last post!
Hope you get some time to spend on your hobbies this weekend!
Thursday, 18 January 2024
To quest, perchance to zine
Zine quest / zine month / whatever is almost upon us! Every February small RPG creators gather to fund cool DIY projects and you can get in on the action by supporting your favourite small creators. There’s sure to be a great crop this year, I’ll be sharing my favourites here next month
I’ll also be launching my own project! This is the smallest scale thing I’ve done for zinequest, just one pamphlet, containing three playable tavern games from the world of Graverobbers. Been working on these for a minute and they’re genuinely, actually good. You can insert them into your own games, or just play em for fun. Click here to follow the project and get notified when it launches!
As a side note, the bloggies continue! I was summarily trounced in the GAMEABLE category, knocked out in the first round by the post that went on to win the whole thing which ain’t nothing. I’m also up for an award in the currently running category ADVICE, although I’m up against the likes of Sean’s #dungeon23 so I don’t fancy my chances. Still, you can vote for my post and all the other great contenders right here.
Get involved! I’ll be back this weekend for another straturday ✌️
Saturday, 13 January 2024
Straturday Catch-up
The foundations. That doodle in the background is a spoiler for [REDACTED] |
Happy Straturday! i told you this was going to be a thing.
This morning I’m gluing some cardboard together in the hopes that it will eventually be a castle ruin. The only glue I have on hand takes a while to dry, so while that’s happening I thought I’d do a quick round up on my current hobby projects.
The first is a game I’ve been tinkering with since the end of last year, the idea that got me back into hobbying. I have a few models I’ve accumulated over the years but nothing resembling a full army, and none of the many rulebooks needed to play something like warhammer.
Then I remembered what I do for a living and decided to make my own tabletop wargame, the only criteria being that it exclusively use stuff I already have or could make from trash. It’s a solo game based on the chassis of Breckhelygan and some other long-discarded design ideas. I’m working out the mechanics, and it’s pretty fun already! Plays something like a mix of Bloodborne, Bayonetta and Vampire Survivors. Once it’s more concrete I’ll do a play report or something here.
There’s also a particular box of plastic knights I’ve had my eye on, and the need to justify the purchase plus all the Old World content I’ve been vicariously consuming have coagulated into another game idea about silly little knights on a quest. I’m excited about this one, no idea how it’ll play but once I’m able to afford these new toys I’ll test it. This is what the castle is for btw
Of course, these game projects are really just excuses for me to sit, craft, kitbash, design and play stuff for fun. So far it’s been working!
Anyone else got any fun projects on the go? Let me know in the comments or over on bluesky. Happy hobbying!
Wednesday, 10 January 2024
MNKRM #3
Issue 3 of MNKRM is out now! Investigate and infiltrate a secret meeting at the hottest satellite rave in the junk belt. Read and subscribe free here.
Also, voting is now open for the GAMEABLE category of the 2023 bloggies! I’m nominated alongside some fantastic writers, I recommend reading them all and voting for your favourite here. You can find more info and stay up to date on the rounds of voting over the next few days on Zedeck’s socials - I’m also up for an award in the next category which I believe starts voting next week.
Finally, the great Jennell Jaquays, creator of the megadungeon, has sadly passed away. She leaves behind a great legacy of work as a true pioneer. Thoughts are with her loved ones.
Saturday, 6 January 2024
Straturdays
Announcing a new blog series for 2024!
Straturdays is a weekly post about my strategy gaming hobbying. I’ve never really played any tabletop war games and the like, but I’ve accumulated a handful of miniatures over the years and towards the end of last year started dabbling in crafting terrain and designing my own game.
To be clear this isn’t a serious devlog and I’m not doing any big essay writing. This is all hobby for me, stuff I want to do more of in my spare time. These blog posts are partly a journal, partly holding myself accountable to playing more games for fun, and mostly just sharing stuff I think is cool.
So there’ll be battle reports, things I’ve crafted and kitbashed, plus updates on this game I’m working on if anything interesting happens. I also want to try a bunch of new games! There’s this huge rush of great looking strategy games coming out, I want to play The Silver Bayonet, Night Thirst, The Doomed, Gravetrigger, Bangarang in the Gutterlands, SLUDGE, Trench Crusades… definitely more I’m forgetting right now. These are all smaller-scale skirmish type games which suits me just fine (although I am eyeing up all this Old World stuff GW is putting out today…).
A lot of these games are easily accessible too, which is good for the exactly zero budget I have to put towards all this. I also want to include a few video games, but given said budget it’ll probably be me dusting off old ones I already have rather than anything new.
The only other thing to add is that I’d love to hear about other people’s hobbying! If you’re doing anything similar then share it with me in the comments or over on bluesky. #straturdays ? I don’t think I have the pull to start a hashtag but we’ll see.
Happy hobbying, and I’ll see you back here next week!
Support your local graverobber! Games and more available for download here.
Tuesday, 2 January 2024
BLOGGIES finalists!
Monday, 1 January 2024
GRAVEROBBERS 2024
Happy new year I’m glad you’re here world is a fuck let’s gooooooo
Last year was difficult, all my own projects (Graverobbers, Breckhelygan, Deadline, Journeylands, etc) are still on hold. It’s a shame, but we move
This year I have some cool projects coming out that I’ve worked on for other folks, not least of which is the Mothership 1E core box! Get hype. I’ll announce other things when I’m able.
(I’d like to work on more stuff too! Maybe you’ve got something you’re doing for zinequest and you’d like me to write or edit on it? Or some other cool project later in the year? Get in touch! graverobbersguide at gmail dot com )
As for this blog, it’ll continue to be a space for my hobby, which in case you’re unaware is games. I want to work on more stuff! I want to play more stuff! And you know what? I’m gonna fuckin do it
That’s it I think? The current social media is dgchapman.bsky.social so give me a follow over there. Excited to see what’s to come in 2024!
Speak soon. Let’s roll 😤