Category Archives: Pulp RPG

Creator Consortium’s Summer Project Update

For the last few months we’ve been working hard on many levels. With full time jobs and weekends away for creative role play events, it’s quite easy to forget where we’re up to and what we’re doing. August is the end of the LRP season and the summer is waning slowly to the darker hours of the winter – the perfect excuse to stay in and play games or write reviews without the guilt!

So, that said, it’s time to give an update! Here goes…

The CC Website

We’re hoping to be taking the website to a different level, stepping away from WordPress.com and switching to WordPress.org. We realise, now that we’ve played around a bit with various site settings, that wordpress.com is quite expensive, more so when you want some simple functions.

We’ve got some help in the form of friendly expertise and hopefully, in the next couple of months we’ll be switching sites and porting everything over. We’ll keep you in the loop when this is likely to happen and chances are we won’t be posting any content during that time.

You probably won’t notice any immediate changes, but there will be space to properly organise our articles and feed. Fingers crossed it all goes to plan without a hitch!

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Pulp RPG

We’ve not had chance to get much more written for our various Pulp RPG game systems, and as always, there’s bound to be some creative differences. Hopefully by the new year we’ll have something more concrete to present! We still have ideas for the chase across Panama to stop Zombie Hitler and his diabolical plans! And of course, our Fantasy game still needs a lot of work, along with Mr Steadman’s space combat pulp RPG (which we did play test a while back and we’re keen to see where it goes!)

The Godless Realm

We’ve been plugging away at the Godless Realm, CC’s (currently) system neutral fantasy setting. While we have the majority of the metropolis written and planned out, we’re now moving to the outer regions of the setting. If you use Twitter, @FerrisWrites has been posting teasers about the various aspects of the setting.

We’ve made some changes to the cosmology and fleshed out some of the unwritten context for the eyes of the GM only. This, we hope, will provide a lot more variation for future writing and give us writers a bit more juice when we’re dreaming up ideas!

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

The 9th Age

We caught the eye of the 9th Age assembly and they liked our review! The 9th Age is a tabletop war game set in a pseudo-medieval fantasy setting. It mirrors very closely (and frankly performs better) than the old Warhammer Fantasy Battles (no longer in production) by Games Workshop.

We’d like to take a moment to thank them for all of their support, and look forward to seeing 2 out of 3 articles in their online magazine, the 9th Scroll. Part three of the trilogy will be ready when we’ve mustered up some players and miniatures and get some battles under our belts!

We’re also going to have a look at the 9th Age Army Builder site and app and compare it to BattleScribe to see which of the two we think is easier to use and provides the best output regarding army lists and details. We’ll do this in our part three article and run the battles with those outputs and see how seamless they are!

warhammer 40000 40k fantasy battlescribe army list army builder armylist armybuilder gamesworkshop games workshop

Upcoming Reviews

Cthulhu Mythos (5th ed) – Sandy Petersen has done it again with Cthulhu Mythos, a source book for 5th Edition Dungeons & Dragons… and it’s more than just a list of monster stats!

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Low Fantasy Gaming by Pickpocket Press, a grim and gritty variant on mainstream Dungeons & Dragons, and possibly a better spiritual successor than 5th edition D&D? We shall see!

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Key Forge, made by the same guy who created Magic the Gathering only this is better than MtG, for your pocket and your blood pressure!

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Arcworlde, a skirmish game for 32mm miniatures in a fantasy setting! With rumours of a second edition, Alex Huntley is set to impress us yet again with his miniature line and games!

Screenshot 2019-08-04 at 12.20.48

All of this extra content should keep us going over the next few months!

Calling all Artists!

We’re getting to the point where we are hoping to start formatting our content for the Godless Realm fantasy role-play setting. Although we have the skills to manipulate some free media, we would really like to get some budding artists to donate sketches and doodles that could appear in the final PDF.

We’re still not there yet and we obviously need to get everything into one place, but in the distant future we’re considering kick-starting the Godless Realm to get professional editing, proofing and formatting. This means that if you’re able to donate some art, we may also be able to provide you with some financial rewards for artwork you’ve developed (if we successfully kick-start) – essentially, get in early and join us in this endeavour and perhaps we can create something amazing!

Of course, the written content will always be free in its raw form, we’re not taking that away from the world, but it would be great to have a print-to-order service from the likes of DriveThruRPG!

Fantasy RPG Pulp Adventure Hero Knight Cavalry D&D

New Friends!

Last but not least, we’re having a bit of fun with Summon Games, where we’re having a go at playing games for the first time under the scrutiny of YouTube viewers. It’s early days yet for Mr Dodd (@Doddymaster). You can find Summond Games YouTube channel here.

Stay tuned, and if there’s anything you want us to take a look or, or indeed join us as an affiliate Creator, get in touch!

You can find me @FerrisWrites for Twitter, or on our Facebook Page!

Bye for now!

Ferris, CC

Water Colour Brushes in GIMP – 10 Quick & Easy steps to make your photo images look amazing!

So we’ve had a little trouble lately with getting images for our first complete incarnation of Pulp Fantasy. It’s never easy doing something on a budget and entirely your own time. Our searches for willing artists have been hard, and for good reason – few people want to work and create something for free, credits or no credits. We understand that feeling precisely!

We stepped back and looked at what free resources we could muster to helps us create some images we could call our own (in part). This what we came up with…

GIMP

GIMP or the GNU Image Manipulation Program is a free image editor for just about every digital platform. Its so free in fact, you can edit its source code and distribute that new scripting for yourself if you were so inclined. You can download it from here, its a really cool tool. Yes, it may not have everything Photoshop does, but err, Photoshop is not free!

Pixabay

This cool site is used for media all over the internet. It is chock full of drawings, photographs and vector art. Admittedly, some of it is not up to an amazing standard, but then it’s also free. The vast majority of the images found on Pixabay are both free to use commercially and do not require attribution to the author / creator, meaning you can use it freely for personal or enterprise use. You can find Pixabay here, but make sure you check what the terms of use are, just in case!

Brush Sets

In GIMP and similar programs, you can find and download different tool effects. I’m going to focus on the brush tools, which, rather than just drawing one tiny pixel at a time, allow you to create varied shapes and effects with the click of your mouse button. The are thousands of brushes and special effects out there to use, but here’s a link to a few helpful brushes!

You’ll need to download these and save them in the right folder. To save us all time, there’s a handy little walk through here

Once you’re setup, we’re good to go!

This isn’t a complicated process but it’s worth getting it right. There’s room to play with various levels and tones, so take your time to play and learn what works best for you.

Step Zero

Search to find an image from Pixabay or one of your own and save it in a handy space. I tend to save images to my desktop for ease, I guess this is what its for? Later I’ll save it to a proper directory. Later, sure…

Step One

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Start by opening your image in GIMP using the File > Open options. It should appear just like the image above.

Step Two

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I’m going to work on black and white images, since my final document I want to have a brooding and dark feeling to it, not much room for colour. Artistic choices, eh? You can desaturate the image using Colour > Desaturate. There’s a choice of 3 levels, so play about and see which works best for you. It’s just a choice, and there’s not a huge amount of variety in it.

Step Three

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I don’t want all of the detail to show in the images, as I like a slight abstract feel. So I use the Posterize option found using the Colours > Posterize. Again, you can fiddle for different effects.

You can also use the Threshold tool, following Colours > Threshold for more control. Posterize is quicker, but with Threshold you get more choice with the handy slider bar. Play around, see what you like!

Step Four

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So, now we’re going to work with some Layers. Layers are literally just that, extra layers over or under your image which we use to create effects. Some of them can be invisible, others can be bold. Any image manipulation will involve layers, they’re essential parts to the GIMP and Photoshop process.

You can access a new layer following Layers > New Layer, or there’s a handy little button on the bottom left of the Layer Window.

You want to create a new layer that is Transparent. Then click on the paint pot symbol, which is the Filler tool. You can find it by following Tools > Paint Tools > Bucket Fill.

With the new layer highlighted, fill it with white (you can choose any colour but white works best here).

Now make sure that this new layer is below your original image. You can click and drag it down. If you’ve done this right, you can’t see the new layer, as your original image is now ‘over the top’ of the new layer.

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Step Five

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So click on your original layer image and then right click on it. This will bring up a new menu. We’re going to add a mask layer to the image. Select ‘Add Layer Mask…’ and choose ‘Black (Full Transparency)’ like the image below.

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Your image should now vanish behind a white layer. Fear not, this is meant to happen! Now the fun bit begins!

Step Eight

Select the paint brush tool from the quick menu on the right or by following Tools > Paint Tools > Paintbrush. Increase the size of the brush to something that matches your image size, for me that was a size of over 600.

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Now select the type of brush you want to use from the Brushes window (bottom left of the image above). If you’ve installed your brushes properly they should appear here. If they don’t, hit the refresh button or go over the tutorial earlier to check for errors.

When you’ve selected your brush size and shape, go ahead and click some brush marks on the blank screen. You should see the image start to appear underneath the mask.

The more times you click on the same portion of the image, the darker and more apparent it will appear.

The key to this part is really just seeing what works for you. Mix and match the different brush shapes. If you mess up, you can use the Undo shortcut Ctrl + Z which will take you back one step at a time.

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Step Nine

Keep going until you’re happy with the result. Play around with the image and don’t rush the process. If you’re really not happy, just open the image again and start from fresh.

Finishing Up

Some images work better than others, it really depends on what effect you’re after. Once you’re happy with the final image, you should probably save it as a new file under the File > Save As, options.

Then you just need to Export the new image using File > Export. Give it a new flashy name and select the extension type. Ideally you’re after .jpeg or .png if you’re using the file in word documents or for websites (the files are pretty small but keep a good level of detail).

armour gear

We’ve used this process to create some images for our Fantasy Pulp tabletop RPG and the fantasy setting ‘The Godless Realm’ which you can learn about here:

The Godless Realm – Update and Changes Made

We’re also on Discord, and here’s the link to join us there!

That’s it for now!

J.D. Ferris

The Godless Realm – Update and Changes Made

We’ve been quiet on the social media and website front. We’re not lazy. We’ve been busy!

Four weeks ago I enlisted the help of an experienced RPG gamer and writer named Mr James, to bring some much needed energy and creativity. In that time we’ve packed a tonne of lore and story into the Godless Realm setting, making it meaty and plausible in equal measure.

Fantasy RPG Pulp Adventure Hero Knight Cavalry D&D
Edited Image, Originally by David MacKenzie from Deviant Art https://www.deviantart.com/jagged-eye/art/Lee-Warrior-4a-435067509

We’ve decided to make the Godless Realm system neutral, meaning it is chock full of lore content, with plenty of hooks and ideas to create your own adventures in whatever RPG system you desire. We still aim to release adventures and story arcs to fit into the Godless Realm, and we have planned several evolutions to the Godless Realm setting in the future as the world populates and widens.

The extra help from Mr James has given me time to rewrite the Pulp Core rules in two important ways; firstly it is streamlined and the probabilities now work properly. For a success, a dice roll now requires a single score of a 6. Secondly, we realised that the Core Pulp system has flaws and lost its direction. Based on the feedback we received, I’ve really hit the system hard and cut out irrelevant details and mechanics to tighten everything up. The development process, based on your feedback, has really helped us get this right. I am now much happier with the system and we’ve developed some interesting mechanics.

Pulp Fantasy, as it is currently called, comes in three documents which we are releasing to our reliable readers and testers soon. These will be a Player Guide, a Games Master Guide and a tome of Creatures & Inhabitants. We felt this would help keep the attention and excitement for players new to the gaming world, and keep some of the secrets for the GM.

mistings

The magic system has had a complete overhaul and now works in a fashion more inline with a ritualistic and narrative style. It is based on ritual preparations but also allows for desperate unprepared spell casting. We hope this makes it flexible and adaptive with countless possibilities for players and GM’s to create their own spells. We’re even encouraging the players to write down their spells as they think of and use them, essentially creating a tome of personal spells which will help them improve with character advancement. Best not lose that spell book, eh?

Bad Guys

Monsters have been a bit of a bugbear but we’ve settled on some nice ideas to break the mold of typical gaming habits. The biggest change we’ve implemented is the size and actions of larger creatures.

Larger monsters, though rare, will not act at a single point in the combat process each turn. Instead they will be able to act as several individuals, making special attacks based on the number of limbs and special abilities they posses. Now, a player will have to think twice about charging forward to get stuck in, because that Dragon hasn’t blown all its actions targeting the warriors in the party just yet, so getting too close is still dangerous. Players will have to think about their actions and weigh the chances of getting too close too soon.

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Artwork Desires

On a little side project, we’ve been seeking artwork to help bring the world and documents to life and poke some imagination back into our minds. This has been difficult. We are not in a situation yet where we can pay artists to bring our world to life, so instead we’ve been relying on stock images and editing what we can get our hands on.

We’re working hard to make sure that the images we use are properly credited – we’re the Creator Consortium, we want people to be recognised for their hard work.

One problem we have encountered is the over sexualisation of female adventuring style stock photos. While this may prove titillating to some, it isn’t very inclusive. Since we’re looking for more realistic fantasy stock images, we may have to dig deeper to find something less bosom-heaving for something like more gritty realism. Watch this space!

We’re focusing on a process which will allow us to take any stock images and create some cohesion to make it less jarring to look at. Hopefully some nice black and white water colour effects will help the mystery blossom too. There’s a couple of examples dotted throughout this article, and we’re accepting criticism if you can show us a few tricks!

But we realise that people may want to print our documents at some point, so we’re going to be supplying some print easy options too. No one likes to spend a fortune on inks!

There’ll be a blog post this week to show how we’ve been editing our chosen stock images and I’ll go into detail about how to credit and reference people correctly for their hard work! It’s been a fun learning curve.

Until then…

Thanks for reading, I’ll be back with another update soon.

Mr Ferris

Here’s how we made our images!

Fantasy RPG Pulp Adventure Hero Knight Cavalry D&D

An Intro To The Pulp RPG Modular Framework.

An Intro To The Pulp RPG Modular Framework.

The Future Of Pulp RPG And You.

Dev Blog: Pulp Play-Test, Feedback, Zombies & Editing

Game Design: An Exercise In Friendship.

Hello, all.

Fozzy here from creator consortium. I’m aiming to bring you an article on games design, or rather, the summation of my experience at designing our in-house tabletop role playing game; Pulp RPG.

It started some months ago, between Ferris and I. We’re prone to flights of fancy, in fact it has been the defining feature of our friendship as far as I am concerned, and something I am very glad of. There is nobody else in the world who I can pool my enthusiasm with like I can with Mr Ferris. We’ve both designed systems before, many on the back of napkins, so to speak, some make it a little further. I know he developed a very nice little system he plans to convert to Pulp later down the line, but I digress.

We’ve never gotten this far before. We have a tangible, working system that feels as if it lives and breathes before our eyes. It stands apart from us now, as its own entity; maybe rough around the edges, it’s face will change over the years, but it’s exciting and I think I know why.

The reason we were able to get this far is because we were able to harness those long conversations, temper the streams of consciousness into a honed blade. You spend so long talking about something that it no longer makes sense, and many times this was the case with our game. Yet every time that happened, we resolved to take a step back and pluck from the haystack those needles of brilliance (in our eyes) that allowed us to produce something we both see as worthy now, we established rules and clear goals at the start of the process and never deviated from their mandate.

The lessons taught were simple: to let your mind run away with possibility, but to always slash away at those ideas until the good ones emerge. To be hard on yourself as well as each other, to never compromise on something you feel is right, but never try to compromise the other in what they think is right.

The above sounds like an exercise in futility, but we did it. I feel it is a testament to the kind of friendship we have and the kind of honesty we share with each other that has helped us to go further with a project than we ever have before. It’s also the reason why we’re going to succeed in bringing our game to people’s tables. It almost feels inevitable.

And so I write, and he writes;  sometimes completely separately from the other, because we know what is expected. Because we worked hard to trim and to smash away the marble to build a streamlined core that can always be referenced, that we built, and it feels good.

As we go forward with our myriad projects, I think that is the main idea we want to keep front and centre: that every move forward must look back on who we are, to remember what is to be achieved by our partnership and whether each step works towards the principals you set out at the start. And to have fun with the creative process, and to make some of that fun being harsh when it comes to editing.

I enjoy writing more rambling articles. I feel like I put too much pressure on “having something to write about”, when I enjoy writing so much more when I find that something when I’m writing it, so expect more of these from me.

Happy gaming,
Fozzy.

An Intro To The Pulp RPG Modular Framework.

Hello nerdy people!

We’re here today to tell you about a pretty big side of what Pulp RPG is all about: The Modular Framework. Now what on earth is that?

Well, it’s the central idea upon which all of the development of Pulp RPG revolves. To put it simply, The Modular Framework takes the Pulp RPG Basic Rulebook and uses it’s simple mechanics as a point from which to build more complex and setting-specific game systems, without having to include all of these rules in one giant tome.

While indeed you can just use the Basic Rulebook’s lightweight and narratively focused ruleset to run any sort of game you like, in any sort of setting you like, we feel that those more crunchy, mechanics-based systems are a lot of fun too, so we’ll be using The Modular Framework to add layers and layers of mechanical complexity to the game going forward.

The trick we’re really trying to achieve is being able to use tiers of complexity to allow you to flesh out your games in any way you want. This approach will also allow us to deliver packs of new content and mechanics as and when they are developed, so that you can slot them into your games to make the experience new and refreshing even after hundreds of hours invested into playing Pulp RPG.

Mechanics packs will be included alongside Setting packs for things like Sci-Fi combat, Spaceship Battles and Hacking in the Pulp StarFight Setting Pack being developed right now.

We think this approach will allow both us and you as players to have our cake and eat it, by being able to get your teeth into oodles of new and interesting rules and tables, while still rooting the system in simplicity.

We certainly hope you agree! But we’d love to hear any feedback you have by either commenting down below or joining our Discord server. There’s usually someone there enthusiastic to answer any questions.

Link to Discord: https://discord.gg/PGj8yYS

That’s all from us for now, but be sure to check back soon for a new update!

 

Happy gaming,
The Creator Consortium Crew.

Your Guide To Pulp RPG In The New Year

Hello there friends!

We’re here again to tell you all about the exciting things that are going to be happening with Pulp RPG in the near future. Recently we finished the first official draft of the basic rules; a lightweight roleplay system designed to allow you and your gaming group to seamlessly run games in any setting you’d like!

We’re very proud of how it turned out, and you can get your hands on the early release version by going over to our Discord server and shouting at us to hand it over!

Link to Discord: https://discord.gg/PGj8yYS

We’re also nearing completion on the first official adventure pack for Pulp: Chasing Zombie Hitler Through Panama In 1948. This madcap adventure sees you taking the role of an auspicious stranger, caught up in post-war supernatural skullduggery, facing down the most evil man in history with the powers of undeath on his side. As normal with all pulp material, it will be free to download from this website once published in the new year.

We also have many exciting projects lined up for next year! We have The Godless Realm: the first official campaign setting for Pulp RPG, set in a boundless fantasy world inhabited by deadly gods and countless monsters for you and your friends to face.

Our podcast – “Talking Pulp” – where we discuss Godless Realm

Mr. Ferris is also working on a horror themed setting: Pulp Nightmare – you’ll find yourself immersed in a terrible post-apocalyptic world where truly, the only thing to fear, is fear itself.

Then lastly we have Mr. Steadman’s pet project: Pulp StarFight – a fully fleshed-out science fiction setting brimming with political intrigue, fleet battles and weird and wonderful alien races.

Our last article on Pulp RPG – Tons of info!

There is so much more to tell, but for fear of this article getting too wordy, we’re going to leave you guessing, but rest assured we’ve got a whole host of amazing content for you coming up in 2019, so stay tuned!

Sincerely yours,

The Creator Consortium Team.

Subscribe to our mailing list to stay up to date! – http:/eepurl.com/dLtzIo

“Talking Pulp” – A whole new world for Pulp RPG

This week we got together and have somehow managed to record the next in our series of development logs for Pulp RPG. We talk about what it means to run a game of Pulp and why we think this tabletop RPG system will really bring something fresh to your gaming table.

We’re recording these sessions because we really want you to feel involved in the development of our game, as is reflected in the involved style of the rules where the GM and players justify their actions and go back and forth to realise the outcome. We give an example of this later on in the podcast, showcasing our penchant for on the fly roleplay.

So there it is, download and enjoy!

Download Link

If you do want to be involved, join the discord community:

https://discord.gg/PGj8yYS

Or, read up on the last few exciting weeks of development:

The Future Of Pulp RPG And You.

The devs play the first ever session of CC’s new game: Pulp RPG