Welcome back! It’s the end of the second week and with it brings another review. I’m sat here staring at very cute pigeons, thinking back over this week trying to remember what I got up to, but I just keep being distracted by the cuteness!
Right, they have flown the coup as it were, let’s get back to the business of ink. This week we had some interesting prompts, a couple that challenged me and a piece of fan art.
Most of my ideas this week came quite quickly except for “Cruel” which was mostly because I didn’t want to put my signature chatacter LB into a bad situation. But I connected it to “Whale” with a nice picture on the next day to help ease myself into drawing the bad one. I like how I drew both of these prompts, they were simple and more precise than I have been before.
For the most recent piece I had to do some research into 1960’s Mod style. The problem I have with the internet, and even most books, is that there is so much misinformation, lies and mislabelled pictures. I never know what is right and correct and what is completely wrong. So I asked for help from J.A and he gave me the idea for this picture of a mod witch on a vespa. It’s not as dynamic as I’d like but that’s going to take practise!
Last but not least we have the piece of fan art that I am really happy with! One of my favourite films is Kiki’s Delivery Service so when a prompt was Witch Fan Art I knew what I had to do! I really think that LB makes a good Kiki.
So that’s it from me for another week. How are you getting on? Is it going well, badly, quickly? Do you wish it was over or would go on foreeeeever?
See you next week!
Sketchbook, Pigma Micron pens
Apple ipad Pro 12.9inches, Procreate and the apple pencil
So, you’re rolling dice pools to hack your way through door locking systems or swinging through trees on ropes to escape cannibalistic war-bands. You come to a stop, realising that you’re surrounded on four sides and it’s time for you and your friends to face the enemy in an extreme gun fight…
How does it work?
Pulp RPG is about normal people in extraordinary situations, fighting to survive or rid the world of evil! But there’s danger in the hills and the forests are alive with terrors. You’ll hope you want to go first!
Today we’re going to look at combat, focusing on competitive rolling and the initiative sequence.
Initiative works differently from what most players may be used to; the players party and the games master each select a character from their sides of the combat. That character / non-player will then choose which attribute they want to base their initiative roll on. This is important because the character that wins the initiative roll will only be able to commit to a skill of that attribute.
We think it works because seizing the initiative is not always about how fast a person can move, like in some dexterity / celerity initiative systems. It could be as simple as pulling a trigger, outwitting an opponent or just being damn lucky. Since all starting characters will have a single attribute at 4 dice, it means that no one will be selected repeatedly for their high dice pool – it will come down to what action they wish to take.
When the winner of initiative is determined, the winning player goes first. After this point, the initiative is handed back and forth between each side of the combat until the last character or non-player has taken their turn.
It’s a little less natural but it allows for a little bit of planning without spending precious minutes deciding what combo of abilities the party wants to use, and since the roll is performed each round, it essentially stops initiative being one sided.
How do we roll competitively?
It’s as simple of rolling your dice pool and counting the successes compared to that of your opponent. Using your physical attribute with your close combat skills? Simply declare your action, roll your dice pool and compare the results to that of the opponent’s dice pool. If the result is an equal number of successes then the combat is a stalemate, if you beat their number of successes you score the hit, maybe with added bonuses.
OK, lets bloody some noses!
Damage will vary depending on what your weapon of choice is. Currently every weapon in the game will come as a standard unit with applied tags. Tags can add to the damage of the weapon depending on the target, add bonuses to abilities and provide role-play opportunities. A great example is the whip, in the hands of our protagonist, Tom Raider Jones:
Whip – Hand Weapon (tags: prehensile, slashing).
Not great against a single Nazi zombie:
Creature – Humanoid (tags: zombie, military training, well equipped, Will of the Fuhrer, Inexorable.)
That about sums up our little sojourn into the combat of Pulp RPG, tomorrow we’ll be looking at a couple of things from the games master point of view, looking at the categories and tags of players and monsters, with a little more depth to the weapon tags and damage in Pulp RPG.
Today we’re going to give you a sneaky look at character creation for CC’s Pulp RPG.
There are a few very simple criteria about how we design things, here’s the major one; character creation must be simple and swift so as to be friendly for your new players, yet possess infinite customization with levels of depth for your more experienced players. To tackle this problem, we considered all manner of mechanics but we’ve settled on a few solid ones.
So, let’s get into it…
There are four attributes which will be familiar to players of RPGs but we’ll go into a bit of detail here. The power level is unlike most styles of RPGs and since most pulp fiction characters are simple humans we feel the need to stress this. In Pulp RPG there are four main attributes that make up a character:
The physical attribute describes your athletic ability as a whole; shooting requires physical effort to aim and stay steady, running long distances is tiring, swimming through river rapids is difficult, and holding open a stone trapdoor requires technique and brawn – all these describe your physical attribute, sort of a doing statistic.
Intellect covers elements from academic learning, logical reasoning, to understanding sciences and engineering. Recalling ancient lore, deciphering complex codes, repairing a vehicle and understanding schematics – all these describe your intellect attribute, a sort of thinking statistic.
The charisma attribute describes your social acumen. Being heard over an argument, convincing others to help, wooing another person or calming a spooked horse. Charisma is almost always a competitive roll and acts like your characters presence in the room..
Finally, the luck attribute – which is used during the game to turn aside a poor result, avoid catastrophe or really hammer home a good shot. The luck attribute is also rolled in games sessions where pure chance can make you feel lucky, such as when determining which character is going to be targeted by an enemy. In these situations, rolling the dice of the luck attribute means the lowest score loses the contest and becomes the target of the attack.
Luck also plays another important part during the game for the little things; is that guard looking in my direction? Roll your luck dice pool and let’s see how fate decides! In this way, the excitement can be shared by the players and the games master without derailing the story or side stepping role-play.
At character creation a player decides which of their attributes will be their characters best, good, average and poor attributes, which confer 4 dice, 3 dice, 2 dice and 1 dice respectively to their dice pools. It may sound a little restrictive but at character creation it can be very quick to decide what sort of character you wish to play and gives each character a known balance. The infinite customization comes in the next section; character skills.
We’re still working on the skills a character can take, but the idea is relatively simple; you choose your skills based on a broad spectrum of a life role or profession. A character has several skills depending on their Intellect attribute. Here’s an example based on a character who is a farm worker:
Mechanics – the ability to repair or modify vehicles on the farm.
Animal Welfare – to care for livestock in all forms with simple veterinary skills
Firearms – to guard and protect the land or livestock from predators or thieves.
Its important to note that skills are not specific to any single attribute, instead they are fluid meaning that a physically weak character may be able to think their way out of the box.
Getting across a cavern is rarely a simple physical task, sometimes you have to use brains to determine the best point to jump, the right angle and speed to jump from, be warned though; if you stretch the concept too far and you risk the idea backfiring; try and suggest you can charm your way across is doomed to fail!
That about covers today’s development blog. Over the next couple of days we’ll give you some insight into basic and competitive rolling, initiative and combat.
Stay tuned and we’ll give you some more meaty bits as the week comes to an end!
Like the Blob our plans are coming together and no amount of pump-action shells or nitrogen based coolants are slowing it down, so don’t even try!
This week we have been working hard to bring you the core mechanics of the Pulp RPG. As we draw nearer to the completion of the core rules we’re happy to report that our minds are already racing towards the modules, which will bring the game to life.
Our promised “Chasing Zombie Hitler Through Panama In 1948” module will be the focus of our designing endeavors over the next few weeks, but first we’re going to give you a sneak peak into the core mechanics of the game.
The core mechanics will act as the skeleton crew, with adventure modules fleshing out the rest of the mechanics to round off the game. This helps us design a game which is different for the various eras of adventures we’re bringing to you, yet making a switch from one game to another effortless for the players and GM alike.
Our eras will cover all sorts of pulp titles, ranging from a million years BC, the sword & sorcery age, through to modern times and beyond, into the land of martians, creature-features and all the best that the silver screen ever brought to us.
So, our alpha stage system, what’s it like?
We’re using the iconic six sided dice.
Because just about anyone who has looked at a board game in their life knows what we’re talking about. Chances are they have spare ones and we like that you don’t need to go out and spend some cash on getting fancy dice (well, unless you want to).
No need to add up those dice or handle too much mathematics!
Players will create pools of six-sided dice (D6) based on one of four attributes; physical, intellect, charm and luck. Characters will also add dice for having relevant skills, or no skill dice at all!
The GM sets the difficulty of the task the character is trying to perform as a number to get on one or more dice. Success is measured on how many of those dice score equal to or more than the difficulty. Here’s an example:
Tom raider Jones is leaping to roll under a falling stone door. He is quite athletic with 4 dice in his physical attribute. The games master (GM) say’s the rock door is falling fast but the gap is quite wide still, Jones will need to roll 4 or better on any of his dice.
Jones jumps – the player rolls his 4D6 and scores: 2, 3, 4 & 4. Jones makes the jump, rolling two successes on his dice (the 4s). With each success dice, the positive effect is amplified, the opposite is done for rolling 1s!
That’s about all we’re willing to share for today, but over the next few days we’ll be posting about charactercreation,competitive rolling, initiative and combat, along with some snippets from our first adventure module.
We’ll keep you posted, but check back for more exciting action from CC’s Pulp RPG!
With a lot of boardgames you see resting on the shelf in the shop, the art jumps out to you, but then you open the box and while the contents may be like a veritable chocolate box of delights, it doesn’t necessarily live up to that “judge a book but it’s cover” first impression. Well with Tokaido, those first impressions carry all the way through the beautifully designed and printed contents.
You play the part of a traveller, walking down the old Tokaido road from Kyoto to Edo, picking up souvenirs, chatting to interesting people and stopping at taverns on your way – hopefully with enough money to pay for a meal.
It’s a competitive victory-point based game where you move along a detailed board, stopping at discreet spaces and attaining cards worth victory points or money to plan for later rounds. You take turns like in golf, where the person who is closest to the start goes next, which produces a really unique dynamic of trying to leap-frog your opponent to try and intercept what they need the most while also trying not to go too far and upset your own chance of earning those sweet meal-based points because there is only one catch – the tavern spaces, where you must stop and wait for everyone else to arrive while you buy your (daily?) meal and sit on the veranda gazing out at Fuji-san.
One person might be stopping at every vantage point along the route, to accumulate a tableau of beautiful views painted in classical Japanese style while another spends their time bartering with the locals for souvenirs. The game gets quite intense as it becomes clear what every player is working on and inevitably finds the space they desperately needed occupied by another player. Tokaido is a revenge-based experience.
You physically build tableaus and buy souvenir cards. you collect memories from the interesting people you’ve run into and even macaque-laden hotsprings ring in your mind as your point total rises and the table becomes ever more colourful. Most of the time in these types of games, where you collect pieces of cardboard to win, they sit in a stack, never to be touched again until the end of the game. In Tokaido, while your opponents are deciding where next to go, you find your eye pondering the pastoral landscapes and quaint curiosities laid out before you.
The hours pass by as each 30-45 minute game makes you hungry for another. Just to try a different play style or a different character and in the end you’ll be disappointed you put it away.
The only downsides to the game is the Meeples included as playing pieces – I never did like Meeples , the card stock while beautifully printed is a little thin, possibly it’s 2012 heritage showing through and the lightness of the rules/mechanics may put some people off, but if you are looking for something fresh, easy and fulfilling to while away an afternoon, then Tokaido fits the bill.
Have you ever wanted to be a mobster in the prohibition era, or fight martians attacking earth in the silver screen years of the 50s?
Well CC’s Pulp RPG aims to bring that to the table.
All you need are pencils & paper, the free copy of our rules and several six sided dice to start failing rolls and cursing the fickle gods of fate right away; whether you’re cracking the whip as Tom Raider Jones, chasing Zombie Hitler through panama in 1948, or drawing your peacemaker at high noon, then we’ve got you covered.
With the expansion and module model that we’ve developed, you can play through the exciting story of Tom Raider Jones in our curated adventure pack, or use his 1930s pre-war setting to raid your own tombs and shoot your own Nazis!
Whether you’re new to role-playing games or are veteran players, our years of world building experience, combined with our love of rolling dice will ensure you have some amazing sessions with CC’s Pulp RPG.
Keep your eyes peeled for the first version of the rules which will be available soon, for free, along with our first adventure pack “Chasing Zombie Hitler Through Panama In 1948.”
Hello there! My name is Smidge and this is the first post I’m writing here on CreatorConsortium.com.
It’s Sunday afternoon, it’s the end of the week and the end of the first week of both October and Inktober. If you aren’t aware Inktober is a month long artistic challenge, created by Jake Parker. Basically, it’s a challenge to draw every day of October and, as the name suggests, use ink.
For this year, my third, I have attempted to do both traditional and digital. My reasoning is that I wish to improve, and what better way than with this community challenge.
Each year there’s an official prompt list, which is a list of words to give you a starting point and I think that it is fun to see what other people come up with for the same word. I haven’t followed it before nor any of the other prompt lists from other artists, but this year that has changed! I’m following two lists, the official one for traditional and one from an Instagram user called snowwhitekt for digital.
So far it has been both fun and frustrating! My art skills are fairly limited, having only been drawing for about four years now, and it’s showing when I come to draw things other that cute little bears.
For the digital prompt list I wanted to do lots of witches in fun and complicated places, but my skills are not up to that just yet. But I’m glad that it’s come to that; needing to push myself to get better and to do the art that is in my head!
I’m proud of what I’ve accomplished so far this month and am excited for the rest of the month.
Here are a few from my week, for all of the others, check me out on Instagram: smidgedraws
First up, my favourite of the traditional set is my character LB gazing upon a rather nice looking cake. I love this one because it has some detail and because I think LB is very cute (I could be biased though).
Next is something of an experiment, I tried doing an isometric room using Procreate’s drawing grid. It was really satisfying to fill the room, but I ran out of ideas and time before filling it completely. It’s something that I would like to build on in the future.
And last but not least is the first picture I put up for Inktober. It’s another of my favourites and it’s because of the details. I often have little patience and skip over details that I know would help the picture, however, as I progress through this challenge I’m learning to take my time, which is great!
Are you taking part in Inktober? If so comment and let us know where to find you so we can cheer you on!
I’ll be back soon for a round up of the second week! I hope to see you then!
Tools used for Inktober-
Sakura Pigma Micron pens, sketchbook is a random one from supermarket: ASDA.
ipad pro 12.9 inch with apple pencil and Procreate app