Tag Archives: beginnings

The Future Of Pulp RPG And You.

Good day nerdy people!

We here at CreatorConsortium have been having a jolly old time of it recently, with many things having been discussed on how we want to proceed with the site and tons of late night development sessions. Mr Ferris and myself are so passionate about roleplay games that I think it’s safe to say that we think about them daily. There really is nothing like rolling some dice and making some memories with people you love, which is why in addition to the articles covering all manner of Nerdery, we will be focusing our efforts more on the game we are developing and just cannot stop thinking about.

So as you know, we have been working on our home grown tabletop RPG system: Pulp. The idea behind it is to create a simple and approachable core roleplay system that anyone can pick up and play in literally minutes, then with the addition of rulesets and setting expansions, you can introduce as much or as little complexity as you want. The focus is on allowing everyone to roleplay and giving the GM the tools to be able to take an active hand in the game. Combat is collaborative, forcing both player and GM to talk back and forth about how situations flow. The most important part, though, is that it is so fun!

A link to our first audio Devlog!

What we really wanted to get away from was extensive tables and lists of rules filling entire books, pushing combat and time-sensitive moments into hour long slogfests where you’re checking your sourcebook every five minutes. While we still appreciate and love these rule-heavy systems, like Pathfinder Na D&D, we think that you can still have a satisfying and engaging ruleset while conserving as much time for roleplay as possible!

So in comes Pulp RPG; over the next few months, (the holiday season pushes everything back) we will be focusing our efforts on building a community around our game. We told you about our first adventure pack: Chasing Hitler Through Panama In 1948, this standalone adventure will soon be released alongside the Pulp Beta Core Rules V1.0, both free.

Indepth article on Pulp’s progress.

We hope to use these two powerful little documents to get people playing our game and giving us much needed feedback while we plunge into our first large and sprawling Campaign Pack: The Godless Realm, which will add a host of new mechanics to use in a fully fleshed out and dynamic fantasy setting, filled with treacherous gods and plenty of thrilling battles to fight.

We urge you to head on over to our discord and give us a holler; we’re always ready to talk about Pulp RPG, and I personally will be trying to put a game of Pulp together with anyone willing.

https://discord.gg/PGj8yYS

Happy gaming!

J.A.Steadman.

Competitive Actions & combat, how we see it rolling out for CC’s Pulp RPG

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…

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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.

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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.

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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.

J.D Ferris

CC’s Free Pulp RPG – Peeking at Character Creation and why it’s easy to pick up

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.

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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.

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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.

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:

  • Farming Know-how – crop rotations, irrigation systems, flora and fauna knowledge.
  • 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!

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That about covers today’s development blog. Over the next couple of days we’ll give you some insight into basic and competitive rollinginitiative and combat.

Stay tuned and we’ll give you some more meaty bits as the week comes to an end!

J.D. Ferris, C.C

CC’s Free Pulp RPG core pulls together

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.

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So, our alpha stage system, what’s it like?

We’re using the iconic six sided dice.

Why?

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!

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That’s about all we’re willing to share for today, but over the next few days we’ll be posting about character creation, 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!

Our brand new free RPG is born! CC’s Pulp

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.”

J.D. Ferris & J.A.Steadman,

Co-founders

CC’s Free Pulp RPG core pulls together

Tackling Anxiety in Dungeons & Dragons (AD&D?) and other Role-Play Games. How you can help

Dungeons & Dragons (D&D) and other role-playing games (RPGs) have been the interests of an underground movement for decades. Our little sub-culture managed to explode onto the main stage in recent times, collecting the meek, the nerd, the geek and the mild together for stories of heroism and adventure. The cool kids joined in not long after and now the hobby is enjoyed the world over.

But like most interests, anxiety can hinder participation in these legendary gaming sessions, causing some sufferers to opt out before they’ve begun, or tremble at the thought of talking in front of a group of people.

Often the worries start with talking in the limelight, or anxious at role-playing with accents and voices not of our own, or they can lead to fears of making mistakes and upsetting people and finally being judged for ‘doing it wrong’ or not being the life of the party.

But this shouldn’t be the case, and for many anxiety sufferers the game has not only opened up whole new worlds of adventure but also confidence and strength they never realized they had.

So how do they do it?

We’re going to tell you. We’ve outlined some of the broader issues anxiety creates for some of us, so now we’re going to tackle two parts; anxiety as a player and anxiety as the games master (GM) or Dungeon master (DM).Some of these ideas will be applicable to both, so read on and see if we can help. Finally, I’ll cover some ideas which you can try to help gaming buddies through their anxiety. Let’s see how we get on…

Some of these ideas will be applicable to both, so read on and see if we can help. Finally, I’ll cover some ideas which you can try to help gaming buddies through their anxiety. Let’s see how we get on…

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Player Anxiety

It’s important to note that games like D&D are not spectator games. We’re all involved and invested in the game and every session we want to be fun. The first take home message is that you’re not acting in front of a crowd – everyone is responsible for enjoying the game and no one should be made to feel otherwise. With this in mind, we suggest the following:

The first take home message is that you’re not acting in front of a crowd – everyone is responsible for enjoying the game and no one should be made to feel otherwise. With this in mind, we suggest the following:

Play with friends (if you can) and keep your first few sessions small. You may need to ask around or set time aside for these smaller games until your confidence levels up.It’s always best to let people know that you struggle with anxiety or just aspects of the game. In knowing, everyone can grow as a group.

It’s always best to let people know that you struggle with anxiety or just aspects of the game. In knowing, everyone can grow as a group.

See if you can get one on one games with an experienced DM – they don’t have to be long but they may give you a better idea of where to start and offer some much-needed practice.

Before the game, ask your DM for support in the form of cues and prompts – it can be terrifying to feel like you’re on the spot so make the DM aware of how you feel and see if you guys can try out some polite suggestions when it’s your turn to act.

Collaborate. When you’re creating a character see if your DM can suggest another player to collaborate with. Collaborating can mean you create characters with a shared background who would help each other in situations during the game. The help will naturally fall into the real world too, giving you a bit of space and support when you need it most.A trusted friend or a more experienced and / or socially aware player would be best.

A trusted friend or a more experienced and / or socially aware player would be best.

Try to play a character larger than life or with comedic value – his sounds a little absurd but when you feel you’re not playing yourself you can forget who you are and really get stuck in. Try it out and see if you can get some support from the gaming group.

Create very detailed characters with a solid background and ethos – when you know exactly who your character is it’s easier to role-play them from outside. You’ll find that you quickly don’t need to think about their responses and it will come naturally with fewer pauses.

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DM / GM Anxiety

Running a game can be hard even without the social or internal pressures associated with anxiety, and it may seem like insurmountable odds are stacked against you but we’ve got some ideas which may chip away at that growing wall.

Declare your first game as a trial and try to be open about why you’re doing it this way. Role-play gamers are generally an understanding bunch and the more experienced they are the better.

As noted previously for players, run a session with a single player and see if you can get the tone and pacing right. One on one games are a great way of getting over your fears and giving you a better idea of how the game goes, you’ll also realise how your story sounds to someone else.

Get a non-player to listen to your story idea for the game you have in mind and see if they can help you with feedback. Often non-players are able to see the bigger picture without getting bogged down in monster stats or game mechanics which may help you formulate an organic game. Get comfortable with your idea and rehears bits of it in your head.

Give yourself extra time to prepare and bring that extra preparedness with you – notes on cards, bookmarks and general organisational skills will help even the best DM so there’s no reason you shouldn’t do the same. If you can flip from one encounter to the other when you’re reading through your notes then you’ll be able to keep the pace going and avoid your mind going blank.

It’s OK to be imperfect as a DM and this is important to remember because everyone sat around your gaming table are responsible, not just you. You’re definitely not alone, so embrace your vulnerability and go with it.

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Helping Others with Anxiety

Getting a friend to join your game can be really difficult. Since anxiety can be a whole combination of unique parts you can’t really give a blanket answer on how to do this. We think that these ideas may give you some help, especially if the anxiety comes with a dose of general social anxiety…

Pick the right RPG. If your friend is familiar with content from certain settings or universes then go with those games. While you’re at it, see if they may enjoy a mechanically heavy game as an introduction – we’ve found that these sorts of games take the pressure of the role-playing off and can help that player get a taste for the social aspect.

Don’t force your friend into anything – Try a one on one game, see if they like the idea and increase that little group with an extra trusted friend, or get them to invite someone they can spend time with.

Be open with your friend and ask them if its OK to inform the rest of the gaming group that anxiety is an issue. Games like D&D have always been about enjoying a social event, it’s been inclusive from day one of its 40-year adventure.

Don’t be a dick. Be excellent to one another, as Bill & Ted idealised. If you think one player is being heavy handed or taking advantage, call them out indirectly. As the DM, talk to your friend over the din clearly and ask them if they want to tag along if they may have a better idea. Giving your friend the space to think about it without piling on pressure will help them settle in and be more confident.

It’s worth sitting them and DM together so there’s help at hand and they can work together, or if you have a socially aware and experienced player who doesn’t mind taking the backseat to promote another player with their character, get them talking.

So that’s it for now.

If you have thought or comments, please get in touch. If you think this has been helpful, we’d love to hear your story large or small. And if you think we’re wrong about anything, well we’d like to hear about that too – we want to get things right just as much as everyone else.

Be excellent to one another, always.

J.D Ferris, CC

Photo images made by the Creator Consortium, artwork taken from Wizards of the Coast, here

What can role-play games like Dungeons & Dragons do for you, your friends and family?

Role-playing games (RPGs) had a bit of a bad rep for a few decades – if you look at popular culture we see a nerd-collective; a mishmash of the unwanted, unwashed and friendless few sat around a dingy table in a poorly lit area rolling dice and getting ‘nerd-rage’ when things don’t go their way. It’s a pretty lame appearance and while stereotypes do exist, the reality is very different from the social perception.

Since the reawakening of games such as Dungeons & Dragons (D&D), the popularity of computer / console games and hype from books, film and other media, fantasy and its sibling science fiction, have become mainstream profiles. It’s cool to be a nerd (but better to be a real nerd).

So, what are games like Dungeons & Dragons about?

They’re a social-narrative story-telling kind of game. You create characters based on calculated abilities (actually very simple to generate) and attribute a race (Elf, Dwarf, Human, Gnome etc), class (like a life-long profession such as Rogue, Warrior, Sorcerer etc) and a personality to fit with all the above.

You may be lucky and roll a high Strength attribute, meaning you could choose a profession which is martial orientated, such as a fighter or barbarian. Or you may roll a high intelligence attribute, which could lead to the arcane path of the wizard, or a very cunning thief – there are quite a few varieties and endless customization to create a character you enjoy role-playing as.

And inevitably, you’ll get attached to them as their stories unfold.

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But how does it run, how does the game progress and how do you keep track?

The same way you would reading a novel, only in this instance the author is often referred to as the games master (GM) or dungeons master (DM) if you’re specifically playing Dungeons & Dragons.

The GM will create a story within the guidelines of a theme, usually fantasy (think sword & sorcery) or science fiction (think Star Wars). The GM acts as the story teller (although story-shower is more appropriate) and referee, describing the scenes, acting as the non-player characters (NPCs) who are both the good guys and bad guys you may encounter on the adventure.

The format of the game is usually referred to as an adventure, although different RPGs may label these as mysteries, quests or simply as stories. An adventure can last a couple of hours, or they can be linked together with an overarching story which are sometimes referred to as campaigns. A campaign can last for weeks, months, years or even decades (can confirm).

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Why are they good for you then?

This can be straight forward and quite complex at the same time. If you’re thinking of running a game with the family the benefits are obvious – your child will learn literacy skills and likely have a desire to read more about how the adventures can work. They’ll also begin to grasp the simple math behind the core mechanic of the game – which will lead them to ponder the chances or probability of dice rolls. They’ll want to know what their chances of surviving the dragons terrible fire breath are!

The slightly more complex learning will come from creativity and cooperative game play. Team work is required in games like D&D as no one will have the same advantages and disadvantages. Learning to plan out how the adventuring party will get over an alligator infested chasm will require verbal skills, game skills and the ability to compromise.

It may even allow the younger player to consider with retrospect how encounters worked or not, despite their protest at being democratically overruled by the party as a whole.

It’s good to learn to be a respected loser and a humble winner.

While we’re at it there’s also scope for more critical thinking – the game offers broader choices than you would find in digital role-play games on account of the limitless imaginations we all have. This brain stimulating critical thinking and imagination will increase a child’s capacity for reasoning and open mindedness which they will not get with other forms of games.

And finally; morality.

Every action has a consequence in just about any walk of life and RPGs. It may be cool to slay the evil orcs as they attack the human village… but what if the adventuring party then encounter the orphaned children of those orcs, starving and cold, searching for their parents?

In this day and age, morality and empathy are hard lessons to learn – best to start early.

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A smidge of science: Adams (2013) studied the effects of role-playing games and identified several human needs which are sated during regular game play; the need to belong, the need for spontaneity and the need to be moral, all within the democratic participation of a well-balanced adventuring party. Why wouldn’t you want to fulfill those needs, and what better way to learn and cope with them?

And regarding those naysayers who say RPGs are bad for you? Check out this abstract from a scientific journal. Less than a quarter of psychiatrists questioned thought RPGs are bad for your mental health. The rest were likely players of Dungeons & Dragons or did their homework. The majority are clear; there are no links between playing table top RPGs and psychopathology. It’s good for you.

Want an easier version of an RPG to try? Check out this game, it’s made by Justin Halliday who has kids and likes role-playing with them (it all looks cute too!)

And for the grownups…

Well all of the above, with practice in improvisation, humility and creativity. Some say that RPGs bring people together, connecting people with fond memories in a world that has only ever existed in their minds, but are no less real to them than the air they breathe.

This author can confirm; friends since the age of 9 still get together weekly to combine might and kick evil in the ass.

“Full plate and packing steel!” as his teenage hero used to say.

 

References

Adams, Aubrie S. (2013) “Needs Met Through Role-Playing Games: A Fantasy Theme Analysis of Dungeons & Dragons,” Kaleidoscope: A Graduate Journal of Qualitative Communication Research: Vol. 12, Article 6.

Edited 5/10/18 to help make opening sentence more inclusive.

J.D Ferris, C.C