Tag Archives: blogging

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

WarGroove: The Best Game of 2019 Comes Early.

I know what you are thinking: the title of this article is hyperbole of the most unforgivable kind. Just do me a favour and give me a chance to explain.

Wargroove is the latest game developed and published by Chucklefish: the now legendary publisher of the smash hit farm-em-up Stardew Valley and sci fi side scroller, Starbound. The London based publishing and development house have been consistently chucking out winners since the start of the indie revolution, beginning their meteoric rise with Risk Of Rain: a devilishly difficult roguelike.

wargroove-logo-vector

The things their games seem to have in common are a focus on brilliant, stripped down mechanics and a high quality pixel art style, both of which suit me down to the ground.

I spotted Wargroove on one of my frequent and mindless trawls through the steam store. The art style immediately caught my eye and I felt utter joy in my heart as I saw an armoured dog leading an army into battle on a 2D battlefield. I was hooked even before I bought it. This feeling only intensified as I was greeted by an anime-like intro cutscene which I just sat and watched. In recent years, Blizzard has been lauded for their amazing cutscenes, and rightly so, but it is nice to see a smaller developer going for the same sort of thing.

The game brings many franchises to mind: Advance Wars, Fire Emblem, The Battle For Wesnoth. These three are stalwarts in the turn-based strategy genre and in a sense Wargroove actually is all these amazing titles that reached their zenith years ago. It is a kind of rebirth of turn based tactics games, embodying the things that made them great; like smaller maps, tighter mechanics and the ability for players to make maps and customise everything, then they repackaged it into something fresh and beautiful, clearly created by people who know and love the genre.

The gameplay is simple: you take control of one of 12 heroes, 3 for each of the four distinct factions and vie for control of a tactical map broken up into squares. There are a profusion of unit types; from lowly foot soldiers to trebuchets, ships and dragons, all which add tools to your toolbox when trying to outfox your enemy. The interesting thing to note is that each faction, while aesthetically unique, can only produce the same units.

This means that the game is easier to balance, with the only asymmetry being with the leader you choose, which puts it in good stead for the Esports scene which has energetically sprung up around the game. From what I have played, the “quick play” option in online multiplayer indeed returns a game quickly, which is fantastic. You can also set up your own game with a whole host of different options to face off against your opponent. I can only hope the devs follow this ease of use up with more features to support competitive play.

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The campaign is fully formed and engaging: you follow Mercia, queen of Cherrystone, who is thrust into the driving seat after her father is assassinated by the undead Felheim faction. It plays much like the older games mentioned above: sections of dialogue interspersed with thematic battles which introduce weird and wonderful mechanics to keep you on your toes. The game also provides “puzzle” and “arcade” modes that will significantly aid replayability. There is plenty of humour in the campaign, alongside the broader themes of adventure and war. It’s safe to say Wargroove doesn’t take itself too seriously.

To me, this game is like chess but better. You take your playing pieces and are able to dynamically fight and counter your opponents strategies as you build units and try to out compete the opponent financially by capturing towns. The amazing “crit” system ensures the need for deep thought when positioning your troops, as they only reach their full potential when meeting criteria specific to each unit. I have found myself staring over a defensive line at my opponent, waiting for one of us to blink, only to find myself outmaneuvered somewhere else and forced to flee. You feel the tactics and back and forth of a good wargame just oozing out of this title.

Overworld-Map

This game makes me feel like I am at the start of something new and interesting. This is a feeling we gamers crave; back in 2015, Rocket League hit the market and started a sports-game revolution all of its own. The reason it was able to do this is because it firmly placed itself into that genre, but did the same things as other sports games (use of physics, a ball with goals and a global game timer) repackaged into something new and fresh, the process by which those older, tried and tested elements, could create something satisfying and new. As of the writing of this article, the highest prize pool for a Rocket League tournament was over 1 million dollars.

Wargroove, I feel, is doing the same thing to turn based strategy games. There is a huge demographic of gamers who are starved for this type of game and feel the urge to watch talented people play it against each other; to follow their favourite player and hopefully start that journey themselves. The strategy gamer in on the comeback.

This game delivers on so many levels but it is important to discuss its drawbacks. Chiefly that most people will really be put off by how slow the game can feel when you are in the thick of the action. Every game requires you to really think about how you set up your forces and is almost a cold war where each person is trying to push and maneuver to find an edge. In fact, once the fighting begins, you often know what the result is going to be only a few turns afterwards. To me, this is ideal, and speaks to a wargame that works, but for others it might ring dull.

Winter-Map

In conclusion, I do not think it is too soon to tell that this beautiful little game is going to make waves in the realm of strategy well into 2019 and I cannot wait to play in my first tournament.

Wargroove is out now on Windows, PS4, Xbox One and Nintendo Switch. It is priced at around 15-20 dollars.

P.S. Wagons Are Bad – Brought to you by the Anti Wagon League.

Is Playing DnD Online Better Than In Real Life?

A new game of Dungeons and Dragons is always a nerve-wracking event as a Dungeon Master. There is so much to do, especially if you want to write your own adventure. Then you have to consider your players, you never really know what they are going to do, or if the content you’ve written will be “enough”.

Well last night I embarked upon a new campaign, written in about a week, using a digital tabletop which I’d never used before (I also haven’t ran many campaigns online), with an entire party of players I didn’t know. I don’t think it’s possible to present a DM with more of a psychological or physical challenge.

And frankly it was one of the best sessions I’d ever had.

This article is an attempt to get more people into DnD online. As a DM, you invest so much time and effort that it can be hard to step out of your comfort zone, but this session reminded me why that’s important.

We used Roll20: the free virtual tabletop which provides an absolute ton of functionality and really brings you as close as you can possibly come to being around a table. The dice roller even lets you roll big 3D dice!

https://roll20.net

As the DM, I found that every little need I had was met: I could set up encounter tokens, NPCs, new maps, handouts and even track initiative on the tabletop. This allowed me to involve the players in every part of my preparation. They could see the gears in motion so the session never really stalled or lost pace when I was setting up the next encounter.

For tracking characters we used DnD Beyond. An amazing official website by Wizards Of The Coast, which basically gives you every tool and rule to set up a campaign and actually play it. The site requires an entire article of its own, but suffice it to say that as a DMs and character’s toolbox, this site has it all.

https://www.dndbeyond.com

Then lastly we come to my players. I was so nervous about these guys, I’d never met any of them before, we just set up the game on a discord server I frequent before christmas then last night, there we were, confronted by a whole slew of new experiences.

As a DM, you always hope that your players are going to “get” your game, and certainly I was worried that my game style wasn’t necessarily going to be compatible with how they wanted to play. My fears turned out to be completely unfounded, as they really got their teeth into my session in a way that made the effort totally worth it!

This proves to me, that playing DnD online, with strangers is not such a daunting task as it used to be. The free tools are so good these days that you hardly feel divorced from the table. It certainly opened my eyes and I hope you give it a chance too! Especially if you can’t give up the time and effort it takes to get together with people on a particular day. As a 29 year old who works odd hours, that’s become of great concern to me in recent years, so last night’s session was almost a weight off my mind:
As long as you have a computer, you can play DnD.

Until next time,

Fozzie.

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

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.

NaNoWriMo 2018: Woah-oh We’re Half Way There.

And so the sun rises on another day, and I realise that I’ve not been so productive or learned so much about my writing in many a year, for that I am grateful to NaNoWriMo. I’m really happy that I started this journey and am confident that I will finish, and that I will have a real body of work that I will be happy with at the end of it.

By now, if you are following along, you should be about half way through your story. I’d say I am definitely half way through and can present an ending, but I’m definitely feeling like I should be further along in the narrative, even though not a lot has happened really. I suppose that is a symptom of this challenge only being 50k words, which is very short for any sort of real story.

If you’re riding high on momentum, keep doing what you’re doing. If you’re floating in the doldrums, hardly hitting your targets, or even staring down the barrel of a few 3000 word days, then just look at what you’ve done so far, appreciate that every word is another step to achieving your goals, and knuckle down to get this done.

Good luck, all. See you in another 10k words.

 

Join the discord to help build our community!

https://discord.gg/PGj8yYS