Tag Archives: Game dev

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.

femaleknight

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

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.