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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

So You Want to Try Dungeons & Dragons? (Here’s how to do it on the Cheap!)

So You Want to Try Dungeons & Dragons?

Maybe you’ve seen it on TV – that archaic game of nerds and socially-challenged teens across the world? You’ve wondered what it’s all about and thought to yourself (secretly, so the jocks don’t hear) ‘I may like to try that one day.’

Dungeons and mother-fucking Dragons, y’all! (I’m not southern (not even American)).

But you’ve spotted the price of those books, all three of the core ones (Players Handbook, Dungeon Masters Guide, Monster Manual – there’s a lot of extras). The cheapest was once £25 but now they’re all £30-£50 apiece. Your lips just opened and your jaw dropped like it was made of stone – that’s one hell of a financial outlay to try something you may not even enjoy! And you need some specific dice that look like the Devils pocket torture-kit to play!

Well, worry not my closet-nerd; I’m here with some really simple advice and tips. You’ll be playing sooner than you thought!

First of all, come down from that citadel of solitude and ask around your friends if they know anyone who plays Dungeons & Dragons (D&D) already. Three things may happen; no one looks at you again for daring to be cool; they have no idea; they know a guy who knows a guy; they want to try too!

OK so that was four things, but I discount the first one because D&D is more popular than you think and a lot of people are in the closet about it.

If you have a social link to people who already play, ask if you can join them. You could ask to just watch but D&D is not a spectator sport and many gamers may feel a little uncomfortable with you gawping at them – it’s also not a sport. D&D is best experienced from within the game. Throw yourself in and you’ll surprise yourself!

But I’m guessing you have no idea who else plays and online games can be so hit and miss that the target hasn’t been changed since the internet grew up. No game stores in your local area? Well damnation, you live on an island, population = 1.

So, if you can find at least two other friends who may like to try it out, I’m going to give you a really simple and cheap way of checking it out!

You’re already reading this on the internet so follow this links to the Wizards of the Coast website (I know right; Wizards… of the Coast? Paha!)

http://dnd.wizards.com/articles/features/basicrules

Got dice? Well, if you can afford a set of those, you’ll need a set of polyhedral dice. There are more varieties of dice than there are species of beetles (OK – not true) but there’s dice to suit anyone’s 80’s acid induced dreams!

You can spend anything from £4 up to… well, how much money can you think of?

OK, but let’s say you want to start right now! Well, if you need to, there are random dice number generators online – they aren’t ideal but helpful when you’re desperate. I recommend you get yourself a set of dice covering 4 to 20 sided dice:

All you need now are pencils, some pads of paper and the desire to create epic, fantastical memories together! (I’m going to guess you have those already…)

If you need help understanding the game in more detail, drop me a line and I’ll work on a How-to just for you!

Ferris

A Great Journey.

Welcome to The Creator Consortium. Not just a website; this place will become a centre of creative energy over the next few weeks as the team here start to populate the site with snapshots of the work we’re so desperate to show you. Projects from our past mixed with fresh content just for the site; we’re going to be bringing you short stories, articles about what we love including all aspects of nerdery, roleplaying game adventures, boardgame writeups, reviews and much much more.

We hope to expand this endeavour into many new spaces and bring our creators together in videos, streams and podcasts. The goal is to let the creators talk to you and share what they are passionate about so you can watch them, and us, grow.

The future of this enterprise has us very excited because we’re not just doing this for ourselves; we want to foster a community so we can share our experiences into the future and create many amazing new ones.

Goodbye for now.

J.A.Steadman and J.D.Ferris,

Cofounders.