After a bit of work over the past weekend, I finally assembled a newer, crisper version of the HAMMERCRAWL! gaming method outline document. This current version is a refinement of the last blog post I wrote on the matter, taking a lot of those pieces and reorganizing them into a usable-at-the-table reference text. Like all my current and planned future work, this new document can be found on GitHub: https://github.com/nonplayer/hammercrawl
I’ll be running this again in two nights at this weekend’s upcoming Gamestorm convention here in Portland. I’d love to hear from anyone else who has read this and given it a shot, too!
Over the course of 2016 I have traveled a long but (surprisingly!) easy journey to simplify my writing practices by eliminating distractions from as much of my design tools as possible. Most definitely the biggest and most drastic change in this process was moving away from my go-to standard of Microsoft Word, and instead adopting the Markdown language as my new main writing format. I’ve mentioned this a bit over the past few months on my Google Plus stream, and have had numerous folks ask me to do a longer write-up on my experiences with this dev process transition. To that end I’ve written this feature to lay down the basics of my process shift, and encourage others to do similarly to simplify their own methods. Even this post is written in Markdown!
My Life as a Former MS Word Fanboy
Until this point I have been a pretty die-hard seemingly-life-long MS Word fanboy. I was at one point a notorious MS Word blow-hard in my circles, in fact. I was trained to use Word in a pretty intense legal environment, and through that training learned pretty much every trick that software had. I was a mouse-free keyboard whiz with docx files, and quite proud of it. Word was my Jam, and I will probably be mentally cycling through my most-used shortcuts until the day I lay on my death bed. Continue reading
I’ve had a few people ask if they could still get in on the funding drive for Gattaibushido, but they missed the KS. I have now made the basic game option available for anyone who missed the Kickstarter but still wants to preorder. Just head on over to the store page and you’ll have two different methods – one paying here via Paypal, and another on my Square storefront. As it happens, you can also now order my physical books from that latter link, too. The two storefronts are pretty barebones at the moment, but I’m hoping to add more of the other merch to them soon, such as the buttons, patches, prints, and others.
Once I get more image work settled on the Gattai patches, I’ll definitely be adding them as well. And if anyone is interested in the pricier KS reward tiers as options, let me know. If I get interest, I’ll add them up as well, but for now it’s just the basic PDF + at-cost print option.
In this post I want to share the “Random Encounters and Vistas” house rules that we use in my ongoing D&D campaign. This set of rules has crossed game editions from OD&D (using the Rules Cyclopedia) through 2nd Edition AD&D and into today’s 5th Edition D&D incarnation of this campaign. Before you say it, yes, I know, every D&D blog under the Sun has their own random encounter rules. While some groups out there find the very concept of random encounters completely anathema to their style of play, there are still dozens of approaches to the rules for groups that find them useful. That’s one of my favorite parts about this grand new digital age for my most beloved hobby: there’s any number of ways to do any one thing in your games, something for everyone and then some. So here are mine.
Lately we’ve been playing a lot of exploration-heavy games in our main group. Be it exploring a newly-discovered southern continent in our Forthalome campaign (which I swear I will get back to some day), or traveling cross-country back in the northernmost reaches of the homeland in our Northwarde campaign, the process of The Journey has become a core focus in many of our sessions. The flow we use is in many ways similar to the “Hex Crawl” approach to gaming, albeit with a few personal twists and less of a main stage focus. For us, we always have a starting point and a destination in mind, and everything in between is largely undefined. Random encounters mixed with direct requests for improvisational player input help us flesh out all of that intervening space while also making it an active play event at the table. Continue reading
Here’s the official announcement. Thanks for all your support everyone!
In other news, I’ve been experimenting with setting up a digital storefront right here on my blog. I’ve upgraded the site to use SSL and implemented a simple storefront. Currently only the most basic selection and a limit of using only Paypal, but if this ends up working out I’ll expand to also sell the physical goodies too (like patches, clothes, etc). Sign up, check it out, and let me know if anything goofs?
Thanks again everyone!
Hey everyone! I’ve just now hit the button to launch the new Kickstarter for Gattaibushido. Check it out here!
Also, I’m excited to be putting the last touches on the v1.4a playtest rules. Major overhaul of the Commitments, and a reworking of the base “strike range” mechanics to have a more reward-vs-risk focus. Excitement!