A crucial part of my evolving HAMMERCRAWL! process involves me drawing a special hand of cards with each new “room” the party explores. I draw one card from each deck of helper tools, and then use the contents to spontaneously continue the adventure. I’m working to try and whittle the collection of decks down to a steady five. One of those will be the Map Deck, used to give me an idea of what the next “room” looks like, and inspire the description I give the players – they don’t get to see this map, no, instead they must draw their own interpretation.
Unfortunately, I have not one map deck, but three of them. Problem is they are all useful, each in their own way. And each has a drawback as well. Maybe you all can assist me in picking The One. Read More »
I’m way behind on posting a link to this (because again, I keep forgetting that I even have this site these days). A while back I backed the creation of a wonderful role-playing game from Sigil Stone, called Vow of Honor. It intrigued me as it really focused on the core of what I felt being a “good” character should play like in a tabletop game. In a sea of mostly-amoral gray-shaded games, it read like a breath of fresh air. As a firm believer that Lawful Good is the best of all alignments, I was hooked, and I ended up backing at a high enough level to get my own character portrait right there in the book.
And of course, being me, I had to have a villainous portrayal. Hey, I love me some LG, but I also equally love a well-done villain! Read More »
It’s been a long while coming, but I’m pleased to finally announce that after much tooling around and growing dissatisfaction with games that I’ve played this process with, HAMMERCRAWL! is now being developed as a complete new game from the ground up. If you aren’t familiar with the concept, HAMMERCRAWL! started as my own home-brew method of running “classic” style D&D-based tournament pick-up games with 100% randomly-generated components. I originally meant for it to be a “method” applied to existing games, but none of the games I played quite satisfied my needs for this experiment. I got tired of shoe-horning the current popular games of the “scene” into the process, and just decided to approach the whole thing from a fresh perspective. Read More »
Hello fellow Savages! A number of you have been routed this way from the Pinnacle Website, and I want to introduce myself and the new game. I’m N. Phillip Cole, creator of Motobushido, the Motorcycle-Samurai Roleplaying game. Back in 2014 I had the pleasure of sitting with Shane Hensley on a design panel at a local convention here in Portland, OR, where he was attending as one of our guests of honor. I managed to fanboyishly slip a copy of my original Motobushido game book into his hands, and shortly after he approached me about the possibility of writing a brand new Savage Worlds version of that game. Cue my head exploding of awesome! Read More »
(I posted this earlier today directly to the original Kickstarter page, but with an official announcement pending I am putting this post up as an official rally point.)
Hello folks! So a while back, I got contracted to write a Savage Worlds version of Motobushido for Pinnacle. To make a long story short, that version (three books!) is now completely written, back under my domain and direction as a licensed Savage Worlds release, and is being geared up for an actual public release. Read More »
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!