Thursday, July 14, 2016

Bookface Lives! Inspirational Reading for the Inner Gamemaster

Bookface has been quiet for a very long time. But he now emerges to recommend some inspirational reading. . .



The best sourcebook on gnomes money can buy. Get it here. 



Shrooms are funny until your gnome eats one and dies. Get it here.



All you really need to know about fantasy tropes, circa 1967. Get it here.



All you really need to know about fantasy tropes, circa 2006. Get it here.



Space & shit, circa 1986. Get it here.



Space & shit, circa 1998. Get it here.



Your hedge witch's big book o' cures & cantrips. Get it here.



Pliny the Elder's first edition Monster Manual, by way of the Middle Ages. Get it here.



A contemporary cryptid collection, organized by continent. Best monster? Troll Monkey. TROLL. MONKEY. Get it here

This book is actually pretty cool, but it came out a few years after DiTerlizzi's Spiderwick Chronicle tie-in field guide (which I also recommend but is not in my office at the moment). The author blogged about his struggles with the publisher in getting this published over here back in 2013.



The only gazetteer you really need. Get it here.

Monday, April 18, 2016

Slapdash Crude Experiment

click to embiggen

I made this fooling around with draw.io, an online flowchart/org-chart maker. It's a clunky interface (LibreOffice is better), but it hooks into Google Docs & Google Drive for auto-backups. However, it's impossible to export individual elements out -- you can copy & paste in, but not copy & paste out into an ODT or Word file. Ultimately this has limited usability for me, but it was fun to play around with.

Wednesday, March 2, 2016

Check Out Quill: A Letter-Writing Roleplaying Game for a Single Player


Have you seen +Scott Malthouse's solo RPG game Quill? In essence, it is a letter writing game, where you take on the role of a character trying to convince a distant NPC to undertake some action, and you score points based on attribute rolls and how many specific words supplied in each scenario you include in the letter.  Here's how Scott puts it in the intro to the game:
In a typical game of Quill the aim is to impress your recipient into responding favourably to your letter. You will accomplish this through deft use of language and presentation, rolling dice to determine whether or not you succeed in using the right words, the best descriptors and the most beautiful penmanship. Once you have completed your letter – one which you will actually physically write yourself – you will count up your total score and discover how your letter has been received.
It's a neat little game that is both a creative writing exercise and a clever way to create plot seeds or adventure hooks for other games. There are four scenarios presented in the main rulebook (which is only 16 pages long). On Valentines Day, Scott released a supplement called Love Letters which contains an additional 5 scenarios to test your persuasive abilities.

You can find some examples of actual play here at the Quill Roleplaying Society G+ Community.

And here, I offer 2 homebrew scenarios of my own design: