Spell Memorized and Q Branch

So in every James Bond movie you have an opening scene with amazing stunts and then Bond meets with M and Q where he gets a cool gadget. He only gets one or two gadgets per movie and he never gets to take gadgets that worked well before (except the Lotus). Then at some point later in the movie Bond gets into some sticky business but it turns out the cool gadget is exactly what he needs to get out of it. How did Q know? Because the screenwriter knew.

Spell Memorization works something like that, except the player have to pick spells without the screenwriters help. They have to guess what spell might be useful today which is a somewhat impossible task and promotes more generic dungeon-useful spells. 

For Clerics, selecting spells for the day seems silly. They have no real idea what they are getting into. Clerics worship a god, and that God is represented by the GM who knows what they'll run into during the adventure. The GM should pick the Clerics spells based on the challenges they are likely to run into. Yes the Cleric should have a wider range of spells available to pick from but the GM should pick. Let the Cleric wonder why they woke up knowing Resist Cold and Lower Water this morning when they are in the desert. The GM can fill out the list with generic ones as well.

This would give the Cleric a bit more mystery, a bit more 'God' and possibly foreshadow things coming up. It acts as a really vague augery. The GM can build a few encounters specifically with spells in mind. Not rooms that require the spell as they will be fired off too soon in many cases, but even then the Cleric will knock their forehead and go that's what my God meant.

This would also work for Warlocks in 5E but does nothing to remove spell slots which are another matter entirely. Anyway just a though, maybe players would hate it.

Print on Demand at DriveThru

 I read somewhere on the internet that you should prepare the POD version before you post a product online. I ignored that and wish I hadn't. The POD proof of Maritime. It is taking a while and it just feels a bit incomplete not having both available. Also I'm curious about sales differences between POD and PDF on such an inexpensive book.

I doubt anyone cares but I want the notes for the next time. So the proof showed up and it looked okay, except for some reasons some greyscale didn't work (light grey boxes with black text came up as black) while on the same page the illustration above appeared in perfect greyscale. Not sure what that was all about but good to know. Also empty table cells came out as random grey values? Anyway I think I've worked around the errors, so now it's waiting for another proof to be sure.

Maritime for sale at DriveThruRPG

 My first product is now for sale. It is called Maritime. 

Rules and Stats to add Ships to your campaign because there were ships before the age of pirates and you’ll want to know what your ship can do.

Maritime contains rules for ships: sailing speeds, ship combat, and ship stats for the most common ships up to the the early galleons, as well as cargos and profits. Compatible with OSR and 5E games.

Includes stats for ships from the East and West up until very early Galleons. If you want ships decked out with cannon this book isn't for you.

Stats for: Rafts, Bireme & Dromon, Caravel, Carrack & Nau, Cog, Dhow (Large), Dhow (Small), Drakker, & Birlinn, Galleon, Junk (Big), Junk (Cargo), Junk (River), Junk (Treasure), Knarr, Nef, Sampan, Trireme & Venetian Thin Ship, Turtleship, War Galley

My first product on DriveThruRPG so if you say any obvious rookie moves, please let me know.





The cover shows a Carrack (the Santa Maria of Columbus fame was a Carrack) rigged out with square sales, leaving Genoa harbor as painted by Quinto Cenni. The image is care of the NY Public Library's Digital library, it is in the public domain and it's a beauty.


Usage Dice for Random Encounters?

 I like the mechanics of Usage Dice but they seem to be used primarily for consumables which I tend to just sell by days worth (4 days food, 4 days worth of torches) and otherwise forget about. 

For those that don't know the Usage Dice works it goes like this. An item, usually a consumable has a die number U12 would be a 1d12, U10 would be 1d10. If you roll 1-2 your Usage Die drops one die, so down to U10, then U8, U6, U4. Naturally the odds of rolling a 1-2 increase as the size of the die drops. You roll 1-2 on 1d4 and your item is depleted. Usage Die are typically used for torches, food, and arrows but I think the idea can be expanded far more than that.

In my previous post on Usage Dice I mentioned a few alternate uses but it just occurred to me that the Usage Dice would make a nice mechanic for Random Encounters.

Random Encounters

Create a random encounters table with 8 entries,  another one with 6 slightly tougher entries, a third one with 4 tough entries, and the last is the boss encounter in the area. So when you enter the area you roll 1d8 anytime you would normally roll for random encounters. If you roll 1-2 you get an encounter but also switch to the 1d6 table next time. By having multiple tables you also limit the number of repeat encounters. For a big area you could have the tables escalate only on a 1, or you could have a table with 10 or 12 entries.

I haven't  played this out, it should work but might lead to to much bookkeeping.

Wizards is Hiring... and not on the Coast

Lead Writer (Skeleton Key) job

Job

Company

Description

Salary

Benefits

JOB DESCRIPTION

At Wizards of the Coast, we connect people around the world through play and imagination. From our genre defining games like Magic: The Gathering® and Dungeons & Dragons® to our growing multiverse, we continue to innovate and build new ways to foster friendship and connection. That's where you come in!

Skeleton Key is a new game development studio and division of Wizards of the Coast. We are a group of industry veterans who are guided by the belief that empowering our teams and providing the proper time, tools, and support we can foster a creative culture where everyone can do their best work.

Our new studio will be located in Austin, TX, and we are looking for a passionate and dedicated Lead Writer to join us. We are open to on-site, hybrid, and full-time remote working options for potential candidates.

Reporting to the Creative Director, you will play a meaningful role on the project by helping to concept, build, set the vision, and implement the story for our critical path as well as cinematic narrative moments. The ideal candidate has proven experience leading teams and building engaging worlds, characters, and stories in other AAA titles. You will need the ability to take high level direction and story concepts and translate them into complete stories, scene descriptions, and dialogue.

What You'll Do:

  • Work with the Creative Director to own and drive the main crit path story, side stories, cinematic scripts, and character dialogue for the project.
  • Build requirements for core writing/editing, VO, and other narrative systems for narrative production pipelines.
  • Collaborate with other teams, and ensure the appropriate partners are involved and informed throughout development.
  • Act as a strong quality advocate for the team, crafting compelling narrative moments, environmental story-telling, world-building, character development, and help other team members achieve the same high quality.
  • Lead and develop a narrative team including one additional writer and editor, inspiring and empowering them to do great work.
  • Build and maintain documentation for all owned features, script, story, and scenes.
  • Help evangelize the game's vision to the rest of the team at large.
  • Provide constructive feedback to team members.
  • Remain current with industry trends and competitor games.
What You'll Bring:
  • 5+ years experience having published writing work in video games with a focus on narrative and character.
  • Clear and concise creative writing skills.
  • Familiarity with first-person games.
  • Ability to translate story concepts into cohesive and engaging stories.
  • Willingness to take high-level direction and feedback.
  • Ability to deliver both original stories and engaging adaptations of existing IP.
  • Passion for and experience with the science-fiction and fantasy genres.
  • Strong communication abilities with outstanding written English skill.
  • Please provide links to YouTube/Vimeo videos highlighting 3-5 scenes or moments from your published game projects that highlight your work.

We are an Equal Opportunity / Affirmative Action Employer

The above is intended to describe the general content of and the requirements for satisfactory performance in this position. It is not to be construed as an exhaustive statement of the duties, responsibilities, or requirements of the position.

We will ensure that individuals with disabilities are provided reasonable accommodation to participate in the job application or interview process, to perform essential job functions, and to receive other benefits and privileges of employment. If you are selected to move forward in our application process and need to request an accommodation, please let your recruiter or coordinator know. 

In compliance with local law, we are disclosing the compensation range for this role. The range listed is just one component of Wizards of the Coast's total compensation package for employees. Employees may also be eligible for annual and long-term incentives. In addition, Wizards of the Coast provides a variety of benefits to employees. Here's a look at what your benefits package may include: Medical, Dental & Vision Insurance, Paid Vacation Time & Holidays, Generous 401(k) match, Paid Parental Leave, Volunteer Program, Employee Giving & Matching Gifts Programs, Tuition Reimbursement, Product Discounts, and more. 

Compensation Range 

$88,960 - $146,400 USD



Job

Company

Summary

Job openings

Wizards of the Coast

Wizards of the Coast, headquartered in Renton, WA, is a company that develops games for customers and the public. Wizards of the Coast is a subsidiary of Hasbro, Inc. They have a team of developers and other staff that is highly professional and experienced. They have a culture of diversity and inclusion in the workforce. Employees working at the organization are offered various benefits that include employee health programs, parental leaves, generous time off programs, free and discounted products, and various other benefits. Wizards of the Coast is an equal opportunity employer and does not discriminate based on age, sex, caste, creed, religion, nationality, social background, or any other basis. Currently, vacancies are available for the Art manager, Lead technical artist, associate gameplay engineer, and various other vacancies.
Type

Subsidiary

Size

Medium

Revenue

$100M to $500M

Location

Austin, TX, 78701
and others

Industry

Niche Manufacturers, Hobby / Games Retailers

Founded

1999

CEO

Christian Cocks

New D&D movie Trailer dropped

If I was making a D&D movie I'd have everyone with vaguely English accents. All except one guy who speaks in modern American English complete with modern slang and metaphors. The others would occasionally role their eyes or tell him to get serious and then he'd have a vaguely English accent for a sentence or two before lapsing into modern speech again.

I would also have one actor play/voice every NPC the way Deerstalker Pictures does. This guy is the DM of course.

The thing is based on a game after all, not on a book. So treat it like a game.

Usage Dice

I've been fascinated off and on by the Black Hack. I appreciate the simplicity of the system, I'm fascinated by the idea of player facing rolls in combat, but haven't really played it yet. Anyway this little post is about the Usage Dice. 

For those that don't know the Usage Dice works it goes like this. An item, usually a consumable has a die number U12 would be a 1d12, U10 would be 1d10. If you roll 1-2 your Usage Die drops one die, so down to U10, then U8, U6, U4. Naturally the odds of rolling a 1-2 increase as the size of the die drops. You roll 1-2 on 1d4 and your item is depleted. Usage Die are typically used for torches, food, and arrows but I think the idea can be expanded far more than that.

Reputation

A new character might start with U20. Nobody has heard of them. Whenever they complete an adventure they roll the usage die. Then construct reaction tables to use the Usage Die. I don't roll reaction for the big bad or lieutenants but different NPC and lackeys, why not. In this system you either have a group Usage Die or use the lowest Usage Die in the band. The reaction table provides randomness. So construct the table so that low results indicate lackeys running away or surrendering and high results indicate the NPC And lackeys have no idea and assume the characters are just another group of push-overs to bully and threaten.

So the idea is that the mechanic ensures the reaction of NPCs is random but different as the character or party becomes more and more (in)famous. When/if the players journey a good distance the Usage Die can go up again.

Weapon Damage

Weapon damage is easy. The usage of the weapons equals the damage die of the weapon. Roll a 1-2 on your attack and the usage die and damage die both drop to the next die. So Aleena uses a weapon that does 1d10 damage but rolls a 1 on her to hit roll. That drops her weapon to U8 and does 1d8 damage now. If she rolls a 1-2 again it'll do 1d6 damage. She better get the thing fixed or have a backup. This provides a slow ticking warning about the weapon quality.

Once that weapon breaks Aleena will scrounging weapons which might not start at full value.

Ship Damage

I've always liked the way RuneQuest handled ships. Each ship had what in effect were armor and Hit Points and if you run out of hit points the thing sinks. I think using a usage die might be better than Hit Points as it is less, precise. In the heat of battle you might not know that a few cannonballs hit you below the water line.

Mass Combat

The last example, for now, would be mass combat. Maybe not a really big mass combat but a large skirmish where say the players stand with a bunch of allies. Break the local combatants down into groups that correspond to a die. Then roll the players combat as usual, and roll the usage die for the other combatants and tell the players the results. The guys on the flank, well they've got like 6 standing at this point. Their enemies don't look any different. 

So that's the basics. This might add more bookwork than desired, especially the weapon damage one, but I don't think so.

Morale plus Bloodied and 3 Round Combat

Still Wanna Fight? I've been working on a setting. It's for 5E but I wanted encounters to have morale rolls like Old School Games. T...