Posts

A matter of time...

Done! The work is done and delivered: last week I uploaded the files for both printed and digital versions on DrivethruRPG. Now I have to wait to receive the printed proof of them... There is nothing or little I can do so far... I had been busy with the usual daily business and the completion of the Core Rules. Now it is only a matter of time before opening the store on Drivethru and start doing some marketing activities. I haven't been posting for weeks due to this reason and it will likely pass another similar timing before I can see my work in my hands. I have now time to revise again any idea on how to run the playtest, where to post news/ad for the game and so on... prepare the 'battlefield' in other words! The only activity I did was to add another main page on this website called " Friends " to fix once for all everyone helped me in this journey... being a nearly zero budget project the most important aspect from my side is to remember again who, on a purel

Publication & Playtest ideas wrap-up

While writing the title it came to my mind that it could be a nice title for an RPG with a modern setting in the book industry... and since there are many experts on this topic within RPG authors, it could really occur! Apologies, back to the core of my post: I am two (actually three) steps from the word "end" for the playtest publication... I have not yet clarified why I decided to follow this unorthodox way. Usually the playtest is done internally and after that, all the editing, proofreading, and so forth follow... Let me explain you the main reason: the first one is to ideally test the main purpose of the game. For the core rules, this is clearly explained at the end of the introduction. Secondly, I do not understand the reason for a playtest in a predefined group of players since this approach cuts off some potential outcomes that could be coming from 'external players'. Thirdly, the modern model to run a 'closed' test and then going via Kickstarter to gr

Updates on project and website

Well, apologies for being rather absent but I am working simultaneously on several topics! So here we go with an overall update: Revised the 3rd party license with new logos; the freely usable logos are now directly downloadable from that page. Added a page about the products available for the playtest phase: there is a shot description and I will set direct links to Drivethru. Added a page which I want to use as log for all the contributions coming from the playtest ... needless to say the page is empty for the time being. Amended the core rules with both proofread corrections, now I am currently revising the text for the last changes... there are some revisions on contents and other on layout. This will took a while as the period is a bit 'crowded' both on family and work sides... I have come to a final decision with the cover artworks for all the products and I am very satisfied: in the product page you can have a look at them.  I need to finalize the contents of the Animal

Thrid party license

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It's a horrible period... time is getting less and less, there are many pending tasks and I really have concerns to compete the final revision of the VI·VIII·X core rules! I have the second proofread, therefore this is what I am called to do in sequence: 1. amend the final text with the "second baby" tips; 2. revise the last details (like the adaptation of the skills to the changes in the stats I did); 3. edit the text with key words in bold; 4. insert the final layout of the pages... a lot, definitely a lot! Hopefully I had some limited spare time I used to exploit another topic: a license for anyone who wants to develop the VI·VIII·X game! I am well aware of the fact that this is premature as I have not yet published the playtest edition... but let me say that I really hope that from the playtest could come out some works that could be worth to be shared with other gamers. At the end of the day, the focus of the playtest is on the rules and the mechanics... I will provi

The second "baby" was in late but...

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And the second baby has arrived as well! I got the second proofread from Ian Montgomery who did a superb job, not a mere proofread. The text has been revised according to the grammar but, moreover, also to the contents! Ian added a huge amount of notes about several aspects of the text: comments about marketing/purpose of the game, comments on the rules mechanics, comments on possible options for different resolutions of the rules. In a nutshell, a complete revision being a 360° analysis! …and to complete it, Ian also added some pages with overall recommendations and hints: he had not only done a proofread, he did acted as an editor! My huge thanks to Ian are absolutely a must! …now the tricky part is trying to carry out a combo of corrections + rediting of the text… the task is not as smooth as I thought…

Logos or Logoi?

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This short post to let you have a snapshot of the logos I created for the VI·VIII·X KUP RPG. Before a glance at them, an ironic question about the correct way I'd call them: with the English word or with the Greek one... The question is ironic as the English word is the same of the Greek one at the singular... Ok, no more silly puns and let's have a look at them: I made 4 different logos, there is a fifth but for the time being let's focus on these ones. The black one which is also the icon of the current webpage is the logo of the VI·VIII·X game: it is a "merged" view of all the roman numbers of the name of the game... I like it as it reminds me a wrought-iron railing. The second one is the name of the editor I decided for the publication of any VI·VIII·X product I will do... there's a story behind this name, suffice it to say that it is however evocative as it references the Arthurian cycle. The third one is the logo which represents the KUP model... It has

Kudos to Boranera!

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This post is fully dedicated to miss D., aka Boranera. She is a talented artist of my town who has recently published an outstanding book:  Codex Monstrum . I met her at the presentation of her book, unfortunately I had no time to congrat with her as I had to leave the event before the end (normal issues with kids... totally unpredictable!). I wrote her asking whether or not she was interested in supporting my project and explained her my idea of the whole thing with a particular focus on the cosmogony where I felt I had to deserve it something special. Boranera reacted very positively and in less than one hour we were discussing about details of my ideas for the cosmogony! (...and please consider that it was the first time we have met!) Well, at the end we came to an agreement: as I plan to reproduce an old parchment, I asked her to enrich it with 4 "miniature" (i.e. a small artwork that used to be placed on the top or borders of medieval books): 2 per page, a couple for the

Closer and closer to the publication: last changes to the game

A lot passed since my last post, I know that... The end of summer holidays, the start of the school and other worries kept me far from here! However this doesn't mean I was far from my project: I got the first proofread manuscript back! Thanks again  Carl ! Now, I need to amend the errors and, after that, I planned four additional steps before the final version: 1. Get the second proofread from Ian, the other fellow helping me in the proofread, and include any amendment from his side. 2. Revise the book with changes I did after the proofread version went out (therefore I thought it'd have been wise to correct first the text with the proofread and change it afterwards). 3. Edit the book with images (few) and text outlining. 4. Complete the product offer for the playtest by adding two additional books: a player's primer and an adventure module... (I have already them in mind!) With reference to the second point, I want to get into details of what I changed from the first vers

The first "baby" has come back at home!

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...and the first "manuscript" of the VI·VIII·X KUP RPG core rules arrived back at home! I have to say a huge  THANKS  to Carl who did this "dirt job" for me on a pure friendship base! I am glad to see not too many "errors" (well actually I spotted some errors I should not have done!) and I am delighted by the spirit Carl had while doing this "dirt job"! I found scattered in the document some really funny comments that I am still laughing now when I think at them! Here below one of them: Now I have to update the book and once done apply some final changes... there's one in particular which I will detail in a separate post (btw I have already written about this idea,  here ). I am sorry if in this period I had no time to post anything... family and work got me stuck on the last post of end of August... but things are moving, I will be ready soon! I really look forward to publish my work!

AI graphics, a new frontier

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This post is a direct consequence of the one about the presence/absence of artworks in an RPG book I have written some weeks ago. Let me say that the discussion I started on some boards did not helped me in a decision as I didn't find yet a good reason if not the one related either to the tradition born with the first books and kept along nearly 50 years of RPG history or to the expectations of the readers who find it "normal" to have a picture every 3/4 pages... Anyway, this is not the real subject of the topic. Due to this reason I did some search and found something really amazing: the application of AI to images/graphic. What I found is both exalting and worrying to my eyes. Let's start from the beginning: there are already many users of AI graphics. I found a website where this is possible to test it as a trial. The website is  Midjourney : you can join for free and test what it is possible to do with it. Now, follow me: I am not an IT guy, I know nothing about c

Morality, a true cornerstone in the VI·VIII·X KUP RPG

During the summer break I wanted to analyse the aspect of the Alignments in D&D in order to understand what has been the rationale in the definition by the D&D authors. I started finding this very interesting post : in here I got the confirmation that beyond any different definition/label, the concept of morality was aiming to profile a character's sense of ethic. I'd like to outline that this sense is not only focusing towards third parties but even towards ourselves.  Or, this is at least my interpretation and rationale for the Morality concept and game mechanics. I was so intrigued by this topic that I started a discussion on the DF boards here : I wanted to enlarge the discussion to old gamers so that they could address me to other interesting readings or topics. I was hopefully right: I just wondered why this feature in an RPG had been always treated in a subtle way... It has never been approached in a "strong" way with clear and crisp game mechanics... 

Artistic revision

In these days I am asking myself some questions about the art I should use within the VI·VIII·X project. The first result is that I revised all the pieces of art I plan on the covers of the books. The main outcome is that the Doré painting entitled "Enigma" will be the cover of the core rules instead of the PC notebook (I will manage this change along with the last revision of that book). Then I made my mind up for the remaining covers... I decided to go with masterpieces by Simone Martini, Giorgione, Piero della Francesca, Rembrandt and Leonardo da Vinci. The reader won't be disappointed (or I hope so!). Secondly I am still in doubt if and how using internal artworks: it is not clear to me why the RPG industry needs internal artworks in its products... These are possibly the most creative games and I have the feeling that there is no need to add artworks to them (a map is another story though): the imagination of both GMs and players is able to do better than any artwork

The VI·VIII·X setting cornerstones

Today some insights on the setting which will be the second pillar of the KUP model after the core rules (I actually need to reorganize and prepare the expanded rulebook and I need to post some more info on that as well... Ok, that will be one of the next posts here, I took a note for that!). The setting is firmly tied to the cosmogony and it uses some parts of it as cornerstones. The first one is the presence of some characters called Eidolon: these are NPC (I will not explain in detail the reason for the time being but it is not possible to use them as playing character) and they are essential figures for the setting itself: around the Eidolon an important feature of the setting is built and without them there would not exist one of the "reason why" for the PCs (in an interesting post the author Robin D. Laws explains what is the "reason why": he calls it "core activity"... the post is  this one ). The Eidolon have a reason, a goal and a sense in the who

Cosmogony: insight and new collaboration!

Today I will present you one of the most important pieces within the VI·VIII·X KUP RPG project. Based on my readings I found (and totally agree on) the principle that a good setting for any intellectual product, be it a book, a game or a movie, is to build it up from the scratch. Therefore any RPG setting, in order to be sound and complete should always have a backbone story of the world. I am trying to have this job done in two steps: 1. A cosmogony which tells how the world was generated; this is more tied to mythology rather than the mere chronicles of a world 2. The history of the world as it is known by humans (which for the sake of simplification we can call it the vol.2 of the cosmogony) Let's focus on the first part for the time being: this will be a book where I leave the main pieces of info about the genesis and the characters that played a role in the creation of the world... This seems very "tolkienish" and, as a matter of fact, it is so! The book will not be

Purpose and targets of the project

Before I get to the main points of this topic, I want to leave here an update which has impacts also on what I am going to write about purpose and targets of my project. I am ref to the topic of "meta-intelligence" vs intelligence: thanks also to the very constructive discussion on the DF boards (for those interested it is  here ), the final conclusion is that I will manage two stats of the game as "external" stats, belonging to the players and not affecting the game mechanics. This of course means a revision of the core rules in some points (I think I have identified where but I need to go through the whole text another time... This will happen by when I will correct it with the inputs from the proofread). Now, back to the purpose: actually there are more than one! One embedded in the rules and one in the setting. Both of them lead to the targets I would like to achieve. Please, forgive me if you find I am too ambitious to steer these concepts in a game. Being RPGs

"Meta-intelligence" from a mere reccomendation to a possible revolution

It all starts from the reading of a nice book (not essential but a good reading) of an Italian RPG author about how to create and develop an RPG. In there I find a recommendation which, by the way, was already as one of my topics of the chapter "How to run the VI·VIII·X game". The recommendation, in a nutshell, is that the GM needs to be careful to manage the intelligence of the player who moves his PC and the intelligence of the PC himself (as a stat). This was focused in particular to those moment where this appears outstanding, like when a riddle has to be worked out. I have this in mind since long time and I just wanted to treat this topic as a recommendation like I found in the book I read... However... for pure curiosity I posted this topic on the boards of ENworld, here: RPG Theory - Intelligence and meta-intelligence ...and I am very surprised that this topic did not attract such an interest! In those boards there are tons of users, authors, bloggers, all the main per

The Project ~ Overall update

  Four months have passed since I left my last version of the “status update” of the project and I believe it is time to leave a new update: Core rules: I asked 3 fellows to carry out a proofreading for both grammar/typos and contents (they’re all RPG veterans) and I got one of them that gave up (no blame or regrets at all from my side!); the remaining 2 are on the way to end the revision. I will then update the book and publish it in a “playtest edition”. Out of the core rules version, I was thinking to prepare a “Players’ primer”: a smaller text where a player can find all the piece of info he needs to play the VI·VIII·X game. This is a task to be tackled once I have done with the Core rules. PC notebook is done and thinking to how I described it, I have to precise something: it is a 24-page booklet useful both as the traditional PC char sheet and as a notebook to track down any useful piece of info the player deems it important; there are pages dedicated for each kind of info as wel

A fruitful week brought to light new GM aids

This week has been definitely fruitful: I had the chance to work together with two persons which helped me to strongly focus on the project and this generated the so called "virtuous circle" effect. I will be happy to detail the two events on a separate post, however I do confirm here that these both helped me to move ahead and to foster the development of the setting for the game! A lot! Back to this positive momentum: while I was thinking to the contents and how to organize and deploy the mass of ideas within the books, I had a moment of reflexion on the proper order I should follow to be able to carry out all the sub-projects I have in mind with a consistent sequence. The first priority goes, useless to say, to the core rules. Once I will get the proofread, I need to concentrate all the energies over there so that I can launch a playtest edition and have time (while playtest takes place) to complete the other parts of the project. In this context I asked myself: is the GM

The two sides of the river: storytelling and wargaming

Well, another topic coming from a discussion in a very popular community: the starting point is (needless to say) the rules framework in a RPG. The debate is more or less between those who need a light set of rules... someone would love to have a 5-page rulebook (!!!), someone else is looking for a single page only... and on the other faction, those who want an as much as possible detailed set of rules... those kind of massive books where the authors have foreseen nearly every event could occur (and not only: every event has been combined among the many other features sorting out a vectorial product of huge size)... Looking from a mere external point of view, it is clear that a RPG is the outcome of someone's needs: it can be as vary as the number of people playing RPGs... this is not really the point though. What is interesting is trying to sort out the roots of this hobby: it started from a group of wargamers (at the end of the day, the Fantasy supplement in Chainmail is the embr

Artistic vein or "follow the flow" of marketing

I posted some questions on DF boards just to have the opinion of some educated fellows of that community: the questions where not about contents, it was all about form and layout. Useless to say, we have fallen in the trap and I found an interesting view on contents by a fellow who left some brilliant thoughts here:  Post on Dragonsfoot  . The first point is interesting and not too far from reality: experienced players and GMs looks for games where there are several degree of freedom... those "light-rules games". Maybe that it is not always true (I can imagine that a group of engineers would prefer a very complex rules framework, no offense intended at all!), but what this guy writes makes a lot of sense. After all, it ends up to the logic of the VI·VIII·X game: a set of rules to be born by the GM mainly, leaving more room for role-playing and for tasting the situation rather than worrying about the correct modifier to be applied. The second and more interesting point is to c

Brand: logo vs message?

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A troubled question is waving in my mind since a couple of days... firstly it is necessary to explain the background: from a proofread I got a feedback that the acronym KUP is not technically correct. "Keep uneducated players" has a different meaning than "Keep players uneducated": the difference is subtle but there is! The expression "Keep uneducated players" refers to the GM's willingness to retain "uneducated" players and to ensure that others leave the game table by means of the game model. The other expression, "Keep players uneducated", means that the GM, thanks to the game model, is able to keep the players not completely "educated" and makes sure to preserve the "astonishment of ignorance" that I mentioned in an earlier post. Now let's get to the point: on one hand I should stick to the grammar and replace KUP with KPU... at the end of the day that is the correct expression! On the other hand I really

May, not a great month

I am back after more than 1 month from my last post... what a shame! I had several other businesses to follow in the recent past and I dedicated only few days to my project (d'oh!). I will make a status update just to have a picture at the end of May: the proofreading is still on progress; I didn't get the texts from my friends but only short feedbacks; the worst one is that one of them withdrew... too bad! I still have 3 friends helping me! I will hopefully get their works in June and do the editing between July and August. I'd like to have the playtest edition with all the amendments coming from the proofread, with the original "highlighting style" I had at the beginning and with some few (good) artworks to make it a little bit "sexy". I didn't make any progress on the optional rules; I just wrote some other good notes on my notebook but I didn't work on the book itself. I started the book of the cosmogony, I revised the "backbone" of

Core Rules deep dive: State of Mind

Welcome to the last deep dive I planned (actually there are some other topics to cover... let's see if this is really the last one...). This is dedicated to the State of Mind. This is a feature that traditional RPGs have not taken in consideration. I have always played with FRPG (with one exception: a campaign of RIFT) but I've been told about the concept of sanity in Call of Cthulhu. This might be considered as an equivalent concept translated to traditional FRPGs. Before any further description, some thoughts that led me to add SoM in my game: Characters are never subject to a peculiar moment, with their fixed stats they are always "steady" and seems they have never met moments down (or up!)... or better, while a good role-player can act in order to show this through his character's behavior, there is no rule which includes it. Whenever there is an interaction with other characters, it is clear that the gap in the previous point is showing a hole in the overall

Core Rules deep dive: Experience

New post on the core rules "deep dive": this time I will focus on the progression of the characters. In order to make it compatible with traditional RPGs, this is in other words the game mechanics about the experience.  As a foreword, I have to admit that I have never been satisfied of the various solutions that were proposed in the several editions of the first and most famous RPG. The XP system had always some drawback or gaps. Nothing extremely important but any of them led me to do some amendments with a homebrew system which was basically closer to the approach of the tournament adventures than the one in the rulebook. Now, given the fact that even with my homebrew solution I was not fully satisfied, I came to the conclusion that there was something to change at a deeper level... and at the same time I felt very important to keep and stress out the improvement of a character in case he uses in the correct way his skills. This brought me to build a 2-way progression syste

First printed products arrived yesterday!

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Yesterday I found in the mailbox the first items ever printed for the VI·VIII·X game! They are the PC Notebook and the GM notebook. In a previous post I wrote about them: they are conceived instead of the flying sheets of paper that usually both players and master have around the table. These are namely notebook where everyone playing at VI·VIII·X KUP RPG has and where it is supposedly room for any note. Here we go... front and back of the booklets: First and last page of the PC Notebook: ...and first and last page of the GM Notebook: As I have already written the artworks on the cover are based on a teal color range just to point out that these are the "Playtest edition"... if hopefully I will ever be able to publish a final version of the game, I will use the original colors of these wonderful pieces of art! I am really satisfied with the outcome (I only need to fix the page count, but this is a detail!). 

Core Rules deep dive: Background

Fourth post with an insight on the VI·VIII·X core rules: this time I will focus on the background. Let me have a foreword before.  I am not sure if my experience in traditional RPGs is a common case or not but I always found myself (as well as any other player in the party I had) to build up a character from the stats. This means that I never though beforehand to who was the character; first it used to come how this was and afterwards I started building his history. This is regardless of the GM: that way was accepted by almost all the GMs I met in my life. The odd part of this thought is that the background used to be created according to the needs... I mean: if my character's parents were not an useful detail in the campaign (doesn't matter the reason), then my character had a huge "?" on this piece of info... I could have been the son of either the ruler of that land or of a slave and this was not necessary and known. Then, when I ran into a situation where I needed

Core Rules deep dive: Time & sequence

Let's go through this peculiar aspect of the VI·VIII·X core rules. Time is a very "traditional" concept, it is turn-based, so any RPGer will find himself comfortable with it. What it is not "traditional" is that any effect occurring in a turn will take place at the end it only. Conventionally, every action/event/situation which provokes an effect has to be considered simultaneosly at the end of the turn. This seems odd but given the fact that the sequence and other game mechanics are developed in a certain way, this is the most rationale solution. Realistically this could also have an explanation: if a PC suffers a mortal hit in a turn, is it really possible that in the last seconds of his life (i.e. the time till the end of the turn) is not able to try a last blow or action? This question may raise some concerns or, even worse, a lot of criticms... therefore I will simply state that, even if this is not the best solution, I adopted for several reasons, some of

Core Rules deep dive: Magic & Spellcasting

This is the second topic I wanted to cover in my deep dives: really, I love to transmit the message to the reader about how it is structured the magic system in the VI·VIII·X game. Firstly the way I call magic in the game: SS or Secret Sorcery and CC or Clerical Canons. These are 2 ways rather different to have a magic effect. Hopefully I had been enough skilled to use the same mechanics despite the difference in concepts. SS is the eldritch magic, the arcane powers, what is used by high wizards. It is secret for a precise reason, this is not disclosed in the rule book (it will be part of the setting and it has origin from the cosmogony to be more precise). SS casters know words of power, every word is one of the two parts which a spell is composed. The caster needs to use 2 different words of power: an element and a principle. These two are then enough to create the effect wanted by the caster. This means the SS is completely open! There are no constraints in the spell definition. The

Core Rules deep dive: Morality

I stick to the notes I have on the desk and as promised I will try to provide you with some insight of the "new" game mechanics that I introduced in my  VI·VIII·X game. Let us start with Morality: it is a concept similar to alignment and to my eyes this is one of the weakest features in rules of "traditional" RPGs... I am well aware the topic is extremely "slippery" as you may find yourself with accusations of Satanism and media campaigns ruining your reputation if you push too much into a strong direction. However this reason is not enough to give up and make up a solution to preserve the detail of the character's alignment however completely empty of contents. If you think for a while what is the meaning of a chaotic-good alignment, for instance, you will soon realize that you can do whatever you want in the game and nothing will be affected by the fact that you have an alignment and you can follow this or not without any consequence. IMPORTANT: plea

Core Rules: what is under the hood

After some days spent on DriveThru in order to understand how tricky is the preparation of a title over there, I am back to the real matter, the game. Let me only say: yes, I will likely put on DriveThru my stuff and as soon as the Core Rules will be ready, I will start a communication campaign. Now, what is in the rulebook: this book has 9 chapters, I will provide you with a summary of each of them here below. Ch.I - Introduction to the VI·VIII·X KUP RPG game; here you will read what is the KUP concept, what is the underlying rationale and how the rulebook is built. Let me add a detail: for this book I decided to write the rules in a (hopefully) easy to read way; short explanations, some examples and many many links to other related or recalled rules; in order to help the reader I outlined keyword or concepts in bold (now, with the formatting, I lost this feature but I will insert it in the printed version).  Ch.II - Character's definition: in this chapter all the main stats of th