Posts

My wishes for Christmas

We're quickly approaching to Christmas. We're living in a troubled period, sometimes we are 'running' so fast we're not even able to completely perceive our context. I sincerely wish to all of you a peaceful and serenity-paced Christmas! I hope this time will provide us the opportunity not to 'run' faster and faster, rather to enjoy the most positive experiences all of us have (and often we do not seize them)! Merry Christmas

Set-up for the playtest

Despite I have not a clear idea of the interest my game has produced, I have to settle down few, basic and simple concepts for the playtest I would like to carry out with the 'teal edition' of the core rules of VI·VIII·X. So, here we go: Any playing group can join the ' playtest circuit '; this is where all the 'playtesting groups' meet and actively provide with feedbacks from their gaming sessions In order to be part of the 'playtest circuit' an mail to the VI·VIII·X address 6.8.10.kup.rpg@gmail.com is requested; one request per group, it is better to keep one touch point only (likely the GM of the group); the requester can choose if being anonymous, using a nickname, a group name or the full name; this choice can be amended later at any time with a specific email On the  playtest page  I will record the group with a number, the nick or the full name according to the choice of the requester; the other relevant pieces of info I would need are 3: the cou

The power of communication

One of the main takeaways of my very short experience in the publishing industry is at the same time charming and awful: the communication of and idea seems to be even more important that the idea itself... maybe I am ingenuous but I find it surprising! After some discussions on the main RPG boards I came with the conclusion that I had to try to make some 'marketing' by writing a blurb on DriveThru to attract more interest from a potential customer... Here below you will find two texts: the first one is 'my version', it is what I produced by myself... it is long and likely boring. The second one is 'true marketing version': this is a text by a really friendly fellow of RPGGeek made up based on the contents of 'my version'... it is definitely like night and day. They're not even comparable! I will never be able to do such a masterpiece in terms of communication! So, my most appreciated kudos and thanks go to Jamie Hardy who forged the 'perfection&

Fine (or better rough) tuning of the launch

This post to wrap up some highlights I got after nearly one week from the go-live of my books on DritveThru. Here below the main outcomes of what I experienced in such a short timeframe. Pricing of the books: I got nearly all the purchases done for the books with a PWYW price and all of these had a price at zero; since all the digital books but the core rules have this option, this means that many customers are somehow ‘pushed’ to grab whatever they find for free on DriveThru regardless of the effective use; if someone downloads four supplements of a game for free without the main book, I wonder what would be the use of these books… Marketing: the most common point raised by the members of those communities where I posted about the launch of the game is the complete lack of a communication plan. This seems more important than everything else: under this aspect I completely failed. I should have prepared a communication plan in order to make any reader a potential buyer… Well, I thought

Done! My beloved game is up on sale on DriveThru!

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Well, I can say that my first stop of my journey has come to a destination! Yesterday evening I got a message from DriveThruRPG that all my titles are up and running! For a quick reference of all what is on sale, you can easily have an overview on my Products page . I listed basically 5 books for the playtest: the core rules the animal roster 'Ferae' the PC notebook (an evolved char sheet) the GM notebook (the PC sheet for the GM, veeeery KUP!) the NPC roster 'Personae' For each of them there is a digital and a printed version, in particular every digital version (but the core rules) are 'pay what you want' (PWYW).  With ref to the Core Rules, it is important to stress out that the printed version (hardback, A5 size) has approx 30 pages more than the digital version: in that book I added some (hopefully) useful design notes. Now, I will start my communication on the web, mainly on the most relevant forums and communities. I will use this simple banner to redirec

Xmas in advance! Ho-ho-ho!!!

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Back from the mountain, I found two parcels in my mailbox! That was totally unexpected as the postal provider sent me a notice these would have been dispatched next Tue (and it was on Sat!)... So, the wait has ended, it is time to open the presents I asked to Santa with a couple of weeks in advance! I can't wait a second more! Let's start with the thin parcel... So, here we have the 3 softbacks all together: PC Notebook, GM Notebook and NPC Roster... some more details for each of them... Now, the thick parcel, the one with the hardbackssss... Ho-ho-ho!!! Let's open it with the due time and trying to 'taste' the moment... Here we gooo... They are both beautiful! Needless to say I have already found something I would have made different if I were aware of... anyway, this is another lesson learnt! Now a close-up on the core rules: And the same room on the stage also for the second 'baby', I know it is thinner than the firs tone but it is not less important as i

A new spoiler: the expanded rules

While waiting this endless period for the delivery of the playtest books, I am thinking on the expanded rules I have already written (to be precise, more than 80% are still on my pad and only some of them are already present in the word document on my PC...). My concern is related to the outcome of the playtest: it'd be wise to wait how the playtest goes before thinking how to further develop the core rules. As a matter of fact this is only in part true: some rules have been written as core rules and in a 'streamlining' process I decided to keep them on-hold to keep the game not too complex. These were part of the original design of the VI·VIII·X core rules but after some thoughts (and recommendations of friends!), they were converted as optional rules. In a first stage of the writing process I had in mind to keep the optional rules within the core rules. This would have made the set of rules maybe too heavy or blurry (it is hard to remind what is core and what is optional

One millimeter makes the difference

I probably took too much time for the final revision of the Core Rules and now I deserve an unpleasant surprise. I did finish the book with layout and artworks and uploaded it on the DrivethruRPG platform on Nov.11th. I previously did this operation for the other supplements and this step used to take a couple of days only... This time, likely due to external reasons (don't know why exactly), the approval process lasted more than 10 days. If we consider that the overall process is not ended as it is necessary to order a proof of print before going live, this definitely means one month more or less (printing and shipping usually take 3 weeks). Yesterday I got the feedback after more than 10 days on the Core Rules: the book was rejected as there was a part of text exceeding safety printing margins on the cover... Two comments on this: firstly, I was contrary on placing the usual 'blurb' on the back cover until the very end but a couple of days before the conclusion of the rev

Playtest brainstorming

I thought during the last week how a playtest should be managed, being a complete neophyte on this topic. I made the usual error: I started searching the web… then I got to the point that I do not need to worry if and what are the standards. I only have to keep in mind these golden rules to be constantly applied to every phase of the playtest: Any activity should be useful, if not enjoyable, to the eyes of the GM who actively participate to the playtest I need to make any experience of the playtesters somehow interesting so that they can join the playtest I want to keep a KISS approach and not invent any complicate solution which could bring to a complicate failure In this sense, the first question is the effort required to any playtester. Then, the way to communicate and to let any other playtester to be aware of these inputs. Lastly the ‘reason why’ a GM should have in order to join the playtesters group. The answer to the first question is as few as possible with a minimum of a mont

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