TTRPGDESIGN Update: Enhanced

I haven’t spoken much about “Enhanced” but the premise is:

“What if, in the Twilight War, the war to end all wars, there was another agent. Something that arrived on earth nearly 100 years before and spread it’s mutagenic force throughout the world, especially after it was discovered that the mutations could be controlled.

So, you end up with….gods and demons

TTRPGDesign: Beyond Human update

Progress with Beyond Human has definitely slowed dude to working on other projects; not least ENHANCED for Twilight 2000 and The 23rd Letter 3rd Edition (as well as Xiongguo, Invasion and Rise of R’lyeh. Yes, some of those projects you’ve never heard of, but that’s just another thing slowing things down. Many many projects and I’m just this one person working on them.

New Project: Beyond Human

New? I’ve been working on this for a while.

2008. I wrote that in 2008.

The project has advanced. It’s now 70 pages which puts it as the largest book I’ve made to date.

The premise is that it’s a grounded superhero game. I mean, as grounded as superhero games can really be. It’s got a lot of backstory in it because it’s the same game world that I’ve been playing in for decades. Not going to put all of that into the game – only the interesting bits.

But it’s a grounded superhero game. With a Mythos background.

So I asked an artist to sketch something.

That’s Nyarlathotep, the Crawling Chaos.

New Release: CONTRACTORS for Twilight 2000

It’s been a while and a lot of research but also a lot of fun.

CONTRACTORS for Twilight 2000

CONTRACTORS is a supplement for Twilight 2000 4th Edition detailing the operations of private military contractors in the years leading up to the Twilight War. It provides a slightly different backdrop to the game but could be an excellent introduction to the Twilight War for intrepid players who want a little more story before the war.

Build your ex-Special Forces team and then construct your Private Military Company. Choose from more than a dozen mission briefs and get your Merc team out into the world.

New Equipment. New Specialisations. New Rules. Just add Soldiers of Fortune.

The 23rd Letter, 3rd “Fury” Edition

Yeah, I wasn’t planning on having to talk about it so soon. Blog post isn’t even written.

but…

it’s set nearly thirty years later. The Psychic War as was died with the final end of the Cold War. Corporations figured out it’s easier to manipulate people with social media than fragile psychics. Many of the government projects have collapsed. Only three major factions remain.

Talents are streamlined – more ‘cooperation’ between psychic powers is encouraged, lots more wild talents included (psychic vampirism? Ok) and a bigger metaplot regarding a psychic menace known as the Fury that particularly affects telepaths.

Telepaths get mind linking powers, Regents get sleeper suggestion, TKs get offensive strikes and shields, precogs get BITD-inspired Preparations, Healers can harm.

System is a little less severe though getting shot still ruins your day. Toned down the rules on Fatigue. But Stress now affects everyone.

………and I’m in the art-commissioning phase.

23rd Letter, 2nd Edition PDF

After a lengthy delay, I released the PDF of the second edition of The 23rd Letter.

Anyone who has the print edition gets it free (so, if you have it, get in touch).?

There’s a third edition (different time period, different metaplot) coming so don’t rush out and get it unless you want some amazing stuff. ?You’ll see it and all of my books at https://www.lategaming.com/buy-the-books/

New Release: Kick Murder

Well, tonight we hit publish on our new #TTRPG: Kick Murder

https://www.drivethrurpg.com/product/419543/Kick-Murder

“Your Emotions Make You Human, Even The Unpleasant Ones Have A Purpose”

In Kick Murder, the players are catapulted into a world of danger and uncertainty. Their humdrum jobs, their dangerous jobs, the sorts of jobs that no-one would want to do – no human anyway. And the moment they discover that they’re not so different from their human masters is their first Moment – the first opportunity they have to escape the Containment of their life.

Kick Murder is a tabletop roleplaying game inspired by great movies – Blade Runner, Equilibrium, Never Let Me Go, THX1138, GATTACA, Logans Run, Cloud Atlas, It’s an interpretation of this seminal science fiction in RPG form.

We examine the hubris of humanity, the moral implications of genetic engineering and of making moral shortcuts. Repros represent an underclass of humanity, discriminated against from birth for what they are and what they represent. Their creators, like mythological counterparts, left the Promethean fire of “emotion” available to them and for that they strive, juxtaposed with a cold and un-empathetic Natural upper-class of human.

We do not dwell on the Naturals outside of their position as oppressors. We wish our Repros to defy social conformity and revolt against a social order which conspires against them even before they are born. The Repros therefore represent innocents (though they may be far from innocent) attempting to return to Eden (Earth) where they can live out what remains of their lives in peace.

Kick Murder is a 32 page core book with three additonal PDFs of Adventures (Furukontakudo, The Prodigals and Ad Terminum)

Mythos Role-Reversal

Originally posted on Mastodon at #TTRPGDesign

Saw someone asking about Mythos role reversal on Reddit. I don’t relish the idea of playing evil characters or Mythos monsters so most of the thread was meh.

But characters who are doomed are interesting.

  1. Maybe the PC is trying to track down their long lost parents and discovers their address is Innsmouth. The Referee could handle this really well. A clock time to indicate their impending transformation. Deep Ones aren’t evil by nature – just culturally. But when you’re becoming one …you have choices.
  2. Players are detectives who discover a mythos spell which enables you to relive the last moments of the murder victims. By of course consuming part of the body. They discover they get memories and then skills. But this is the Mythos way of transforming into ghouls – again not a malevolent race by nature.
  3. People got so rapt by Vikings and similar. So get Hillfolk or similar games and some inspiration from The Village and Midsommar for a folk horror game that demands different cultural mores.
  4. so, it’s Call of Cthulhu but you ignore the San track and give them decent Occult, Mythos and a rack of Spells. They can use Dreamlands to travel, they’re fighting incursions, they’re the good guys, right? They are effectively superheroes. But the reason they don’t have San is because it’s all gone.
  5. And my favourite

    Start out as a fantasy game of lizard people. They have magic and culture. And then some people break in and kill your brethren. You track them to a cave where they entered into your haven. They have “guns” and a “car”. What you thought was a lizardperson fantasy game is actually a community of indigenous Snake People in danger of discovery by humankind at large.

Return to Jorune

I am in the middle of a writing project (Twilight Invasion, if you must know) but this just means I have extra procrastination for other writing projects. I’ve written about Jorune before. There’s some activity on the Jorune Facebook page for a resurgence into the BRP version but honestly I don’t think I can face rolling a d100 again. It’s too heartbreaking.

From Wikipedia

“Skyrealms of Jorune was based on a science-fantasy background (of the planetary romance subtype) created by Andrew Leker, initially for a school writing assignment. The setting was somewhat comparable to the Barsoom of the John Carter novels of Edgar Rice Burroughs, in that it was a barbaric fantasy world populated by sword-wielding heroes who encountered strange alien beings and technologies.”

What appeals with Jorune?

Jorune is a multi-layered tale. Humanity is shipwrecked and orphaned. An indigenous alien, possessed of dangerous quasi-magical species is passive and hostile. Complex narratives on bio-engineering and the sanctity of nature versus colonialism and cultural integration. And an amazing community of creators and Gas who have put together so much more than was originally envisioned.

What’s less appealing with Jorune?

The older rules sets are awful but the real elephant in the room is the status of the intellectual property itself. It’s been handed from pillar to post – the old creators aren’t interested and don’t seem to be friends and it’s languished for decades in a perpetual no-mans land.

Soooo…

So, I figured why not do what I’ve been doing with many of my other games and convert Jorune. Or at least provide a model for it.

Background

I can’t help you much here. There’s plenty of materials out there for learning more about Jorune. You can also still buy the older Jorune rules from Chessex.com which, frankly, I would buy again just to make sure I had a copy. The rules are outdated; the content is gold.

Over a thousand years ago, humans arrived on the planet Jorune and came into contact with the native Shantha. Jorune had had at least one previous colonisation attempt in the past and the Shanthas reacted gracefully. However a civil war on Earth cut off contact with the humans on Jorune and in their panic, they trespassed onto Shanthic sacred lands, sparking off a violent war between humans with advanced Earthtec and Shanthas with their devastating Dyshas. Everyone lost that war and the Shanthas retreated into a seclusion as a dying race.

Jorune is a unique world due to the ambient energy that flows through and around the planet, called Isho. According to the Shanthic religion, each type of Isho has a colour which they associate with the moons of Jorune and with the different capabilities of the Isho forms. Some can be used to hurt, some to heal and some to form shields or create warp gates. The Skyrealms, for which Jorune is most famous, are floating islands which move above the land on currents of Isho, held aloft by naturally occurring crystals which focus the Isho stream into movement. Isho is the fuel for Dyshas and dyshas are strongest in areas with high Isho flow.

The game is set much later when humans have settled into Jorune as their permanent home. Their upper class, the Drenn, are selected from useful citizens who have completed Tothis (a community service). There are three breeds of humans (pure, Muadra and Boccord.) Pure humans can use Earthtec with no issues. Muadra can weave Dyshas and Boccord can interfere with Dyshas.

In essence, there are multiple races, some native, some migrant and some uplifted. Some of them (Shanthas, Crugar, Woffen and Muadra) can weave Dyshas (magic) and some of them can Interfere with Dyshas (those who have that skill are called Hishtins).

System

The system I propose is similar to the SixSimple I’ve posted about before.

Keys and Flaws

Each character chooses 5 Keys. These can be chosen from background prose, written as a list or selected in play. A sixth Key can be chosen if the player decides the character has a flaw. No, it’s not very good game balance but who said things had to be balanced? Each Key is an advantage for the player in resolving conflicts. If choosing the Key in play, you must start with at least one.

Conflicts are abstracted into multiple rounds of a blackjack-type mechanism. The first to reach or exceed 21, wins the round though players are limited in the number of cards they can spend based on what’s in their hand and how many of their Keys they can bring into the conflict.

Unopposed conflicts

If a conflict is unopposed, the Referee may still require spending of cards, needing a target number for success. 7 for easy, 14 for hard, 21 for impossible.

Opposed Conflicts

Opposed conflicts can have the same target numbers, but now you have two characters trying to achieve the target number in the least number of cards.

Making a character

The Keys chosen are important. They determine species, culture, abilities, background, strength and weaknesses, family and resources. You can’t be good at everything and a Referee must be prepared to make ruling on whether a key phrase is too broad or too narrow.

Species: This makes a good Key as it’s really identifiable. It is possible to have species as part of the description but not as a Key. This would mean they don’t get an advantage based on what they are. For example, Woffen have cultural access to a single dysha color but cannot use other colours. This is only available if Woffen is taken as a key. If it isn’t taken as a key it’s assumed this Woffen didn’t choose to study it. Similarly a Bronth character who does not take the Bronth key would be recognisable as a Bronth but would not be able to use it as an advantage.

Example 1:

Drenn Cala Borg is an attractive and imposing woman who achieved Drenn in a relatively short period of time due to the connections of her family. Despite the accusations of nepotism within the Drenn system (which she undoubtedly benefitted from), she is highly capable, fairly skilled with the sword and has access to the family Earthtec cache. She makes friends easily and, possibly as a result of wealth, is generous to a fault.

Cala is a Human, but it’s not a Key. She’s attractive, but it’s not a Key. The words “highly capable> are too vague to be allowed as a Key. Generosity is also not a Key.

Example 2:

Hishtin Ler Mala:

  • Boccord
  • Cerebral
  • Hishtin
  • Reputation as dangerous
  • Strikes fear in the heart of Dyte Punks
  • Good with a spear
  • Gambling Debts

Ler Mala has Boccord (larger human subspecies) as a Key so it can be used when the larger size of the Boccord subspecies is useful. He is Cerebral, proving that he’s not all brawn but implying his intelligence is academic. His key of Hishtin indicates he will have Interference abilities. Having gambling debts asa Key not only means they’re serious but people know about them.

Example 3:

Vacy Desti-Sa
Vacy is a Dyte Punk. (Vacy’s player will pick more when she feels they’re needed in the story).

Vacy can choose Keys later at the Referee’s leisure. She might get into fight and choose the key “Scrapper”. She might need to squeeze into a chimney and chooses the key Contortionist. The keys chosen will indicate the type of character that Vacy’s player wants to play.

Now that you have a baseline for the character, how does the system work?

This system uses Cards for resolution (but these can be changed out for dice if you like). Each player is dealt 5 cards. The remaining cards are left in the centre as the card pool

When trying to achieve something challenging, a single card is selected from the card pool and has a face value. The player may add to this face value but explaining how their Keys help them in this situation. Any number of cards up to the maximum may be used but when used these are lost until the Referee moves to the next scene.

Example 4:
Vacy is angry at Ler Mala and fires a Desti dysha. Her player pulls a card from the pool, getting a 7. Ler Mala’s player pulls a 6 from the pool but not wanting to take a hit, decides to go all in with Hishtin and Strikes Fear into the Heart of Dyte Punks. This allows Ler Mala’s player to select two cards from his hand and add them to the pile. He choose a 4 and a 3 from his hand. They’re low value but they push his score up to 13. Vacy can still win though and adds her Dyte Punk keyphrase card – choosing a 10 from her hand and bringing her score to 17. She wins! She describes how a Desti bolt catches Ler off guard and knocks him off his feet. With no alternative in mind (and feeling a little foolish for being arrogant), Ler Mala takes a Dysha hit and loses 1 card from his hand. He’s down to 2 cards now, while Vacy has 4 in her hand, severely hampering his ability to retaliate. However, as Vacy’s player hasn’t chosen her extra Keyphrases, she’s can’t play her cards this scene unless the Referee allows her to take another keyphrase mid-fight. She watches as Ler Mala clambers to his feet, dusts himself off and inspects the scorch marks on his tunic. Ler Mala shouts “Right, you’re dead” in an attempt to intimidate. He argues his Strikes Fear and Dangerous reputation allow him to use the last two cards, two 8s, in his hand. He pulls a third card from the pool, a 7. This pushes him over the 21 he needs for an absolute success. Vacy is intimidated and decides to run for it….

Flaws are something that can be taken advantage of by other players. They can choose any opposing card which is relevant to their Keys and completely remove one card of their choosing from the deck without having to play a card.

Example 5:
Drenn Cala Borg has an advantage over Ler Mala because she has a Wealth key and he has Gambling Debt. Without playing a card, she can manipulate him and remove one of the cards he has in play without sacrificing a card in her hand. How this is done must be role-played.

Resetting Your Hand

The Referee will let players know when they can refresh their hand from the pool. Injuries still represent a loss of a card from the hand.

Example 6:
At the end of the Scene above, Vacy and Ler Mala are allowed to refresh their hand from the Pool. Vacy is allowed to have all of her cards back, Ler Mala’s hand is still reduced by 1 due to the Desti bolt injury he received. Until he gets that healed, he’s going to be at a disadvantage.

Advancement

There are two tracks for advancement within Jorune: Social and Personal.

Social Advancement comes from gaining Marks which, when they reach a certain level, allow a person to progress from Tauther (the term for someone trying to achieve Tothis) to Drenn. Marks are received by doing services for Drenn and impressing them enough that they will mark the Challisk of the character. In game, Challisk marks can be hoarded until the character completes Tothis and becomes Drenn or they may be spent as social currency. A Mark may be traded for a favour. A Referee has final say on this but it can be used to influence success on a challenge as well.

Example 7:
While she was still Tauther, Cala Borg needed help as she had been tasked with helping remove a stubborn tree by a Drone. She bargained with another farmer, to use his farm animals as lifters. She sacrificed a Mark for this, rationalising that she would get it back but also all of her group would still get their Marks. A net gain for the party.

Personal Advancement comes from receiving 1-2 points for advancement: one for experience and one for role-playing. The roleplaying is based on the assessment of other players. The Referee asks the players: Who roleplayed well? If a player is mentioned, they get a point. The second point, for experience, comes from the Referee asking the players themselves: What have you learned? This can be from successes or mistakes.

When they have the Personal points, they can use them to be improve their chances of success.

  • 10 points will increase the hand of the player by 1.
  • 5 points will allow the selection of a new Key or buy off their Flaw.
  • Personal points can be used in game to allow the player to refresh their hand (1 point = 1 card).

Isho

Isho is a Shanthic concept for life and breath. It’s generated by the planets crystal core (similar to the ferrous magnetic core of Earth). Native species on Jorune use Isho as naturally as breathing but even non-jorunn species can be sensitive to it.

There are seven Colors of Isho in the Shanthic religion.

  • Desti – Red – Isho related to electricity and lightning
  • Du – Orange – Isho related to heat and light
  • Ebba – Yellow – Isho related to force and motion
  • Gobey – Black – Isho related to shields, solidity
  • Launtra – Green – Isho related to healing
  • Shal – Blue – Isho related to minds and nerves
  • Tra – White – Isho related to warps

There are three other abilities which are relevant.

Tra-Sense – possessed by Shanthas, Muadra, Woffen, Crugar and most native species. this is the ability to see Isho ripples – including the shape of the land, the Color of others and perceive the world. Tran sense does not need light and it offers a 360º perception of the world.
Signature – possessed by Shanthas, Boccord and Bronth. This allows the user to see Isho use, including the ripples within an individual. It can tell the user when someone is preparing to use a Dysha, and what the dysha is.
Interference – possessed by Boccord and Humans. This ability allows the user to attempt to unweave any dysha they can perceive.

Shanthas and Muadra have access to all Dyshas. Dyshas are Isho-constructs that use the colour Isho to affect the world. A Desti dysha might be a lightning bolt, a Du dysha could be used to heat soup. Dyshas commonly have three shapes – auras, orbs and bolts.
Crugar have access to Desti bolt dyshas and Woffen have access to Ebba orb dyshas (but only if they have taken the appropriate Key)

A Muadra (with that as their key) has access to any dysha from any Color but that single card draw alone may not be enough for them. To get better at the individual Colors, they have to take them as Keys.

Example 8:
Vacy is a Dyte Punk (a subculture of Muadra society). After a few more gaming sessions, she has chosen the keys Scrapper and Thief (which both reflect her character idea). She wants to get good at Desti and Tra dyshas ands the Referee rationalise that she has found a teacher and is permitted to take them as Keys. She just got a whole lot more dangerous. She can use three cards when using a Desti lightning bolt but also combining Tra means an extra card is used and can literally shoot thorough walls.

Regaining Isho

The advantage of Natural Isho for Shanthas and Muadra is that even after they have exhausted their cards, they may replenish their hand by spending their turn “gathering” Isho. Each turn, they gain one card back. Knowing your enemy is important as the Caji (Shanthic term for a Dysha user) is vulnerable during this time.

Isho Storms
Isho flows across the planet like weather and Isho storms are when a large concentration of Isho pours through a place. Depending on the Color of the storm, this can cause spontaneous dyshas which is dangerous but Muadra (including Caji, Copra and Dytes) have to be careful. During an Isho Storm, the referral may ask the player to make an unopposed challenge on the strength of the storm (usually 21). If the player fails, they and anyone near them (within 10 metres0 take a hit (losing one card from their hand due to injury). This hit can be healed using Launtra auras and orbs. If the storm is still raging an hour later, they make need to make another.

Crystals
Crystals store Isho belonging to one Color. If a Caji has a Desti crystal, they can expend it and get an extra free Pool Draw when using Desti dyshas. Once it’s gone, it has to be recharged.

Silver Haired Sentinels: Superheroic Role-Playing in the Retirement Age

Take on the reigns of a retired superhero living out their lives in a retirement home with other seniors. Try and relive smome of your glory days while fighting authoritarian wardens, the rigours of modern life and a family that would rather they didn’t have to visit so often.

Silver Haired Sentinels is a roleplaying game about the residents and staff of a Continuing Care Retirement Community. That would be interesting in itself but some of these Residents have a lot of history; they’re the surviving members of a vigilante team responsible for putting down villains and stopping global conspiracies in their youth.

They’ll be a core team and there will likely be visiting or replaced members. There’s an opportunity to relive past glories, revisit old rivalries and maybe even get some closure on things that didn’t work out in the past.

This game is directly inspired by:

Watchmen (Comic and Movie)
Kick The Can (from the Twilight Zone)
The Ghastly Ordeal of Timothy Cavendish (from Cloud Atlas)
Brindlewood Bay (roleplaying game)
New Tricks (TV series)
and by the general realisation that I’m closer to 70 years old than 25 years old.

The name itself is referential to Silver Age comics (and the name of the RPG Silver Age Sentinels).

Latest Project: Silver Haired Sentinels

I’ve been working on this for a while now – and just waiting on a few art pieces to be finished.

So, what is it?

Silver Haired Sentinels is a roleplaying game about the residents and staff of a Continuing Care Retirement Community. That would be interesting in itself but some of these Residents have a lot of history; they’re the surviving members of a vigilante team responsible for putting down villains and stopping global conspiracies in their youth.

They’ll be a core team and there will likely be visiting or replaced members. There’s an opportunity to relive past glories, revisit old rivalries and maybe even get some closure on things that didn’t work out in the past.

This game is directly inspired by:

  • Watchmen (Comic and Movie)
  • Kick The Can (from the Twilight Zone)
  • The Ghastly Ordeal of Timothy Cavendish (from Cloud Atlas)
  • Brindlewood Bay (roleplaying game)
  • New Tricks (TV series)

and by the general realisation that I’m closer to 70 years old than 25 years old.

The name itself is referential to Silver Age comics (and the name of the RPG Silver Age Sentinels).

So, it’s coming soon!

Announcing Twilight Tangents – a multi-world sourcebook for Twilight: 2000 4th Edition

I’ve produced a couple of books for T2K4e but I’m really enjoying putting together this latest one. This book describes three alternate futures for the T:2000 game. Things to spice up the game.

GET IT NOW on DTRPG

Here’s some of the opening prose from one of the Tangents.

For your own reasons, you joined the Army and when SPR came looking for recruits, you volunteered. You were put into a squad with ten others. You trained together, you ate together and you slept in the same billet. You had to talk to doctors and psychologists – and then they gave you some injections which knocked you out.?

When you woke, you could feel something was wrong. For one thing, eight of the beds were empty. You and one other person were lying in bed. But that wasn’t the worst of it. There was something in your head – a tickle you’d not felt before – a feeling that wasn’t quite an irritation.?

Later that day, Staff Sergeant Mottram came in and sat with you. She told you that you were special. She told you she was there to help you through it. And she told you all this without her lips moving at all.?

Next day, you were alone in a room with Sgt Mottram; a room with a glass window on one side. You heard her voice in your head again and she told you something was going to happen and to just relax and let it happen.?

And then it happened. You felt the tickle, heard a noise like the rushing of blood in your ears and the world changed. You were special. You could do something special. You were unique.?

Then you were filed into a room for paperwork and then back into your uniform to join all of the other special, unique people in SPR. It’s like Basic all over again, except after your morning run you’re all filed into warehouses and made to set fire to things, read minds, and delve into people’s memories. Usual stuff.?

But at night you think about those eight empty beds and you wonder where they took number 9. Because you haven’t seen her since.?

Astute readers and fans of this site (both of you) may notice that this sounds a little like The 23rd Letter. And indeed it is. I’m debating whether to make a full sourcebook for T:2000. It’s a similar game to The 23rd Letter – actually slightly less crunchy but that’s no bad thing. T23L was always described as a bit of a deadly gun game.

T2000: CZTERY – Four Mystery Scenarios for Twilight:2000

Now available through the Free League Workshop, four mysteries for Twilight: 2000 referees who want something mysterious in their game. Ready to slot into an existing campaign or you can use the places (and maps) provided.

This does the work of expanding the environment of post-apocalyptic Europe from military missions and bleak survival to mystery, conspiracy and mythology. From the fertility gods of old, to a modern curse, from a lost child to revenge beyond the grave. In the lonely forests, there are things that move unbidden and mysteries that should remain mysteries.

The stats within are for Twilight: 2000 4th Edition but the scenarios and encounters can be used for any WW2 era or modern day mystery game

Includes high res maps of important locations and also a lower res doc for reference.

Download here on DriveThruRPG: https://www.drivethrurpg.com/product/385349/CZTERY–Mystery-Scenarios-for-T2K4

An old ZOMBI review…

Because ZOMBI is back on sale, I figured looking at an old review might be timely.

From Caliverbooks (Valkyrie mag)

Zombi RPG
Crucible Design

Zombies have appeared in RPGs since D&D first appeared. Those early zombies were the sword fodder for many questing bands. Recently though the zombie horror movie has become a focus for games. Zombi, along with All Flesh Must be Eaten (AFMBE) from Eden Studios, are both part of this new wave, yet they take very different approaches to the same subject.

The skeleton of a character is similar to Crucible’s earlier game Space Ninja XDO Cyber Crisis. Ten traits (including close combat, scrounging and medicine) along with a character’s panic statistic (which simulates their reaction to the presence of the zombi menace) define a character. This system leads to characters that are significantly less detailed than those found in AFMBE but are also quicker to generate from scratch.

The game’s muscles are embodied in its simple mechanics. A dice roll, modified by the panic statistic if there are zombies about, is compared to a trait or an opponent’s roll. This mechanic is readily applied to a variety of death dealing methods. Zombi relies more on a referee’s judgment than providing rules, and so this section is considerably less detailed than AFMBE combat rules. Then again, how often do you need rules for dogfights in a zombie horror game?

The meat on the carcass in Zombi comes in the background section. The setting is detailed in a few pages and is straightforward enough. The Zombi plague-infected dead rose from the ground at the end of 1999 and shortly afterwards the widespread collapse of civilization ensued.

A wide variety of encounters with other survivors, from a loner in a recreational vehicle right through to major settlements, are suggested. This is where Zombi really shines. Instead of a long list of optional twists on the zombie, as found in AFMBE, they are treated as a force of nature. Zombi suggests they are used to force disparate groups of survivors together, creating the tensions from which great stories spring.

Zombies aren’t neglected though, along with game statistics come a random appearance generator and rules for the zombi plague. The book is rounded out with over thirty short adventure hooks.

Zombi is a sixty-eight page, A5 booklet. The layout is clear and effective with competent black and white, full-page illustrations. It certainly isn’t as pretty as AFMBE but the presentation certainly doesn’t detract from the product either.

While the system is competent, the focus on the living rather than the dead is where Zombi’s real strength lies. Anyone considering running a game in the zombie horror genre would make a wise investment of a bit of cash if they picked up a copy of Zombi. A nice little game that won’t burn a hole in your pocket.

Zombi is a game very much like the films that inspired it. There are zombies everywhere, it wasn’t made on a blockbuster budget and it’s full of interesting ideas.

ZOMBI now available on DTRPG

ZOMBI is now on DTRPG. Originally distributed in hardcopy through the US and Europe, this is the first digital version.

The first few pages of this journal have been destroyed by fire and by weathering. The actual location of the structure is unknown. It becomes legible halfway down page six.

“Though the sun overhead had been baking the skin from their backs, his men had been digging without pause for several hours. After all, they were two hours behind schedule and they were losing money with every minute that passed.”

Some pages have been damaged describing the outer defenses of the structure.

“The stone rolled away quite easily, surprising two of the men who panicked in their attempt to get out of the way. The stone rolled on, oblivious to their cries and over a mans leg, crushing it from toe to knee. I didn’t notice until later for my attention was riveted to the space the stone had left. A hole, an opening!”

“Laverne could not decipher the hieroglyphics. He would shake his head and mutter about eternal life and how there was no opposite to eternal life. I didn’t understand what he was talking about. I had what I wanted. In a few days I would be recognised among my peers with this discovery”

“Two men in the workforce have died. The first one, the man whose leg was crushed, was stricken with a strange fever that seemed to abate but an hour later he was awake again and attacking the other people in the camp. He’d managed to kill his nurse before the men subdued him. Apparently they had to smash his skull open with a spade to stop him.”

“Five men came from the village today. They spoke to the workers in private. First they herded all of us into a single tent. Maurice shot two of them before they knocked him senseless. Then have taken the charges and the equipment and resealed the chamber. They are returning now. I think we may be in hot water.”

Transcript from the journal of missing archaeologist Alain LaFontaine unearthed in Egypt, 1992. LaFontaine discovered an unknown pyramid and went missing after a workers dispute in 1907. Translated from the original French.

What if the people who were dead got up one day?
What if they got up and started killing other people?
What if the people they killed just got back up and killed some more people?
What if it had already started?
What if that day was yesterday?
Zombi is a roleplaying game set in the world of the Zombi. The Dead walk the lands, killing and eating the living. Society has fallen and the only thing left now is to break out, find an island somewhere, live a little…before then end. But there must be more than just static and deserted cities out there? Sometimes you hear the radio talk for a while, sometimes you see lights in the sky and they remind you that even as the streets are haunted with shambling, rotting monsters, humanity is out there waiting for a chance to reclaim everything.

https://www.drivethrurpg.com/product/380498/ZOMBI

And we released the chargen and combat rules for ERIS MODERN, the system used in The 23rd Letter and our upcoming superhero game.

Nor Gloom Of Night – now available on DriveThruRPG

Nor Gloom Of Night is a post-apocalyptic setting for your favourite modern RPG. Become a horse-riding agent of the Reformation States twenty years after the fall of the United States of America. The dangers out there are many; from self-proclaimed warlords to diseases long thought eradicated by modern medicine, from the people themselves to the harsh winters of the North West of North America.

You, and your compatriots, as Greycaps, are the line drawn between the rebirth of civilisation and the fall into a dark age. It’s up to you to uphold the ideals of the past and propel us into the future.

Today I released Nor Gloom Of Night on DriveThruRPG for $5/Pay What You Want.

I’d love for you to give me some feedback after a read.

Now – back to writing our superhero game and the third edition of The 23rd Letter.

Regency Royale

In late 2019, just before the Covid thing, I was working on a game design document for a real time tactics video game with the working title of “Regency Royale”.

A quasi-historical world designed to evoke some great narrative inspired by one of the best RTT games in the genre, Myth II (originally by Bungie, you know, the folks who made Halo).

A Regency Imperium genre game – when muskets were the most dangerous personal weapons on the battlefield.

And a mix of magic, steam and gunpowder to wrap around the unit tactics.

When Covid hit I was about to commission the first prototype, built on the Unity 3D engine, but like so many things it’s been forced to take a back seat. It’s something I want to get back to – maybe next commissioning some art.

WatchTower: The Game

After many games of WatchTower played using rules from other systems (primarily the classic Marvel Super Heroes game), Matt and I have knuckled down to start writing the actual WatchTower game. We were planning to start a new group and play a Supers game (Godlike was the original proposal), and before you know it we had 12,000 words and all the major system components in place. This will be the first game we’ve written together, and the third published under LateGaming. For me, it’s the one I’ve wanted to write most (it will actually be my first full game, and Matt’s sixth!).

So, what is it?

Matt wrote the background for a supers game back in mid-90s when we played the first iteration, and then a quick primer for a new group that we kicked off in early 2007 that’s a good overview of the background. Most of the blog posts we’ve written under the WatchTower category are about games we’ve run or thoughts we’ve had along the way. It’s a labor of love, because we’ve played the characters and backgrounds multiple times, with different groups, in different countries. It resonates with anyone who enjoys the genre.

What makes it different?

As with all of our games, we value simplicity, flexibility and storytelling. This game reflects those values, and will allow gaming groups to play as any super (or Exotic, as they are known in-world) that they might want to, while having to remain grounded in dealing with real world consequences of what it really means to have powers, and to live in a world where powers exist. The background spans the last 100+ years, allowing for different flavours of game experience, based on the era in which you choose to play. Different classes of campaign are possible also, based on which powers are available in that era and what power level of Exotics you choose to play. The mechanics of character creation are simple and fast, while still having plenty of nuance to allow for interesting stories. This also works in favor of the GM – creating NPCs is a snap, allowing you to focus your energy instead on the flow of the narrative.

When will it be ready?

Ah, the big question! We are getting the mechanics ready to game with our group starting in the next few weeks, and use that as the main play-test. Meanwhile, we (who am I kidding? Matt) will be writing the background material, explanations for the powers, and useful descriptions of the game mechanics. We’ll be commissioning art for our favourite heroes, villains and scenes from the games we’ve played to tie it all together, and that can be the longest turn around for getting the book finished. So, the answer is: 2021, sometime ?

Stay tuned!