Thursday, June 20, 2013

Darkshade Publishing - Initial Projects

I previously posted a few teaser images - here is the last of them.

Darkshade Chronicles I am hoping will feature larger scale GM or Solo Adventures, modules if you will. My first release for Chronicles will be the continuation of what I started in Peryton Publishing's 'Elder Tunnels - Spring 2012' issue.

Check out my website for Darkshade Publishing. I have Twitter, Google+, and Twitter accounts all set-up if you want to join up at those spots to get more information as it comes. As I work to get Stay Alive! finished before Gen Con, I will also draw up some submission guidelines as well for those interested.

Thanks for reading this - much appreciated!


Tuesday, June 11, 2013

T&T Miniatures Rules, My stab at it...

There was some discussion a few months back regarding miniatures rules for T&T during the Kickstarter. More than likely, it was from a contingent of backers more used to the D&D system where the miniatures have been integrated into the game, more so than even AD&D (1E and 2E). 3rd Edition and greater saw WOTC really try to merge the miniatures battle game with the RPG where they could cross pollinate and hopefully appeal to both groups.

I believe Ken St. Andre did mention on Trollhalla that he would have a short section regarding the use of miniatures in the dT&T. He was also quick to point out there would be no specific rules, just some ways to use miniatures.

I agree if this is the direction he is going. The combat system is not of the "blow by blow" variety like D&D. A combat round in T&T spans over the same time it would take to do more than a few D&D rounds in game terms. I think there are a fwe very distinct places in the T&T combat round where miniatures could really enhance play, if you are a GM that even uses miniatures that is.

The T&T Combat Stages:
  1. Surprise Attack
  2. Magic
  3. Missile Combat
  4. Choose Your Melee Target
  5. Roll Your Combat Dice
  6. Calculate Your HPT
  7. Figure Hits of Damage
  8. Adjust for Armor
  9. Adjust Attributes
  10. Evaluate the Round
Using miniatures for positioning during stages 1-4 would be very useful. Setting the seen visually is always something I have found to be worthwhile, even for those players who never use miniatures in their own games. Targeting for Magic attacks also makes loads of sense for area of affect spells - it clearly identifies who is where. Likewise for missile attacks, you know if someone has line of sight and if they are in 'range'.

Range modifiers in T&T are listed in feet. The standard measurement for 3E or greater in D&D is 1 inch = 5 feet. This is something that could easily be adapted for T&T, mainly because it is what most people would be used to. I can say it took me personally a very long time to get used to switching from the 1E/2E standard of 1 inch = 10 feet. But, in relation to the size of miniatures today (most being 32mm anymore, or the heroic 28mm), 5 feet is about right when looking at the ratio between the miniature and that space.


I think the big thing for T&T and miniatures is - what constitutes a movement rate? there is no reason to totally base it off of SPD since that attribute is more reaction time rather than actual speed of running. Using D&D again as a point of reference, every race could have a base movement rate. Or, each size character has a base movement rate to make it even more simple.
  • Base Movement is 30 feet (6 inches)
  • This is modified by the kindred HT modifier (rounding up)
    • Human = 6 inches
    • Elf = 6 inches
    • Dwarf = 4 inches
    • Hobb = 3 inches
    • Leprechaun = 2 inches
    • Giant = 30 inches
    • Mountain Troll = 24 inches
At this point, it becomes a matter of the GM wanting to add complexity or to just keep it simple. For most of  us, the end of the round will be very organic where Ser Borus the Blunt charges and deals some damage to a few bugbears, than turns to face anyone else still standing. Or, all the characters can move and attack in the round. After attacking, you can still move up to your movement rate, or half your movement rate. At that point, we are getting very close to what D&D is.

My preference: I would use movement rates where it made sense. If Ser Borus wanted to engage in combat with a bugbear that was far enough away that I did not think he could reach it, then I would apply the movement rules. I use miniatures to determine line of sight and ranges. I would use movement if I needed to add that level of detail to a given situation.

Friday, June 7, 2013

Preview for Meandering Monsters from Darkshade Publishing

I have not posted anything relevant for some time, but I have been working on some things for my upcoming Darkshade Publishing projects.

I am still waiting on my logo artwork, but I could not resist to get something out there, so here is a quick teaser. I would like to put together some submission guidelines as well, though I have reached out to some people already (you know who you are). Needless to say, if you are interested in contributing, please let me know. I will reach out to you and give you an idea of what I am looking for.


The websites are still a work in progress, but moving along on those as well.