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Creator’s Corner: Orbital Intelligence

Welcome to the fourth installment of Creator’s Corner!

Creators Corner Logo r1

This is where we let another small RPG publisher or freelancer loose on the blog in the spirit of supporting each other and spreading the word. The RPG scene is filled with amazing creatives and products and this is me doing my part by trying to help ‘raise the tide to lift all boats’.

#supportsmallrpgpublishers #creatorscorner

Please support these folks if you can, check out what they do, and if you can’t support directly, please help share this post.

If you want to post in Creator’s Corner and let the good RPG folks in my feeds know about you and your products, then drop a message to glynn@monkeyblooddesign.co.uk with the subject: Creator’s Corner submission.

Thank you for stopping by and supporting the creatives in the scene, Glynn

In the spirit of transparency, Sean and I have worked together previously.
Without further ado, over to Sean Christopher Richer and a look at some of the awesome stuff he is putting out there! —


Super Weird, Super Strange, Extremely Playable.

Find Sean and his products at…
Website:
http://orbitalintelligence.co
Products: DriveThruRPGExalted FuneralMelsonian Art CouncilItch.io

by Sean Richer

HELLO I’M SEAN, FOUNDER OF ORBITAL INTELLIGENCE, LLC. We formed to start bringing ridiculous ideas to life. We focus on super weird, super strange, and extremely playable, content.

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How’d we get here? Let’s jump back to when I was a child, back when satanic panic was a thing. I wasn’t allowed to play Dnd, and couldn’t tell you what edition it was in the 90s in Canada. (but somehow I played spellfire… I don’t know how that worked)

I did however hit the library hard, and going through Robotech art books I eventually stumbled into the palladium stuff. Which became the first game I’d run. This led to RIFTS, which pretty much raised me (and all things palladium for that matter). I wanted nothing more than to make a sourcebook for RIFTS (Siembieda if you’re reading this, HIT ME UP).

So what do we do now? We are trying to crank out as many zines as possible, while maintaining quality. It’s difficult, but we wouldn’t be able to do it without frequent collaborators. MonkeyBlood Design has done all of our layout so far, and I plan to keep it that way! Endmusik (Michael Weeks, friend and frequent musical collaborator) did our company logo!

Let’s dive into what we currently are doing!

Ongoing Zines

Stratosfiend; tentacles and sorcery. (DCC & TROIKA)

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(Satellibat Drone, by Chin Fong | Stratosfiend Magistrate Gladiatrix, by 2headedgiant.com | Acceptance, the Root Organ-Fractal, by Shane O’Neil | Stratosfiend Delver, by 2headedgiant.com)

A setting that focuses on “the drop”, an event where giant tentacled aliens burst forth and set up shop on earth (or wherever). It’s super Gonzo, and you can play 20 foot aliens from the get go. It was initially going to be savage worlds, then MCC, but DCC seemed like the correct home for over the top Aliens and Bat gods. Just about everything mutates, and has a separate tentacle die that levels with them.

WE ARE GOING TO HAVE A ZINEQUEST KICKSTARTER IN FEBRUARY FOR STRATOSFIEND ISSUE 2 WE WILL BE BACK TO TALK ABOUT IT IN DEPTH!

Necrotic Edifices; surrealist nightmares with a focus on playable mechanics (TROIKA)

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This setting is a mess of collage art, mind-rending art, and layout to match it. It contains new character backgrounds (including sentient gravel), new bestiary entries (including a demonic elf on the shelf, and sentient toast), and A NEW ADVENTURE WHICH FOCUSES ON A WORLD THAT IS SLOWLY TURNING INTO CHITIN WITH EVERY DAY THAT PASSES AND DOOR THAT IS ENTERED. Glynn KNOCKED IT OUT OF THE PARK on this one. Matching each piece of art, with even crazier layout.

you wouldn’t last a minute on the creek

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(Ultrabasstrodon, by Sean Richer)

This one is equal parts cosmic dread simulator, 1 player funnel, and a love letter to *cough* Dawson’s Creek. I used to put every new character background that I see for Troika through its paces. How many seconds did YOU last on the creek? In some cases you may be hit in the face by a frisbee, in other cases the sentient creek consumes you and everyone you know. In other cases, perhaps you just didn’t do your homework? Or lost your love.

If you have itch troika products, let’s talk and get a bundle going! I’d love to pair up!

The tragedy that begot ternwillow; a love letter to idyllic fields through the lens of [Redacted] of Green Gables and end of [Redact]-elion (TROIKA).

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(Jackknife, Brains, and Ironsights (Ronnie) by Chin Fong)

Come spring 2020, you will start to hear about the town of Ternwillow, and how these brave pilots helped fight back horrors of humanity itself. Spoilers, they perish. All stories and play are told in the form of flashbacks, and stories of what happened. As players try to piece together what exactly the tragedy was.

BYE 4 NOW!

Find Sean and his products at…
Website:
http://orbitalintelligence.co
Products: DriveThruRPGExalted FuneralMelsonian Art CouncilItch.io

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Creator’s Corner: Planet X Games

Welcome to the third installment of Creator’s Corner!

Creators Corner Logo r1

This is where we let another small RPG publisher or freelancer let loose on the blog in the spirit of supporting each other and spreading the word. The RPG scene is filled with amazing creatives and products and this is me doing my part by trying to help ‘raise the tide to lift all boats’.

#supportsmallrpgpublishers #creatorscorner

Please support these folks if you can, check out what they do, and if you can’t support directly, please help share this post.

If you want to post in Creator’s Corner and let the good RPG folks in my feeds know about you and your products, then drop a message to glynn@monkeyblooddesign.co.uk with the subject: Creator’s Corner submission.

Thank you for stopping by and supporting the creatives in the scene, Glynn

Without further ado, over to Levi Combs with some great advice on social media usage for those wanting to navigate the realms of publishing.


Some Very Good Social Advice…

Find Levi at…
DriveThru: https://www.drivethrurpg.com/browse/pub/13957/Planet-X-Games
Facebook: https://www.facebook.com/planetxgamecompany/

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by Levi Combs

Hello! Levi Combs from Planet X Games here.

When I started my little “indie label that could”, I was not an industry guy or an insider in any way. Aside from having one friend who worked in the hobby, I didn’t know anyone else who made or designed games, much less anyone who had any actual useful information on the things that make this hobby of ours go. All I knew was that I liked telling stories and that writing games had swiftly risen to the top of my creative outlets.

So, if I was really going to start a company and make games, how could I find my audience? Where were my weird little tribe that were all into the same kinds of strange and cool stuff I was into? The answer was pretty obvious from the get-go – social media!

Social media can be a treacherous ground for lots of folks to navigate… and with good reason. On some platforms it is literally the wild west out there and anything goes. It truly is the good, the bad and the ugly when it comes right down to it. With that in mind, I put together a quick list of guidelines that I use for myself when it comes to interacting on social media that can be potentially useful regardless of your experience using social media to promote your creative projects.

None of this is really a secret. These guidelines are just that – guidelines. They’re not absolute and I don’t always stick to them 100% of the time, but I do give it the ole college try.

Consistency is key. Be consistent in your social media posts. Even if you aren’t promoting your own projects or company, post about things that you like or find interesting. Do it every day, without fail. Oftentimes, a Facebook or Instagram page starts out strong but their posts quickly decline because they don’t see immediate results or they get busy doing other things. Though you may start small, be consistent and reliably “on brand”. You’ll have a much better chance of growing your audience.

Familiarity breeds a better chance at success. If you decide to spread your brand across multiple social media platforms, become familiar with what is allowed on each, and more importantly, what is frowned upon. Algorithms and shadow bans can silence your presence without you ever even realizing it. Keeping up to date on the basic rules for a platform can help you dodge these kinds of basic pitfalls.

The BS-O-Meter. Be authentic to who you are and what your brand is. RPGs are a niche community and gamers love their favorite roleplaying games like nothing else. People can sniff out if you’re being fake pretty quickly. I find its just best to just be up front and authentic as to what you’re about, because nobody likes a faker.

Don’t be greedy. I know that it initially seems counter-intuitive in a competitive market, but I promise you – there really is enough for everyone. We’re in a renaissance of role playing games right now and table-top RPGs are more popular than ever before. There’s plenty of room at the table for your Kickstarter or IndieGoGo… and everyone else’s too! Unless you’re one of the big boys, you’re not helping yourself or your brand new Kickstarter at all by being greedy and going it alone. Reach out to your fellow indie creators and help spread the word on each other’s projects. Every eye helps and you never know when that one share, retweet or forwarded post is going to catch the eye of someone who wants to support your project.

Don’t be a tool. This should go without saying but, when you can, try and be pleasant. Rarely is a jerk universally beloved.

Steer clear of SPAM. This is actually one of the most crucial pieces of advice I got early on – don’t be THAT guy. We all know at least one person who will post about their Kickstarter every single day. We also know that we skip by those posts and tweets pretty damn fast and after a cursory glance, we keep right on truckin’.

To be fair, you obviously want to get the word out on social media about your Kickstarter and that is completely warranted. What’s not good is spamming all of the various Facebook groups you are in every single day with the same post as the day before. In most groups, that will get you ousted pretty quick and will just reinforce a negative reaction whenever people see your name or posts.

After a little trial and error (and some good advice from a few pros), I have found that once a week is the most you should be posting your crowdfunding campaign on other pages to avoid becoming the annoying guy. That’s not counting the retweets or shares your initial post hopes to get – I’m specifically just talking about you posting your Kickstarter to other pages.

Finally, this doesn’t mean that you shouldn’t post interviews, previews or snippets of your material, because you absolutely should. Those are all great things to fill the gaps in between your benchmark posts and help to get potential backers more immersed in your project. I often find that art samples, creator interviews and chapter previews help to draw me in to other people’s visions for their projects, so naturally I use them myself.

Remember why you’re here. I gathered a few crucial pieces of advice during multiple conversations at NTRPGCon earlier this year. One of the best bits of unintentional advice when interacting online came from Skeeter Green and that was “I’m just here for the games man.” No politics, personal or otherwise. No edition snobbery. No being a jerk without just cause. People play RPGs for a variety of reasons, but having a good time and getting a bit of an escape from the day to day is a big part of that. We all get enough of the other stuff in every other facet of our lives, which makes gaming a reliable place of refuge from the constant dirge of politics and online vitriol. I like to keep it that way when I can.

We’re all just different versions of the same guy. In short, don’t be afraid to approach someone in the hobby and ask questions or advice. I’m not saying they don’t exist (because they do) but rare is the stone cold jerk in our hobby who will brush you off or just belittle you for no reason. Now, this doesn’t mean that you should cold call every OG in the book and lay out your ten-course plan to dominate the hobby. Definitely DON’T do that. However, politely approaching folks you admire or are a fan of at conventions rarely ends terribly and you begin to see that these people who you’ve spent years admiring have a lot of the same interests and stories that you do. One thing is for sure – you will absolutely never know unless you put yourself out there and say hello. Overwhelmingly, I’ve found that this is far more positive experience than a negative one.

The old adage of “A rising tide raises all ships” rings true. For us little guys behind indie labels, this really does seem to be a hard line truth. When the hobby is doing well and the market is healthy, all of us will benefit from it. If we do everything we can to support each other’s projects and get the word out, everyone benefits. The more people who are out there playing and enjoying games, the more there is for everyone. Help support your favorite creators and friends in the hobby. Nine times out of ten, they’ll support you too. After all, what does it actually cost you aside from being nice?

Again, these are all just things that I have found that personally worked for me. I’m sure there are plenty of folks who have a different approach, so take them or leave them as you will. Regardless, I hope this ends up helping someone.

Remember – don’t be reluctant to reach out to your fellow creators. They are often your best resource!

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Creator’s Corner: James Pozenel

Welcome to the second Creator’s Corner post! I’m getting slightly ahead of the generally-weekly posting schedule because of a short time-frame involved in the post content 🙂

Creators Corner Logo r1

This is where we let another small RPG publisher or freelancer let loose on the blog in the spirit of supporting each other and spreading the word. The RPG scene is filled with amazing creatives and products and this is me doing my part by trying to help ‘rise the tide to lift all boats’.

#supportsmallrpgpublishers #creatorscorner

Please support these folks if you can, check out what they do, and if you can’t support directly, please help share this post. Thank you for stopping by and supporting the creatives in the scene, Glynn

Without further ado, over to James Pozenel. A look at what he is up to and a look at his first Kickstarter – The House of Red Doors, a 0-Level DCC Funnel, which ends pretty soon (4 days as I post this).


Designing the One Player Dungeon

Link: https://www.kickstarter.com/projects/lectrotext/the-house-of-the-red-doors-dcc-rpg

by James Pozenel

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A couple years ago I heard about a solo funnel tournament taking place at Gamehole. There was this photo of people seated along a wall waiting for a turn to play. How can that work? I had never seen or heard of such a thing. I was also pretty new to DCC RPG. I did not know these sort of multiplayer solo scoring tournaments were fashionable for a time in the community.

My imagination went wild trying to figure how a solo tournament would actually work. I took the term solo quite literally. One player and one judge. An intimate small table experience with two people telling a story. I thought about all the times I could get only one or two people interested in playing and I knew I had an interesting idea for an adventure at the very least. A year ago I ran that solo tournament funnel, The House of the Red Doors, at U-Con in Ypsilanti, MI, USA.

A one player adventure brings some design challenges. It doesn’t lend itself to a combat driven story. A design can grant lots fighting opportunities, but will the PC survive? Not without counter mechanics to increase survivability. Fighting takes a lot of time compared to other activities and, depending on the system, can be quite long and arcane. The counter mechanics of healing up or finding ways to regenerate lost health or abilities also becomes a time sink. A solo story (and especially a solo tournament) probably shouldn’t take hours.

Without a heavy combat focus the designer needs to bring other tools to the table. Puzzles and traps are long time tools of the trade and hazards to the adventurer. Puzzles often bar the way to some sort of success or objective. Traps are often used to protect things or areas. Both tend to be railroads to success or failure. I wanted to change that. Puzzles and traps do not have to have a single linear solution. Like your dungeons, the traps and puzzles can provide multiple avenues for success that conclude with more or less advantageous results for the player. Besides your players are going to do something weird anyway. Why not be semi-prepared for some grey area solutions from them.

I’ve talked in generalities about the lessons learned of designing a different sort of adventure. Now you can back one if you want. Queue the Kickstarter Link: https://www.kickstarter.com/projects/lectrotext/the-house-of-the-red-doors-dcc-rpg

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The House of the Red Doors takes place in an imaginary place of dreams and wishes — not at all unlike that ancient TV show, Fantasy Island. The three parts of The House of the Red Doors are untethered and not narratively linear. The parts don’t have to make sense as in a “real world” dungeon. I think you’ll find that the adventure can easily be slipped into pretty much any genre.

In The House of the Red Doors there’s certainly times for dice rolling, but it is more about paying attention to detail and solving puzzles. Combat is available, but a player almost never needs to violently confront what is barring their way.

The endings have several solutions. That was a conscious design choice. All the puzzles in The House of the Red Doors have multiple solutions. However, your PC may not survive some of them… Picking the best solution at any given juncture is the main objective.

Last thing I want to talk about is the final stretch goal and its design. The player handout is a venerable method of giving visual information to the players. They’re usually large and intended to be held up to the group, or passed around. Since I tend towards ‘theatre of the mind’ as a judge and as a writer, I’m accustomed to players asking clarifying questions in order to make decisions. The House of the Red Doors has many instances where a visual handout could assist the player and moreover, you, the judge. However, handouts for this adventure don’t merit the big format.

I started to think about all the times I ran The House of the Red Doors and how close you are in a physical sense to the player. Instead of a big handout or the ceremony of drawing a map, the information exchange with a tiny booklet handout seems more appropriate. Maybe there’s a map. Maybe there’s an image of a scene outlined in the italics text. Regardless of the visual content, the artifact can be passed back and forth as the adventure progresses.

Hopefully there was something in here for you, one of my fellow designers. You can find me on twitter @lectrotext or maybe even drop in on my blog: https://sendmoreadventurers.blogspot.com

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Creator’s Corner: SGP

Welcome to the first ever Creator’s Corner post!

Creators Corner Logo r1

This is where we let another small RPG publisher or freelancer let loose on the blog in the spirit of supporting each other and spreading the word. The RPG scene is filled with amazing creatives and products and this is me doing my part by trying to help ‘rise the tide to lift all boats’.

#supportsmallrpgpublishers #creatorscorner

Please support these folks if you can, check out what they do, and if you can’t support directly, please help share this post. Thank you for stopping by and supporting the creatives in the scene, Glynn

With further ado, over to the magnificent Skeeter Green of SGP with some excellent encouragement and advice!

For the sake of transparency: I have had the pleasure to work with Skeeter on his recent product – Crypt of the Science Wizard.


Face Your Fears

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Link: https://www.drivethrurpg.com/browse/pub/12902/Skeeter-Green-Productions

Hey all, Skeeter Green here. For the last few years, my company, SGP, has been making it our mission to get the word out to new authors, artists, creatives, players, GMs, and whomever else will listen to me rant, about getting involved in small publishing and rpg writing. I go to several conventions during the year, and I always get asked (a few times) “How did you get started?” or “I think it’s cool you write for D&D. I could never do that.”

And I am heartbroken each time I hear something like that.

I ran a small seminar at North Texas RPG Con in Ft. Worth in 2019, Skeeter Green takes on Small Publishing, just so I could answer some of these types of questions and give a little encouragement to people who are interested in writing. I can’t cover all that info here (it went for over an hour!), but I’d like to start a series of talks about such things, and answer some questions from the crowd, if you’ll ask.

The biggest thing I tried to get across to the people who attended; you can do this. I am by no means special, no more talented than you, or particularly clever with my game design. What sets me apart from the people who ask the question is simple; I went for it. I have never been afraid to fail (Hell, done it plenty!), and writing is something I always wanted to do. I have been very lucky with some opportunities I have been given, but I was lucky because I took advantage of those opportunities and TRIED.

I don’t mean to make light of anyone’s efforts, and if you HAVE tried, and failed, welcome to a fact; you just received your cheapest (I hope) lesson in what not to do next time. Every failure is a chance to find out what not to do next time, as long as there is a next time. Keep your head up, keep writing, or drawing, or painting, or whatever you want to do. Very few people get it 100% right the first time. You just have to keep going for it. After that, it’s just fine tuning (I still do that every time I write).

And if you get frustrated, never be afraid to ask someone whose work you like or admire for a tip or some advice. I’ve met several “big name” people in the industry, and they have never failed to talk with me, or give some advice. Sometimes, you can’t get them to shut up (I’m a talker, lol)!

So, ask for advice when you’re stuck…because you will get stuck.

Go Forth and Conquer!

Skeeter