What is Heroes & Other Worlds?
Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!
Tuesday, June 19, 2012
Monday, June 11, 2012
Wednesday, June 6, 2012
Grim Venture
AFTER finishing the BBM rules, the first adventure I plan on releasing is a riff on DEATH TEST. Basically I plan on making it Death Test set hundreds of years later....the world has moved on. I may also create a limited edition bagged kit with the module included, maybe this is the only way to get the adventure? Still time to figure all of that out.
I also am pleased to say Artkid (Luigi) has accepted a commission for another 10 illustrations! So including the cover that's 16 unique and original illustrations from Artkid for BBM! It is all fantastic and I can't wait to release the full rules so his art can blow you away too!
Back to the scriptorium...
I also am pleased to say Artkid (Luigi) has accepted a commission for another 10 illustrations! So including the cover that's 16 unique and original illustrations from Artkid for BBM! It is all fantastic and I can't wait to release the full rules so his art can blow you away too!
Back to the scriptorium...
Sunday, June 3, 2012
Basic plus...
One of the items I plan on adding to the B&B rules are a list of combat actions. Originally I did not want to do this as it seems to mean players have to choose an action to act. But in play, I've found my list can help rookie players come up with ideas. So much of what goes into B&B will be optional additions. I look at HOW as a preview of the basic rules, but B&B will add on to that with rules like: Each melee attack made expends 1 EN, when EN reaches 0, you must add 1 die to ANY further tests. A player regains full EN with a meal, rest and sleep. A meal adds 3 EN, each hour of rest adds 2 EN.
These and other rules will be all inclusive in the manual, but under the notation of "Iron Rules" or "Deeper Cuts" or some such titles through the rules. These can be easily added into the core rules or left out. I plan on adding these as an extra option at the end of each section of the applicable rules: character creation, combat and magic.
These and other rules will be all inclusive in the manual, but under the notation of "Iron Rules" or "Deeper Cuts" or some such titles through the rules. These can be easily added into the core rules or left out. I plan on adding these as an extra option at the end of each section of the applicable rules: character creation, combat and magic.
Slave to the power
Simply swamped with work and I have no free time to focus on gaming materials currently. I have some terrific illustration work commissioned from Artkid to use in the Blades & Black Magic rules and when time permits I hope to pick up writing again. Sorry for the delays! Image by Eduardo Cardenas
Saturday, April 14, 2012
State of Blades
Works is a bearcat with lots of travel right now but, it does give me time while flying to read and think about the game design. And leaves me with a question...
One of the play-aids for Blades I will include are pre-made classes. These will be available character archetypes that someone can pick up and play: I want to be a fighter, a thief, a barbarian, a ranger etc. This should help get newbies into playing right away and fits the "D&D expectation" with players new to the system. Don't worry though, full on rules for choose what I want skills and character creation are still in the game, this is just a quick play hook so you don't have to spend a lot of time "making characters" and can pick up and play right away.
On the art front Artkid (Luigi) has created the cover image and two additional pieces of fantastic B&W illustration art...with more to come! I'd love to show them off because they are OUTSTANDING...but I am kind of excited to just leave it as BAM! final unveiling when the game is ready.
The question I have is one of setting. Should a simple setting sandbox be included as a kick off area to explore? I think yes but it might not be necessary..or even wanted. As always your thoughts and feedback are appreciated.
One of the play-aids for Blades I will include are pre-made classes. These will be available character archetypes that someone can pick up and play: I want to be a fighter, a thief, a barbarian, a ranger etc. This should help get newbies into playing right away and fits the "D&D expectation" with players new to the system. Don't worry though, full on rules for choose what I want skills and character creation are still in the game, this is just a quick play hook so you don't have to spend a lot of time "making characters" and can pick up and play right away.
On the art front Artkid (Luigi) has created the cover image and two additional pieces of fantastic B&W illustration art...with more to come! I'd love to show them off because they are OUTSTANDING...but I am kind of excited to just leave it as BAM! final unveiling when the game is ready.
The question I have is one of setting. Should a simple setting sandbox be included as a kick off area to explore? I think yes but it might not be necessary..or even wanted. As always your thoughts and feedback are appreciated.
Saturday, April 7, 2012
Thoughts on game play
While the core HOW rules serve as the backbone for Blades & Black Magic, there are a few twists I am considering:
Taking Damage
1) Damage initially comes off of the characters EN.
2) Once EN is depleted all damage comes directly off of ST. When ST is 0 you are dead.
3) EN damage is recovered (back to full) after a good night's sleep
4) ST is more serious wounding damage that requires medical/magical attention to heal.
5) This eliminates HP as a stat
6) NPCs, men and Monsters suffer damage right to ST and do not have the EN benefit.
Why?
This allows PC's to be a bit hardier (maybe even fool hardier?) and fits more into the heroic tropes of fantasy literature...WITHOUT making them superman (ala D&D.)
Magic
Unlike Damage, the cost of casting magic comes right from ST as damage, ST 0 means a dead character.
Ritual Magic allows you to use the ST of others to pay for the cost of casting a spell.
Magical items can grant energy or charges for spell casting.
Attributes
There is no increasing of attributes after the character is built, only skills can be increased or new skills can be learned.
Why?
I am just not a fan of attribute increase mechanics. I like the idea one has to focus on improving or learning new skills instead of suddenly becoming more dexterous and getting better at everything as a result.
The work continues, and feel free to let me know if you have an alternate thought or issues. I may not change my mind, but am open to alternatives. Also see some alternative logos below, if you have a favorite let me know!
Taking Damage
1) Damage initially comes off of the characters EN.
2) Once EN is depleted all damage comes directly off of ST. When ST is 0 you are dead.
3) EN damage is recovered (back to full) after a good night's sleep
4) ST is more serious wounding damage that requires medical/magical attention to heal.
5) This eliminates HP as a stat
6) NPCs, men and Monsters suffer damage right to ST and do not have the EN benefit.
Why?
This allows PC's to be a bit hardier (maybe even fool hardier?) and fits more into the heroic tropes of fantasy literature...WITHOUT making them superman (ala D&D.)
Magic
Unlike Damage, the cost of casting magic comes right from ST as damage, ST 0 means a dead character.
Ritual Magic allows you to use the ST of others to pay for the cost of casting a spell.
Magical items can grant energy or charges for spell casting.
Attributes
There is no increasing of attributes after the character is built, only skills can be increased or new skills can be learned.
Why?
I am just not a fan of attribute increase mechanics. I like the idea one has to focus on improving or learning new skills instead of suddenly becoming more dexterous and getting better at everything as a result.
The work continues, and feel free to let me know if you have an alternate thought or issues. I may not change my mind, but am open to alternatives. Also see some alternative logos below, if you have a favorite let me know!
Sunday, April 1, 2012
Let me tell you of the days of high adventure...
Work has begun shifting HOW rules to a BBM style game. A few notable changes right off the bat:
1) Hit Points are a stat now, which equal ST, or ST+EN if you want more heroic play
2) All spells are Considered Black Magic and cost HP to cast
3) Ritual Magic added
Further additions will include
Also Artkid (Luigi) has agreed to a commission to do the cover and provide some internal illustrations for the rules book! I am very excited to have his work give shape to my game!
1) Hit Points are a stat now, which equal ST, or ST+EN if you want more heroic play
2) All spells are Considered Black Magic and cost HP to cast
3) Ritual Magic added
Further additions will include
- Mutations from casting Black Magic
- Sanity/Fright checks
- Career Background option: this is 36 different careers and each starting character has 2 to 4. Each career has a brief description and 2 different skill choices for a character to take. A character may elect to choose 1 skill and roll again, or both, and roll again. In this way each character starts with a total of 4 skills and a bit of background history.
Also Artkid (Luigi) has agreed to a commission to do the cover and provide some internal illustrations for the rules book! I am very excited to have his work give shape to my game!
Subscribe to:
Posts (Atom)











