Showing posts with label Troika!. Show all posts
Showing posts with label Troika!. Show all posts

Monday, November 29, 2021

A Peek Behind the Curtain

I put Crisis on Christmas on itch.io on 25 Dec 2019 for free, where it has since been downloaded 375 times. On 15 Dec 2020 I significantly revamped the material and, as an experiment, changed it to PWYW. (Although as before, an unmonitored free download was always linked from here, after some early complaints about getting downloads from itch to work.) Since then, 11 people have opted to pay a total of $31 (which warms my heart).

From 5 March to 31 March this year (2021), Crisis on Christmas was part of the Independent Troika Creator Bundle. I do not know how much information it is appropriate to share about the numbers behind that, but it contributes $8.88 of revenue. These sales are accounted for as a separate product by itch.

As easy as it is to put things on itch, getting your money back out can be complicated. You will have to choose one of two payment modes: direct or payouts. In direct mode the money goes straight to you, but you are responsible for record-keeping, taxes, chargebacks, etc. In payout mode itch handles all of the overhead. Itch recommends payout mode, and I use payout mode, and despite the complications, I would still also recommend it.

Upon selecting payout mode, you will need to complete a one-time tax interview process (it's just an online form) and identity check. This costs $3, which appears as a debit on your itch account (not as an up-front cost).

Seven days after a payment is completed, it becomes available to you as a payout. Payouts are delivered either through PayPal or Payoneer (I use PayPal and so cannot comment on Payoneer). PayPal takes a fee from the payout, which in the US appears to be a flat $0.25. (The "payout fee" is distinct from the payment processor fee, which I think is the fee charged for the initial purchase.) I think this may have changed between my first and second payouts, as the fee is not present on the first one.

While requesting payouts less frequently will minimize these fees, leaving earnings in your itch account for longer than a year will result in itch charging a monthly 10% maintenance fee on the balance. However, at least when I started writing this, it is not possible to initiate a payout on an amount less than $5. This meant I awkwardly had $3-4 sitting in my account for a long time, and because of the seasonal (and low-volume) nature of my project, could not access it.

Because I hadn't requested any payouts during the 2020 tax year, I didn't receive any tax documents for it. Itch did not automatically withhold any taxes for me, so I expect I will have to pay taxes on what remains this year. Given the US dedication to the worst possible tax system, I have no idea what that may come to, but I'll estimate local tax at 5% (arbitrarily) and federal tax at 20% of the remainder (also arbitrarily). Since both these numbers are entirely made up, I don't think the error introduced by calling it 25% is significant.

Itch lets you configure what percentage of revenue you want to share with them for their services. The default is 10% of gross revenue, which sounded fine to me, so I left it.

We can also consider the other costs of the project: a font a liked a lot ($10), and an old Dover clipart book, purchased c. 2000 (maybe $4?). If we don't value my time at all (my friend insists this is what makes a "real game developer"), that's $14.

$39.88gross revenue
-$4.65payment processor fees
-$3.97itch revenue share
-$3.00identity verification
-$0.25payout fee
=$28payout
-$7taxes (estimated)
-$14costs
=$7profit

As bit of fun, I have no regrets about the project, and I remain unreasonably proud of it. There's a lot I could have done to try maximizing profits that just doesn't appeal to me, so this is not a perfect look into "the business," but I hope a little light on such an intricate and hidden part of the hobby might be instructive to others.

Best wishes to you and yours going into this holiday season, and if you haven't had a chance, I'd love for you to check out Crisis on Christmas. If you like it, maybe even leave a tip

Tuesday, February 2, 2021

Quest World™ and The Uncanny Hinterlands

Quest World™ is my entry into The Great Troika! Pocket Sphere Jam. For the unfamiliar, a pocketmod is a small booklet folded from a single sheet of paper, and a “sphere” is Troika’s rough equivalent of a plane or a planet. Quest World™ is one part of a stew I’ve had simmering for the better part of a year now, which I call the Uncanny Hinterlands.

The Uncanny Hinterlands

The first ingredient in the Uncanny Hinterlands was the Mothership adventure Hideo’s World, in which the characters enter a decaying virtual world in the mind of a genius game designer (a “slickworld”). It plays with the narrative frames in some interesting ways, for example you can order a coke in the virtual world, delivered to your physical location by drone. It’s also an “excuse” to explore a different set of tropes and aesthetics while keeping it grounded in a larger setting.

The second ingredient was Jared Sinclair’s Prismot zine, which expanded the idea from “I should run Hideo’s World” to “I should convert Hideo’s World to Troika!” I liked the idea of a world like Hideo’s, but that you could also travel to physically,1 a digitally constructed artificial realm of adventure.

That was on 11 March 2020, and on 16 March 2020 I started working from home in relative isolation. Eventually, I picked up RuneScape (OSRS) again, and that influence created the Uncanny Hinterlands, a larger, stranger setting.2 With my notes becoming too unwieldy to usefully think about, the game jam gave me the opportunity to ladle out a manageable portion to share with others.

Quest World™

Quest World™ is most heavily inspired by MMORPGs. I’m fascinated by the morality of RuneScape, where advancement may force you to compromise your morals. In general, there are many one-off or narrow solutions that could not reasonably exist in a normal TTRPG. Debates about violence in D&D and coverage of The Last of Us 2 put the term “ludonarrative dissonance” in my head, which seemed like a natural exploration inside these more complicated narrative frames.

I haven't got to play it yet, but I also wanted to shout out PAGAN: Autogeny as apparently having a similar concept (abandoned MMORPG), although I'm sure there are others.

Kill Arena

The next area of the uncanny hinterlands that I’d like to explore is the Kill Arena: a sphere inspired by classic FPS games. I especially always loved the way that physics glitches become core parts of gameplay or entirely different ways to play. I don’t know if this exploration will be coherent enough to share, but I offer it as an example of other spheres in the Uncanny Hinterlands.

Making the Pocketmod

I composed my first pocketmod at A7 page size, because an A4 pocketmod printed on US letter paper will still fold correctly (the reverse is not true). This time, I did not remember that and started writing at ⅛-size US letter paper. Fortunately, I gave myself 0.25” margins, so I was able to adjust the margins and paper size at the same time for the A4 version.

I used pdfjam for the final layout, which was pretty straightforward. My distribution (Mageia) provides it in the package “texlive-collection-basic” and the command to assemble the US letter-size pocketmod was:
$ pdfjam --angle 180 -o /dev/stdout qw.pdf '1,8,7,6' | pdfjam --nup 4x2 --landscape --paper letter -o qw-us.pdf qw.pdf '2-5' /dev/stdin
where “qw.pdf” is the 8-page ⅛-size US letter layout and “qw-us.pdf” is the pocketmod output. Similarly, the A4 pocketmod was assembled by:
$ pdfjam --angle 180 -o /dev/stdout qw-a7.pdf '1,8,7,6' | pdfjam --nup 4x2 --landscape --paper a4paper -o qw-a4.pdf qw-a7.pdf '2-5' /dev/stdin

I used LibreOffice for writing and layout, GIMP for image editing, Kolourpaint for rough image sizing and cropping, and Pixel Studio on an Android tablet for original art.

I made liberal use of the free resources on itch.io. I used the fonts Nicer Nightie, Silver, and Fool, and I used free 1-bit fantasy sprites and pixel portraits.

I also used several sets of glitch brushes and textures by dataerase. It’s a bit of a hack, but this is how I made them work in GIMP:

  1. Copy the .abr files to ~/.config/GIMP/2.10/brushes (you can leave them in subdirectories).
  2. Copy the folders of patterns from the CSP brushes to ~/.config/GIMP/2.10/patterns (you can leave them in subdirectories and also leave them as pngs).
  3. Using the clone tool, select "Pattern" as the source and select one of the glitch patterns. You can use any brush, but the new brushes will be square.

These aren’t true brushes: the pattern doesn’t scale with brush size, nor does the current foreground color matter, but for painting on pixel-scales in black & white, it worked very well.

Into the Uncanny Hinterlands

There is a lot more in the uncanny hinterlands, so I’m collecting some of the other ideas that inform them here for reference.


1 While some inhabitants of the Uncanny Hinterlands are there via neural uplink, some are using PC terminals, astral projection, or spaceships. Some could be considered “native,” even. back

2 I still have not lost track of my other OSRS-inspired projects, as they are tending in a different direction. back

Monday, December 28, 2020

Crisis on Christmas: Coin Hunt

I’ve enjoyed hearing how people have made use of Crisis on Christmas Prime in the last few weeks. I hope that by providing a brief sample adventure it might be more approachable. I rolled “Rag-tag adventurers are buying up candy!” on the crisis table, so that was the starting point.

Hook

Ol’ Gran Yule has realized that Santa’s bag is a few thousand chocolate coins short. Can you find some before he leaves tomorrow?

Investigation

Loosely, here are some places around town that players might think to look for coins:

  • Pharmacy: none stocked, busy.
  • Rabbi: has a few hundred, will play dreidel for them if you have the time.
  • Candy store: none stocked, bored.
  • Chocolate factory: out of coins, suspicious of anyone who might be an inspector.

All the coins were bought up by three people. Clues given by people who are out of coins:

  • They were all bundled up like they’d trekked in from out of town.
  • They were dirty like they’d been digging or playing in dirt.
  • They paid with palm-sized coins.

These clues should point to the giant-barrows outside town.

Other information available:

  • There were three of them, one blind. They talked about a fourth person too.
  • They were all squinting and smelled burnt.
  • You shoulda seen the shooting star last week!

Getting to the Barrows

This is an opportunity to check for random encounters, and to make sure everyone has taken precautions against the cold. Checking for encounters here reinforces the sense of distance between the town and the mountain, but I didn’t come up with a good table. Aeval and Valmr are out finding supplies and leads, so they might be encountered on the road.

The Giant Barrows

  /--B-D
A<
  \--C-E

A - Entrance

Hewn into mountain base. Checking under snow on wall reveals a carving of a balance with a cross-legged figure on each side.

B - Cold Chamber

Drafty, tall, light filters in through natural chimney above. Snow and ice on the ground, large boulder in middle of room next to a chain extending from the floor to a massive wooden beam protruding from the wall on the right and leaning downwards. (Strength to move boulder.)

C - Warm Chamber

Mirror image of B, except with light filtering up from a large hole in the ground and no opening in the ceiling. (Chain and beam are too high up to be visible.)

D - The Last Giant

Jorg is still meditating very hard and will attempt to ignore all disturbances (damage will rouse him). Some large coins and religious texts free for taking.

E - Order of the Blue Lantern

A band of adventurers between expeditions recuperate in the cave with their new pet, Shiny. Shyren is here, lounging and playing with it, and Istwell is meditating. Remaining coins needed are here. They know they are the mirror of whatever group of misfits finds them, and do not trust them. They would like Shiny to go to a good home, but currently could not lose it if they wanted to. Will not give up the coins until a suitable replacement foodstuff is discovered. All have stats as Knight of the Road. (Names are from The Black Hack.)

Shyren (Thief)

Despite the fur trim, her winter clothes are wildly impractical. Likes Shiny most of all the order, and is trying to teach it tricks.

Istwell (Cleric)

Dressed in Saffron robes, meditating. Can be distracted by the religious texts in D or meeting Jorg. Believes that Shiny cannot see him because he is free from the cycle of birth and redeath, but in fact it is because he is blind (and sees only with his second sight). Knows Coal Resolve, Peace, and Zed.

Aeval (Wizard)

Jumpy, tattooed, elfin. Knows Open, Thunder, and Undo.

Valmr (Fighter)

Bored, aggressive, bearded. Speaks with a heavy, archaic accent.

Shiny

A blinding pinprick of light dropped by the comet last week (Jeffry’s Comet). Its nature is unclear this young, but it could grow up to be another comet, a star, a galaxy, a nebula, or a whole new sphere. Shiny wants food and company. It has only a loose understanding of the people around it, but does try not to hurt anyone.

Food

Shiny will consume any metal or alloy with a melting point below 700°C and be frustrated by metals it is not yet hot enough to consume.

Company

Shiny can only see people whose eyes its light can reach, and will try not to be left alone.

The Barrows’ Gimmick

The construction is a giant scale, currently weighted down by the boulder in B. If the boulder is moved, D is uncovered, and if a weight is added to the other side (in the warm room), E can be covered. It can be used as a trebuchet.

Ancilimander of Argon

A mad marble astrologer in an observatory atop the mountain (“So close to the North Pole, the stars barely wobble at all!”). Everyone in town knows he’s there, but the Blue Lantern and Jorg do not. He can provide the following information:

  • Shiny can likely find its way home if you can get it up past the atmosphere.
  • Melting points of any metal.
  • Jeffry’s Comet passed last week, has been erratic since.

Treasure

Ideally, Gran Yule would have a unique gift for each of the characters. Recommend using Oddmas Oddities from The Hunt for the Great Goose.

Wednesday, December 16, 2020

Crisis on Christmas Prime!

Last year I put together a little seasonal Troika! supplement and put it up for free on itch.io. This year I’ve reworked the whole thing, and I made it pay-what-you-want. Briefly, it has eighteen backgrounds, six spells, twelve adversaries, miscellaneous tables, and a sketch of the land of Arctica. It’s 48 pages of A5, all black-and-white.

Please don’t let the pay-what-you-want feature discourage you from downloading it. If you like, consider it my gift to you. Some people last year had difficulty with the itch.io interface, so there’s a copy here also.

It’s been a long, weird year, and I hope that this brings you some joy.

Monday, August 3, 2020

Notes on Three Systems

I’ve had the pleasure to run three new systems in the last year or so, and I’ve collected some notes here.

Mothership


Mothership is a Science Fiction horror game in the vein of Alien or Event Horizon. The Player's Survival Guide is available from Tuesday Knight Games in print or from DriveThruRPG as a free PDF.

  • Character creation is as easy as the character sheet makes it look. It was great for new players and they picked up the percentile system quickly.
  • It is much harder to GM than it looks and I don’t think I did it justice. Coming from dungeon crawling games, I made a few mistakes:
    • You can’t foreshadow every encounter. Combat can start before players have a chance to run, without them necessarily doing anything “wrong”.
    • Remember to ask for saves. In a “normal” game, the players find a body and roll for loot. In Mothership they find a body and roll a save.
    • Familiarize yourself with the players’ tools or be ready to improvise. When players scan behind for signs of life, do undead show up? Do androids? Insects? Big insects? In D&D, I’m familiar enough to know what detect magic can and can’t do (or I can look it up for a whole page of detail depending on edition), but Mothership suffers doubly from being a genre I’m less familiar with and from still having such a brief rulebook.
    • The game has no “fallback” mechanic. If an action isn’t covered by stats, saves, or skills, then you have to come up with a consistent resolution on your own, and it’s just light enough that this is likely. If a character hides, you can have a negotiation about it or roll under the enemy’s instinct stat, but it would be nice if the game gave you some guidance.1
  • Make snacks. Figs can be quartered with a honey sauce to make xenomorph eggs, and green jalapeño jelly on chèvre looks “biological”. We had some more mundane snacks also, and for dessert, a chocolate olive oil cake with green matcha frosting.
  • Impromptu reviews of Oneohtrixpointnever included “I feel like the music is attacking me.” Ambient sounds were more constructive.

The players all said they had fun, so I’d try it again, but it definitely still feels like it’s in beta.

Troika!

Troika! is some weird shit. You can get it from a few places, and there is also a free "demo" PDF on itch.io (it does not include the sample adventure Blancmange & Thistle).

  • Character creation is quick, but some players were a little miffed at their backgrounds. (We had to really emphasize that gremlins are purely malicious.)
  • Free form skills are a lot of fun, because they encourage players to really try anything and not worry about what they’re “good” at. Skills learned in the first session included jar fighting and high-fiving.
  • Free form skills also distract from existing skills that players might not know about. For example, none of the players had etiquette already, so it didn’t occur to them that they could rely on the skill instead of their role-playing when they were stuck. A list of skills can equally serve as a generator for ideas and a limitation.
  • Blancmange & Thistle is a nice little adventure that showcases Troika! very well, but the direction is loose. My players ascended the hotel and heard some calls to adventure at the rooftop feast, but there’s not a lot of momentum towards any of them.
  • Troikan initiative is a lot of fun in practice. For playing online, there is Dave Schiuridan’s tool and a Discord bot, or you can list the initiative tokens in a numbered list and roll an arbitrary die (shrinking it by one side after every roll).

D&D 5e

Dungeons & Dragons is a BFD. The fifth edition has a few starting points, but weirdly, it doesn’t look like you can buy the Player’s Handbook as a PDF.

Fifth edition is the easiest game to get a group together for. Because of this exposure, I’m sure I won’t say anything groundbreaking here.

  • If you don’t limit character choices before players start making characters then they will use anything they can find, and they can find a lot. Our party has a warforged, a tabaxi, and an artificer, so I'm mostly just letting them tell me how their characters work. The artificer was difficult because it's not always clear to a new player when things you find online are homebrew.
  • I had been warned about the power level and amount of magic, and while these things are higher than previous editions, I don’t think they’re game-breaking. It just gives everyone lots of different tools to interact with the environment and stronger assurances that they probably won’t die.
  • Some things that make sense to me (coming from older editions), and look fine at first glance, do not make sense at all to new players:
    • The step-by-step “building a character” section only works for that character. For more complicated characters, you will need to do the steps out-of-order and jump back and forth and add steps. When you’re finished, only about half the character sheet has been filled-in.
    • A lot of terminology is not explained. An “ability modifier” does not modify your ability score, but a “racial modifier” does, and then can indirectly change your “ability modifier”. When I write sixth edition, I will call the modifier a “bonus”, and scrap the score altogether.
    • Similarly, levels and spell levels have always been confusing. It’s not helped by every class having its own casting rules. I will call them “spell circles” when I am benevolent dictator of the next edition, as in “magic missile is a first-circle spell”.
  • The index is awful. In the space that it takes for “temporary hit points” to direct me to “hit points, temporary”, it could have given me the page number. The whole thing is like someone copied the style of an index without understanding it.
  • I think the GM tools are probably lacking, but I borrow liberally from everywhere, so it’s hard for me to judge.

There’s a lot of fun to be had with 5e, but I’m never sure how much is just the inherent fun of RPGs. Still, I think it’s got an undeserved reputation in some places.


1 There is a Warden’s (GM’s) guide planned, in the future. I hold out hope that book does for the GM what the survival guide does for players, but I’m less sure given the Twitter thread. There was definitely room to own that some parts of the rules were just less finished than others, but also everyone says dumb stuff on Twitter.back

Friday, March 20, 2020

Game Jams and More to Fight Social Isolation Blues

I added art to my entry in the Troika! Tarot Jam (11 days left at time of writing), and I now consider it finished. For these I wanted to communicate a lot of flavor without the standard explanatory preamble, to help them fit in such a small space. I think a lot of the backgrounds would be better remixed, but can stand alone as-is. I only hope that the illustrations aren't so specific that they interfere with anyone's interpretations of their own characters.

I don't technically have more time during social isolation because of work. But I still need things to occupy my mind, so here are some RPG-related activities:

There are also lots of other things: Please, stay safe and support each other.

Thursday, December 26, 2019

Crisis on Christmas

The problem with Troika! is that it’s written in a bunch of encapsulated little thought-forms. And they’re infectious ideas, like the way you start counting every word’s syllables after you first learn about haiku. What started as an entry in my running note of bad ideas blossomed into a week-long distraction from work, and now this thing.

I wanted to get this out on Christmas day, but I didn't want to take myself away from the festivities to write this post. So happy Boxing Day! It wouldn't be a proper gift if I'd given myself time to finish it, but I may go back and finish it later.

Monday, November 11, 2019

Discourse & Discord

“The Discourse”

I can't keep up with The Discourse. There's always something happening, and I mostly don't care. But I try to be a good person and also to not support shitty people, so I have to care a little.

I stopped using the "OSR" tag on this blog, because it has been associated with a lot of terrible people, and also it seemed unnecessary1. This was an imperfect solution because "OSR" has a defined sensibility that it was useful to have a name for. (*DREAM is a cool group, but I think it's turning into something different—compare a game like Songbirds V2 with a game like Bastionland.)

Then Zedeck had a thread and pointed out that it was selfish to continue playing in the space but to disown the label. I still respect people who used to be "OSR" and then decided that it didn't actually describe the games they enjoy, or that it wasn't worth dealing with the people. But I'll try to use the "OSR" tag for my stuff where it seems relevant, and also to be a decent person.

Discord

Where is the OSR community now? As far as I engage with it: mostly Discord. Many Discord servers are runaway reactors of creativity. Unfortunately, they're also transient, and brief conversations get lost. Here's some things to come of them that I hope others might find useful.

Troika! Backgrounds Jam

I may never play Troika! proper, but it's an infectious idea. Similarly, I don't know if I'll ever sell my games, but itch.io seems to be where the cool games are these days. The Troika! Backgrounds Jam was apparently the push I needed to throw something together and put it on itch2. The jam is over, but this clip of how-to seems worth keeping:


(Instructions from Jared Sinclair, used by permission.)

And here is my entry, loosely inspired by Dial H:

I went ahead and put Bloodring up there too:

Alternate Beholders

Something about a beholder demands an answer. "Dungeons and Dragons" is nominally about dragons, but you know you're really playing D&D when you see a beholder. The 5e Monster Manual has three or four variant beholders. The AD&D Monstrous Manual has twelve. Everyone wants to do their own take3.

So the OSR Discord server was brainstorming alternative "beholders": burning wheels of eyes, disco-laser robots, etc. And I had what I thought was a pretty good idea, and now a bona fide meme: An Octopus with Too Many Wands. Now that we've survived one in Spwack's game, I thought I'd take the opportunity to share the idea here for posterity. It's a great monster: it's weird, it's dangerous, it's intuitive, and it makes its own treasure.


(Art from Nate Treme, used by permission.)

1 I call all the games I play "D&D" in speech, even things like Mothership. It's just easier sometimes.back

2 Looking back at my blogging, I find I am unexpectedly motivated by challenges and competitions, even though I am not a competitive person by nature.back

3 What I can find on short notice includes:

But there are many many more, I'm sure.back