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Showing posts from 2011

Next Game Ideas

I have a number of game fragment ideas floating around in my head, so I thought I’d blort them out here for future reference. As I mentioned in my GameMarx interview, I had a great conversation with my boy Mark Harvey (CheckMark Games) about a game that involved learning a language.   I had this idea that a player could walk around the world and explore, say, ruins of an aboriginal civilization.   And on those ruins are pictographs, but we don’t know what they mean.   Maybe the player also comes in contact with natives who also use those pictographs (cuniform, hieroglyphics… I don’t know the proper word) in speech bubbles to communicate.   But the player doesn’t know what they mean.   Over the course of the game, the player would make observations and encounter experiences that would reveal the meaning of the foreign language, and then would be able to use the language to complete some quest or task or storyline. At some point in time, I observed that all these Xbox Indie games (part

Year in Review (Brainstorm)

I plan to write a year in review post for Purple Duck Games, but I have no idea what to write about. So please leave a comment here or on my G+ page to tell me what you would like to here about.

The Twelve Days of Christmas (Day 1) - Awakened Demilich

Admittedly this post should have been up yesterday, but I got distracted (#skyrim). Then this morning I saw an email from Derek about the demilich and awakened demilich in the Bestiary 3. The awakened demilich should have probably gotten a full template write-up but probably was cut for space. As I'm not restricted by space requirements on this site I can flesh out Paizo's awakened demilich. This will not be perfect but it should give you something to work from. To make full use of this entry you should have already bought Paizo's Bestiary 3 for the Pathfinder Roleplaying Game. Mine hardback hasn't arrived but my subscriber digital copy is here. The Awakened Demilich “Demilich” is an acquired template that can be added to any lich. A demilich retains all the base creature’s statistics and special abilities except as noted here. CR: Same as base lich +3 Size : A demilich is two size categories smaller than its base lich. Alignment: Any evil Senses a demilich gains tru

Another Fan Email

Another fan email.  I love it!  Adam, We have literally given your new game dozens of hours of play (thanks to your very generous free download) and here's the verdict: We absolutely love the snipers and runners game with the coins (absolutely hilarious) and our second favorite is the red light/green light style race. The torch touching game is good as well as the other variant of snipers/runners. The only game we didn't really care for was the knights vs. ninjas game (I see where you were going with it but my guests just didnt get it). They always wanted to go back to the aformentioned two favorites. Ow well, ya cant win em' all I guess. I guess what I am trying to say is: You keep making them and I will keep buying them. You have quite the knack for making an enjoyable "pick up and play" game experience that anyone of all skill levels can get into and (pardon my French) laugh their respective asses off. I took HIPS to a friends' holiday party, and we busted

Hidden in Plain Sight -- Wrapup and Post Mortem

So, I think it’s about time for a post-mortem on “Hidden in Plain Sight”. I don’t actually know how to do a proper post-mortem, so I’m just going to make it up as I go along. First, how about some press roundup: Interviews: http://www.joystiq.com/2011/12/02/the-joystiq-indie-pitch-hidden-in-plain-sight/ This Joystiq piece was done quite a while before the game actually game out. It was published in early December, and I could definitely see the effect it had not only on trial downloads, but also on purchases. That is to say, this was a widely-read article, and it clearly said that the game was multiplayer-only. Therefore, people who tried it went into it knowing that, and were more likely to buy it. My conversion rate in December is over 40%. Also, this article made my YouTube video hits jump from around 200 to over 3000 in about 48 hours. Pretty cool. http://www.indiegamemag.com/interview-hidden-in-plain-sight/ A fun interview, but didn’t generate any visible feedback. http://vv

Monsters Unleashed V.3

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The Kahrn by Micahel Scotta Monsters Unleashed V.3 should be released this week. This issue features monsters chosen by Sam Hing, Steve Russell and Paul Woods. The monsters for this issue include: Asherake  - a monstrous humanoid race consumed with the need for conquest. Kahrn  - a bizarre magical beast that can only reproduce by engaging in deadly combat with other sentient creatures. Sapphire Golem  - an intelligent golem that acts as a body guard or advisor within the royal courts. If I was using him in the Jade Regent path I would simply rename him to a Jade Golem. Ogrillon  - the bastard offspring of ogre and orc pairings. They are designed to be playable at 1st level. Reaper Falcon  - a extremely dangerous animal companion that can streak through the battlefield leaving a trail of bleeding foes. I've just started finalizing Monsters Unleashed V.4. I should be able to put an art order in on it by the middle of the month.

The Problem of Repetition

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Introduction After having played some adventure and RPG games lately something struck me: repetition in games have almost the same problems as trial-and-error do . This is not really a shocking conclusion, since repeating things in a game is basically what you do when stuck in a sequence of trial and error. But since the repetition is not a direct consequence of being unable to progress, and that not all repetition is bad per se, I figured it was worth looking into a bit. The Problem Most of the time the problem arise when doing an action several times causes the same response. Mostly, this does not apply when doing things to dead objects, like shooting a bullet on a wall. We expect that if we shoot the same bullet at the same place twice, the same response occurs both times. However this is not always true. For instance, many games use randomized particle effects for sparks from the hitting bullet. In more complex system, like water splashes, this is even more common, and while it mig

Release and Sales!

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Currently all of our products at Rpgnow and Paizo are currently on sale for 35% off. "Silent Blades Tells No Tales" Male tengu rook 1 by Michael Scotta Additionally, we have just released our first core class supplement called Legendary Classes: The Rook  by Thomas Baumbach. ---- Legendary Classes: The Rook (PFRPG) PDF Purple Duck Games What others call cheating, a rook calls opportunity. The rook is a new base class for the Pathfinder Roleplaying Game from the fractured mind of Thomas Baumbach. The rook's abilities allow it to misdirect, ensorcell, and alter the perceptions of others. No matter the situation, a rook makes his own opportunities.

Monster Update - Alien Probe (MSRD)

Otherworldly Probe A small globe of blue-white light darts in view and quickly streaks away. OTHERWORLDLY PROBE (CR 5; 1,600 XP) N Small construct (extraplanar) Init +9; Senses darkvision 60 ft., low-light vision; Perception +12 [DEFENSE] AC 20, touch 20, flat-footed 11 (+9 Dex, +1 size) hp 43 (6d10+10) Fort +2, Ref +11, Will +5 Immune construct traits Vulnerable mind-affecting [Offense] Speed 0 ft., fly 400 ft. (perfect) Melee touch +16 (1d4 electricity) Ranged touch +16 (2d6 electricity) Special Attacks actinic scan Psi-Like Abilities (ML 6 th ; concentration +9)    At-will – brain lock (DC 16*; + animals, fey, magical beast, monstrous humanoid), detect psionics , concussion blast (2d6*); memory modification (DC 17), mental disruption (DC 16*; 15 ft.) * Include augmentation for the otherworldly probe’s manifester level. [STATISTICS] Abilities Str 1, Dex 28, Con --, Int 15, Wis 16, Cha 12 Base Atk +6, CMB +14; CMD 19 (can’t be tripped) Feats Agile Manuevers, Ski

The Empty Treasure Room (by Thomas Baumbach)

The Empty Treasure Room The first level of Purple Mountain, filled with disguisting vermin and wandering beasties, is an old-school dungeon crawl in the finest sense. Right down to the defeat-the-endboss reward, number 14 on the map: The Treasure Room. How disappointing, then, that, "the exact nature of [the] treasure is not described and left to your design as gamemaster." Oh I get it, we're first level and the rest of the Locus Lord's minions have given us plenty of loot. But still. Here are a couple sample tresure rooms that would fit well at the end of Temple of the Locust Lord without providing your players with too much extra swag. Including treasure in these treasure rooms assumes that the GM will not also add treasure the PCs missed earlier in the dungeon. Treasure Room #1 This room is littered with broken crates and old, soft hay. Two alcoves in the north and south walls hold a smattering of valuables: goblets, statuettes, brass jewlery, and the like. Against

Hidden in Plain Sight -- published and roundup...

I hit the Publish button late on Thursday evening. I'd advertised a Friday release date, but there is a lag between pushing the button and seeing it show up on the Xbox Live servers, and I really wanted to watch it show up. So, late Thursday night, there it was. Another game, published for the masses to see. On Friday and Saturday, a few reviews showed up online: http://www.1uporpoison.com/xblig/hidden-in-plain-sight/ This is one of the most enjoyable and unique multiplayer games to come out of the XBLIG channel. It forces players to mingle with and behave like the NPCs walking around the screen in order to inconspicuously meet some goal. Depending on what mode you’re playing, this goal could be assassinating the other players, collecting coins, or racing to the finish line. My favorite modes are those that split up players into two teams, where one team consists of snipers trying to figure out who’s an NPC and who’s a human. These matches become incredibly tense (and hilarious)

New Spell

While playing Kingmaker today, we decided we really wanted a spell like this. Boshalen's Courier School  conjuration (creation) ;   Level  bard 3, summoner 3, witch 3, wizard 3 Casting Time  1 standard action Components  V, S, M (a two inch square of paper) Range  close (25 ft. + 5 ft./2 levels) Effect  on invisible, mindless, shapeless servant Duration  1 day/level Saving Throw  none; Spell Resistance  none Boshalen's courier  is an invisible, mindless, shapeless force that can be sent great distances to deliver an item or retrieve an item. It has an effective strength score of 4 (so it can lift 40 lbs. or drag 200 lbs.). It can communicate telepathically with any creature that has a language. When created the courier will deliver one item or set of items in a container to another willing target or travel to another willing target to retrieve one item or a set of items in a container. The items must be given and received freely. Its base speed is 40 feet.

Fan email...

Hidden in Plain Sight went live on Thursday evening. Check put this email I got this morning. It really makes the whole process worth while. Mr. Spragg, I just want you to know that my wife and I just so happened to stumble upon your game yesterday in the X-Box indie store, decided to try it out, and couldn't stop playing it all day. In fact, by the end of the night, a group of about 8 of us were gathered around the TV taking turns playing it. Thanks for trying your best to keep local multiplayer alive. I cannot tell you how grateful I am. Probably the most fun I've had with LM since the days of Mario Party. And thanks for giving me a reason to invest in that 4th xbox controller. I'll be downloading your previous game Bad Golf today, and am expecting great things. You brought a lot of people together last night that wouldn't normally play video games at all. It's fantastic. I'll be recommending it to friends. I trust that anyone else that stumbled upon it last

Monster Update - Acid Rainer

This monster originally appeared in the Modern Reference Document. ACID RAINER A huge discoloured cloud breaks suddenly toward you, from beneath is voluminous bulk writhe four dripping tentacles.  ACID RAINER (CR 8, 4,800 XP) N Huge outsider (air, elemental, extraplanar) Init -2; Senses  darkvision 60 ft.; Perception +13 -- Defense -- AC  21, touch 6, flat-footed 21 (-2 Dex, +15 natural, -2 size) hp  105 (10d10+50) Fort  +8, Ref  +7, Will +7 Immune acid, elemental traits -- Offense -- Speed fly 40 ft. (perfect) Melee  4 tentacles +16 (1d4+8 plus 1d4 acid plus grab) Space 15 ft.; Reach  15 ft. Special Attacks  acid spray (DC 20) -- Statistics -- Abilities  Str 26, Dex 7, Con 20, Int 6, Wis 11, Cha 11 Base Atk  +10; CMB  +20 (+24 grapple); CMD  28 (can't be tripped) Feats  Fly-By Attack, Lightning Reflexes, Lunge, Power Attack, Vital Strike Skills Fly +15, Knowledge (planes) +11, Perception +13, Stealth +11; Racial Bonus  +8 Stealth Languages  Auran -- Ecology -- Environment Plan

Prisoners of Purple Mountain #2

Tith-Tor is currently imprisoned in Purple Mountain and has no equipment. Tith-Tor CR 1/2 (XP 200) Half-cyclops oracle 1 LN Medium humanoid (giant) Init +0; Senses low-light vision; Perception +7 --- Defense ---  AC 16, touch 13, flat-footed 13  (+3 armor, +0 Dex, +3 dodge) hp 11 (1d8+3) F ort +2, Ref +0, Will +5; +4 vs. disease Defensive Abilities uncanny dodge --- Offense --- Speed 30 ft. Melee glaive +2 (1d10+3) Ranged javelin +0 (1d6+2) Special Attacks future sending (3/day, DC 14) Spell-Like Abilities (CL 1st) 1/day – augury Spells Known (CL 1st) 1st (4/day) – command (DC 14), cure light wounds , magic weapon 0 – guidance , read magic , resistance , stabilize --- Statistics --- Abilities Str 15, Dex 10, Con 14, Int 12, Wis 17, Cha 6 Base Atk +0; CMB +2;  CMD 12 Feats Extra Revelation Skills Acrobatics +4, Intimidate -1, Knowledge (history) +5, Perception +7, Sense Motive +7, Spellcraft +5 Languages Common, Giant SQ intimidating, know what’s coming, wasting,

Ready to drop...

Hidden in Plain Sight has passed Peer Review! I'm setting Friday, November 18th, 2011 as the official release date. I might actually push the button late Thursday night so I can watch it hit the market. I've set some marketing wheels in motion, so we'll see if that does anything. I still remain skeptical that it will make a difference, but here's hoping. I tell you what, it's hard to have a game that's all ready to go and not push the Publish Now button, but I really want to see if I can manage to generate some buzz before releasing the game. Yay.

Only five days left on the Kickstarter project!

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A huge THANK YOU! to all the project supporters. You can see the project HERE I sent the files off to have the masters made last week, so we could try to get a head start. We only have five days left on the project, if you would like to participate, your support is greatly appreciated. Although the project is funded, roughly $2000.00 will still be coming from my personal funds. I would need to reach roughly $7700 in total project pledges to be completely in the black. Thank you for looking and for your support! Mark Mondragon

Purple Mountain - Pregens #1

Penelope “Penny Dreadful” Derringer Penelope was born to a noble family but it became obvious as she grew that she was not quite human. She was still treated with respect, but was excluded from any family business. When she reached her teens, the differential treatment started to become obvious to her and she began to resent her family. She began acting out and getting into trouble, often sneaking out of the house at night to go down to the less savory parts of the city to hang out. Soon, she got into some trouble with a minor crime boss and rather than ask her parents for help, she left the city with the next caravan and has never looked back on her new life of adventure. Penelope “Penny Dreadful” Derringer Female Sylph Rogue 1 Chaotic Neutral Medium Outsider (native) Init +3 ; Senses darkvision 60 ft.; Perception +5 ---- Defense ---- AC 16 , touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge) hp 9 Fort +1; Ref +5; Will +1 Resistance electricity resistance 5   ---- Offense -----