I think my best bet is something designed for horror/zombie games, as they would have the kind of art assets I need for the RPG supplement. As a reminder: it doesn’t need to be complex, but I should be able to explicitly use it for commercial purposes. I have looked at the ones mentioned last time, but unfortunately they seem fantasy-only. I do need fantasy assets, but I also need post-apocalyptic ones. I seem to be in a niche! Yay.
Category: RPGS
I need something that can generate floor plans for TTRPGs.
There’s a potential stretch goal for the Fermi Resolution Worldbook Backerkit next year that will require floor plans, so I need something that can generate those. It must:
Continue reading I need something that can generate floor plans for TTRPGs.Oh, hey: I have an adventure for a stretch goal for the Backerkit!
That being THE FERMI RESOLUTION WORLDBOOK (teaser page and launch party). When I playtested the rules, I actually ran an adventure (based on a story from TALES FROM THE FERMI RESOLUTION Vol 1) for it. This adventure will be an excellent stretch goal, when coupled with a short primer on how to run games set in that time period. In fact, I can do this with a bunch of short stories.
That may end up being useful, although I’m just doing one primer for this thing. Playtesting is, after all, a requirement.
#commissionearned
Doing prices for the FERMI RESOLUTION WORLDBOOK TTRPG.
These are the numbers that I’m thinking of for the FERMI RESOLUTION TTRPG:
Softcover, Large, Regular Color | $29.95 |
Hardcover, Large, Regular Color | $34.95 |
Digital File | $14.95 |
I have to think of them now because I need to come up with pledge levels for the Backerkit (it’d be awesome if you signed up for notifications for that, by the way). The book will be about 150 pages, and have a bunch of art. Do these numbers feel right to you? It’s a self-contained book using the GUMSHOE rules.
How much SHOULD I price the RPG for?
I’m trying to calculate best costs for the PDF and print version of the FERMI RESOLUTION worldbook for the Backerkit (sign up for notifications here). I’m just not sure what the numbers would be. Assume roughly 144 pages, softcover, color interiors but not the special paper; it’s a complete game, with plenty of professional-grade, non-AI art.
How much would you buy that for? And how much would you spend for the PDF?
The Fermi Resolution Worldbook RPG project is a go!
Today I talked with the guy who’ll be doing the layout stuff, and we set up a schedule for work and payments. Now all I have to do is get the Backerkit up and running. The current plan is to publish through DriveThruRPG; I’m reviewing the details now, but it looks like I can get them to do distribution of both my digital and print rewards.
Note: this project will not launch before February of 2025. You can sign up for notifications here!
Working on the RPG this morning.
There was some stuff that needed a first draft generated, and now it has been. I’ll be having more talks about this with a layout guy this afternoon. Expect to see some Backerkit info coming up in the near future, in fact.
Again, first draft. I won’t need a polished version of this until January at the earliest.
What is this book?
The Fermi Resolution RPG is a standalone campaign book using the GUMSHOE rules. GUMSHOE is a games engine originally created by Robin Laws which has been designed specifically for investigative campaigns. While there are rules for combat, fighting is not the primary focus of a GUMSHOE campaign. Your players are more likely to be solving mysteries, exploring abandoned facilities, and interacting with other people for resources and information. All of which, admittedly, can sometimes require combat rolls.
No other books are needed to play in this universe, but check out Pelgrane Press (https://pelgranepress.com/2018/02/14/gumshoe/) for more GUMSHOE games, and my own site (https://books2read.com/ap/8V1GKr/Moe-Lane) for the original books. At the time of writing, the Fermi Resolution universe features three novels and two short story collections, with more works planned.
How do you play this game?
GUMSHOE is a game of information and resource management. One core principle of the game engine is that players should never have to rely on random chance to solve a mystery; having the right Investigative Abilities will automatically give them the Core Clues they need for their investigation. It’s still up to them to figure out what those clues all mean.
Players also have General Abilities which are used in situations where the degree of success or failure is important, like seeing how well someone disarms a trap, rides a horse, or swing a sword. The rating of an Ability determines its pool size; pools can be used to ensure success on a dice roll. Once spent, pool points can only be refreshed at certain points in the adventure. Determining when to spend pool points is a critical component of the game.
Finally, while the world of the Fermi Resolution is adventurous, it is also a dangerous place that is particularly dangerous to the solitary adventurer. GUMSHOE is not a system that rewards moody loners who are alienated from everyone, including the other party members. Part of the character creation process includes an explanation as to why player characters are out adventuring in mixed company, and the game encourages cooperative play and eclecticism.
GM Tips
The Fermi Resolution RPG mostly can be run like any other fantasy RPG, but there are some specific points that are GUMSHOE-specific:
- Strictly speaking, there are no advantages or disadvantages in the game. Physical appearance, gender, social status, reputation, and other attributes are at the discretion of the player and the GM.
- GUMSHOE rewards eclecticism, particularly in parties. Whenever possible, have the players design their characters with an eye to making sure that all Investigative Abilities have been taken by at least one character, and most of the General ones.
- Player-characters start out competent. Even a rating of one in an Ability implies a decent amount of expertise. Uncontested or routine Ability use should not be subject to rolls.
- There is a difference between an Ability’s rating, and its pool. The rating always stays the same, but the level of its pool fluctuates. Pool points are used to boost the chance of success in an Ability check, but the Ability can still be used even if the current pool is zero.
- Investigative Abilities trigger Core Clues automatically. Their dice pools are used to get extra information, at the GM’s discretion.
- General Abilities are for contested rolls. They can also sometimes be used as Investigative Abilities, if the GM decides that simply having the Ability is enough to achieve success.
- Core Clues should never require a roll. This game engine was expressly designed to eliminate scenarios where a critical piece of information had to be denied the players solely because their dice hated them that night.
- The rate at which Ability pools can be refreshed will have a direct effect on game pacing. If players know that they can count on regular refreshes, they will spend pool points freely. If they know that refreshes are few and far between, they will save their pool points for emergencies. “GM discretion” is usually a code phrase for “We couldn’t think up a rule for this,” but this genuinely feels like a situation where the GM and players need to decide which system is more fun.
- GUMSHOE is an investigative game. When in doubt – and particularly when they are stuck – encourage the players to get more information.
- It is perfectly fine to simply tell the players, “There is nothing left to find in this scene.” Some GMs recommend printing a sign, and waving it when appropriate.
The Shadowrun 4E MEGA Bundle of Holding.
I always wanted to play Shadowrun, but it never quite worked out, scheduling-wise. Ach, well. The Bundle of Holding looks tempting, at least.
Moe Lane
PS: I should finish those video games, though.
The November Patreon stuff is up!
I’m mildly cheating, but only mildly. Chapter Four of BANSHEE BEACH had tons of [put something cool in here] notes, which is both necessary and a terrifying thing to do. What if you forget? …I’ve seen those things get as far as an E-ARC. It’s a valid fear.
Anyway:
Behold!
- Short Story: Chapter Four of BANSHEE BEACH: It’s Forty Miles to Red Beach. The world of the Fermi Resolution is kind of weird, because it’s post-apocalyptic, not medieval. This book’s gonna get into that a little, methinks.
- RPG Material: The Cunning Land, Part One: Background. This is gonna be a little more hard-edged than originally conceived. The trick is gonna be not to make it too hard-edged.