Friday, July 13, 2012

X-plorers poised to take over the universe!

NB: Relevant X-plorer's bits cross-posted from my silly little blog.

Now that the X-plorers rule book is in distribution, we can (I will at least) look forward to the adventure modules!  To my knowledge, the first three that Brave Halfling is planning on right now are ones that I've written, and I'm PUMPED to see them nearing publication (Cleopatra Station by the game's creator, Dave Bezio, is already available for free at DriveThruRPG).  I've used the 'default' setting from the rulebook in all three missions, but of course they are simple to convert to any home-grown setting.  For all of them, I've made an effort to write in lots of story options so you can run them several ways and have ideas for sequels.  They will not be railroad plots.

To my knowledge, The Deadly Dawn (you've seen a mock up of the cover), will be the first released, detailing a rescue mission where several interesting secrets may be discovered, a significant nemesis or ally is introduced, and some really far-out (it's a 70's-esque game, right?) Sci-Fi madness and adventure can be enjoyed by all.  The scenario can end a few different ways and possible hooks for sequels of the Referee's design are suggested.

Another module I wrote, Wreck Tech, set in the Reaches and involving lots of corporate backstabbing and, well, exploration, is written and mapped, and is really just ready to get art and maps and layout and stuff, so that will probably be next(ish).  This was the first one I wrote after getting excited about X-plorers while proofing the White Box limited edition version.  My AD&D background shows, as Wreck Tech is much like a Dungeon Crawl (in a good way, I hope!) but the overarching plot presents the players with some interesting choices that really affect the endgame of the mission... if your team survives!

The third module called Letter of Marque is 95% done.  It is more of a sandbox adventure kit than a plotted story-type module, and it really grew larger than I planned, but that's good. It's got several neat-o options and optional rules for new stuff, and I dare say it will be fun and useful. What's cool about Letter of Marque, is that it could serve as a good background for the other two modules and give a Referee lots of seeds to plant their own story ideas and go nuts.  So it's sort of a shame I thought of it last since it would make a great starting point, but it will certainly work at any point in a campaign.
The last 5%?  I came to find the mapping of the various things that need mapping to be a challenge, and felt that all the maps were starting to look too similar.  It was writers/mappers block and earlier in the year I sent out a distress call to the rest of the team to see if anyone wanted a crack at designing some of the maps.  I felt like a bit of a wimp.  I have some free time this week, it turns out, so I may assess the situation and bang out whatever needs doing.

Not that you asked, but for mapping, what's worked for us in the past is I draw the map(s) to go with the adventure on graph paper and scan it.  Then I clean it up a tad if needed with Print Shop Pro (I'm that out of date), and email the image to John who finds a real map maker (usually Pat at Arcana Creations, to my knowledge) to make it presentable for publication (one exception is the hand drawn ink map I did of the cavern in The Secret of Ronan Skerry).  I've also sketched maps using Paint (yes the lame little windows app) so you can imagine how awesome those look before Pat fixes them.  :-D  I digress; the point is, by January I had gotten Letter of Marque to a point where it was quote unquote finished, submitted it to John, and I haven't touched it since then.  But now I'd like to make it better, and will take a stab this weekend.  I think it's going to be a while before Brave Halfling will be able to attack it anyway, since John has his hands full with fulfillment of Brave Halfling's amazingly successful Kickstarter and the new Dagger RPG for kids.

So I'm totally pumped that these three adventures of mine will be published and help X-plorers grow!

There's also a Quickstart version of X-p that I -- what's the word; "condensed" or "edited"? -- with a short adventure in the back that I wrote (again with crude hand sketched map that must be re-done professionally*).  It's a good intro to the full X-p experience, I think. I'm happy with how it turned out and I hope it gets more people interested in X-p if we can use it at some point.  It was going to be for FreeRPG day, but since the printing of the full rules wasn't done on time for June, the decision was made to hold off on the FreeRPG day version since there's no game book in stores for it to support.
As it stands now, the QuickStart has info for character levels 1-3, a shortened section on robots, simplified equipment purchasing and no spaceship combat rules.
I wonder if changing it to 2nd level characters only and adding single ship combat would be better?  (I figure 2nd level characters because the Soldier doesn't enjoy Weapon Specialization until 2nd level, and I don't want any newcomers to see the Quickstart and think Soldiers don't match up with the other classes).