Wednesday, November 16, 2016

Scribus Rocks!

So, I installed an open source book layout app called Scribus based on a comment/recommendation left on my previous post where I complain about Adobe and Apple removing useful functionality from their creativity software that was making it impossible for me to design a book. First impressions: Scribus rocks!

Originally I wanted to layout my RPG rulebook in Apple Pages, but basic "facing pages" functionality was removed from that app for the latest version (5) that I own. It was impossible for me to set inside-outside bleeds separately or for the app to recognize left vrs right page. Also, it was impossible for me to set a page size or bleed size to three decimal places. In others words, Pages doesn't handle 1/8th inch increments.

So then I decided to just use Photoshop since I already own that app and have been using it since 1995. Photoshop is awesome but not ideal for book layout. And Adobe removed the ability for photoshop to batch export PSDs into a multipage PDF. So then I tried to batch process them in Preview, but it kept breaking embedded fonts, and didn't really work correctly. I then installed Adobe Creative Cloud so that I could do an Acrobat free trial. Acrobat was able to build my PDF from multiple PSDs. I finally had a workflow, but it was complicated, and required multiple apps. And editing and iterating on PSDs was insanely tedious. And eventually I was going to have to give Adobe money on a monthly basis just to build my PDFs. Thanks Obama...

Finally, I listened to reason and installed Scribus. Since it's open source, it required launching Terminal and doing a command line install, which always makes me cringe a little. But it was painless. First, I was instructed to enter a single command to instal Brew, and then another single command to install Scribus via Brew. Then on launch I got an error that I needed to install Ghostscript, but after a little research was able to instal that via Brew too with a single command. In summary, a total of three copy-pasted commands in my Terminal and Scribus was installed and running, fewer than the number of mouse clicks many apps require on instal.

Within 5 minutes of launching Scribus, I had a blank book test layout ready to go with left and right independent inside-outside bleeds at 1/8th inch increments. I also exported a multi-page pdf of my test with full control over every possible aspect of the PDF I was creating. Scribus does everything I want it to, and more. It was almost painless to instal, and IT IS FREE. God bless open source. I'll will definitely be throwing some money their way and/or recommending Scribus to anyone needing book layout tools.


Sunday, November 13, 2016

New Approach to Procedural World Creation

I’ve tried to design smart (yet simple) procedural rules for world creation many times but have always been disappointed with the results. With the Realms of Solace ruleset, I think I’ve finally made a breakthrough.

All of my previous failed attempts used a similar order of operations: define realm borders, then map terrain/biomes, then add civilizations. it’s logical—make earth, make land masses, add people. But this either requires a messier ruleset than I want, or it burdens the player with making many tough decisions about realm borders without really having any context for those decisions since the realm they’re defining borders for is empty at that point. The burden is magnified at each subsequent step. Random biomes are jammed into the arbitrary borders. Civilizations are plopped down on top of that.

This time I tried something different. First I seed some terrain, planting six random seeds in a void. Then I grow these seeds logically. Then I connect the biomes that are in close proximity into large biomes. The realm blooms like a mold from the blank hex map. Civilizations are just seeds sprinkled into the void as well. Some land on biomes and take root. Some land on the void and bloom into valleys and farmlands between existing biomes, filling in gaps. 

Defining the realm borders is the final step. It’s almost backwards from all my previous designs. But this order of operations is producing more balanced realm maps than my old approach. The transitions between biomes are more organic, the civilizations feel nestled into the world instead of plopped down on top of it, and the realm borders feel natural, being just the by-product of all the growth.

Most importantly, the rule set is very simple. All of this is achieved by rolling 6d6 twice on a hex map. I'm currently applying this same idea to relationships and feature/creature mapping.

Thursday, November 10, 2016

Rulebook Diagrams

I've been iterating on the rulebook diagrams. Below are diagrams illustrating the first few steps of the game. I don't include the actual rules in this post, but do provide basic descriptions of what you're looking at.

The hex map in these diagrams is much smaller than the one for the actual game, both in terms of hex size and number of hexes, due to the size constraints of the book. Feature/Creature Mapping and Labeling/Describing are not represented here. I am working on them this week, and will then have a complete working draft of the basic rules.

Roll 6d6, seed terrain, grow terrain.

Connect like terrain. Roll 6d6 to map civilizations.

Map civ locations, types and sizes.

Human Civs: define industries and build roads & walls based on size, establish relationships.

Dwarven Civs: establish mining kingdom, tunnel reach based on size.

Elven Civs: define boundary of elven forest, radius based on size. 

Dark Powers: establish reach based on size. A large Human Civ is consumed by this Dark Power.

Connect land masses separated by a gap of 1 or 2 hexes.

Define realm coastline and map sea ports.

As you can see, after rolling 6d6 a couple times and following a few simple rules based on the dice locations and values, a realm is already taking shape. There are three human kingdoms, all of which are sea ports. Two are connected by road through a great forest and are thus trading partners and allies. BUT, a Dark Power in the wastelands to the far northwest with broad reach has consumed the larger of the two kingdoms, putting its ally in great peril. The third human kingdom is isolated in the far east by a vast mountain range, below which a Dwarven Civilization is thriving. In the south coast forest, far from the scampering of men, A modest elven civilization goes undetected by all.

And the real meat of the game has yet to begin: Features and Creatures.



Tuesday, November 8, 2016

Diagram Concepts

I've been in editing frenzy mode on the rulebook. I made a ton of changes, both to the rules and the book layout, mostly pruning and making rules as clear and concise as possible, which led to fewer pages, which led to book design revisions, etc. It'd be a whole lot easier if this project was just a PDF, and while I plan to release a PDF too, I visualize the official "product" as a real world object to be held and written in and drawn in. The 4x6 inch pocket sized format is having a huge impact on every design decision I make, what I write, and how I write it.

I've been mocking up some diagrams that will accompany the rules text. I'll probably iterate on these a bit, as they don't cover all the stuff I want them to, but it's a start:


And here's a sample of a two page spread containing a diagram:





Monday, October 31, 2016

Book Layout

As I continue to edit and play test, I've been doing some more book layout for my solo realm-making RPG. I've finalized a trim size of 4x6 inches. I was originally shooting for Moleskin Sketchbook size of 3.5x5.5 inches, the goal being to make this product a pocket book, but couldn't find a POD printer that offers it. I finally found a print-on-demand printer that offers 4x6. I like the idea of a portable, discreet game that can be played anywhere: lunch breaks, coffee shops, the train, etc. 4x6 fits the bill.

I have also been wrestling with book layout software, or lack thereof. I wanted to use Apple Pages, which would have worked fine if they had not removed the ability to layout facing pages in version 5. What good is a book layout app that can't even do facing pages? It also rejects a page size to three decimal places, like 4.125 inches for example. It truncates the dimension to 4.12. I guess Apple doesn't want you have a page size on an 1/8th inch increment, which my printer requires. So then I looked into InDesign. Looks great, but Adobe's subscription model is absurd. So I landed with using good old Adobe Photoshop, bought and paid for before they switched to the subscription model.

Photoshop is not the ideal book layout software, but frankly it does everything I need it to. And I've been using the app for 15 years so there's zero earning curve. I would never use it for a big book, but I'm only dealing with 24 pages or so. It looks like I'll be able to export all the files into a PDF with embedded fonts. So...we'll see...so far so good.

Here's a sneak peek at a home printer proof of some of my newer layout stuff. I have some of the illustrations for the book already done, but have a dozen or so left to do: 4 or 5 full page images, and a hand full of smaller diagrams.


Friday, October 28, 2016

Ruleset Draft Complete

Been playtesting and writing and editing rules a lot this week. Right now the book is weighing in at about 24 pages give or take. I've reserved some space for art, tables, and instructional diagrams. It could grow. I could go ape shit with optional and advanced rules. But I think for this first "pocket" edition, I'll try to keep it as light weight as possible. Maybe, if anything, I'll add one sample playthrough. But I'm even on the fence about that.

 Rough first drafts of the Table of Contents and the intro page:



My goal next week is to pound on this ruleset, play test a dozen sessions, do one more ruleset edit based how those play tests go, then work on some rough art and layout. Then, run a private beta test.

Monday, October 24, 2016

Editing Rules & Actual Play Testing


I finally have a first draft of all the rules of chapter one (realm creation mode) and have been play testing.  Even with a limited ruleset and no real game loop yet, the emergent relationships and interactions between the civilizations, features and creatures are quite entertaining.

Five Kingdoms and a Crater
In my first play test, most of the dice landed along the edges of the hex grid, so I ended up with a large doughnut shaped realm populated with 5 coastal kingdoms and a Dwarven civilization. I in-filled the doughnut hole with a wasteland, which resulted in me rolling three wasteland features: A Black Monolith, Scorched Earth, and (in a stroke of luck) I rolled a Meteor Crater on the same hex as the Scorched Earth. Clearly the main conflict in this story was about the Meteor, and the blight it created, the sickness it spread, and the wizards trying to harness its power, which explained the Lunatics I rolled near that site.


An Elven War
In my second test, I rolled what appeared to be an underwhelming map: no mountains, only two human kingdoms, both already consumed by the same darkness. Was this story over before it even began? Then I noticed something. I rolled two healthy sized Elven Civilizations…in the same forest. Their territories overlapped, so they were in conflict with each other. One of their territories contained a mushroom forest and a witch! The other contained wolves and a petrified forest! The story of this realm quickly became one of my favorite play tests. It was about two very different Elven Kingdoms on the brink of war. One was led by an elven witch and mind controlled by an enchanted mushroom forest, and the other was comprised of wolf riders trying to save their forest from petrification. And just for good measure, there was a new Dark Power creeping into the contested woods from the north… 

Here are more detailed descriptions of the outcome of each play through:

Maps Of Solace
Play Test 1: 10/24/16
Five Kingdoms And a Crater

Five Human Castles dot the coastline of an island Realm. Four are active Sea Ports. The fifth hosts and protects a bustling Village just beyond it’s north wall.

A Road connects Southport and Shadowdawn, traversing the Southern Bluffs around the Shadowhorn Mountains

Veins of gold run through the Shadowhorns, discovered and mined by an industrious unnamed Dwarven Civilization that rarely mingles with humankind. Few men explore these mountains, for an Abominable Snow Monster feeds upon those who stray too high into the snow zone.

East Port and Northdon have built their own trading Road through the relatively benign Northern Woods, save for a Sentient Fog lingering off the coast. East Port is on the receiving end of the realm’s Tradewinds, which would be great for sea trade, but for the Sea Serpent which feeds along the route. Legends are also told of a Lost Civilization sitting at the bottom of the sea, a mere two days off the coast from East Port, but separated by a thousand vertical feet of water.

The isolated Bogmoor Keep stands alone on the northwest shore of the island, at the edge of Dim Bog. Bogmoor began building a road to Northdon years ago, but the road was never completed…

The center of the island is a vast Wasteland. On the western edge of the Great Waste, at the foot of the the Tallest Summit in the kingdom—Mt. Apex—is a blight of Scorched Earth, the center of which is marked by a deep Meteor Crater containing shards of glowing rock. All who approach it have become sick and died, but Wizards have been working to harness the power of the rock. It’s no wonder that Lunatics have been seen running in the hills northwest of the crater.

On the western edge of the Great Waste is a Black Monolith, taller than any castle, and blacker than total darkness. It’s material and purpose are unknown. It not only casts a dark shadow across the wastelands, but also a dark shadow through the minds of those who gaze upon it.

Lastly, no one thinks much about the Lost Forest beyond the Farmlands of Shadowdawn, or the caves hidden within…

Maps Of Solace
Play Test 2: 10/24/16
An Elven War

Only two functioning Human Castles occupy this remote realm, and both have been compromised by a Dark Power emanating from Scorched Earth. A third castle has fallen into Ruins to the east. Beyond the ruins lies a Sea of Bones, and beyond that, Two Elven Empires are just beginning to collide. 

The Northern Forest is home to the oldest of the two elven kingdoms, the Enchanted Fungus Eaters. This Elven Kingdom is ruled by an ancient Elven Witch responsible for beginning to turn the opposing Elven kingdom’s forest to Stone

Along with the Magic Fungus that drives their entire civilization, and the ruling witch that petrifies entire swaths of enemy territory, there is also a Dark Power emerging from the Wastelands to the north and infiltrating their forest.

The younger Elven Kingdom, The Wolf Riders, are gearing up for an epic Elven war that could destroy all Elvenkind.