Gaming goals for 2024

2024 is nigh. In my last post I wrote about the games I played in 2023, for this coming year I’d like to set a challenge for myself: to play some of my unplayed role playing games.

I like reading RPGs. I like reading new settings, new rules, seeing how different games try and capture different themes and ideas, and seeing how different companies lay out their games. A side effect of this means I have a bunch of games on my shelf that I have never played.

Getting new RPGs to the table is, for me at least, a little more challenging than knocking out a few of my unplayed board games. RPG rules books are typically bigger and more involved, and playing a game is usually much more of a commitment. Add to this the fact that I also design and self-publish my own RPGs, and that somewhere in the gaming schedule I like to fit in as much playtesting as possible, means that getting new games to the table can be a challenge.

Nearly two years ago my game groups decided to start rotating games and GMs – we play through an adventure or campaign, then switch games and GMs. It’s been a great way to play through a variety of games, which suits me as I tend to be a bit of a game magpie – I like to play a game for a bit, and then try something new.

So what games are we talking about? Well I have a lot of unplayed games on my shelf, and this list does not include all of them. This is a list of the games I would most like to get to the table (in no particular order)…

  • Mausritter
  • Mutant Year Zero: GenLab Alpha
  • Ryuutama
  • RuneQuest
  • Star Wars (the West End Games version)
  • Primal Quest
  • Agon
  • Blades in the Dark
  • Nibiru
  • Troika
  • Orbital Blues
  • Fiasco
  • Wurm
  • Into the Odd
  • Fate Accelerated: Masters of Umdaar

15 is too many games for me to GM over the course of 2024; I have a number of games I will be releasing next year, and need some playtest time for those, and our group rotates GMs. So I’m going to set my sights on a more realistic number: I want to knock 6 games off this list by the end of the year.

In addition I want to sort through and work out how I would like to play through these games. Will it be running…

  • An adventure of 3-5 sessions?
  • A mini-campaign of 5-10 sessions?
  • A longer campaign of 10-20 sessions?

When it comes down to it, I would like to do all three of these options, but not equally. I think we might be able to manage one longer campaign, a couple of mini-campaigns, and a couple more adventures.

At the moment I am playing in a game of Mothership and GMing a game of the Expanse. It is probable that the Expanse is going to end up being the longer campaign, presuming the players want to continue playing. We’re playing through the published campaign: Abzu’s Bounty. Several sessions in and we haven’t finished the first adventure of that campaign, so I am guessing it’s going to take a while. It has taken some set-up though, so who knows – maybe the later adventures won’t take as many sessions to play through.

My upcoming game With Every Fibre is probably going to take up at least a mini-campaign of playtest time, but there’s a chance I’ll be setting up a dedicated playtest group and we may be able to get that one done without impacting the scheduling of the other game groups I am part of.

Some of these games have specific requirements. GenLab Alpha comes with a campaign to run through, and I feel like getting the best out of it means running that campaign. All my groups play online, and that means finding a way to run them in an online format, whether through a VTT, over Discord, or through some combination of other online platforms. For games like Mausritter, with it’s little mini-game of storing equipment, that might present a challenge. For other games there are already character sheets and rolling macros built into some VTTs, which makes them more accessible for my groups.

I think setting the goal at 6 games is a reasonable target, if we get more played, even better, if not, well, 6 games is a reasonable benchmark, and I’ll be happy if I can tick that off by the end of 2024. There’s a reasonable chance that some of the other people in my game group might GM one or two of these games, and if that happens, you can be certain I’ll be counting it!

So that’s it – my goal for 2024: knock 6 games off my unplayed list.

What are your gaming goals for 2024?

Games Played in 2023

It’s been a long minute since my last blog post, and since one of my goals heading into the new year is to post more here, what better way to start than with the traditional spree of end of year posts! This one is all about the RPGs I’ve played during 2023.

I’m leaving playtests and sessions of my own games off the list – this one is purely games made by other companies and people. I play in two groups, sometimes as a player, sometimes as the GM. I am a bit of a magpie when it comes to RPGs, I like to read them, I like to play them, I like new systems and settings, new ideas and ways of doing things. A few years ago one of the groups I play in talked about running mini-campaigns – 5-10 sessions of one game, and then rotating games and GMs. Perfect! Surprisingly, this year I ended up playing in and running a few lengthy campaigns. Two are done (for now at least), while one is still on-going.

Phanta

Phanta, by KeganExe, was one of the longest running campaigns I played in this year. A post-apocalyptic game with light rules and an engaging setting. I really enjoyed the rules set for Phanta, it’s simple and it works: roll 2D6 (3 if you are skilled), add two dice together, and check what you got. This is one of those systems where you can fail, succeed with a cost, succeed, or succeed with a bonus. I like those sorts of systems a lot, and Phanta does it well. What I particularly enjoyed about this game was the intimacy of the setting. You are part of a small community, in a world that feels large, dangerous, and both familiar and unknown.

The sense of community and intimacy in our campaign of Phanta was in equal parts due to the game system doing its job, then getting out of the way and allowing the story to happen. To the campaign we played, Lonely Souls, having been written to bring the relationships the characters develop within the communities in the game to vivid life. And to the fact that the campaign was GMed by it’s author Megs, who did a wonderful job of bringing her vision of the world of Phanta to life.

All told I like Phanta, and I think anyone running the game should do themselves a huge service by picking up Lonely Souls – it’s a great campaign!

Alien

Alien, by Free League, is almost the polar opposite of Phanta. It’s a big game, by a big company (in the TTRPG world at least), set in a famous and well established IP. We didn’t play too many games of Alien, so my opinions are limited. It’s a system I would probably like to come back to. One of the over-riding things I remember about this game was that it felt dangerous and difficult. Characters often struggle, and the dangers of fear, panic, and failure are ever present and pervasive threats. These are elements that sit perfectly within the context of the setting, and I think the game does an admirable job of bringing the world and tone of the Alien franchise to life.

All the game groups I play with play online, and for Alien we tried a new VTT: Foundry. Learning a new game, through a detailed VTT like Foundry was almost too much, and I felt that engaging with the OS was often pulling me out of the experience of the game itself. This is no negative comment on our excellent Alien GM, who managed to express the horror and palpable danger of the setting well, but just part and parcel of learning something new. A massive hats off to our GM for this – well done navigating a detailed VTT with a new game Will! I think revisiting Alien with or without Foundry would be interesting. On the whole I enjoyed the game, but I’m not sure I’d like to play a long term campaign using the system.

Vampire

I’m not a huge fan of horror if I’m being honest; zombies, vampires, cosmic horror, I don’t usually find these sort of settings particularly interesting. I’m more than happy that other people love them of course, they’re just not my cup of tea. Imagine my surprise when I found myself actually enjoying Vampire, I mean, my character (an erstwhile musician called Note) still tries to be the good guy, and only reluctantly engages in the darker elements of Vampire-hood (it’s the reluctance that counts right?). But no. I actually enjoyed this game. Vampire has been around for many years, and 5th edition is, I’ve found, a lot of fun. Roll a pool of D10s and count the successes, hunger swaps skill dice for hunger dice, and too many 10s on those is never a good thing. The system is tried and true, and it works well.

With all of that said, a huge part of my enjoyment of Vampire stems from our GM – who has created a whole ‘current era’ Vampire setting in Melbourne, with all the factions and power players vying for position and prestige. This has been our second venture into Vampiric Melbourne, and it was a lot of fun. Vampire was also the second of our longer running campaigns for 2023. Normally I like to swap games and characters, try new and different things, but I know that when we revisit the Baron of St Kilda, I’ll be happy to be playing Note again. Hats off Rino, hats off… When we return Note’s Keytar will be ready.

Mothership

‘Die alone in space’ seems to be the refrain that guides Mothership. I’ve already established I’m not a huge fan of horror, but this game is well thought out. I prefer systems where the characters feel more capable, but I appreciate the design decisions that have gone into Mothership – and what I like more than capable characters, are games that pick a lane and lean into it. Mothership does this in spades – it’s a game that knows what it wants to be, and the game system is thoughtfully geared toward enabling that sort of play. I like that a lot.

Mothership is a percentile based system, and the game is engineered so that you have a reasonable chance of success at those things your character is trained in, but fairly low chance of success at everything else – it fits the vibe of the game very well. The current game of Mothership I’m playing in is my second foray into the system, and I am enjoying it. Here’s to unlikely but hopelessly optimistic goal of surviving a few more sessions!

The Expanse

I love the setting of The Expanse, a gritty sci-fi world of warring factions in our own solar system. It’s great! This is the game I am currently GMing, and I’m enjoying it quite a lot. Roll 3D6 – one of them is a ‘Stunt’ die – if the total plus your ability is equal to or higher than the difficulty you succeed. If any are doubles and you succeed, you get stunt points equal to the number on the stunt die to spend on extra cools things.

The system works well, though I find it a curious mix of light and heavy. Light in that there are areas that the system chooses to deal with without going into a lot of detail (weapons and equipment for example), and heavy in that there are areas where the system chooses to add detail (operating in different gravities, stunts, investigations, and relationships for example). It’s a curious mix because it feels like a light system, but one where the designers have chosen to dig a bit deeper on the areas they feel accentuate the setting.

On the whole I am enjoying the Expanse. I like the stunt system, but there are a lot of stunts to choose from when you do get stunt points, and they can often feel quite situation specific. I’m not sure whether I would prefer a lighter approach to stunts – something like the way advantage works in Fantasy Flights Star Wars series of games – but it is a neat system. I imagine with more play the players will get to know the stunts available, and particularly the ones they like to use, and that might make the system feel a bit smoother.

One thing I’ve come up against with the Expanse is that the setting – one in which the characters can spend quite a bit of time on board space ships – can feel a little rail-roady. Unless the ship is operated by the characters, they are bound wherever the ship is headed, and they can’t really get off if they don’t like it. It’s thematic, for sure, and it is probably an issue that rises from the way I have run the games so far and the adventures we have played; something worth considering. Still, it’s been good fun!

Final Thoughts

I wrote above that all the games I’ve played this year have been online. We’ve used Roll20, Foundry, Google Docs, and voice chat over Discord with real dice rolled on our own respective tables. I’ve enjoyed trying some different platforms this year, but my key take-away has been that whatever platform we use, I tend to prefer something light – some art or a map to set the scene, but eschewing too many tokens and too much tracking – it starts to feel a little like a video game at that point, and not my thing. This probably reflects the sort of game systems I tend to like as well…

Aside from some one-shots and sessions/mini-campaigns of games I have written or are developing, these are the games I have played in and run in 2023. Some big rule books and detailed settings, and some smaller games with lighter systems and more tightly focused settings. It’s been a good year: a mix of shorter mini-campaigns of 5-10 sessions, and longer 20+ session campaigns. There aren’t any games I would say that I would rather not have played. Moving into 2024 I’ll be continuing to run The Expanse, and continuing to play Mothership. What else awaits in the new year, well, only time will tell!

Evolution Through Play

I’ve been working on Ganymede Outriders for a while. The rules have been through many iterations, but none so dramatic and ironically circular as the changes implemented due to playtesting.

Playtesting is a vital component of game design. Of course it’s handy to see how the math behind the mechanical design holds up, and how all the cogs you carefully fit together actually turn when people are trying to do things with your system – these things are important. Perhaps more importantly it helps give you, the designer, a gauge on the feel of the game. It’s one thing to design a system that works, it’s another to see whether the experience of the players sits close to what you intended.

Ganymede Outriders was designed to be a high action game, a game where players feel like their characters are capable of success, and capable of beating the odds. It was designed as a game where the resolution of a test was quick, and the players had systems to mitigate bad luck, and take agency in the telling of the story. Playtests revealed that it did all of that, but not brilliantly. One of the players was beset by bad luck, and I mean a run of really bad luck over multiple sessions. The systems I had created to help lift a character out of that situation just weren’t pulling their weight, and the systems I had created to add complications and consequences were compounding it.

Now, sometimes bad luck is just that. A system shouldn’t be designed around outliers necessarily, and any game system that uses randomisers can feel like it’s blocking you if you happen to be consistently unlucky. But what the playtests showed, and what was half hidden behind the averages, was that there were a number of cogs that just weren’t fitting well together. The system designed to lift a character out of a bad fix wasn’t effective enough, whereas the system designed to implement consequences on the characters was quite effective.

These outcomes were the result of system creep – the addition and slight modification of the game rules over time, to add in this, insert that cool concept, and adjust the other thing. The math stacked up – on average – but if you happened to get behind it could become a vicious cycle.

Ironically the changes required to fix these issues pushed the game closer to the original rules, and as is so often the case, good changes came from pulling things out rather than adding things in.

In Ganymede Outriders players can spend their character’s Stress (a resource) to roll extra dice – why did I think that stipulating that this choice had to be made before the dice were rolled was a good idea? Well, I thought it added a fun push your luck element. The real result was that a player might try and push their luck, and just roll badly, lose Stress, which can lead to negative consequences, and things would only get worse from there. Not a fun element after all – and one that forced players to make a choice based on limited information. Removing that stipulation – that you have to decide before you roll the dice – was a small and simple change, but one that fed the push your luck feel rather than limited it. A player can roll, get close to a success, and decide to push their luck based on known information, rather than just gamble that they’ll need the extra dice. A small change, but one that had a profound effect on the feel of the game. Players were much more willing to spend their Stress to gain those extra dice because they could see that they were only a small step away from the outcome they wanted. The cogs I had hoped would work well but felt like they were grinding were suddenly spinning together smoothly.

It’s just one small example picked from many possible examples, one example of a rule that might have been easy to overlook, but which was having a negative impact on the very system it was designed to compliment. The adjustment – a simple enough change – is easy to write off as inconsequential on paper, but in fact has a significant impact on how the system feels in play.

Playtesting is important.

Ganymede Outriders is, I think, a pretty fun game system, and a pretty fun setting. When it releases it will be a small pocket-sized book jam-packed with game. When it’s released it will come with digital files that include a rules overview of the system, and a playthrough example. The rules themselves – the Drift System – and the setting of course – will all be available under the Caradoc Games Third Party License – so if you’re a creative and want to create adventures, new settings, or whole new games using the Drift System – you absolutely can, and you don’t have to pay a tithe to do so.

The year that was…

2022 was an interesting year, for myself personally it has meant some significant change, for Caradoc Games it’s been a year of overcoming complications and trying out some new things.

Looking back over 2022 from a ‘games and writing perspective’, I have achieved a number of things this year. I finalised, printed, and fulfilled Foundlings. I ran a Kickstarter for Owlbear Omelette. I designed and wrote Prisoners of the Elf King. And I have almost fully developed the next game, slated for the second quarter of 2023: Ganymede Outriders.

It sounds like a lot, and I suppose it is, but I also felt like I did a lot more than I actually did. On reflection, the key reason I didn’t get as much ‘game related’ stuff done as I had planned or thought I might was because of how busy my own life was outside of Caradoc Games. In 2022 I worked full time as a teacher, I also worked some 20 hours a week coaching gymnastics, and then worked on Caradoc Games related stuff outside of that. I have three very active kids, and family life is important. If I got less done on games than I had intended I think I can give myself a break – this year was busy!

One other significant change that happened this year was that I stepped away from the classroom after nearly 20 years as a teacher, and took over the management of a gymnastics center. All of this happened at the same time the little country town I call home flooded. The gym was forced to move locations and the weeks from the floods to the recovery were massive. While this chaotic start to a new career was interesting, to say the least, I really am hoping for a more stable year to come. I loved coaching throughout 2022, and am looking forward to what the new year brings.

So back to game related stuff. The year started with Foundlings, and it was a rocky start. Originally I had intended to fulfill Foundlings through my own webstore, but an error I couldn’t work out in the coupon system was taking time to resolve. In the end I opted to run a pledge manager through Gamefound, which was… interesting. While it took more time than I had planned for, I am thrilled to say that Foundlings was successfully fulfilled, if a little late. This game seems to have done well post-kickstarter, and I ended up having to order a second printing not long after the first. I hope it continues to do well, I really like this little game, and I think it uses some really fun rules. If you’re after a post-apocalyptic fantasy game, with strong environmental themes and a focus on the slow degradation any post-apocalypse brings – this game might just be for you!

The second quarter was spent getting my game Freedom or Toaster finished and laid out for the Tiny Tome – a Kickstarter run by Long Tail Games. I really like this little micro-rpg of mine, and was thrilled it got a chance to be a part of such an awesome anthology of games. As a one-shot I think Freedom or Toaster works great – it has simple resolution mechanics, a fun and funny theme (human-like robots trying to escape a busy mall to live their best lives, while human robot police hunt them down). It also has one of the best rules I have added to a game (imo): every time a robot speaks they have a noise they have to include in their speech – maybe it’s ‘beep’, maybe it’s ‘woo!’ – every time I have played Freedom or Toaster this element has been a lot of fun.

Around the same time I started work on Ganymede Outriders, a game I originally hoped I would release as a perfect bound book of something like 100 A5 pages. But…

When fulfilling Foundlings I had a number of messages from backers complaining about the high cost of shipping. Believe me, I get it. As an Aussie, shipping is a nightmare. Having the cost of shipping be about the same as the game itself – for a game which is a staple bound booklet no-less… yeah. For Foundlings I actually charged less than what it cost me to put those games in the post, and at $14 for shipping per copy – no, it was not cheap. I looking at working with a shipping partner, I looked at localised printing, and while these offered some solutions, the cost in currency conversion between AUD and USD meant that any savings I could pass on were negligible or non-existent.

My plans to make bigger books with Ganymede Outriders and Heralds was only going to mean bigger shipping costs, but what if I went smaller instead? What if I could send something in a DL envelope? That would cost about $4 AUD for international shipping.

The plan for Owlbear Omelette was hatched.

Owlbear Omelette was a game I had originally released in 2019. I chose to revamp the game for this little experiment, and converted it into a 36 page staple bound A6 booklet. I reworked the rules, added some fun new options, redesigned and added a bunch of random tables for generating a dungeon or palace, and let it loose on Kickstarter. It didn’t explode, in fact, it barely scrapped over the line, but it funded. It funded and it let me trial how much cheaper and easier it could be to send stuff via DL. Owlbear Omelette wasn’t even on my radar for a re-release at the start of the year, but here we are: a successful Kickstarter fulfilled, and copies already available in retail at places like Indie Press Revolution, and soon to be at Exalted Funeral.

The experiment was a success, and this led me to work on my next game. It wasn’t that I abandoned Ganymede Outriders – that one was still percolating in the background, but I wanted to make something that was spiritually like Owlbear Omelette, something that was hopefully amusing to read and play, and that poked a bit of fun at itself and it’s genre. Prisoners of the Elf King was born.

In Prisoners of the Elf King you play as Dwarves, captured by the eponymous Elf King, and released from your cells by your burglar. Rather than climbing into barrels and getting dashed to pieces in a river, you have collectively decided to find your own way out.

Like Owlbear Omelette, this game is both the adventure and the rules system, with the rules specifically designed to engage with the themes. In Prisoners of the Elf King Dwarves can ‘Dig Deep’ to score extra successes, but if they do it to much they can release their bane. The characters all have passions – which play off the characteristics of the Dwarves in The Hobbit and the Lord of the Rings, and if they are fulfilled the player can advance their characters. The party also has a sheet with three tracks – Fly You Fools measures how close the Dwarves are to escape. Diplomatic Incident is rolled after the game, and can mean the antics of the Dwarves lead to a massive war (Battle of the Five Armies style), and Drums in the Deep is the track that gets filled up if the Dwarves dig too deep too often.

I think the system is fun, and I got a lot of pleasure out of designing a set of rules that play with the material that inspired it. Like Owlbear Omelette this is a strongly focused game – it sets out to tell a story, and has all the rules you need to play that story. I’m thinking of calling this little line of games ‘Episodes’ – because that’s very much what it feels like. They are a different design experience to something like Corsairs, Rascals, Foundlings, or Ganymede Outriders – all of which are game systems and settings.

Prisoners of the Elf King will be hitting Kickstarter in February this year, as a part of the ZineQuest and ZiMo promotions.

Of course, with the rules for Prisoners of the Elf King done and dusted, I turned back to Ganymede Outriders. This is a game and setting, includes vehicle rules, and a travel system. I am going to try and squeeze all of that into an A6 book. Will it work? We shall see…

Toward the end of last year Thunderworks Games ran a Kickstarter for their Roll Player Adventures game. This was hugely exciting for me, as a part of this Kickstarter included the Tales of Ulos graphic novel. I wrote one of the comics in this novel: Blackjacked Buccaneers, and it was one of the most enjoyable pieces of freelance writing I have ever undertaken. You can read some thoughts about it all here. I was very pleased to see Roll Player Adventures do so well, not least for the selfish reason that I get to see a comic book I wrote go to print. And who knows, maybe we’ll see more of Kaemon and Pitlin in the future…

Well, that about wraps up the year that was. 2022 was a busy year, but I am pleased with everything I got done. It wasn’t the biggest year for Caradoc Games in terms of money made, and one of the reasons for this is because I had made the decision to move away from freelance work to focus on my own games (Blackjacked Buccaneers was the exception – I mean who could say no to writing a comic!).

The Owlbear Omelette Kickstarter raised about $1600 AUD, of that about $100 was profit, but I also sold copies into distribution, and that, for me at least, has been where my games have made the most. Online sales through my website were almost non-existent, sales on itch.io came to about $40, and DriveThruRPG sales totaled about $140 (after DTRPG took their 30% cut). Royalties from Long Tail, and sales through distribution (both Indie Press Revolution and Exalted Funeral) came to a bit over $3000. None of this includes royalties for the comic book – I expect those will start next year some time. Not a huge amount to show for the work it has taken, but all building. I now have four games in print, the experiment with cheaper shipping options was a success and has created the model for Caradoc Games moving forward, and I have two games ready for 2023. With a back catalog starting to make some money, and at least two games lined up for release next year, I hope the building I have put into this year will start to grow in 2023.

I have rambled long enough, I’ll write about my plans for 2023 in another post.

Announcing Prisoners of the Elf King

So, you’ve managed to escape the dungeons of the Elf King… But what next? While your burglar helped you slip your cages, the next steps they proposed could be generously described as ‘sketchy’, at best. So, while the burglar heads off to prepare, you and your fellow dwarves are going to find your own way out!

Yes! You’ll all be damned if you let some button-less burglar drown you in barrels, there has to be a fitter way out of this foresty fastness! 

Prisoners of the Elf King is a madcap escape from the palace of the Elf King… can you and your fellow dwarves get away?

Temporary cover (art is currently being completed by Juan Ochoa)

Inside Prisoners of the Elf King you will find:

  • Rules for the doing of deeds.
  • Rules for Digging Deep, for when a dwarf needs to push for extra successes (but be wary of digging too deep)!
  • Rules for Fortune and Misfortune, Hurts, and Helping.
  • Rules for Dwarf Creation
  • A table of secret Dwarvish Passions
  • Party rules, including three tracks that can affect all the characters: Fly You Fools, Diplomatic Incident, and Drums in the Deep.
  • Fly You Fools measures how close the Dwarves are to escape.
  • Diplomatic Incident: Do your antics lead to a massive war some months after your escape, and do you survive it?
  • Drums in the Deep: Did the Dwarves Dig too Deeply and release their bane?
  • A table of magic items.
  • A table of Elvish curses.
  • A selection of NPCs to face down.
  • 8 tables for randomly generating an Elf King’s Palace, and the sorts of encounters a Dwarf might stumble across while escaping.
The party sheet and character sheet…

Prisoners of the Elf King is the next game coming from Caradoc Games. Like Owlbear Omelette, Prisoners of the Elf King is an adventure and a unique game system all wrapped up in one A6 zine. Designed for 1 Dwarf Master (DM), and between 1 and 4 other Dwarves, Prisoners of the Elf King is ideal for a one-shot, a mini-campaign of 2-4 sessions, or for convention play.

Prisoners of the Elf King will be going live on Kickstarter in February, just in time for ZineQuest and ZiMo! And if you’re curious about what either of these things are, or are keen to create your own game, then check out my Zine Resources page here.

Early Reflections – Owlbear Omelette

Owlbear Omelette, our first A6 sized pocket-book style game, funded successfully on Kickstarter, has been printed and fulfilled, and is available now from the Caradoc Games webstore. Very soon, you’ll also be able to find it at Indie Press Revolution and Exalted Funeral as well! While it didn’t reach astronomical levels of funding, it funded enough.

A while ago I wrote about Owlbear Omelette as an experiment. I like making zines, and I have loved making games like Corsairs, Rascals, and Foundlings. But the increasing cost of shipping has become a problem. My last A5 zine, Foundlings, costs as much in shipping as it does for the game. This isn’t me price gouging on shipping, it’s literally what it costs. For me to post a bubble mailer just big enough for a game like Foundlings to the US costs me nearly $14 AUD. Paying as much in shipping as for a game is something people in Australia are accustomed to, but it also means we (well I certainly am) are more picky about what games we choose to buy and when. I got some kickback from some Foundlings backers about the cost of shipping, and while I completely sympathize, I charged less than what it actually cost. Owlbear Omelette was an experiment in how I could do better by my international customers, could I make a game I was happy with, and make sure it was sized in such a way as to drastically reduce the cost of shipping it?

Moving to A6 has meant I was able to keep shipping costs to a minimum, and while this format has presented some limitations and challenges, it has also provided opportunities. Owlbear Omelette was a proof of concept – I wanted to see what I could do with an A6 format, something that I could comfortably get away with sending in a DL envelope. How much game could fit into 36 A6 pages? How much did I need to sacrifice from the sort of games I have enjoyed making (like Corsairs, Rascals, and Foundlings)? How much would shipping actually end up costing?

Shipping from Australia to the US costs me about $4 AUD, a full $10 cheaper than an A5 booklet. Yes, there are sacrifices in terms of how much detail I can cram into the space available, but I feel that Owlbear Omelette is a lot of game content in a small package, and it doesn’t cost too much to put in the post. I am happy with the results so far, and it will mean (for a little while at least), that you’ll be seeing more A6 formatted games coming from Caradoc Games.

While all my other games have been a full RPG, albeit in an A5 zine style booklet, Owlbear Omelette took a slightly different approach. It hyper-focused on a story, and everything was designed to lean into that story. It was, in essence, an adventure and a rules system bundled together – with the rules designed to make the most of the story. I wasn’t sure whether it would fund, I wasn’t sure if it would work, and I especially wasn’t sure if it would end up being cheaper for backers in terms of production and shipping. I am happy to say it succeeded on all the metrics I had hoped it would. Sure it didn’t over fund to a great extent, but it funded enough. Enough means I didn’t lose money. Enough is hopefully a good start to building an audience for this sort of game from Caradoc Games.

Owlbear Omelette is out in the world, available from the Caradoc Games store, and soon to be available from indie RPG powerhouses: Indie Press Revolution and Exalted Funeral. Hopefully those who pick it up will have a laugh, and if they play it, I hope they have a blast. Lastly I hope that Owlbear Omelette has done it’s job – proving a proof of concept, and will be the first of many little games from Caradoc Games, where the cost of shipping isn’t going to sour the deal.

What’s the next A6 game from Caradoc Games?

Prisoners of the Elf King

In Prisoners of the Elf King you play a group of dwarves who have just managed to break free of the cells you were unfairly placed in under the orders of the Elf King. While your burglar helped you slip your cages, the next steps they proposed could be generously described as ‘sketchy’, at best. So, while the burglar heads off to prepare, you and your fellow dwarves are going to find your own way out!

Yes! You’ll all be damned if you let some button-less burglar drown you in barrels, there has to be a fitter way out of this foresty fastness! 

Prisoners of the Elf King, like Owlbear Omelette, is a self contained adventure and rules system. The rules have been especially designed to play on the story and themes of the game. You are Dwarves, and naturally, when needed, you can dig deep to get the successes you might desire. But be wary of digging too deep! There are a bunch of fun rules in this game, some for the individual Dwarves to have fun with, some that impact the entire group. I am proud of this little game, and can’t wait to share more about it!

Prisoners of the Elf King is fully written and laid out, I’m waiting only on the art. With Christmas around the corner, I think any attempt to launch this game will be better held for next year. So… Prisoners of the Elf King will be coming to Kickstarter in February next year, just in time for the 2023 ZineQuest promotion.

Blackjacked Buccaneers…

Last year, around June, I wrote a comic book for Guf Studios and Thunderworks Games. It was the most enjoyable piece of freelance writing I have undertaken, and so very different from anything else I have worked on.

This year it is being published alongside the expansion for the hugely successful boardgame, Roll Player Adventures. You can check out the Kickstarter here.

The comic I wrote is the story of Kaemon and Pitlin, characters you can meet in the Roll Player Adventures game. When you meet them there is some tension in the air (I won’t get into spoilers), and I thought it would be fun to wind back the clock on these two characters, and find out how they ended up in a life on the high seas.

The comic takes place about 20 years before the events in Roll Player Adventures, and begins with Kaemon and Pitlin as vagabonds on the streets of Cutty’s Landing.

Writing a comic book was a challenge. Having 28 pages across which to spread the story, being mindful of when and where the story sits on the pages, what story beats take place across a two page spread, what to leave to the turn of a page, how to flow the action visually from left to right, all of it was such a fun way to visualise and write a story.

It was amazing to work with Juan Ochoa, the artist for the Kaemon and Pitlin comic. I’ve worked with Juan before on my games: Rascals, Owlbear Omelette, and soon on Prisoners of the Elf King, but this was a magnitude more involved. Juan did an outstanding job of bringing the story and world to life, and his art is stunning throughout.

My favourite piece of art in the comic, amazing work from Juan!

The above piece is a single cell that spreads across the top of the page. Just prior to this (on the previous page) the characters experience a pretty rough wake up call, this page starts with a storm breaking – a visual metaphor for the characters hitting a moment of stark realisation. Kaemon and Pitlin develop something on this page: resolve, and the page ends with calmer skies. Probably no-one in the world will notice or care about this transition as a visual expression of the characters’ state – but it’s little things like this throughout the story that I absolutely loved thinking about.

I realised when writing this story what a visual thinker I am. When working on it I had a large whiteboard behind me with numbered bullets in two columns – 1 through to 28, arrows to show which pages were double spreads, and next to each of the bullets a quick note about how the characters enter and leave the page – all mapped against my outline. In front of me, while writing, I had an A4 sized whiteboard – I imagined how the characters and story moved through the page and drew out the empty cells, then on the computer I wrote the script that flowed from this process. I have no idea how other people work on comics, but this method worked for me, and I absolutely loved every minute of it.

As an aside, here is the script for the cell above:

Panel 1 – full page width, ¼ page down, extreme long shot

The Dagger is being rolled in heavy swells and pelted with rain. Lighting dances around the masts. Raging storm clouds blot the sky. The ship is visible in varying levels of detail, lit by the lightning around it. Figures are still at work in the rigging, scuttling up and down the ratlines, and on deck tied together with ropes.

Blackjacked Buccaneers is one of four comics in the World of Ulos graphic novel. I had a huge amount of fun writing the script, and thoroughly enjoyed working with Juan, as well as the wonderful teams at Guf Studios and Thunderworks games.

You can find The World of Ulos graphic novel, and the Roll Player Adventures expansion, on Kickstarter here.

Owlbears and Omelettes…

Hitting Kickstarter soon is Owlbear Omelette, the souffle sized edition of an older game, now updated and with all new art from the always spectacular Juan Ochoa.

Owlbear Omelette is a game designed specifically for one-shots, or mini-campaigns. It is a palace crawl (or dungeon crawl, depending on you tastes), in which a team of erstwhile goblins seeks to find some Owlbear eggs for omelette making purposes. Why? Maybe this video can help explain it…

Inside this A6 sized zine you’ll find all the rules you need to play, from deed doing, to goblin creation. There are also a bunch of tables – from the Oh No! table – to find out what happens if you do something silly while carrying an Owlbear egg. To a magic item complication chart.

The rear of the book is dominated by random encounter charts, which can be used to generate corridors, palace and dungeon rooms, encounters, what those encounters are up to, names and more.

To give an idea of how this system works, let’s run through a sample room and encounter, using the Dungeon charts… every number in brackets represents a D6 die roll.

Our goblins make their way down a (5) large corridor. Through the door at the end they find themselves moving into a (4) barracks. Yikes! That’s an extra encounter. Inside the barracks there is (1) a challenge to be faced, and (3) some heroes…

The challenge is (6) that ‘there is something difficult to cross’. Let’s say this difficult to cross thing is a good old chasm, replete with rickety and narrow bridge. On the far side is our extra encounter: heroes, they are (2) rogues and paladins.

A paladin…
A rogue…

What are the heroes up to you ask? (6) Double yikes! They are looking for an easy source of XP to grind! Would that be our erstwhile goblins? But what is the vibe of the room? According to the Vibe table (2), things are about to get wild!

So, after a few dice rolls we have an encounter laid out: Our erstwhile goblins left a large corridor and entered a barracks. Separating our goblins from the rest of the room is a chasm, stretching across which is a rickety narrow bridge. On the far side are some rogues and paladins looking for XP to grind. As the eyes of one (called (5) ‘Zalabar’) notes the entrance of our goblins, their face lights up. Things are about to get wild!

What will our goblins do in the face of this new encounter?


Owlbear Omelette is designed to a be a quick paced and enjoyable game, perfect for those nights when you are looking for something light and fun to play, a palate cleanser, a convention game, can’t decide what to play, or can’t get the usual group all together.

The new edition updates the rules and adds in a bunch of new elements, including the random encounter charts we used to create the sample encounter above. All the art, from cover to cover, is brand new and the product of the magic hands of esteemed RPG artist Juan Ochoa, who has done a stunning job (as always).

I think Owlbear Omelette is a lot of fun. It will be hitting Kickstarter later next month, and you can check out the Kickstarter Notification page here.

Downsizing, a Plan?

A few weeks ago I completed fulfillment of my latest game: Foundlings. This is the third game I have published physical copies of. All three of the games I have published (Corsairs, Rascals, and Foundlings) are A5 saddle-stitched zines of varying lengths.

Foundlings is the largest, clocking in at 48 internal pages, and cover (4 more pages). It has the highest GSM cover stock, making it the heaviest game I have produced. Why is this relevant? Well, this post is broadly about shipping costs.


You can also grab Foundlings, Corsairs, and Rascals from Exalted Funeral, or Indie Press Revolution


If you backed Foundlings on Kickstarter, $15 AUD would net you one physical copy of the game (as well as PDFs, etc). The cost of shipping (which I collected through GameFound) was $14 AUD.

Yes.

Shipping cost nearly the same as the game itself.

Anyone from Aus will probably not be overly surprised, but for anyone else: this wasn’t me price gouging, inflating the cost of shipping to make more out of suckered in backers who just wanted their physical copies, this is actually less than what shipping those games cost me.

A backer jumps onto GameFound, uses their credits to get their copy of Foundlings, and pays the $14 for shipping.

Stripe and Gamefound take their %, and I get about $13.30 deposited into my account. Shipping an envelope large enough to hold an A5 zine internationally (let’s say somewhere in Europe), costs me $13.50 at the post office. This does not include the costs of the envelopes, labels, time, or anything else.

Shipping is wildly expensive for a small time publisher.

With Foundlings I tried something I hadn’t done before, I used shipping partners in the UK and the US to help reduce the costs of shipping. So how did that go?

It did not really reduce the costs of shipping.

The cost to send a box of games to the US (or UK) is expensive, the processing costs charged by my shipping partners (which were very reasonable I need to add), were in USD and GBP – both of which are worth considerably more than the humble AUD – so whatever the cost, you can times it by a minimum of 1.5 for USD, and about 2 for GBP.

All of it meant that the actual savings passed on to the customer were small – indeed, the shipping costs for Backers in the UK and the US were both only a couple of dollars cheaper than had I not used shipping partners.

It might have been more cost effective if I was shipping larger quantities than I did, but not significantly.

Now, I’m not complaining – it costs what it costs. It’s important to note that I absolutely understand why backers might be upset with the costs – hell, I certainly am! It is also absolutely reasonable for shipping partners to charge – of course – and both partners I used were extremely reasonable and extremely helpful, and I am very grateful for having had the opportunity to work with them – they were and are wonderful.

But… Shipping is expensive. It is, by a long way, the most expensive part of creating and getting a game like Foundlings (or Corsairs, or Rascals) into the hands of gamers around the world.

In fact, it’s so expensive, that I’m not sure I want to try publishing a game of the same size (or larger) here in Australia, and sending it out internationally. I think for any future game of this size (or larger) I will need to look at working with a publishing partner, probably in the US. Anyway – food for later thought…

So why is this post called Downsizing? Well, if you made it this far, this is the experiment I plan to undertake…

The next game I am releasing is called Owlbear Omelette – a reworked and rewritten version of a little game I published back in 2019. This game is designed to be a fun and silly dungeon crawl style game, in which the players (Goblins) are ransacking the Goblin King’s palace for an Owlbear Egg for the express purpose of omelette making.

Owlbear Omelette will be published as an A6 saddle-stitched game. At 34 internal pages, it will be about the same thickness as Corsairs, with the added bonus of being literally half the size.

Why?

Shipping.

Besides the fact the A6 is a fun little size, and I quite like mini-games, shipping an A6 booklet of that size will allow me to use tough card DL envelopes, keeping the cost of international shipping to about $4.00-5.00 AUD. That reduces the cost of shipping by two thirds, and with currency conversion should come out at a pretty minimal addition for most international backers.

Will it be successful? Who knows! I will be Kickstarting Owlbear Omelette during the ZineQuest promotion Kickstarter is running in August, and will let you all know how successful (or not) it was after that…

If it is successful, then maybe I need to take a long and careful look at a few of my planned and upcoming games, and ask myself how they would look wearing an A6 sized overcoat.

Rascals is a Finalist…

I was much thrilled and excited to receive the news that Rascals is a finalist in the Freeplay Game Awards Non-Digital Category. Winners of the awards will be announced on the 27th of June, at 7.30pm AEST, and the ceremony can be followed on the Freeplay YouTube Channel here.

To see Rascals listed alongside so many other wonderful games is a real thrill, win or lose, it is a great honour! I thoroughly recommend checking out the other finalists at the link above, they are truly wonderful games!


A short reminder: if you missed the Kickstarter, and are keen to get in on the action, you can find Rascals on the Caradoc Games Webstore here. You can also find it on DriveThruRPG and Itch.io.

For anyone interested, the TableTop Simulator DLC is a great way to play Rascals remotely, and can be found here.

Speaking of the DLC… using the card images I made for TableTop Simulator, and the wonderful art from Juan Ochoa, there is a deck of premium poker cards available print-on-demand from DriveThruRPG, and you can find them here.


Heralds

Some choose the path, some are chosen, others are called. All accept the risk; all know from scar and memory; the path is not easy. Across rock and ice, through canyons deep and valleys strange, under brutal sun and violent storm, on old paths and new, so venture the Heralds.

The cover, as it stands right now…


Heralds is a post-apocalyptic fantasy RPG, which I am hoping will hit Kickstarter later this year. I am really excited about this game, and it will mark a number of firsts for Caradoc Games. It will be a perfect bound book, and at somewhere around 100 pages, will be the largest game we have released to date. It will also be published in full-colour, with art throughout from the amazing Andie Lugtu.

Andie’s art is absolutely stunning, and I can’t wait to share some of the other pieces he has created for Heralds.


Stockists

On the Caradoc Games website, I have updated our list of stockists, and included links to their stores. If you are after a physical copy of Corsairs or Rascals, and want to buy from somewhere in the US, Canada, or the UK, check out our Stockists Page here for the links! More will be added soon!