A friend of mine forwarded this to me, taken at Source Comics and Games in the Twin Cities.

A whole rack, all mine! Dragon Heresy prominently displayed, plus both of the new Dungeon Fantasy RPG products!

I think I need to go there and get a selfie of, as a Discordian put it, my “nice rack.”

Today was a long day, but a good one. Obviously I pushed out the PDF of the counter art, but the last y’all heard from me, I’d just received Vampire Hunter Belladonna.

There’s been significant progress since then.

All Books

One note: I do need to go through all the books and put in active hyperlinks. These are not required to get the book to print, so I tend to do this last, even AFTER the files are sent to the printer. For most of the books, this isn’t a big deal. For Vampire Hunter Belladonna, this will be rather more challenging, as I suspect that there will be well over 500 hyperlinks.

Castle Ironskull

As far as I can tell, this one’s done and ready to export as both the cover and the interior pages. SJG has received a PDF file with what I call a u-code, which is a title followed by u20190811 or something like that, which is the date of the last revision. It means it’s retail ready.

Crown of Eternity

There are two tweaks to the maps that have been suggested but not yet implemented. One (marking a secret door that got dropped from one of the maps) is required. The other is optional but I’ll probably do it anyway. Even so: this one’s got all art and is ready to go as well, pending final read-through and checks.

Citadel of Ice

All errata, art, and changes in place. Ready for retail.

Curse of the Pirate King

This got the errata and some final checks as well, and other than VHB was the one with the most yet to do. But over the last few days, it got done, and this too is ready to go pending hyperlinks and a final formatting check.

Vampire Hunter Belladonna

I sent the preliminary file, with Glynn’s maps, and one piece of interior art by new-to-me artist Teresa Guido, to 50 people for testing and comments. This is even beyond the 10 or so folks at the Master and Commander/League and Legion levels that saw it first of all. Some feedback has come in already, and I expect more over the next few days.

The artists are starting to contact me for reviewing final drawings, and the WIP I’ve seen thus far is a whole lot of fun.

Beyond that, we got a very full weekend of fixes and tweaks done, and the file seems pretty close to ready. Well, other than 500 or so hyperlinks and the pending internal art. That’s supposed to come in by Aug 15, in time for spooling the printer-worthy files in time to send them to Latvia on Sunday night, August 18.

Die-Cut Counters and PDF File of Same

As noted in the previous update, these are ready to print, with file art uploaded. The PDF is out in your hands, if you ordered it.

Decks of Destiny PDF and Cards

This was very deliberately left for last. There are 210 individual counters from the five adventures, and from those I will pick 63 hopefully-unique samples and fill out Wizard- or Creature-style cards for all: 3.5×5″, and using the layout from DoD which was provided by SJG. They’re cool that way.

I have no-background greyscale art ready for import into the cards, and I purchased the required stock art so that I can properly make use of the layout. Now I just need to pick my victims and get crackin’ from a stats transfer perspective.

This is a boring sample (and the art is old art, and the color tag is wrong) of the DoD styel cards, complete with the GB logo making up the final hit on the hit point tracker.

Spooling the PDF and prepping the cards is basically the same task, so these two will also finish together. It is, however, the major item not done, and I’ll be turning my effort to completing this one this week.

Parting Shot

Right now, and I really should not say this out loud, the momentum to having everything in hand August 15 is very strong. The VHB art is the only true thing that isn’t done for the books, and I informed my printer of the intent to order 1,000 each of the print copies of five adventures today via email. That’s about double what I need . . . but I have a good feeling about these.

So I see me sending printable files to Livonia on Aug 18. Figure a month to get ’em printed, a week or two to ship to the UK and get the international copies distributed, a month to get to the fulfillment center, a week to get stuff straight, and then another 2 weeks for mailing them out. So 13-14 weeks until it’s all in hand…that’s mid October.

And THAT means we’re currently steaming to an on-time delivery, with a week or two of slack time in there for good measure.

Today is once again GURPSDay, and here’s the last four weeks of posts! I’m starting to get a bit more content on the actual blog front; this is always improved with more actual game play, and I hope to return to that in the near future, once the 4PJ Kickstarter winds down fully. More on that in a bit.

Scroll all the way down (the random order is, well, random). Catch up and get some repeat views and if you missed some. They’re in reverse chronological order, so if you’re up-to-date, just skim off the top!

News for Gaming Ballistic:

  • The first edition of Hall of Judgment hardcover is on sale for 50% off at both the Gaming Ballistic store and Warehouse 23. Pick it up for $12.50.
  • The Citadel at Nordvorn, Hall of Judgment 2nd Edition, and Fantastic Dungeon Grappling print books have arrived at Studio 2 in TN and I am working with them to get the shipping labels worked out.
    • If you ordered a physical copy of Dungeon Grappling, I’m out of those and have ordered more. I will ship you that separately when I get them, at my expense. There are 14 people in this category.
    • If you ordered a physical copy of Lost Hall of Tyr (Second Edition), Studio 2 is out of those because the USPS lost a box of 20 books. I have re-sent 40 which should arrive in 5-7 days. This may or may not impact delivery schedule. There are 11 people in this category.
    • For nearly everyone else, I expect books to start flowing out next week, and thus final completion will be Aug 19 through Aug 30. If you don’t have your stuff by September 1, contact me immediately.
  • Art is complete for all four primary adventures for 4PJ and three of the four books are under review with SJG. I have final changes for Curse of the Pirate King that need to be made, mostly typos. I have the final editing pass for Vampire Hunter Belladonna in place, the book is laid out, and all art has been commissioned. Once I get the manuscripts finished (next few days) I can and will turn to the card decks (black and white) and token sheets (color) and the PDFs of each. I’ve got some stock art to purchase, but really, playing with photoshop and InDesign are fun for me, so this should go fairly quickly. The hardest part will be picking which NPCs/Monsters to make cards out of: 12 or 13 per adventure!
  • I made my first substantial retail sale! Source Comics and Games in the Twin Cities bought six each of everything I had stock to deliver, and we finally worked out the Invoicing. I wanted to tie it to WooCommerce, but my plugins are borked up. So I just used PayPal and that went in flawlessly. The eCommerce end of things on my website could use some real help.

GURPSDay is in its sixth – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.If you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay! July 12 to Aug 8, 2019”

As I continue to work towards the closure of various Kickstarters, I thought I’d take a moment to work down the list of what GB currently offers, and its status. I’ll do this in the order they were published for active products, and then talk about a few things I’m retiring or deprecating.

One quick note: unless I screw things up badly, and in business, that’s always possible, 2019 is going to be the best year to date for Gaming Ballistic. Not only is revenue up already by 2x over 2018 (and there’s still likely another KS in the near future this year), but GB is strongly trending to a profit as well. Even formal break-even would be amazing – covering 100% of all costs – but having something left over to fund future work or (gasp) reimburse my own inputs is a great thing, and very good for Year 3 of a business.

Anyway: to arms!

Active Products

The following products are currently on sale at Gaming Ballistic and/or other places, and likely to remain so.

Dungeon Grappling

Dungeon Grappling was my first product, and the one that set the tone for Gaming Ballistic and Kickstarters. It’s also sold well: Since creation, Dungeon Grappling has moved 654 PDF copies and an additional 358 print copies, for what was my first title with over 1,000 sales.

It is, even if I do say so myself, very good, and achieves its mission of unifying the grappling mechanics and feel in S&W and 5e; I think it falls short on Pathfinder a bit. Other folks think so too.

I recently found myself having to re-order 100 copies of my print version, having run out. I’d need to do a well-received crowdfunding campaign that scored at least 500 (and ideally 750) backers to reprint this in a way that could go do distribution, though. Unless that happened it’s going to have to stay POD.

Honestly? The demand should be there. It really adds to games. Perhaps if I continue to grow revenue and income I’ll invest and take the inventory risk. That can be a 2020 goal.

Dragon Heresy Introductory Set

The crown jewel, in a way, of my RPG line, this was the reason I got into RPG publishing in the first place. This is, bar none, the highest production value book I have made, and competes favorably with any other book on the market from that perspective.  Heavy weight cover (3mm board), 128gsm (85#) matte-coated paper with a sewn binding, done by offset printing. In the last 15 minutes of the Kickstarter, I got a $1,000 pledge that pushed me into “offset print run” territory, and I committed hard, ordering 1,500 books.

Well, I still have a lot of those left, but my recent experience at CONVergence gives me hope – it was my strongest seller in numbers and dollars, at a convention where basically no one shows up to buy RPGs (that’s not its purpose).

To date, Dragon Heresy has moved 414 PDF and 309 Print copies. There have been perhaps 30 distribution sales into retail, and 8 direct-to-retail sales. Folks that have played it – really played it – have commented favorably on the blend of tactics and options without being overwhelming. OSR players that have experimented with it talk of it as “the only version of 5e they’ll play.” At the convention, when asked, I not-entirely jokingly said “Well, this one time, GURPS and 5e got drunk at a convention, and disappeared to a room for a bit. A year (maybe two?) later, Dragon Heresy was born.”

There will be more Dragon Heresy support coming out in the future, and should things pick up more, I have levels 6-20 already written, with vastly more monsters, classes, races, and spells, all tuned to the game.

Lost Hall of Tyr (Second Edition)

An enhanced version of the original Lost Hall of Tyr based on the doubling of the page count that we did for Hall of Judgment.

It includes a lot more on the city of Isfjall, which is a great viking-flavored location for any D&D game (and is presented in mostly system-neutral terms anyway, which means it’s a great location for any game). It’s moved about 91 PDF and 118 Print copies, so not a strong seller yet. I’ve got an idea about that, but it’ll be late 2020 I think before I can pull it off.

Hall of Judgment (First and Second Edition)

My first license for the Dungeon Fantasy RPG, it was, at the time, almost my best Kickstarter to date (since eclipsed by both Nordvorn and Four Perilous Journeys). It was the expansion that added 64 pages to the convention-driven Lost Hall of Tyr (1st Edition) and added new maps.

The success of Nordvorn meant I could revisit it for distribution, and I did. Sewn binding, excellent paper, and upgrade maps, plus errata fixes. And a cost to produce that’s low enough to support sitting with pride next to Nordvorn and (hopefully . . . retailers get on it!) the Dungeon Fantasy RPG boxed set.

Folks that have played this with me at conventions have loved it. Play reports and reviews have been very positive. Inspired by Dungeon Fantasy: Caverntown, it delivers what GURPS fans have been asking for: a full-color, high production value treatment of their favorite game, and adventure support to boot. In print.

It also includes a preliminary version of “Fantastic Dungeon Grappling,” which was later expanded into its own stand-alone release. Taking the concepts from my SJG-published book GURPS Martial Arts: Technical Grappling, and refined in Dungeon Grappling, it distills the core down to about four pages.

It also includes over 30 monsters and 16 pre-generated DFRPG characters, which means it has more monsters in it than the excellent DFRPG Monsters 2 book.

To date, Hall of Judgment (both editions) has moved 717 PDF and 541 Print copies, for 1,258 total sales! Over 120 of those came from the Nordvorn Kickstarter as the second edition version . . . and THAT book just arrived at Studio 2 on August 6, which means it should start heading off to backers Real Soon Now.

Note that until I run out, Hall of Judgment 1st Edition is on sale at both my website and Warehouse 23 for 50% off. So if you want a print version of the book but don’t want to pay as much, you can nab it for about $12.50.

The Citadel at Norðvorn

While Dragon Heresy has – by virtue of being a hardcover – ostensibly higher production values, I am ridiculously proud of Norðvorn.

Front to back, it’s a gorgeous book. The art team over-delivered, and the setting screams to be used. As a mini-setting, it’s not an “adventure” so much as it is a playground. A great, glorious, full-color playground that lets you go romping around Nordlond dealing with men, faerie, and dragonkin in a strongly interlinked set of issues. It provides a relationship map that will allow GMs to improvise responses to their players’ actions, and I have used that map on more than one occasion to improvise four- and five-hour play sessions.

Nearly all the sales have come from the Kickstarter, and it’s not yet available for wide release. It arrived at Studio 2 in TN for distribution the week of Aug 6, and will hopefully be in all backers’ hands by the end of the month.

Thus far, even so, it’s sold 587 PDF and 432 Print copies, for 1,119 total.

Fantastic Dungeon Grappling

Yeah, I write a lot of grappling rules. But rarely have I had an opportunity to play, refine, rewrite, play some more, play with other people, and then finally commit to print such a concise, fun-filled short work.

I won’t lie, folks: this is the grappling product you want. It is better-written, fully tested, and simply an improved version of Technical Grappling, done in 8 pages rather than 50. Why? Because as it turns out, you don’t really need more. Now, I could certainly take TG and do each technique as a worked example using the concepts presented in Fantastic Dungeon Grappling. But for the DFRPG, well, those techniques don’t exist.

This is my most-played concept. I and my fellow GM friends have used these rules in actual play over multiple campaigns, and they add a lot of flavor and fun to the game with minimal overhead.

It moved 272 PDF copies and 171 Print copies through me during the kickstarter . . . and, well, at least 1,000 more because it was included in the DFRPG Boxed Set Reprint. That was something I never expected SJG to do, but they did, and it means in terms of number of copies floaing out there, this is my #1 product, ever.

Pending Products

The following products are currently in the final stages of development and production. They are all part of the “Four Perilous Journeys” crowdfunding campaign and were developed for The Fantasy Trip, with rules under license from Steve Jackson Games.

  • Ironskull Castle (16-page GM’d adventure by David Pulver)
  • Crown of Eternity (16-page GM’d adventure by Christopher Rice and J. Edward Tremlett)
  • Citadel of Ice (16-page GM’d adventure by David Pulver)
  • Curse of the Pirate King (16-page GM’d adventure by Christopher Rice and J. Edward Tremlett)
  • Vampire Hunter Belladonna (32-page solo adventure by David Pulver)

These products are being finalized and are due to go live, and be sent to the printer, before Aug 18. They will also have NPC/Monster cards available – but ONLY through the Kickstarter/Backerkit Pre-order – that are compatible with the Decks of Destiny. And full-color 1″ counters to go with each adventure. And more.

This was my most successful Kickstarter in backer count and funding level, with only a few dollars shy of $50,000 raised before fees and licensing and whatnot. These are going to be very, very pretty on the inside, and the color cover/greyscale interior aesthetic is being put to great use by the art team. These will also go into distribution!

The Kickstarter moved 608 PDF copies and 432 Print copies of each volume, making it an instant 1,000+ club member.

Viking Shields

These mostly move through my Kickstarters as super-high-end tier products, and (due to a house move that disassembled my workshop) I still have four in the queue to make. I’ve maybe sold 10 . . . but they get better and more historically accurate with each one, and they’re an awful lot of fun.

I’ve gotten better supply chains and so they’re more affordable, and the materials (hides, cheese glue or hide glue, milk-based paints, quarter- or rift-sawn poplar that I cut down and dried myself) are top notch.

Retiring/Idle Products

There are several products that are going to be de-emphasized or retired completely.

  • Lost Hall 1st Edition in all forms
  • Hall of Judgment 1st Edition PDF

For obvious reasons, these “first edition” products are being replaced by their improved versions. Accounts at Warehouse 23 and other places will be updated with the new versions where possible, but they’re new ISBNs for the new editions as well.

Parting Shot

Even if I do say so myself, the fact that all of my DFRPG products have moved 1,000 copies or more impresses me. In fact, the only books of mine that haven’t moved more than 1,000 copies (though that does add together print and PDF sales independently) are Dragon Heresy and Lost Hall of Tyr.

I have more stuff on the way, as well. I’m contracted with authors to provide the equivalent of six 16-page TFT books (which will likely be another 32-page solo and four GM’d adventures). I’m also looking for more authors, and I hope to find a way to release a lot more of these 16-page and 32-page books in the next few years.

The next project that launches will be a pair of Nordlond expansions, The Dragons of Rosgarth and Forest’s End, each of which will be 64-80 pages long and further flesh out the northern border of the Nordlond Setting. Look for that in late August or September.

So . . . that’s what’s going on with my books. Take a look. Maybe buy a few.

I’m going to try and keep this short and disgruntled.

I’ve got Drop Caps that I’m using for ID’ing part of a new adventure. I have asked, and the author complied, that all of the room numbers for a programmed adventure have three digits in them. I used a Paragraph Style and set the first three letters in the style to drop cap by three lines.

That gave me this, which was unacceptably tight. Ignore the crap font for now; I wanted the numbers to stand out, and tried the same font as the title. It doesn’t work; not readable enough. But the different font will be important later. For the record, it’s called “Rebuffed.”

Next, I treid a bunch of other things, including what was most-recommended on the net, setting a linked Character Style to higher Kerning. A LOT higher. That not only spaced out the drop-cap, but it made the character spacing unacceptably wide for the room numbers. So no joy there.

I tried something else, and while I got good spacing, it inexplicably dropped the room number. I still have no idea what caused this. At all.

Finally, I found that if I manually first deleted, and then inserted a single space between the large number and the following text, I could highlight that space and adjust the Kerning of just that space. That works.

Great, I have 193 room numbers. I don’t wish to do this 193 times. Fortunately, with GREP I don’t have to.

  • Go into Find.
  • Use the GREP part of Find (click on it).
  • Find any three digits (\d\d\d) or (/d/d/d) I can’t remember at the moment, and use “find format” to select the Rebuffed font.
  • In Replace, use $0_ ($0 is “found string” and the underscore is a space), and set the Kerning to what you want. In my case, it was 200. If you need more, you can get more, manually.
  • Change all. Oh, look . . . 193 changes made. Wooticus.
  • THEN, go back to GREP. Don’t change the “find” because you still want those same three characters. Delete the space in the Replace box.
  • Then change the Kerning formatting back to zero.
  • Change all. 193 changes made, and now there’s a space after the three-digit Drop Cap with the proper Kerning. And it looks like this.

So all is right with the world for now.

There are a LOT of tricks to do fun things with a single drop-cap letter. Fewer that I could find with a drop-cap string of things. A lot of the “fixes,” which will 100% work, are to take your drop-cap target and cut it out, then paste it back as an anchored object. This is a pain in the rear to do 193 times, but the formatting choices you will have are much larger, as you can use the very robust Text Wrap features to control formatting. In fact, what I’d appreciate in InDesign quite a bit would be if the Drop Cap function did exactly that: it pulled each targeted letter out of its string and pasted it in as an anchored object with the proper settings automatically, creating a Paragraph Style and Character Style called (say) Drop Cap Style 1 and Drop Cap Character Style 1. That way you can independently format the drop-cap and the following text more easily. You can still do it, but one must be careful, or you get the weird behavior in my middle example without changing any of the settings. I mean, I’m sure what’s happening is my fault; the computer is just following instructions. But something changes and it’s not always something I know how to fix.

Anyway, that’s my “struggling mightily with InDesign” layout lesson for today. Hopefully it’s useful to someone.

 

There’s no way around it: I’ve been doing two things wrong for years.

Turning Undead

This is partly because of the “I know the rules” syndrome. My biggest personal experience with Turning Undead came from a Dungeon Fantasy (not DFRPG) game where I made very heavy use of Protection from Evil (Enhanced), which is a nifty power from the incredibly cool Divine Favor book.

Divine Favor is “clerical magic as powers,” basically, in how it’s built. You ask your gods to do something, and if the reaction is good, you get a result built like a Power (usually an advantage, frequently heavily modified). You can also buy a Learned Prayer, which means you can just do it, no petition roll required.

I think I had the “enhanced” version of Protection from Evil almost from the get-go. That is “oh, you Turn Undead using True Faith. You roll at Will+10, etc . ..”

Thing is, that’s a special case. 

The real Turning rules are much less generous: Will plus Power Investiture (at least in DFRPG), maybe with some bonuses for good ground and holy symbols. Most importantly, they follow the Rule of 16, which means that if your foe is even a tiny bit worth their salt (IQ 6 or higher), no matter how many modifiers you stack up, a roll of 17 or 18 always fails.

So I’ve always been treating Turning as a ridiculous over-the-top “I Win” button. I HATE “I Win!” buttons. But that’s because 100% of my experience with this ability has been a very special case, where a huge limiting principle (Rule of 16) was either not applied or indifferently applied (probably due to clutter and overwork), and a “Reliable 10” for +10 to skill (which still should have been limited to 16) got applied without boundaries.

That’s huge, and changes the game. Turning goes from a “everyone undead out of the pool” in many cases to “stay away from ME, and hope no one gets unlucky.”

Quick Contests

All this talk about Turning made me realize that I’ve been ignoring a big part of Quick Contests and how they work as well. So much so I insisted on a rules text modification for Technical Grappling that turns out not to have been necessary. At all.

There’s a three-step process that’s still true in the Basic Set, but organized in bullet points in the Dungeon Fantasy RPG, for more clarity.

That is: the results of the skill roll (success vs failure before comparison and translation into Margin of Victory) still matter. So “auto-fail” on a 17-18, and “auto-succeed” on 3-4 (even with criticals tossed out, which they are in Contests), the results of the skill roll in a success/fail perspective matter.

For years, I’ve just been playing QCs as “roll dice, determine margin of victory, adjudicate.” This means in a QC, a Skill-24 guy who rolls an 18 had a margin of success of 6; Skill-12 guy who rolled a 7 has margin of success 5 . . . high-skill guy who biffed his roll still wins, because he beat the other person’s margin of success.

Nope. Skill-24 failed his roll. Skill-12 succeeded. He wins.

Now, this brings up an edge case where one asks “what is, then, the ‘margin of failure’ of the high-skill guy who auto-failed his roll?

A few possibilities:

  • Treating “17 and 18” as effectively the result of a skill cap of 16, then the high-skill guy will fail by 1 on a 17, and 2 on an 18
  • Treating an auto-fail as a special case of “well, you made it but tough luck” I’d peg margin of failure as zero

Note that second one is weird: you can’t normally fail by zero, because that’s called a success. But technically, the guy who made his roll by 6 but still “failed” did succeed.

So both for speed of play “you rolled 17-18, you failed and your margin is zero” and for a decent rationale (“you biffed your counter; only the attacker’s skill matters now”) I like making auto-fail fail by zero.

Parting Shot

I’ve spent more than a few words, and several convention games, avoiding the hell out of Turning, even in Hall of Judgment, because of my mis-applied “+10 to Will” rules mistake. HoJ is MUCH more interesting when I do it right.

The Quick Contest thing is another case where words and effort would have been saved through a close reading of the rules. As it’s been written for something like eight years and published for something like six, I’m surprised no one caught it, from editing to players to other authors, and of course, me.

Honestly, there’s a case to be made that a more-clear set of rules would have been

  • Quick Contest: Only margin matters
  • Resistance Roll: You must succeed and win

Now, that would require going through the books and reclassifying a lot of QCs as RRs (like I did mistakenly in TG). But a classic example would be the Quick Contest of ST. That’s a clear case where “only margin matters” has merit, because it’s much easier to just say “ST 30 vs ST 28; roll the contest and whomever has the best margin wins, regardless of 17-18 or 3-4.”

For other things, it’s more justified to have the reclassification.

Anyway, regardless of how I come down on edge cases and “let me think about changes,” this is a real eye opener about reading the actual text, and refreshing my knowledge periodically.

Fun.

 

 

Today is once again GURPSDay, and here’s the last three weeks of posts! I’m still not quite yet at a point to get myself back to regular blogging again. I’m hoping sometime in the next month things will shape up. If nothing else, a return to school days for the kids – where they have to go to bed (and get up) earlier will return some evening hours to me with which I can engage in more writing.

Scroll all the way down (the random order is, well, random). Catch up and get some repeat views and if you missed some. They’re in reverse chronological order, so if you’re up-to-date, just skim off the top!

News for Gaming Ballistic:

  • The first edition of Hall of Judgment hardcover is on sale for 50% off at both the Gaming Ballistic store and Warehouse 23. Pick it up for $12.50.
  • The Citadel at Nordvorn, Hall of Judgment 2nd Edition, and Fantastic Dungeon Grappling print books US arrival schedule is moving forward; the books should have made landfall in Newark, NJ yesterday or today, and from this point, it’s a matter of “when do they clear customs” for the clock to be started.
  • Art is starting to really flow in for all five Perilous Journeys, and they’re still available for pre-order. All five covers are ready to rock. All counter art (the most numerous type) is commissioned and in progress. I’ve got some good movement on the internal art for Curse of the Pirate King; the other three primary GM’d adventures have been distributed to backers in “prelim” form, for review. Most comments received are helpful, actionable, and reasonable.

GURPSDay is in its sixth – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.If you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay! July 5 to July 25, 2019”

Castle Ironskull and Crown of Eternity

Yesterday I sent out preliminary PDF copies of Castle Ironskull, a 16-page adventure by David Pulver for The Fantasy Trip. It’s the first of five adventures created for the “Four Perilous Journeys” Kickstarter, which successfully funded at well over target level. This begins roughly a month of proofing, refining, and final adjustment before the files to to the printer and finalizing quantities. That means if you missed the Kickstarter campaign proper . . . it’s not too late! Pre-orders are open on Backerkit.

This morning I “blasted” notification emails for Crown of Eternity. These notes should be in your in-box; if not, check Spam. If not, email me or send me a message through Kickstarter.

Unlike Castle Ironskull, Crown’s counter art is not yet complete. But here’s what’s coming

  • 14 salt-wraiths
  • 7 wights
  • 6 royal wights
  • 4 gargoyles
  • 3 cactus things
  • 3 human henchmen
  • 3 tooth snakes
  • 2 important NPCs

I’ve seen the preliminary art for the salt wraiths and the royal wights this morning; they’re lovely.

As always, please send any observed mistakes to my email: gamingballisticllc@gmail.com with [Crown of Eternity] in the subject header.

Other Progress

We really are coming to the end. The next big steps are to prepare the actual printed counter sheets, which means choosing a design for the back of each sheet (something y’all helped me with in prior updates), and then moving the color version of each one to the vendor site.

It also means preparing the PDF of the color sheets for those that get it. These two steps are really the same.

It also means putting some labels down on each counter so that you can distinguish them by more than looks. Again: that’s going to happen at the same time as the other two steps.

Since the color counter art is in hand for most of these, the job is tedious but can be done at any time; because physical printing of the books is slower than printing the counters, I can even start this after the final book print files go to Latvia . . . but I probably will try and get a jump on them earlier.

The card decks are the other bit of tedium. These will require some coordination with SJG, but again, a lot of work is done – largely thanks to SJG giving me the files for Decks of Destiny. If someone says (and I saw this on Reddit) “SJG is hard to work with,” let’s just say my experience has been radically different, and better (and I said this on Reddit). It continues to be a true pleasure.

So really, once the final art comes in, it’s a whole bunch of “grunt work” but that’s that. The rest is proofing, tweaking, and getting the very-simple NPC stats transferred over.

Card Decks

Just to be clear: we passed the 250-deck stretch goal for increasing the number of cards in the deck to 63. That means 12 or 13 cards per adventure. The next goal would be at 500 decks, which seems unlikely at this time. Pre-orders in sufficient quantity – which means nice comments need to spread beyond this forum! – would fix that, but it needs to be soon!

In any case, for (say) Crown of Eternity, you would get both important NPCs, one each of the rest (minimum), and duplicated of the salt wraiths and wights. Where I have to choose, items that already appear somewhere else (another deck) or are fairly mundane – like the gargoyle above – will be dropped to ensure a unique monster, especially one that appears in large numbers, has more than one such card.

About those Pre-Orders

This has been a very successful project for me, and is on track to remain so (but it’s not over until I pay for shipping, so . . . ). Pre-order volume, however, has been very light.

You can help me with that. Saying nice things on Social Media, and including the pre-order link, really does make a difference. Now that the adventures are in hand, quick capsule reviews of the good (which can generate sales) and the improvable (which helps me and the authors refine the game for next time) are huge boosters. Coming from not-Gaming-Ballistic they have more weight than me or my authors promoting our own product.

And after all, there were 3,300 backers or so for the original Legacy Edition. That leaves roughly 2,700 people who are right smack in the target market here! Let’s get busy. (Kidding. Sort of. Well, not really.)

All Book Covers

Just to leave you with some pictures, and most of you have seen these before. But . . . here are the final covers for all five adventures.

Thursday is GURPSDay, and well, things got a bit nuts, so it’s a day late again. Good thing I’m going back three weeks at a time! Alas, as you can see, no blogging this week.

Scroll all the way down (the random order is, well, random). Catch up and get some repeat views and if you missed some. They’re in reverse chronological order, so if you’re up-to-date, just skim off the top!

News for Gaming Ballistic:

  • The first edition of Hall of Judgment hardcover is on sale for 50% off at both the Gaming Ballistic store and Warehouse 23. Pick it up for $12.50.
  • The Citadel at Nordvorn, Hall of Judgment 2nd Edition, and Fantastic Dungeon Grappling print books US arrival schedule is now really really set, since the ship sailed from the UK on July 17 with the books aboard. If everything goes to plan, they’ll be arriving at Studio 2 for distribution/US fulfillment Aug 13-14 unless we get either lucky or unlucky.
  • Art is starting to really flow in for all five Perilous Journeys, and they’re still available for pre-order. Contracted and approved the cover sketch for Vampire Hunter Belladonna, the 32-page solo adventure currently being written by David Pulver. The cover for Ironskull Castle got final sketch approval and Juan expects it to be done this weekend.
  • Overall, I am still hopeful to send out preview PDFs of at least four, if not five, adventures. Some will be lacking in art more than others, but all will be playable.

GURPSDay is in its sixth – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.If you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “Thursday is GURPSDay! June 28 to July 19, 2019”

Thursday is GURPSDay, and it’s on time this week!

Still hoping things are headed in a “calming down” direction that will let me return to some actual blogging. Ask me again next week.

Scroll all the way down (the random order is, well, random). Catch up and get some repeat views and if you missed some. They’re in reverse chronological order, so if you’re up-to-date, just skim off the top! We see the return of Shooting Dice these last three weeks, so that’s great news for fans of Hans-Christian Vortisch.

News for Gaming Ballistic:

  • The first edition of Hall of Judgment hardcover is on sale for 50% off at both the Gaming Ballistic store and Warehouse 23. Pick it up for $12.50.
  • The Citadel at Nordvorn, Hall of Judgment 2nd Edition, and Fantastic Dungeon Grappling print books US arrival schedule is set, with August 5 being the date they should arrive at Studio 2 in TN, and thus folks “should” have their stuff in hand by maybe Aug 21 or sooner.
  • Art is starting to really flow in for all five Perilous Journeys, and they’re still available for pre-order. Contracted and approved the cover sketch for Vampire Hunter Belladonna, the 32-page solo adventure currently being written by David Pulver.
  • I discussed project schedules for the next two DFRPG items with SJG
  • I had a VERY good CONVergence, at minimum breaking even, and scoring my first big retail order from a local buyer while I was there. Great fun.

GURPSDay is in its sixth – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.If you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “Thursday is GURPSDay! June 21 to July 11, 2019”