He asks me five critical questions (including such weighty matters as “Race as Class” and “what do you think of Save or Die – the die roll, not the podcast?”
Gaming Ballistic is a publisher of roleplaying games, and this note lets you know where you can find Gaming Ballistic on the Web.
As a company, I support the 5e-derived Dragon Heresy system, D&D5e through the Open Gaming License (OGL), and OSR products, usually with a focus on Swords & Wizardry, especially since I’m getting to know the guys and gals at Frog God better over time. Zach Glazar, for example, is basically the guy who spent an hour or two of his own time to help me get my bearings in InDesign.
I am also a huge fan of the GURPS-related variants by Steve Jackson Games, and through the product Hall of Judgment, am one of their few license-holders, and to my knowledge so far the only one for the Dungeon Fantasy RPG. Which is different from GURPS Dungeon Fantasy, itself a sub-line of the overarching GURPS portfolio.
All that said: if you can’t find me, you can’t play my games and buy my stuff. Buying my stuff lets me make nicer things for you.
Finding Gaming Ballistic
As seems to be required these days, you can find me all over the place:
To date, I have written four books through Gaming Ballistic, and one through Steve Jackson Games. They are Dragon Heresy (DH), Hall of Judgment (HoJ, for the Dungeon Fantasy RPG, Powered by GURPS), Lost Hall of Tyr (LHoT1e; for 5e and S&W), and Dungeon Grappling (DG; for 5e, S&W, and the Pathfinder RPG). I also wrote GURPS Martial Arts: Technical Grappling (TG) and published a bunch of articles in Pyramid Magazine since 2002 for Steve Jackson Games.
Where can you find these fine products?
- Main Web Store (DH, DG, LHoT, HoJ all formats)
- DriveThruRPG (DG, LHoT in PDF and POD)
- Warehouse23 at Steve Jackson Games (DG in PDF; HoJ; this is the only place to buy Technical Grappling!)
- Studio2 (Dragon Heresy in Hardcover only; these guys are distributors; DH releases there in December)
The main web store is best for me, because I get a larger cut, and that means more wherewithal to make more games.
I absolutely support direct-to-retailer purchases, with a usual discount of 50%. If you are a buyer for a retail store, you’ll need to contact me (see below!) and I’ll get your store email address entered into my Coupon Code section, and I’ll get you a coupon that will let you get a 50% discount on orders direct from me; larger orders will get free shipping.
What’s this about “LHoT1e” you might ask? I am currently revising and refining Lost Hall of Tyr to directly support the Dragon Heresy game. That means pulling in all the worldbuilding stuff I did for Hall of Judgment (which is essentially LHoT pushed up to 128 pages from 64 and then opened up as a more sandboxy campaign rather than what LHoT was designed as: a convention one-shot), and making the challenges mostly suitable for a starting party of level 1-5 adventurers . . . but don’t count on all encounters being “balanced.” Some need to be avoided or you’ll get flattened.
In any case, look for a second edition. If you already own Lost Hall 1e in PDF form, you will get the Second Edition free of charge. Comp copies will be delivered by DriveThru to those who purchased there, and by the Gaming Ballistic website for all Kickstarter backers or direct-purchase customers who have an account on my website (and if you don’t have one but do want one, email me).
Contact Gaming Ballistic
I am easily accessible via email, Discord, and the Facebook Group.
In addition, I am a frequent contributor to the RPG Breakfast Club over at the Tenkar’s Tavern discord.
I tend to answer most questions on a “right the heck now” basis. Sometimes it might take longer.
I’m also increasing my convention presence over the next few years. I was at GameHole Con in Madison in Nov 2018, and will try and make appearances at Con of the North, Convergence (both in Minneapolis), GameHole 2019, and GaryCon 2020 if I possibly can do so!
You can also sign up for the Gaming Ballistic mailing list. I try not to use it much, to prevent spam-induced unsubscription, but I try and announce upcoming Kickstarters and projects there first. And if none of that suits, here’s a contact form:
GameHole Con 2018 – Con Report
Well, I survived! This was the first convention that I’d attended since my journey to GenCon 2017, as part of my first foray as being part of the con as Gaming Ballistic, LLC. I was, more importantly it turned out, also there as part of my Kickstarter rewards for backing the Dungeon Fantasy Roleplaying Game (Powered by GURPS) at the “play the game with Kromm” level.
That’s important for this journey to Madison, Wisconsin for two reasons.
1. I played through what would turn into the linear adventure Lost Hall of Tyr (for D&D5e) there for the first two times
2. I got to know the Dungeon Fantasy RPG for the first time
My mission for this Convention, then? To demonstrate and run Hall of Judgment, the first licensed adventure or supplement of any kind for the Dungeon Fantasy RPG. To talk with the SJG folks (Phil and Steve were both there) about further ideas for supporting GURPS. To get to meet in person folks like Matt Finch, Erik Tenkar, Jason Hobbs, and many others whom I’ve interacted with – and who have helped me so much – in getting my games off the launch pad. I simply could not have done what I did on Dragon Heresy and Hall of Judgment without an absolutely crucial hour or so with Zach Glazar, who pumped an incredible amount of InDesign Starter information into my head.
I also was hoping to sell a few copies of my product, which was a secondary goal but a real one.
Let’s recap. Continue reading “GameHole Con 2018 Trip Report!”
Derek Knutsen-Frey and I chatted a lot about Dragon Heresy in a prior interview. It was a great chat. We also spent another hour (ish) talking about the business of game design. Even if I do say so myself, it’s a very good discussion.
Earlier I went through and took a stab at what it costs to develop an RPG book. One can consider these, in somewhat imprecise terms, economic costs, rather than an accounting or cash-flow cost, in that it’s not required to write checks for all of them. Further, the costs presented represent doing everything on a contracting basis, and everything bespoke, meaning created for your game from scratch.
This is not remotely the only way to do it. It’s probably not even necessarily the best way to do it.
So I’m going to muse here on ways to reduce both the economic cost as well as the cash cost of RPG development. Continue reading “Economizing on RPG Development Costs”
I tend to be pretty transparent here at Gaming Ballistic, perhaps even too much so. Still, it came as a surprise to me – though it was, in a Rumsfeldian sense, a known unknown – just what it took to make a game. For example, I had always thought that print games were simply much more expensive to design and produce than PDF, and the casual derision occasionally flung at PDFs on some boards reinforced that.
Turns out that with modern publishing methods, at least for me, the only difference between “make it a PDF” and “make it print” is your InDesign output settings. Exaggeration? Perhaps, but not by much. The print costs are non-trivial, true. But they’re also not nearly the bulk of the cost.
There was a discussion of “Production Values” on the SJG Forums, where I offered to lay down what my estimates of costs were to make a game. It’s not universal – every company is different, I’m sure. There will be a lot of “from X to Y” in it, because sometimes you pay what you have to, and sometimes you pay what you want to. It’s also going to include some things that many small companies don’t “pay” for, because they do it out of sweat equity. I do this myself, and it’s probably not smart.
Linear and Non-Linear Costs
Many of the things here are what I’d call linear costs. They scale very directly on a per-word basis, or indirectly, in that you don’t technically pay by the word, but you might pay by the page, or have an average number of things you have to do based on layout, which will put a certain number of words on a page.
I’m going to use Lost Hall of Tyr as my primary example in most cases. Mostly because start to finish, it’s completely done, and I have a very good idea of what I spent on it, having maintained my spreadsheet and updated it as “projected cost” turned to “real cost.” If you really wanted to get good, first make your budgetary sheet, and then copy it and lock it, and make “actual expenses” a separate tracking item. Continue reading “RPG Development Costs”
James Introcaso asked a simple question.
What is the kindest thing a player can do for a GM? #DnD #RPG
The answers are well worth reading.
A few things spring to mind here, many of which are doubtless repeated in the thread.
Show up on time
If you’re not going to show or are going to be late, let folks know ahead of time. As far ahead of time as possible. A decent GM can plan for almost anything. “The Key Guy” didn’t show up? Not so much.
Play the game, not the rules
Metagame rules discussions are a hoot, and I enjoy talking game mechanics. Everyone that has ever heard me on a podcast or been part of a discussion with me on a forum like Tenkar’s Wedneday night Tavern Chats knows I loves me some game mechanics.
But the rules aren’t the game, any more than a skeleton is the person, or the riverbed the totality of the river. They support the game, give structure and guidance to it. Provide the framework in which amazing journeys can be taken. All that stuff. But the game’s the thing.
The rules set expectations and give the players and the GM guidance to what the result might be when “anything can be attempted.” Depending on genre, some things are sensible (“Wonder Woman lifts the tank over her head!”) where in other genres, that same thing is not just implausible, but stupid (“You give yourself a hernia trying to lift the tank over your head. Seriously, what are you thinking?”).
This can get dicey when you’re playing games with a strong tactical or wargamey feel, such as DnD, GURPS, and many others. Still, by and large, save or table detailed discussion for after the moment. Continue reading “Nice things to do for your TTRPG Group”
I was on the Geek Gab Game Night podcast just a few moments ago. Nearly two hours on adventure design and other topics – we didn’t hold ourselves tightly to a particular theme. As always, it was a hoot interacting with my gracious hosts, and it definitely plays out as a conversation rather than a lecture!
Give a listen, and of course, support Lost Hall of Tyr!
Last week I sat down with James Introcaso again, and spoke for more than an hour on grappling, Dungeon Grappling, how to publish a game, and how I approach running a Kickstarter, especially as a newbie.
It was a fun interview, and James is a great interlocutor.
Check it out!
TableTop Babble – 040 – 5e Sci Fi and Kickstarter Advice
Reading an article on the differences between Pathfinder and Starfinder.
Well, I guess I was on to something with the Dragon Heresy Wounds/Vigor split.
I’m sure Starfinder has been in development for a long, long time. And I’m also sure I came up with Wounds/Vigor independently, though someone later pointed it out that Wounds and Vitality had long been tucked into an optional rule in the PFRPG Core book.
Still: let me echo that I think it’s absolutely the right call. Differentiating between “stuff that makes you bleed” and “reserve of skill, stamina, luck, and divine favor” as hit points were described on p. 82 of the original Dungeon Masters’ Guide by Gygax is, to me, incredibly useful and helps solve some real problems, especially when you push the game engine into the firearm era.
For now: yay, parallel evolution.
Also: Clearly Starfinder came out first, because, well, Paizo has resources and staff and I’ve got me. But Dragon Heresy, that rough beast, continues to move forward, slouching towards Bethlehem to be born, etc.