Each year for a while now, Erik Tenkar hosts “The 12 Days of OSR Christmas.”
As The Mixed DM and others have noted that Dragon Heresy is “a 5e system with an OSR feel,” I figured I’d offer to give away six copies of Dragon Heresy as part of his event. The first give-away is today, with one to follow every other day from there.
There’s an interesting (drink!!*) thread over on the GURPS forums about what a “miss” means. It’s called Failed Attack Rolls, and there’s a concept in there that, especially coming from the source, makes one go “Hmmm” a lot.
Let’s start with two quotes, both originating from Sean Punch, AKA Dr Kromm, the GURPS Line Editor. Also, a note: I’m not looking to quote him to fight, or to agree or disagree. The thread made me think, perhaps even to reflect (I’ve been reading Steven Brust’s “The Phoenix Guards” and “Five Hundred Years After,” so if you detect a bit of Tazendra in my statement, you’re not wrong).
In any case: I reflect, perhaps I even wonder.
Here’s the original note by Sean:
Mostly this. You failed at your roll to capitalize on an opening and/or seize the initiative, so you stood there doing nothing but defending. You can fix this by increasing your aggression (All-Out Attack (Determined) for +4, at the cost of giving your enemy an opening), falling back on textbook attacks when there’s no opening (Telegraphic Attack for +4, at the price of attacking directly into your enemy’s strongest defense), or learning to fight better (improve your skill, at the cost of many hours spent in the dojo, gym, kwoon, or whatever).
Missed attack rolls aren’t blows that hit with insufficient force. Too many things in GURPS (Melee spells, Contact Agents, etc.) rely on a mere touch for that to be a good ruling. Blows that connect weakly are things like successful attack rolls met by unarmed parries that prevent all damage*, and successful attack rolls met by failed defense rolls where the ensuing damage roll fails to penetrate DR.
* It’s safe to assume that in an unarmed fight, not all punches and kicks stopped by unarmed parries are warded off or blocked. Most are the blows you see sport fighters landing by the dozen in a match. A skilled fighter rolls with (not Roll with Blow – the realistic version), turns from, or otherwise minimizes the damage of these; his efforts count as a GURPS parry. These cases do result in contact under the rules.
This quote is from the first post of the thread linked in the intro, but was from a different-but-similar discussion.
Some of the responses were predictable – and not because they’re insufficiently thought-out. They’re more or less the way I’ve played GURPS for years, so I’m naturally sympathetic to the viewpoint. So sympathetic, in fact, that it’s how I run my own games.
In summary, some of the various replies:
Missing a roll has consequences, such as ‘weapon unready’
Making an attack has implications, such as when you are below 0 HP
Nothing in the above takes away from ‘you did do something, and it was ineffective’
I have 140 individual packages to mail. 70 of those are single hardcopies; another 34 are double-books. The remainder, which hopefully is 36 people, were more complicated orders. The most impressive was four books; slightly behind that was three hardcopies plus two softcovers! Hardcopy fulfillment has begun for real. Finally!
In any case, all of the complicated orders are done. I like to process those first because, well, they’re complicated. They are mix-and-match for inventory, and I like to ensure they get done one shipping group at a time.
The first batch went into the mail earlier today; the second batch will go into the mail before noon tomorrow. I do expect to get the 33 double-book orders (well, 29 of them, because I had to order more mailers) done tomorrow, and a solid number of single-book orders as well. The goal is to pretty much get every book I have a mailer for (all but four) into the post by Friday, which should be doable.
The books are still gorgeous. I find it amazing that they turned out so well, and I hope you guys think so too. In any case, I hope you play the heck out of it – it’s a solid game within the covers as well as a pretty one.
GURPSDay is currently pulling from 103 blogs on the roster.
The Hall of Judgment Kickstarter ended on July 14th, having hit 525 backers and very nearly $16,000 in funds. This is fully 1/3 of the backers of the original DFRPG, which means by any metric the project was a financial success. I am moving steadily ahead with finishing up the draft, as well as working on surveys, print-and-ship, and other important details to get the PDF (August) and physical copies (late Sept) to backers.
Welcome to GURPSDay 2018, and its fifth year – GURPSDay started in February 2013, a year after I started Gaming Ballistic.
We still need your help. And 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.
I heard back from my fulfillment partner and printer. So, here’s the final word on printing and shipping.
Printing is going to take longer than POD usually takes: 4 weeks from me placing the order to books being ready to ship. I intend to place the order on August 1, right after I send the PDFs out to y’all.
That just gets the books made, though, and it would appear that will take us through August 25 or so.
The book will be pretty cool, though. 140gsm/93# paper, matte finish for readability, with a glossy cardstock cover. If you’re familiar with ACKS Domains at War: Battles, it will be about like that. Perhaps 3/8″ or 9mm thick, 8×10 format. About the size of Spells and Companion put together, I’ll guess.
Once printing is complete, it will take about a week to get them from the printer to the fulfillment company, processed, packed up, and moved out. From that point, it will be hopefully a maximum of three weeks until everyone has their books.
Both the printing and shipping schedules quoted have as much of a week of slop in them. It could be three weeks to print, and two weeks until the first books arrive.
Even so, we’re looking at a span of 5-8 weeks, or delivery of the physical product between September 5 and Sept 26. In short, I will be a month behind my promised date for the physical books.
This irks me.
The moment we’ve been waiting for:
United States and United Kingdom: $6
European Union: $9
Everywhere Else: $12
If you’re ordering a bunch of books, expect to pay a bit more per book, but not huge. 2-4 books total is 50% more than listed, and 5-8 books is 100% more than listed. Most folks will only be getting the one book, but if you want more, that’s how prices step up.
Next Steps: Surveys and Processing
The finalization of shipping rates means I can rapidly get things entered into the system and things sent out. That means finalizing addresses, collecting shipping fees, and allowing you guys to allocate your pledge or extra money for add-ons, or just buy add-ons outright. I’ll also ask a few questions about the Kickstarter and potential future products that I would be very pleased if you answered.
So that’s it. Look for a survey from me in the next week or so. I’ll get it out as soon as I can.
There are really four or five things left to do before the read-review-read-review-read-review cycle starts.
1. Finish pre-gen characters. This is very nearly done. I’m awaiting one more, the backer knows what direction to take, and I expect to have this in hand shortly. The rest of the chapter is done, though the team continues to review the characters for catching little things.
2. Finish the monster write-ups. There are but three left to do.
3. Revise some of the wilderness travel rules. The older ones, based on Fifth Edition, don’t hold up in a Powered by GURPS environment (so to speak). I know what I have to do here, so it should be fast. I also want to add pack animals and some true winter gear in there somewhere – maybe in the Things to Buy and Sell chapter, but it might have to go in The Journey due to layout reasons: I am absolutely going to hit a very, very full 128 pages.
4. I have to put some treasure somewhere; I know where. I’ll work out what.
5. The last two maps have to be inserted. I saw a preview of one of them today, and your GM will kill you all. Oh, sorry. It will be a fun and rewarding delve. Really.
6. I have to write up a Norðlond glossary and pronunciation guide. Cause to not do that would be mean.
7. Backer list and credits.
I’m pretty sure that’s it. I have an appointment to speak tomorrow to my fulfillment guy, and the final bids are in on printing, confirming my plans to print in the UK. I’ve got an idea for shipping options I want to bounce off of him that might be a real “best of both worlds” option. We’ll see if it’s viable or crazy-talk.
I also will be very quickly now setting up the Backerkit surveys and items and stuff, but I really can’t get that done until I lock down approximate shipping cost. I hope to have that done by the end of the week, though, and then let the survey responses go until July 31. Then I’ll lock down and distribute on Aug 1.
After returning home from the wildlands of Boston, I immediately tore into my packages and inspected the proof copy of Lost Hall of Tyr.
Well. Well, well, well. This is, dare I say it, a damn fine looking book.
The Schedule Still Holds
So: the official countdown clock continues. On December 4, 2017 I will close the Errata phase of the project, make changes as needed, and start the process of uploading and ordering print copies. I expect folks will start getting their international copies 2-8 weeks after I place the orders, which I expect to do before December 8.
Domestic (the US) orders will oddly enough take longer, because I will print and take delivery of about 150 copies of this thing personally, then pack and ship things myself, in order to ensure things stay on budget. But even so, they’ll arrive faster, so I would say that the same file upload and order date holds (December 8), and then I’d expect 2-3 weeks to print and ship to me, a week to pack ’em up, and another 1-3 weeks to arrive, depending on where you live. So 4-7 weeks for domestic orders to arrive.
The only remaining piece of business is for me to contact my high-level backers, and those two folks will generate some characters and we’ll get those illustrated. As noted, they’ll also get a preliminary layout copy of a few chapters of my big Dragon Heresy RPG project . . . which they may use as inspiration or not, as they choose, for their characters.
Surprise Digital File
In a day or so I’ll upload a few more image files. Dan Roy of Bogie Maps provided me with to-scale grids for the various versions of the map. Two files per grid type, one sized to the 8.5×11″ versions of the map, and the other for his full-size JPGs. These will let you play using the most common scales by layering the image with the grid of choice and printing them together. You can also use the grid as a temporary aid to make the internal grid in a VTT scale properly with whatever map you with to use. Import both images on different layers, match the VTT scale to the grid map scale, then delete the import aid. Whatever works for you.
The grids scales are 5′ squares, 5′ hexes, and 3′ hexes (in case you want to take a swing at running this in the Dungeon Fantasy RPG, Powered by GURPS)