Friday, 15 July 2016

Blade Bind's Final Form!

Okay, that's not what the picture is actually of, but I recently locked down some of the major details in the way a game of Blade Bind progresses that crystallise it into a “final form”.

This is what happens to you if you lose control and let the Blade take over.
The one part I still have to finalise is the Blade Techniques – special powers unique to each Blade. They will need a bit of fine-tuning and testing before they're ready, but they are minor details compared to the overall chassis of the game engine. And in fact, I needed to know all the details of how the game was going to work before I could make sure some of the Techniques would be suitable!

I ran an in-person playtest a few weeks ago, and was hoping to run another to try out an alternative Will/Power progression structure, but game groups are proving hard to organise at the moment. After talking it through with Nette, who played in the aforementioned game, we realised that the alternative didn't look so appealing on paper for a few reasons. Having rejected it, that means I'm moving ahead using the rules from the previous playtest.

One of the main issues I've been trying to fix is card inflation. In early versions of the game, you could choose to gain Power at the start of a Duel, and also gained it automatically on a loss. Since the number of cards you draw is equal to Power, it was easy to end up with eight-card hands before the game was even close to ending, which meant the fights dragged out without much extra enjoyment or strategy.

In the new version of the rules, you start with three free Will. You can still choose to increase your Power at the start of a Duel. Each time you lose, you lose one of those initial points of Will. Once you run out of them, you gain a point of Power on a loss. The net result is the same, but you don't get the massive inflation of Power until you run out of your three starting Will – which also seems to be the point at which people are in danger of becoming Bladebound and triggering the end-game. It also helps address another early problem we had, where those who participated in the first scene gained a significant Power head-start.

What's the big deal with Will and Power anyway? Well, if your Power ever goes higher than your Will, you become Bladebound – the Blade fuses with you and takes control, using you as a tool for its own vengeance while also laying waste to everything in its path.

So, what's next? Apart from the Techniques, I need to go through and revise the manuscript a couple more times. I want to add a page about facilitating the game. The layout design is pretty much ready and waiting for the content, but I want to make sure I have the manuscript well polished before I start on that.

And, of course, I need to do a bunch more illustrations.

Friday, 10 June 2016

PowerFrame RPG – One Year Old!

It's been one year since the PowerFrame Core Rulebook went live for sale on DriveThruRPG! I thought I'd take the opportunity to look back on how it's done, and look forward to the year ahead.

I know a lot of companies don't release sales figures, so I thought someone might find it useful if I put some out there. Keep in mind, PowerFrame is a first-release title from an unknown author, with no Kickstarter fanfare and limited social media reach, so the figures are no doubt modest. But if you're looking at releasing your first game you might be in the same boat, and might like to have some idea what you could expect.

I did do a bit of promotional ground-work, posting art as I finished it off and discussing aspects of the system on the blog. I also released the free PowerFrame Primer about a month before the Core Rulebook, which not only let people see whether the system interested them but also gave me a way to contact a self-selected audience once the Core Rulebook came out.

Core Rulebook


The initial Core Rulebook release was PDF-only, $10 for a 240 page book. Initial sales were good; I would have been happy with 10 sales in the first week, but I ended with 16 in the first day. I sold 44 copies in June 2015 (21 days), and hit 50 not long after, reaching Copper Best Seller.

In August 2015, I released a print-on-demand version for $29.99. This helped boost sales figures a bit, as people who were waiting for a hardcopy started coming on board.

In October I released the Spell Companion supplement, which again helped buoy sales of the Core Rulebook a little. After reaching 100 units though, things began to plateau, with zero to two sales per month. There was a spike in December when Games on Board, a game store in my local area, bought several print copies.

In February 2016 I offered a $5 discount on both PDF and Print, and once more began to move copies – mostly PDFs, but the odd book as well. I finally reached 125 units sold, and the Core Rulebook became a Silver Best Seller!

In May I released the Fantasy Races supplement, which once again seems to have spiked sales in the Core Rulebook and other products.

Now, a year after the initial release, I have sold 151 copies of the Core Rulebook, 22 of which (15%) were print books. Of the profit earned (somewhere just under $800), around 60% has been from PDF sales and 40% from print sales. I can attribute most of the recent sales to the price drop, but at the same time many of those customers also picked up the supplements. I'm not sure if I should end the discount once I have another supplement or two out there, or if I should keep it low as an incentive to buy lots of associated product!

Accumulated sales for the past year. The Core Rulebook is the clear best-seller. You can see how the Spell Companion followed along with the Map Packs before swinging upward. The Primer isn't shown, as it dwarfs all the other figures. 

Primer


If there's one thing I can say for certain, it's that people love free stuff! The Primer saw over 200 downloads in the first month, and has over 600 downloads to date. That's a conversion rate of nearly 25% into sales of the Core Rulebook (although I'm sure some people don't bother downloading the Primer before making their purchase). I think the Primer really helps people to make an informed decision whether to buy the game or not.

Squexagons & Hexes Within Hexes


I released the Squexagons blank map pack in May 2014, while I was still working on PowerFrame, to test the waters at DTRPG and see what was involved with setting up a title. It has been a very slow seller, with 11 sales in the first month and an overall average around one sale per month (34 sales to date).

A year later, I released the Hexes Within Hexes blank map pack, which has shown almost identical sales figures to Squexagons. Both still get occasional sales, but they are never going to hit the big times.

I am considering making some hex map terrain packs, with tile-able and rotatable scenery designed to print on A4/Letter paper, to see whether they do any better than blank grids. I think it's worth an experiment; there's a lot of competition out there, but there's also bound to be a lot of demand for new and different scenery.

Spell Companion


I released the Spell Companion in October 2015. Initially it followed the same sales graph as the blank map packs, so I was discouraged and didn't think it was worth putting work into more supplements. However, the sales graph really picked up once I offered the discount on the Core Rulebook, and it overtook the long-selling Squexagons in April this year. It's currently my second-biggest seller and revenue earner, and with 46 sales it's very close to earning its own Copper Best Seller badge!


Fantasy Races


I'd been working on the Fantasy Races supplement when the Spell Companion came out, but shelved it until I noticed the improved sales. I finished off the art and released it in May 2016. It had an immediate sales surge, outperforming all of my other small releases to date. It's still accumulating first-month sales, but in its first three weeks it's already sold more copies than any other supplement has in the first month.

Sales per day, for the first 31 days of each product's release. Again, the Core Rulebook is the runaway best performer. You can see the Spell Companion mimicking the Map Packs, and the Fantasy Races tracing a similar graph but with an initial boost (most likely due to my now-established audience).

The Future


I can only speculate that either Fantasy Races is the sort of supplement people want to see, or else it's a natural and cumulative benefit of my expanding audience. Either way, it's encouraged me to start working on more supplements. I don't really want to get stuck on a "supplement treadmill", but it's worthwhile to work on them when I don't have any freelance jobs on, and in-between working on my new games.

Currently I'm putting the finishing touches (and art) on Pieces of Six, a massed battle supplement that lets you use regular PowerFrame character write-ups. I'm also outlining and chipping away at content for Modern Creatures, Gothic Races, and Mecha Files. I am also thinking of releasing a scenario, or small city setting/situation pack for people to drop into their games, or maybe even working on a full-fledged setting sourcebook. I have a wealth of material from the past twenty years of PowerFrame campaigns, although most of it will need to be dusted off and given a critical eye in the light of modern system revisions.

Thanks for your interest and support in the past year! I hope you'll stick around and keep an eye on what I'm up to in the years ahead.

Friday, 13 May 2016

What's So Great About Blade Bind?

It's my birthday today, and yet another attempt to run a face-to-face playtest of Blade Bind has fallen through (I think this makes five times, now)! But not to fret – I've run a couple of online playtests since my last development post, and I just had a brainwave yesterday that seems promising, so things are looking generally positive!

I was going to write up playtest reports, but after waiting a few days to let the outcomes percolate through my brain I kind of ran out of steam on that front. Today, rather than bore you with my mechanical musings (which I may save for a later post), I thought I'd talk a bit about why I think Blade Bind is so cool.


Tense Duelling!


I've used my several years' experience with historical fencing to develop a card-based duelling system that's abstracted and relatively simple, yet with all the tension, tactics, and risk-taking of an actual sword-fight.

Evocative Prompts!


During the setup, random prompts and evocative art help the group quickly give shape to their characters and the things they fight about. In one playtest, the Blades Michael (the archangel feather) and Templar (the plate-armour) led to a story about an esoteric Christian cult and the last guardian of the Holy Grail. Drawing for random archetypes and relationships has led to intriguing combinations, such as a selfish ascetic and a pair of volatile lovers.

Instant Action!


Once the setup's complete, the game explodes out of the blocks with instant conflict! While your power will increase as the game progresses, the stakes are high right from the start. As your very first scene you can attempt to seize control of an organisation, assassinate your target, or destroy the evil artefact. The stakes only get higher as you wrestle with your own Blade for control of your burgeoning power.

Relentless Pressure!


As the game progresses, there's a struggle between trying to get your Power high enough to win duels, while not having it exceed your Will (because you'll turn into a "Bladebound" puppet controlled by the Blade). The Blade constantly tempts you to raise your Power, but losing your grip on the things you care about causes your Will to slip. While Will constantly shifts up and down, Power can only increase – thus the balancing act becomes ever-more precarious.

Structured Gameplay


Inspired by Shinobigami, Blade Bind provides a rigid scene structure and conflict resolution. While you can try to persuade people to your cause, Duelling is the only mechanical resolution system. The winner gets to decide the fate of whatever's at stake, or they can rewrite one of their own goals or a goal belonging to one of the vanquished.

While it's possible to resolve the game purely mechanically with no roleplaying, the setup creates characters with a web of relationships and motivations, which tends to inform your decisions. It really is designed around melodrama and tragedy, and roleplaying your character to the hilt with scenery-chewing portrayals really brings the game to life. You may find your character's goals forcibly rewritten, but as with Fates in Tenra Bansho Zero, this also helps inform your roleplaying and describes your character's story arc. When people really get into character and describe cool, evocative lead-ups to duels, it's like story-mode on a console fighting-game!

In Conclusion


While Blade Bind certainly won't be everyone's cup of tea, I'm really excited to be developing it, and hope that I can connect with players who revel in the experience it creates!

Wednesday, 20 April 2016

Blade Bind Designs, Part 4

I finally managed an online playtest on the weekend, which I need to write about soon... But first, here's the next three Blade designs!


Set is named after the Egyptian god. I always wanted to include a khopesh, but it took me a while to come up with one that didn't look like it was a goggle-eyed gaping face (I kept trying to have a floating eyeball inside the back curve, but the sharp blade looked like lips on my original attempts). By the way, although a few Blades are named after gods or legendary swords, they aren't necessarily the genuine artefact. It's possible that the Blade-entity has simply assumed that identity in order to bring itself closer to humanity.

Brass Dragon came to me one night as I was drifting off to sleep. I originally had a different Blade with that traditional buster-sword blade shape, but I wasn't all that happy with the design. I really enjoyed playing around to get the crystal effect, although I might go back and try to give the scales a little extra colour contrast compared to the blade.

Templar came from the concept of "a sword made out of a suit of plate armour". I think it came out pretty well, and I pushed my Illustrator-based gradient techniques to the limit on the rendering. As with a lot of the Blades it's a bit impractical and unwieldy, but that's less of a concern for magical swords.

In the playtests, the Blades have been providing some great inspiration for character approaches and setting up situations. The game's setup is primed with a few randomly-drawn cues, such as your archetype and important relationships, and random Blade selection also adds to that.

In the recent playtest we had Michael (angel-feather), Templar (plate armour) and Miko (Shinto shrine-maiden). My character's family was a Blade-worshipping cult, but they'd chosen her childhood friend to inherit Michael. My character had gone to the East to find Miko, and was back to prove herself worthy of leading the cult. The third character had Templar, and decided to be the guardian of the Holy Grail.

I'll discuss the playtest a bit more in a future post, but it's great to see the unique and evocative designs having an effect on play.

This marks the completion of the first twelve Blade designs. At the moment I only have twelve sets of Techniques, so I'm going to slow down on Blade design and concentrate on other illustrations for a while. I do still intend to create a thirteenth Blade to round out the set (probably Excalibur, but I have no idea what it looks like yet), and I may create some supplementary designs which might get promoted to the "basic set".

Oh, and I've also been fiddling around with the book layout. Here's the latest – I just created a shadowy tendril border effect, which is a bit more interesting than the old flat gradients. What do you think?


Friday, 15 April 2016

Blade Bind Designs, Part 3

Well I still haven't managed to play another session of Blade Bind, although there's an online game scheduled this Sunday. In the meantime it's becoming increasingly difficult for me to resist starting the layout, but I'm trying really hard to keep the manuscript in one place for updates and so I don't need to repeat layout work. At the moment there isn't a lot in the manuscript that's completely finalised, but I feel like I just need to run it through one or two more tests (preferably at least one face-to-face) before I can move forward with confidence.

In the meantime I'm doing more graphics work. I should probably make a start on an iconic action-oriented illustration to grab people's attention, but I'm currently making good progress on finishing up the initial thirteen Blade designs. Here's the next set of three:


Claíomh Solais is inspired by the legendary Celtic blade. I wanted to make the metal look old and battle-scarred, but the "fuller" in the blade is actually a sort of trans-dimensional space that glows with bright sunlight (the glow-effect is a little more obvious when it's not on a white background).

Devil Wing is the antithesis of Michael the angel feather Blade. It's currently the most organic Blade, perhaps even looking like it might fly off by itself if you don't keep a good hold on the twisted-sinew grip!

Buluc Chabtan is named after the Mayan god of war, violence, and sacrifices. It's in the form of a macuahuitl, a mesoamerican sword made by setting pieces of sharpened obsidian (which these days gets used to make surgical scalpels) into a wooden shaft. I used to think that the obsidian would get knocked out in combat, but apparently the resin they used was strong enough that it wasn't an issue.

Did I mention that all the Blades are massive "buster sword" things? It's easy to lose that sense of scale when they're presented without something to compare them against. They're roughly six or seven feet long. The mystical contract each Blade makes with its Chosen gives its wielder the ability to heft it as though it were a regular-sized sword. Anyone else who tries to pick one up is going to need a lot of strength, assuming it will even let them in the first place. Or perhaps, when someone tries to pick up a discarded Blade in anger, it will simply offer them the bargain of power...

Friday, 8 April 2016

Blade Bind Designs, Part 2

Well the face-to-face playtest didn't go ahead last night, but hopefully I can reschedule it in the next week or so. I should probably try to set up another online game as well, but they do take a bit of energy to coordinate and run.

In the meantime, here's the second set of three Blade designs.


I'm particularly pleased with this set!

Glass Edge was an attempt to think outside the box and come up with something unusual and outlandish. This Blade made an appearance in the first whole-game playtest — the player described the windows breaking and the glass falling and then hanging in mid-air as the hilt materialised. Very cool!

Miko is probably my favourite design so far. The blade-shape is certainly not Japanese, but the red cylindrical shaft reminded me of Japanese temples and shrine maidens for some reason. The use of flesh-tones on the blade also give it that "is it metal or is it organic?" vibe that the original Blade, Vargr, gives off.

Oni's blade has been carved out of the horn of a Japanese ogre. The lower jaw makes it a little impractical, but hey, it's a sword longer than a person, so practicality kind of doesn't get a look-in. I used Oni in the playtest, and described it growing and morphing out of my arm. The Blade-manifesting descriptions very much put me in mind of a fighting-game's character intro, which is no bad thing.

I'm planning on including thirteen Blades in the book, each with a unique design and set of Techniques. You can mix and match Techniques to create your own Blade, and going with thirteen lets me provide random card-draw tables for people to either pick a random pre-made Blade, or randomly select a set of Techniques for a custom Blade.

I currently have thirteen Blade concepts in mind, although if I come up with any others I may end up short-listing the best thirteen and maybe including the others as inspirational images. At the moment I only have twelve Techniques for each of the three ranks, so I need one more 1, 2, and 3 point Technique to round out my tables.

Wednesday, 6 April 2016

Blade Bind Playtest 1

Although I've been testing Blade Bind's duelling mechanics fairly thoroughly with a number of "white-room" tests, I recently ran a playtest of the whole game online via Roll20. It took a while to find enough testers, but Todd from FacebookLand put out the call and we ended up with five players (including me).

This is a pretty long post, but if you're interested in Blade Bind and/or playtesting, strap in!

First Session


Setup


Setup went fairly smoothly, although it did take a while. This was partly due to using a VTT and partly due to the Fiasco-like discussion about how all the characters relate to each-other and who they are, but I also identified some areas that could be sped up. I'm interested to see how long it takes in a face-to-face game.

A web of Threads
While the characters do have a web of relationships, this image is not a relationship map as such, but a map of goals. Each coloured line is a Thread, showing the Chosen's intent towards elements of the game world — characters, organisations, items, and locations, plus the other Chosen — collectively known as Knots.

You can also see some notes on "who hates who", which refers to the enmity the supernatural Blades have to each other. This enmity is independent of the characters' relationships, and is designed to cause problems. Originally it was completely random, meaning someone could end up with multiple enmities targeting them, or none.

I've since revised it so all Blades have an enmity to one Blade, and from one Blade.

Threads generate Will, which allows the characters to control their Blades. If a Thread becomes impossible to achieve (usually by its target being destroyed), then the character loses Will. If their Will becomes less than their Power, they become slaves to the will of their Blade, which then hunts down its Enmity.

This was the first time Threads saw play, and it showed me a couple of things. Firstly, it really doesn't matter what a Knot is. I had classified them into different types, but what they are makes no difference to their behaviour in the game. Secondly, some of the goals — although logically structured — were a bit convoluted and difficult to get a handle on. Some were also redundant or didn't make a lot of sense. I've now restructured the way Threads are written, and made sure to define how each one works.

Scenes & Duels


We finally got to the scenes, and had time to play through only one before we ran out of time. My character challenged her antagonistic twin brother to a duel to prove she could defeat him. The setup and descriptive play before the duel was excellent and evocative, and thanks to a good hand of cards the duel ended with my victory.

The winner gets to claim a prize, which I took to be the defeat of my brother, thus securing my Defeat Thread. Figuring out the aftermath was a little hazy since I hadn't actually seen it in play before, and wasn't sure if the "defeat" was just a thing that happens or if it should be a prize in its own right.

I've now revised things so the winner gets to either destroy or take control of a Knot, or rewrite a Thread belonging to either one of the losers or themselves. "Defeat" Threads work a bit differently now, but scoring victories against your rival is basically an "extra" in addition to the regular prize.

Second Session


We reconvened after a week or so and played through some more scenes. Things went pretty well, and I was able to identify the "shaky" parts of the Thread system and make some revisions.

In addition to better-defining prizes, I also removed the option to simply erase one of the loser's Threads. It proved too powerful. However, there's still the option to rewrite their Threads, meaning you can persuade them to stop attacking your interests and give them goals that align with yours. They don't have to follow the Threads you give them, but their decisions will affect their Will value.

The Wind Dilemma


A Wind (rhymes with "bind") is what happens after a Bind, where two Blades lock together. It's meant to represent the struggle for leverage on the razor's edge, where things can go either way. The original mechanic was for both players to play a blind card, with the high card becoming the attack and the low card having to scramble to defend. With a couple of card-counting mathematicians on the crew, though, this mechanic received the most negative feedback. They didn't like the way that it both came down to luck, and basically forced the loser to not only play their best card (in hopes of winning the Wind) but also an extra card (to make up their defence).

After some discussion and thought, I've come up with a new idea. Both play a blind card as before, but it's the suit that determines which card is the attack. Rather than the old guarantee that the attack would be high, now you can end up with low attacks or high defences. You can still end up with situations that force the defender to spend extra cards, but it's now also possible to Parry and gain the advantage.

This new idea is still untested, but I think it has promise. I have a couple of other ideas if it doesn't work out, but I think they might feel less satisfying.

Resonance Techniques


This game also saw the first use of the special Blade Techniques. We only used a couple, but even a brief look at them in play helped me get a better idea of their power level and usefulness in play. You gain Resonance whenever you Bind, and gain more when Binding against your Enmity, and then spend it to activate Techniques. In a duel where both of us were Enmities, we managed to Bind three times in a row off an Engagement; each time, he used Seal to cut off my access to another suit! By the end of the exchange I could only play one suit, but I managed to survive long enough to tag him with my (under-priced) Vampire move, steal a card, and then win in the next Exchange.

Techniques are the part of the game that needs the most testing. I've revised them given the latest version of the rules, and have a checklist set up to make sure they all get chosen and used in play at some point.

End-Game


We once again ran out of time, but I could see how the game was going to play out — several characters had become Bladebound, meaning they would sever their connections to things and then attempt to destroy their Enmity.

In the first session I was worried that characters were going to become Bladebound very quickly, but we managed to go around the table a couple of times before it started to kick in. I've revised the Will values from Threads (mostly downward for Threads that aren't quite so high-stakes), and also boosted starting Will a little. It probably also helps that it's no longer possible to simply erase someone's Thread, although you can still cause the same effect by destroying important things. I might boost Will by another point, but we'll see how the next couple of tests go; I'm not too worried if the games are fairly short, so long as there's enough play to make up for the setup time and to let a decent narrative unfold.

Next


I've spent the last couple of weeks revising and refining the manuscript. Lately I've been adding examples and a bit of flavour text, plus a couple of setting outlines.

I have a face-to-face playtest planned for tomorrow, so I'm keen to see how my changes work and if anything else needs looking at. Things seem to be coming together nicely, and playtesting is providing invaluable feedback.