Monday, 25 April 2016

Keeping Focused On Your Audience

It was brought to my attention some people may have reservations towards my Hero Kids supplement Corvids - A Racial Supplement due to the presence of the work "fuck" in the Introduction.  Its inclusion was due solely to it being in the title of the Imgur gallery which inspired this product.  My original reasoning was the Introduction wasn't aimed at children, but their parents.

However this premise is flawed as most kids over age 5 or 6 would be more than capable of reading the Introduction and thus see it.  Well, fudge!  That wasn't my intent, so out it comes.  The revised Introduction still references the Imgur gallery, but leaves out the potentially offensive swearword.

Since I was rebuilding the pdf anyway, I've added another Monster to the product - a common Crow.  Not a huge addition, but more usable content all the same.  Existing customers can re-download the supplement to get the revised Introduction text as well as the extra monster.  Future purchases will receive this revised version.  Now back to writing my long-overdue adventure... ;-)

Monday, 4 April 2016

How I Make Monsters For Hero Kids

If you want to make your own Monsters for Hero Kids, there isn't much in the rule book to guide you.  Not that there is any obligation for such guidelines to exist, but all the same, they aren't there.  The closest you'll get is the Creating Heroes section on page 19 for things like the difference between Normal Attacks, Special Actions, and Bonus Abilities, and the Health and Damage section on page 11.

The Health and Damage section mostly details how a Hero records their Health, takes damage, the Knocked Out condition, and methods of Healing.  Buried within though is also a simple ranking system for categorizing Monsters.

Basically, all Monsters fall into one of four power levels:
  • Weak: "One Hit Wonders". This Monster has only a KO Health box.
  • Normal: "One-Two Punch". This Monster has a KO and a Hurt box.
  • Tough: "Three Times You're Out". This Monster is equal to the standard Hero with three Health boxes - KO, Hurt, and Bruised.
  • Boss: "The Springsteen". These Monsters have four Health boxes, KO, Hurt, Bruised, and Grazed.

Theoretically, one could extend this to five or more Health boxes and have even more powerful Monsters, but I feel this would harm the playability of the game by placing an undue emphasis on a stats-oriented arms race.  D&D style RPGs already fill that niche, so there's no need to add such a focus to Hero Kids.

In studying different Monsters from many official Hero Kids Adventures, I noticed a trend towards corresponding numbers of Attribute Dice per power level as well.
  • Weak: Most Weak Monsters have two Attribute Dice with an average of 2.2 dice.
  • Normal: Most Normal Monsters have four Attribute Dice, although the average is 3.47 dice.
  • Tough: Almost every Tough Monster has four Attribute Dice. (average 4.16 dice)
  • Boss: Boss Monsters are highly variable in their Attribute Dice, yet the average works out to 5.5 dice.

I've taken these two correlations and worked them into an expanded system I use to create my own Monsters.  I hope you'll find it helpful too.

Points System for Hero Kids™ RPG Monster Creation


I’ve assigned each power level of Monster a number of points, which are distributed among four areas, with a limited number of starting slots for each area.  Once the “base form” is created, one can customize the Monster further to suit their needs.  The point distributions are:

Power Level
Attribute Dice Slots
Health Box Slots
Inventory Slots
Total Points
Weak
2
1
1
4
Normal
3
2
2
7
Tough
4
3
3
10
Boss
5
4
4
13

It should be noted that these points are not applied towards the normal compliment of Melee, Special, and Extra Actions and Abilities which all Monsters and Heroes receive.  They are so standardized in occurrence, yet so highly variable in composition that I didn’t feel they would benefit from being incorporated into this system.

The starting slots for Attribute Dice do not 100% match pre-existing Monsters, especially in the Normal power level, but I'll address that in a moment.  Health Box slots remain unchanged from the core rules.  Inventory slots are for those iconized things like Skills (ex: stealth), Abilities (ex: see in dark), and actual Inventory (Items and Equipment).

Now this system isn't intended to be a rigid set of laws one MUST follow, but a means of guiding the design process.  Once one has applied all of the the above, don't hesitate to then tweak them as much as you see fit, adding or removing things until they look the way you want them to.  Let’s work through a few examples to show what I mean.

Here is a Corvid Piercer (from my book Corvids: A Racial Supplement), which is a Normal Monster with three Attribute dice (spent on two Str dice and one Def die), two Health boxes (KO and Hurt), and two Inventory slots which I've spent on a food Item and the Tracking Skill.  To complete this Monster I gave it a Melee Attack Action, a Special Action, and two Bonus Abilities.

Corvid Piercer
Attack Action: Piercing Spear
Melee Attack (Str) at an adjacent target.

Special Action: Butt Strike
After making a successful Attack against an adjacent enemy, you may make an additional attack at a 2nd adjacent target at 1 fewer die.

Bonus Ability: Fearless Under Pressure, Nimble
When you are attacked by more than 1 enemy, or by an enemy larger than you are, your attacks gain 1 die. You can move up to 5 spaces on your turn, ignoring obstacles, enemies, and allies.
STR
☐☐
DEX
X
INT
X
DEF
Health
☐☐
Inventory: Food, Stealth

A Corvid Piercer is an intelligent Humanoid Monster though, so it makes sense for them to have Skills and Inventory.  What if I were making an animal as a Monster?  An animal wouldn’t necessarily have Skills, Abilities, or Inventory.  This is where the points within the starting values can be redistributed.

Let’s make a Badger.  As a Weak Monster it has four points divided between two Attribute Dice slots, one Health box slot, and one Inventory slot.  We give the Badger one Str die and one Def die and a KO Health box, but we don’t need the Badger to have any Inventory, so let’s repurpose that Inventory slot into an Attribute Dice slot to give our Badger another Str die, resulting in two Str die and one Def die.  Give him an appropriate Melee Attack, Special Action, and Bonus Ability, and you’re done!

Badger
Attack Action: Brock Bite
Melee Attack (Str) at an adjacent target.

Special Action: Cornered
Gain +1 die to Def if you were attacked on your last turn.

Bonus Ability: Cooperative Combat, Digger
Your attacks gain +1 die if an ally has damaged a target on their current or previous turn. You can move through small tunnels and loose dirt without penalty.
STR
☐☐
badger.jpg
DEX
X
INT
X
DEF
Health
Inventory: --

Lastly, let’s make a Wild Boar.  For this example, we’ll start with a Normal Monster and then boost it beyond the base amounts.  As a Normal Monster it has seven points; three slots in Attribute Dice, two slots for Health, and two slots of Inventory.  We’ll go with two Str dice and one Def Die, two Health boxes, and the See in the Dark and Tracking abilities under Inventory.  Boars are known for being really tough though, so let’s boost the Health up to three boxes for an adjusted total of eight points.  Not enough to qualify as a Tough Monster, but certainly meaner than a typical Normal Monster.  Complete this with some Actions and a Bonus Ability, and you have a fearsome Wild Boar!

Wild Boar
Attack Action: Tusk Gore
Melee Attack (Str) at an adjacent target.

Special Action: Charge
Gain +1 die to Melee Attack if you move your full movement before attacking.

Bonus Ability: Hard To Kill
When you take damage that would KO you, you can still act on your next turn. If you’re still KO’d at the end of your next turn, you are knocked out.
STR
☐☐
Boar.png
DEX
X
INT
X
DEF
Health
☐☐☐
Inventory: See in the Dark, Tracking

As you can see, this method is both structured and versatile, enabling one to create Monsters for Hero Kids with an understanding of how much of a challenge they may present for your group of Hero Kids.  I don’t recommend boosting a Monster more than two points beyond the power level limits charted above, however if you do so, consider giving the Monster a meaningful limitation or weakness to counterbalance their massive power level.

Friday, 11 March 2016

Corvids. Available for Hero Kids

Literally no fucks are given by corvids. Ever.
I'm riding an Eagle like a Boss!
Sometimes an idea steps in front of you and demands attention.  A few weeks ago I was reading my Google+ stream and Justin Halliday posted an Imgur link about really ballsy corvids (the bird family for crows and ravens) doing things like pecking at dogs, and riding eagles to the ground while screaming at at them from their perch between their shoulder blades!

Let's put that into perspective a little, it's roughly equivalent to you or I running up to a 25 foot tall giant, jumping onto his back, and boxing his ears until he falls down!  That impressed me a little to say the least, and I couldn't shake the image of a group of Corvid based humanoids taking on a bunch of Lizardkin, or Minotaurs, or whatever they felt like because apparently they don't ever consider the odds to be against them in a fight!

Today I released on DriveThruRPG.com "Corvids: A Racial Supplement".  It's five different types of Corvids, eight items and equipment with a Corvid slant, a Raven pet, and four scenario ideas to use as a jumping off point for introducing Corvids to your Hero Kids game.  I tried to design the Corvids so they could be used as either Monsters or Heroes.  Let me know how I did.

Corvids: A Racial Supplement
Corvids: A Racial Supplement
I made sure one of the Corvids was included in the product preview. The Corvid Piercer is a spearman who will jab at his opponents and then spin the spear around and strike them with the butt end of the spear for good measure.  Like all Corvids, he doesn't get intimidated, instead he gets even more aggressive if he's outnumbered.

Like most people who've just tossed their creative efforts out into the wild, I'd love to get feedback on what you think of this little item. Even if you don't want to part with your $2.99 and only use the preview Corvid Piercer I'd like to hear from you (although if you do that you're missing out on the other equally distinctive Corvids, plus some pretty neat gear too).  If there's enough demand, I'll make more types of Corvids and even an adventure or two about them instead of just quick scenarios.

Frogling Warrior
Now that the Corvids have stopped incessantly cawing at my mind, I can get back to working on my OTHER project, "Return to Frogling Marsh" a full adventure involving the Froglings from the official Hero Kids adventure Wizard's Tower.  It's meant to take place after the Heroes have completed Wizard's Tower, but doesn't actually rely on anything from that adventure so it can be run as a standalone too.  I've made a bunch more types of Froglings, some monsters, treasure, and a cool Frogling stilt village in the deeper parts of the marsh, the maps are tiling so you can rearrange them to make different villages.

I hesitate to make timing predictions as something always happens to delay me, but I hope to have this ready for release in about a month.  I'll be posting preview material over the next few weeks as I work at teaching myself to post more frequently on this blog! :-)

Saturday, 9 January 2016

Smart Wizards, Dumb everyone else?

I like the simple approach to defining a character in Hero Kids.  It’s mostly elegant, however there is one aspect which doesn’t quite work smoothly for me, and that is the interaction between the Attribute die pools and Skills.  Due to how the idea of a character is presented in the core rules, I suspect the designer first approached character design from the perspective of what is the minimum needed for fantasy combat and branched out from there.  Skills behave as though they were added after the die pools had already been codified as skill use is somewhat hampered by the established combat-centric purposes of each die pool.

The spot in the system where attributes and skills are the most dysfunctional is in the dual nature of the Magic/Intelligence die pool.  Due to those two purposes, one specific and one generalized, being linked into the one die pool, the ONLY way one can create an intelligent character who is exceptional at any Intelligence based skill is if they are also a magic user of some kind.  This creates the possibly unintended side effect that any setting built using this system as its foundation will result in all smart people also being magically endowed and anyone who doesn’t also practice magic is kind of simple minded as they have a hard upper limit of one die for any base intelligence ability test, max of two dice if they have a relevent specific skill.  There are no brilliant military strategists, unless they are also capable of hurling spells on the battlefield.  Leaders of society and industry will almost always be magic users too.  There is an alternative though, and it requires only two simple changes.

Braaiiinnss...
One, rename the “Magic Die Pool” to “Intelligence Die Pool” (one could even change the Magic Icon to a Brain on a Hero Card), it’s usually referred to as Intelligence for skill use already as it is.  This shifts the die pool away from a specific usage and makes it applicable to any character.

Two, give all magic users this new Bonus Ability:
Magical: You can perform magic, using your Intelligence Die Pool to power a Magic Attack, magical Special Action, or magical Bonus Ability.
These two changes may seem like a game of semantics at first, but when you consider what else changes when you do this it is actually a big deal.

Take the two Hunter Heroes from page 26 of the core rules: they have two Ranged/Dex dice and one Defence die, yet they also are depicted wearing plain clothes without armor and each have a skill which could benefit from more Intelligence (Knowledge for the girl and Tracking for the boy). What if instead, they had one die each in Dex, Int, and Def; or two dice in Dex, and one die in Int?  Then when they made an Int (Knowledge) or Int (Tracking) Ability Test they would be able to use more than the minimum number of die.

This change also allows the creation of Intelligence focused Heroes who do not bend their mind to magic by default.  As a rough example, one could create a Scholar Hero who has three dice in Int, plus a Special Action and a Bonus Ability to grant either a very minor combat ability (Distract: can use Int Die Pool to make a Ranged Attack which deals no damage, but prevents an opponent from attacking on their next turn), or grants them non-combat bonuses (Linguist: Knows two additional languages to be determined at Hero creation, and on an Int Ability Test roll of 6 can decipher an unfamiliar language, written or spoken).  Sure, such a Hero isn’t powerful in a fight like a Warrior or Brute, but the existence of non-magical, Intelligent characters encourages gameplay which isn’t so heavily focused on combat

Is this a clue before me?
Imagine Hero types such as the Apprentice, Archaeologist, Detective, Explorer, Investigator, and so on being used in more Exploration style adventures (More like Indiana Jones, Sherlock Holmes, the Hardy Boys, Nancy Drew, and less like Conan the Barbarian or Harry Potter) where players are deciphering clues or puzzles, and unlocking tombs to gain treasure, solve the mystery,  or rescue the Macguffin instead of simply killing their way to the goal.  Such Hero types could be one Str and two Int, one each in Dex and Int, or one each in Str, Int, and Def, plus a set of applicable Attacks, Actions, and Abilities.

How about an Intelligence focused Hero who has abilities centered on negotiation or manipulation (a Bard or a Leader type of Hero) giving a party the option of parlay instead of always drawing weapons first.  Instead of killing the Goblins who kidnapped the Princess (or Prince), the party discovers why they kidnapped in the first place, what they really want more than a hostage, and exchanging for that.  A less murderous solution, but the adventure is resolved and the person rescued, so everyone should be just as happy with the result.