Saturday, February 18, 2017

My Patreon is PWYW

Hello all! I've removed pledge levels from Patreon, so you can pay what you want to get access to patron only behind the scenes posts, have a say over the content. You also get any files delivered to your inboxes rather than having to download them and when I start releasing adventures, you'll get them before they go public. And you can get all this for less than $1. So please take a minute to pledge literally anything (10 cents even) to join the patreon community

Yuo can get all my SCRAWL products (and a few Tunnels and Trolls products) from my RPG site

Happy gamebooking!

Friday, February 17, 2017

Lair it Out - SCRAWL dungeons

Hello lovely people. SCRAWL continues to grow. Here, I have Lair it Out - 3 dungeon generators for dungeons where monsters live. One is for cults, one is for orcish types and one is for wizards. It's available now for PWYW. Enjoy!

Wednesday, February 15, 2017


Hello all! I bet you missed me giving updates to SCRAWL. Well, I've made a big one. Having done SCRAWL, I decided to go through it and get rid of any bits that introduced complexity. The best thing I did was doubling Vitality and Will and the damage you deal in combat. That took away all those Fate rolls where you deal 1 or 2 damage. I also removed things like damage types, introduced the hardiness ability to resist poisons and disease and did some other things just to make it more streamlined.

I then completed my encounters for each terrain and put them in one big volume along with rules for generating terrain and working out the number of sites in a hex.

I also updated Orc Boss and Anatomy of a Village and made a dungeon generator for vaults.

So what is left to do?

"Dungeon" generator for forests and jungles
Random events for towns
"Dungeon" generator for towns
Dungeon generator for ruins
Dungeon generator for caves

Converting a couple of my old short adventures for SCRAWL.

Putting all of the above into one volume with contents and hyperlinks to make a DIY solo RPG in one product.

All the SCRAWL products are PWYW. You can get them here:

SCRAWL rulebook
Explore to the Core (SCRAWL terrain generator and random encounters)
It's not my Vault! (SCRAWL vault generator)
Anatomy of a Village
Dungeon of the Orc Boss

Tuesday, February 7, 2017

More changes to SCRAWL

Hello all. It's update time again. In my quest to simplify SCRAWL, I've made a few changes. These are in the light of playtesting and a quest to remove needless complication.

Bards get 1xp extra per monster slain, even if they are in a group (before you just got 1xp for the grou, but that was needlessly complicated and mean).

Wondrous items give 1 reroll for a test against 1 stat.

Here's the biggie: Wizard spells no longer give auto success. In fact, I've got rid of anything that gives auto success. Also, the Prowess spell only rerolls 1 melee combat or ranged combat roll. To balance it, wizard spells affect more skill rolls. All spells affect 2 types of ability tests or 1 type of ability test and have 1 other effect at least. I was thinking of balancing a wizard out by giving them more Will points, but I played Orc boss and It's not my Vault and the wizard did fine on 3 Will with the new spells. So maybe the wizard was too strong.

You can get SCRAWL and all of its products for PWYW from RPG Now. I woul be very grateful to anyone who can take the time to review it.

Sunday, February 5, 2017

It's not my Vault! A dungeon generator for SCRAWL

Hello all. SCRAWL has its forst dungeon generator. This one is for vaults - dungeons where treasures lie guarded by traps and unsleeping guardians. There will be more dungeon generators. Between these and overland encounters, I;m building up a system for a single player exploration experience. I look forward to completing it.

The genterator is called It's not my Vault! and it is available for PWYW. I don't apologise for the name.

Changes to SCRAWL

 Hello all! I've been making some changes to the SCRAWL rulebook to improve your experience of it. Here are the changes.
3 Fate points for starting characters: At first, I expected fate points to be rare and only used in high consequence sitations, such as to avoid a killing blow. However, I now realise that the worst consequence of most Fate rolls is losing 1 Vitality point, which is big, but not necessarily death. Also, there are tons of fate rolls and it's no fun to not have the option of changing them if you are saving 1 Fate point. So people get more Fate points and Fate points will be easier to gain.

Tricksters don't have ranged combat, but they do have more Fate points and gain more than other people: I want to make each class have its own unique feel. Tricksters already had a few skills that other clases didn't, but I saw this as a way to make them stand out more. As a trade, I took their ranged combat away. Tricksters now seem more like Dungeon Crawl Classics thieves, who can use luck more. The idea of being better at ranged combat came from the Diablo rogue.
Luckstone replaces smoke bombs: Now that Fate points are easier to get, I made gaining one only cost 25gp. Also, I decided smoke bombs were a bit narrow, so got rid of them.

Potions of Will are now alchemical items: I wanted the cost and power level of alchemical items to be equal. Restoring 1 point of Will is worth a lot less than the other items, especially as Will seems like a dump stat for non magic users, so I put the potion of Will as an alchemical item.
You can train to get 1xp for 100gp: Since xp can be spent easily, you have a way to buy xp. I made it 100gp so that it is expensive enough to not be a first choice. I only want this to be an option for people who have way too much money.
Will increase is 12xp and Vitality increase is 24xp: I want to make these higher because there will be lots of xp flying around and I want to make these increases relatively rare. After all, the biggest monsters only have 7 Vitality.

Amulet/ring of luck can only cast bless 1/day instead of a free reroll for all Fate rolls: I realised when this was obscene when calculating the price of an art object was a separate fate roll. That means you get 2 fate rolls and pick the best. Since the price only stops when you roll a 1, you only stop when you roll 2 1s, which has a 1/36 chance. Then you make a x fate rolls for each die you rolled. That was obscene. So now it is on the same power level of an item of treasure of that level - 1 free spell per day.

I've added more monsters includin animated objects, liches and iron golems.

Dragons now have 7 Vitality: Just so they are not obscene.

You can get SCRAWL for PWYW here.

Saturday, February 4, 2017

Madness in the Mountains

Yup. Just done another one. This time it's for mountains. Same procedures apply. PWYW from RPG Now. Thanks to Filip on my last post, I'll be looking to covert these to epub or mobi and then I'll put them on Lulu. I did that with Legend of the Wayfater ages ago.