Chatty News: Kobold Love Playtest #2
Hey people… I’d be lying if I didn’t say I miss you…
Just a short post to tell you I’m still alive and doing well.
For those who followed my Kobold Love hijinks, I played another short test session over at Eric Maziade’s place and he wrote about his experience. They said such nice things that it made me feel like a super hero for a few minutes.
Have a look.
I’m so going to reuse Grandma Kobold’s Cookie Dough Trap again!
Expect a more detailed report over at Chatty Studios soon. Kobolod Love is not only still alive, but it’s going to undergo a significant Ret-con that makes, in my mind, the adventure way cooler.
Peace out!
Kobold Love: Interlude 4: Kicking the Little Buggers Out!
No I’m not quitting Kobold Love.
However, seeing that there is recurring confusion about what the project is about, what I expect of people hacking the adventure, my publication plans and so forth, I think a fresh start is in order.
Add to the fact that I’m finding that the project is robbing the blog of what I want it to be about: a place to discuss RPGs and geekiness and not a platform to market my nascent RPG design skills.
Kobold Love was always planned to be learning exercise for me from the start, so I apologize profusely for the confusion and wishy-washy/scope-changing vibe it might gives some of you.
After discussing it with my closest advisers, I decided that the kobolds needed to get a place of their own so they could stop making a mess of this blog
I therefore accelerated something I was slow to move on and I officially opened up ChattyStudios. I’ll move all Kobold Love posts over there in the next few days and I will relaunch the project with new clarified goals, expectations and estimated timelines.
That also implies that I will set the new website’s themem the About page and other important details later . For now, consider it ‘under construction’,
I really want to recapture the initial reaction and community feeling that I got from it all when I launched this a few weeks ago, and I will make sure it does.
Stay Tuned, this blog now returns to its original programming. I missed it.
Kobold Love: Dungeon Diplomacy! Part 1
Ready to dive into the adventure?
As posted in the adventure plan, Scene 1 is about the PCs getting a prophecy and facing opposition against ultra conservative elements of the dungeon before venturing forth on the surface world.
When the adventure will be published in its final form, there will be a few paragraph that link the introduction of the adventure with the scenes. That’s the part where the DM is instructed to paraphrase some parts of the Adventure’s background to PCs and explain the setup.
For the purpose of this post, we assume that players know the adventure’s background and are handed out the Prophecy, which goes like this:
The Prophecy (1st draft)
From the darkest solitude rose the Outcasts//Shunned by all, through cycles of starvation and death they thrived//Of the Voice they became the shield and through bravery, achieved acceptance.
Heralds of a new age for the Underworld they be//As champions of blades and silver tongue, in the eyes of hostile peers they must arise.
Once peace of purpose met, the world of light they shall enter//To where false Hope dares pierce the night, in the home of Fallen Heroes, fate awaits.
Where walls collide waits the Surface Scourge// It, the Champions must stop, its cycle of death broken, its spirit laid to rest.
Only then will peace for dark hearths be found.
(The spelling of Hearths is intentional)
Prophecy Q&A
Once the prophecy has been read. Players are free to discuss it and ask questions to the old Kobold Oracle. She should answer questions truthfully, if a bit roughly, about the most likely interpretations (skill rolls are unnecessary).
Here are some likely questions:
Who are the outcasts/new champions?
Must I really spell it out? Look in that reflecting pool for a minute. Try not to fall in it and drown.
And who’s the Voice?
(Oracle slaps PC behind the head) That would be me.
What’s this about hostile peers?
Some of our neighbors are violently opposed to the idea of letting some lowly, ugly kobolds such as you go Outside and stir up more trouble. Silly gits, they’d rather die trying to repel invaders than taking the fight to them.
What kind of opposition are we talking about here?
Orcs, gnolls and other factions of the upper levels have threatened to seek out and exterminate all goblins and kobolds from the caves unless you face them and prove the worthiness of your cause. Knowing what passes as diplomacy here, that usually means you fighting them.
What if we run away?
(Oracle grabs questioner by ear) I’d much rather live thank you very much you ingrate! You will have to face up to the prophecy or we will all die, you included.
(Feel free to have PCs who run away say that this would conclude the adventure but they would now be wandering monsters in a random table somewhere)
If we have to face the other factions, do we have allies?
The Kobold and Goblins are on our side, and their support will likely prevent factions-wide conflicts. But no one will want to face the more powerful champions likely to seek you out… Unless they are convinced of your worth.
What about this thing about false Hope and Fallen Heroes?
There’s a human city called Hope’s Point two days away from here. Chances are, the Fallen Hero is a reference to a place over there and the ‘stranger’ should be near it.
This Prophecy is either pure gibberish or a thinly disguised reason to get rid of us!
You are wise beyond your years young ‘un… Maybe you can be seer after the adventurers come back and kill me!
Feel free to improvise around those themes. Just do not reveal anything about the identity of the Stranger, regardless of the finale you chose (Father, Creator, Avatar of Kobold god…) his identity is a key final plot twist.
Setting up the stage
During the discussions in the Oracle’s Cave, scores of Kobolds and Goblins enter the cave excitedly and run off in the numerous hidden foxholes and small-sized serpentine caves crisscrossing the main cave. If questioned, the terrified humanoids will mention that the faction champions are coming this way to see the oracle and her ‘puny guards’.
If pressed for information (Intimidate/Diplomacy skill roll) the following will be revealed:
DC 13: The Orcs sent an Eye of Gruumsh with a band of Orc warriors
DC 15: The above and The Ogres sent one of their feared Wyrmling hunters.
DC 17: The above and The Vampire Lords sent a heavily armoured Wight!
DC 19: The above and the Gnoll faction sent in one of their Rangers.
DC 21: All the above and “The Gnoll Ranger is none other than the legendary Gnoll Chieftain named Grak Mankiller!”
The Oracle absolutely refuses to leave for safety unless PCs pledge to remain and face the coming champions, she will retreat from the battle areas and faction champions won’t try to harm her.
Preparing for the opposition
Being part-kobolds, PCs who ask to set up defenses are given a special Encounter Power that abstractly represents the various traps set all over the cave that can be used against the coming hostile forces:
Kobold Trap
Using the ancestral knowledge of kobold trapsmiths, you trigger a fiendish trap on your unwary foe (Player should describe effect)
Encounter, Standard Action
Chose one of:
- Damage, Single target
- Variable damage source (Chose one of: Untyped, Acid, Fire)
- Range 10
- Target: One creature
- Dex or Int +4 vs Ref
- Hit: 3d8+4 of chosen damage type
- Damage, Multiple Target
- Variable damage source (Chose one of: Untyped, Acid, Fire)
- Area Burst (3) within 10 squares
- Dex or Int +4 vs Ref
- Hit: 1d10+4 of chosen damage type
- Restraining, Single Target
- Variable damage source (Chose one of: Untyped, Cold, Poison)
- Target: One creature
- Dex or Int +4 vs AC
- Hit: 2d8+4 of chosen damage type and Secondary Attack on same target vs Fort.
- Secondary attack Hit: Target Immobilized (Save Ends)
Designer Note: I thought this would be a clever and easy mechanic to allow players to have a taste of koboldy trapmaking without bogging down the game table with designing actual traps and risking Planning paralysis. (The expanded features of the adventure could offer the option of placing actual traps). Plus, this should make storytelling players happy to invent crazy-wild trap description.
The Battlemap
Being no artist, I would be tempted to use one of the commercially available maps that depict a cave. The following from Wizards of the Coast are perfect:
- Mushroom Cave (Hellspike Prison)
- Drow Outpost (Dragon magazine)
- Underground Grotto (Gargantuan Black Dragon)
- Dwarven Outpost (4e D&D mini Starter Set)
- Flooded Ruins (4e D&D starter set)
My personal choice is the Mushroom Cave and that’s the one I would use in playtest.
Should you draw your own, I suggest that you do the following:
- Make the battle area LARGE! Between 15X20 to 20X30 squares.
- Add Plenty of Cover and Difficult terrain
- Add terrain features like climbable ledges (DC around 17) and such
Up next, The actual monsters and the embedded Skill challenge to whip the onlooking cowardly Kobolds and Goblins into helping the PCs in the fight against overwhelming enemies.
Credits: Steven Helt (Sparked idea of Trap Powers from Ascension of the Drow), Wizards of the Coast (Image)
Kobold Love: Interlude 3, Changing gears
Yeah, at the rate I’m going Kobold Love will be finished by the time Wizards of the Coast publishes 5th edition.
More seriously, I have already committed to run play tests of KL at Draconis (Montreal’s gaming Con) in 3 weeks from now. I have to move a bit faster, without killing myself.
So I decided that while I will stick to the 1-2 posts a week schedule, I’m not going to go for the refined product right now. I will share with you all the bare bones of each scenes (Monsters, Traps concepts , ideas of Battlemap features, Skill challenges, etc) so that you get enough to know where I’m going and can work on your adaptation.
I will leave the refinement (and the use of reader feedback) to create the finished product after the Con possibly with some ‘refining’ posts if there’s still interest for it.
I already designed the core of scene one. I’ll post this up tonight.
I also dropped TwittRPG and other time intensive projects (like playing World of Warcraft!) so I could focus on this (and my other recent craze).
See you tonight!
Kobold Love: Intro, Background and Summary, Part 1
I’m the type of person who needs to understand a process before tackling it head on.
That’s why this post is more about context and theory than actually writing Kobold Love’s first part.
Bear with me, it will be worth it.
First Impressions are capital
When a DM opens up a D&D adventure booklet, the Introduction, Adventure Background and Summary are the first things that will be read.
While layout, art and gorgeous maps will entice a DM to read the adventure, that first section will, IMHO, make or break the adventure more than any other section.
If you fail to hook the reader within the first paragraph, your adventure will be put away and may never be picked up again.
This section is also the one that sets the tone for the whole adventure, it puts the adventure within the context of a story and gives the DM a rapid overview of what’s going to happen in it.
This makes writing this section a very crucial task that must be tackled with care and blow the reader’s mind away by laying down what the adventure truly is about in the shortest number of words (yeah that’s going to be a challenge for me).
The evolution of the adventure’s introduction
I’m a DM that buys and peruses a lot of published adventures. Ever since the era of the original Advanced Dungeons and Dragons game, I’ve purchased numerous modules, and copies of Dungeon magazines.
Throughout the years I’ve seen a shift in the way the first part of an adventure was written. In Gary Gygax’s D&D era, published adventures had a few paragraphs of background in the likes of ‘The local Duke requires you to investigate this cave or he’ll jail you all” followed by a short context (A wizard is entombed here and no adventurer ever one came out alive) and sometimes a list of rumours.
Sometime during the evolution of the Dungeon magazine format, the 1st section was divided into the 4 parts that are now common practice in the industry which more or less follow these conventions :
The adventure’s Elevator Pitch, followed with the nuts and bolts of the adventure like what level it was designed for and for how many characters. If the Adventure was published in Dungeon Magazine, it also mentioned if the adventure was setting neutral or specific (Greyhawk, Forgotten Realm, Ebneron, etc). This is usually one or two paragraphs.
The Adventure Background: The backstory of the adventure. It covers the emplacement of the action, the main protagonists, the villain, his plan and the events that lead to the quest/events that will drive the adventure. This takes a few paragraphs and usually fits in a few hundred words, depending on how ‘fluffy’ the adventure is.
The Adventure Summary: One or two paragraph description of what the players will go through during the adventure.
Adventure Hooks: Some adventures provide Hooks, a series of short quests (usually 3 or more) and or motivations to get the PCs involved in the adventure. In D&D 4e, such hooks are often major and minor quests with appropriate XP rewards.
Fluffy vs Old School introductions
From my point of view there currently is 2 schools of thoughts on adventure background design. One, espoused by Paizo Publishing and Dungeon Magazine was to have detailed, rich back stories that involve several organizations and emplacements. Adventure path adventures like Paizo’s Pathfinder and Wizards of the Coast Scales of War are good examples of this.
The other, represented by Goodman Games’ Dungeon Crawl Classics and Master Dungeon series is much lighter on context and backstory. They provide a quest and/or a villain, a few hooks and that’s often it.
Each type responds to different play styles and needs.
Where are you going with this lecture Phil?
It’s quite simple, I have to chose what ‘school’ of adventure Kobold Love’s intro will espouse.
KL-1(like good old time modules) will be written to stand on it’s own as a one shot, one evening adventure (if the DM does not expand it). Furthermore, as all 3rd party D&D 4e adventures, it will be need to be easy to adapt to all settings (including the Point of Lights non-setting) as well as all home brewed world.
Furthermore, it’s a limited scope adventure as I need to keep it rather short so I don’t spend 6 months on it.
So I’m going to write it closer to the old school way. It will feature limited fluff with lot’s of narrative hooks and grey zones to let imaginative DMs some leeway. At the same time, I’ll write enough to let a DM use it as a pick up game and still immerse player in the (half) kobolds’ experience.
Up next, Phil actually writes the adventure’s intro.
Credit: Wolfgang Baur’s Kobold Quarterly you should subscribe! (Image art by Darren Calvert)
Kobold Love: Interlude 2, Reflections and the Half-Kobold Template revealed
The Cliff is higher than I thought.
Over the weekend the immensity of what I have tackled with Kobold Love crashed on me.
As comments, mostly positive, and some (well deserved) reservations started pouring in, what initially felt to me like a public adventure prep exercise took a new dimension.
This is the real deal Phil, you will need to play by the publisher’s rules. That means mastering the 4e rules set (even if rules are lies), writing (and editing) above and beyond my current habit and make design choices that will be open to criticism.
I’m fine with that, I can take diverging opinions and criticism. Heck, chances are I will most certainly rise to the challenge and outdo myself.
I won’t try to please everyone. That’s absolutely impossible, no matter how talented I may be. I will listen to people and seriously consider their opinions, but at the end of the day, I will go where my guts tell me to go.
That’s one of the many reasons the adventure is up for Hacking by anyone, so you can make it into something you would like to run!
Hacking the Love!
Speaking of hacking, some people contacted me with questions and/or not too sure about what was this whole part of the project about.
Here’s the rundown of what I expect of you my hacking readers:
I will work on the 4e version of Kobold Love. I will possibly publish it commercially if it gains sufficient interest. However, anyone reading the blog will be able to get a playable adventure by just copy/pasting these KL posts.
I invite others to start with my Elevator Pitch posted back here and create their own version of Kobold Love in their favorite system (apart from 4e, see below).
It doesn’t have to be about kobolds… It just has to be about taking some of a games’ core tropes and subverting them to the breaking point and back.
Those who participate on thier own websites or on our forums get a chance to win a few prizes.
Those who make it to the end and offer a playable adventure get to go under the readers’ spotlight and run a chance of being voted ‘best hack’ and win a bigger prize.
I don’t lay claims to anything more than my 4e version of the adventure (and ask people not to tackle it in 4e, but I won’t kick in your door and seize your laptop if you do). All I really ask is that don’t sell your adventure without talking to me first.
Posting Schedule
The specter of ‘blogging as work’ as started showing its ugly head again and I only have myself to blame. I have just too many bloddy cool things to write about. As I try to flap my arms while falling from my cliff, I started feeling anxiety again… for the first time in nearly 6 months!
Anxiety for a project that I don’t even depend on to live, that’s bloody ridiculous.
That’s a clear sign that I have to slow down somehow. That’s also why I’ll probably try to do no more than one full KL post a week and an interlude one to discuss the projects’ current issues.
I might do more, if the fun is there, but I won’t press the issue if I don’t feel like it.
Enough with the whinning Phil, gimme the damn Template!
Okay, okay! Here it is…
Designed by Yan Décarie. Feats by Yan Décarie and P.A. Ménard.
Yes I’m sticking with this idea, I just will offer a less gross finale as the main Scene 5 alternative. The idea is that the Half-kobolds are a blend of Kobold Cunning and Human resourcefulness. They are also medium size and don’t come with the dreaded shifty ability built-in the racial template.
[Begin race template]
Half-Kobolds
Average Height: 4´3”–4′-9”
Average Weight: 80-100 lb.
Ability scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonus: +2 Insight, +2 Diplomacy
Dual-Heritage: You can take kobold and humain feats
Survival Instincts
Encounter Power
Immediate Interrupt Personnal
Trigger: You missed an attack roll or an attack has hit you
Effect: You can add or subtract two to the attack roll and change the result accordingly.
[End race template]
We also propose three new feats (all powers and feat names are placeholders):
Shifty [Kobolds]
Effect: You can use the shifty Kobold power (MM P 278) as an encounter power
Improved Shifty [Kobolds]
Prerequesite: Shifty
Effect: You can use shifty as an at-will power
Designer Notes: The shifty ability is too powerful to give freely to a PC. I believe that Making it into 2 feats makes it more inline with current PC available powers
Trap Sense [Kobolds]
Effect: You gain +2 bonus to all defenses against traps.
Comment, suggest and discuss!
Credits: Gregory Taylor (Image)
Project Kobold Love: The Adventure Plan
Hello and welcome to the 1st official design essay of Project Kobold Love.
Here I’m going to reveal it to you, all 5 scenes of my adventure, including the very Tropa-licious ending I cooked up last week on my plane ride back from Gen Con.
The 5 scenes model
Kobold Love will follow a model similar to Johnn Four’s seminal 5 room dungeon model. It will consist of 5 self-contained scenes (or Encounters in D&D 4e speak) that are linked in a linear fashion by a story.
I chose that model because it makes for a short adventure (I want to tackle another project soon). I also chose it because a 5 scenes adventure can usually fit in a 4 hour gaming session, which is a common time slot in home games and conventions.
Kobold love is not designed for campaign play, although it could act as a springboard to one.
The Adventure Plan
When I prepare a homegrown adventure for my gaming buddies, the first thing I do is a plan of each scene I envision in the upcoming adventure. I don’t necessarily write it all, I’ve made and played 5 scenes adventures without notes, but it often helps me when I do.
While this yet unnamed adventure (Kobold Love is just a placeholder name) will be somewhat linear, I still like to have a high level idea of the possible encounters before I start building it.
The way I do it is to write a few paragraphs for the introduction and each scene of the adventure. That allows me to outline my main idea about each part. If inspiration hits while writing the plan, I pour it in, but I try real hard not to let details creep in too much (and take over my creative cycle), that’s for later.
So here’s Kobold Love’s plan:
Adventure Introduction
A party of big ugly kobolds have lived all their lives with an old Kobold crone that acts as the dungeon’s Oracle/Witch Doctor. What the ugly duckling kobolds lack in grace they more than make up with cunning and a very acute sense of survival. Since their infancy, they have been able to avoid the numerous adventurer raids of their home dungeon, pulling their adoptive mother to safety while most other dungeon denizens perished.
One day, the Oracle had a vision and shared a prophecy with the whole underground complex: Now was the time to break the cycle of raiding and killing in the realm of Darkness. A group of outcasts was to go to the Outside Dungeon, seek the “House with Dark Corners” and slay the Quest Giver!
As soon as the words were spoken, outrage and anger ignited the dungeon…
Chatty’s Comments:
That’s typical me, I start writing and it all pours out… this is basically the whole adventure background. I’ll just retouch later.
At least it gives you all the context of where I plan to go with this.
Scene 1, Dungeons and Diplomacy
Shortly after the Oracle pronounced the prophecy, angry (and muscled) representatives of the dungeons’s strongest factions show up in the Crone’s Cave Lair and demand that she retracts such heresy. They are ready to argue their position with weapons, teeth and claws.
Monsters don’ t just leave dungeons! Therein lies madness!
There the kobold PCs, who have been identified as the obvious “Outcasts” by all factions, must debate with the factions leaders to convince them of the validity of their quest. With a skill challenge based on social skills (and role playing), the PCs can reduce the number of hostile enemies they have to face.
The number of successes and failures determines the number of factions the PCs will have to fight simultaneously as each success returns a faction to its lair.
Scene 2, On the Road…Again
As the Kobolds make their way to the nearest Human city, they have to rest near a road. During their rest, a generic adventuring party is passing by to raid their dungeon. If the PCs are spotted, the party of adventurers cries ‘Kobold Ambush!’ and attacks.
Chances are PCs will attack if unspotted, turning this into a real ambush!
Chatty’s Comments:
This scene is a tribute to Keep on the Shadowfell and countless other In Media Res adventures. I just had to put it in!
Scene 3, Skill Challenged in the City.
Kobolds have to get into the city. Various ways are made available, including climbing the outside wall at night, Bluffing the City guards (Skill challenge: Disguise, Bluff, Diplomacy) and sneaking into the sewers
Chatty’s Comments:
This is the least developed (and least linear) scene in my mind currently. Therein lies the danger of over writing it. For example, in the sewers, I have possible trap-like encounters with monsters or another roleplaying skill challenge to convince sewer denizen of righteousness of quest in mind.
Actually I think I’ll give DMs playing the adventure the option of making their own 5 room dungeon just for the Sewer part of the adventure, possibly adding treasures to help the PCs later.
Scene 4, Trope Showdown in the Tavern of Clichés.
PCs make it to the Tavern where they meet a roomfull of the some of the most known D&D archetypes/clichés characters. Among others, they’ll meet a dual-scimitar Drow Ranger, a Naive Fighter and his sickly Wizard brother. a wisecracking halfling rogue and, of course, the Stranger in the Corner.
An epic, very hard fight ensues… with a possible Roleplaying “out” See Scene 5.
Chatty’s Comment:
Yup, a subverted barfight against tired clichés! Choosing the right archetypes for maximum effect is going to be important here. Crunch wise, the encounter must be at the near maximum of the party’s capacity. The Tavern must also be a dynamic environment ripe with props and cool terrain exploits to give bold/creative PCs a slight edge.
Scene 5, You wouldn’t dare!
Edit: This Scene as be marked for possible rework. See comments.
As the stranger in the corner dies, he drops 2 scrolls. The first, written in common, says “Go forth in the nearby Caves of Doom and find an old Kobold Crone living with a small band of kobolds and give her this scroll. Kill everything else!”
The second scroll, written in a secret language the Crone taught the PCs says “My love, I miss you so! I’m ready to be a good father now, if you’ll still have me”
Roll Credits.
Chatty’s Comments:
Did I forget to mention that all PCs were half-kobolds? I did? My bad. =)
If the DM feels especially evil he can let the PCs bring back the scroll without reading it and witness ‘mom’ cry herself to death upon reading the note.
However, I really want to allow the adventure to finish in a different way… Maybe the stranger will be willing to surrender and parlay if bloodied and that might be an occasion to have a ‘Sith Lord Daddy’ moment that’s just as strong.
Possibilities…Endless!
Your Turn!
So any thoughts on this in general? Anyone wants to take this in another direction?
Sound off in the comments, on our Forum or on your own web site (don’t forget to link!)
Up Next: Adventure Background and Summary (and maybe a bit more)
Credits: Wizards of the Coast (Image)
Kobold Love: Interlude 1, The Posse is building
My Kobold Love adventure plan post goes up at 20h00 EST tonight.
While we wait, I thought I’d share the names of participants who officially joined the ‘hack/test Chatty’s adventure’ part of the Project:
Cross-System Hacking:
- Greywulf joined to do it in his own Microlite20.
- Dave T. Game joined, hinting about d20Modern.
- Fang Langford joined to do it using his own Scattershot RPG.
- Brent P. Newhall is pondering about doing it in his own Giant Robot RPG Gunwave. So Cool!.
- walkerp is very tempted to join and do it for Savage Worlds.
- Steven T Helt, the Iron DM, joined to do it in Pathfinder Beta.
- Lex Moxgrove joined with a yet undefined system.
- Felonius is pondering about joining and use Burning Wheel
- Dr. Checkmate joined to do it in Savage Worlds
- DanVoyce joined to do it in Seven Leagues
- MadBrew joined to do it in White Wolf’s Storyteller
Play Testing:
- Shane Cottom (Co-writer of the Ascension of the Drow) accepted to be a playtester DM
- Reverend Mike accepted to playtest as a DM (Still room for one).
In fact, I may offer a prize for the playtest reports. Stay tuned.
Now just so we’re clear, I do not ask you guys to go to the end. I know how much work an adventure can be. The Final Prize (the 30$ Certificate and the Chainmaille bag) will go to someone who finishes it, but I’ll consider anyone that gives the project an honest attempt for the 2 participatory prizes.
Plus I expect people to jump in after the next post (Adventure Plan) as I bet people with different ideas will want to tackle it differently.
See you tonight…
Chatty Studios Presents: Project Kobold Love
Edit: For those coming over from Kobold Quarterly, hi! Just a quick note to clarify that I’m not taking any donations for Kobold Love… That one will be free to see me build it and such to prove to you guys that I can produce quality material… I might ask you to buy the final product if I get it published, that’s all.
In which Chatty jumps off a cliff of his choosing…
One of the numerous lessons I learned from my first Gen Con Experience was that I had the skills and guts to carve myself a name in the RPG industry, I just had to believe in them and do something about it.
However, with a family to feed and being already halfway through my 30s, I can’t afford to start at the bottom of the Freelancing ladder and climb my way up… I might as well just stick to my day job.
Enter Chatty Studios
Chatty Studios is my own part-time stab at entering the RPG publishing industry. Taking a page from Wolfgang Baur’s Open Design concept, I want to publish fan-supported D&D 4e material through a patronage system.
Patrons would pay me up front (giving me capital to allow me to hire artists and technical help I do not possess) in exchange for an open and interactive experience where I build the product through blog posts for their eyes only.
In those posts I would share my design/writing philosophies, poll patrons on design choices, participate in play-testing and create the product like a TV chef cooks up for viewers every week.
In the end, we’d have a final product that all patrons would get first (PDF or Dead Tree, depending on participants). I’d then publish the adventure (or license it to a publisher) to help me pay for my next Gen Con trip and maybe buy my wife and kids a few gifts.
Thing is, I’m perfectly aware that I’m currently an unproven nobody in the industry. While I’m a rising Blogger, I know that I don’t have solid street cred… Hell a lot of my readers don’t know my real name!
That’s why my first Chatty Studios project will be a Creative Commons D&D 4e adventure that I’ll create on this blog (Chatty Studios will have it’s own Website when I launch it officially before year’s end). All readers are invited to partake in it (please see below for boring legal IP stuff) as if they were paying Patrons.
I’ve been shamelessly hyping it all over the Blogsphere for the last week and I dubbed it…
Project Kobold Love!
Here’s the project’s pitch I wrote when I came back from Gen Con:
I’m sick and tired of the Editions Wars. So much so that I want to show that a game system is just an excuse to have fun, no more.
Project Kobold Love will be a Creative Commons, Non-Commercial, 5 scene adventure featuring the Reverse Dungeon Trope. If it’s good, I want to be able to publish it commercially while leaving others the right to hack it legally as long as no one tries to sell it without talking to me first.
Elevator Pitch of the adventure:
A bunch of Kobold ugly ducklings go forth on a Quest to seek out the Tavern-in-the City. They are to kill the mysterious stranger that sits in the corner, giving quests that always end up destroying their dungeon home. It’s going to be a 5 scenes, Semi-linear event-based adventure, filled with carefully chosen Fantasy RPG tropes. Playing time 4 hours.
Approach: I will make a series of posts on a 1-2 posts per week schedule. In each, I’ll build the adventure for D&D 4e, full with DMing tips, Tropes design notes.
The Hook: I will openly ask other RPG bloggers and readers to follow my lead, stating the adventure in their favorite non-4e game system. Legacy D&D, Pathfinder, Encounter Critical, GURPS, BESM… I don’t care! The crazier, the better.
Hell it can be all hacked to hell and be made about Pigs in Space… I’m sure it’s going to a LOT of fun.
I’ll then publish my adventure on one of the RPG PDF sites and look into getting it printed by someone out there.
I’ll then see if I can get customers to pay me to do another project.
I want to network the hell out of that one, I want people to have fun with it. Yes some of that is Hype for me, but that’s what business is all about.
I really want to get our growing community of readers/fans to start merging and mingling more. We’re friends for heaven’s sake, not enemies camped in the headquarters of our favorite game company/designer.
I have challenged Mike Mearls, Wolfgang Baur, Nick Logue. I expect their fans to tackle this project on their sides.
If anyone wants to take the challenge of making your own Kobold Love adventure, my sponsor, ZeStuff.com, is offering 3 15$ gift certificates. I’ll draw 2 randomly between those that tackle the project on their website, or in my forums here (just email me at chattydm@chattysdm.net and I’ll create you your own message board).
I’ll put the last one (that I’ll try to up to 30$) up for the readers to choose the best Kobold Love Hack!
Edit: This just in! Alex of http://maille.czaralex.com is offering a Brass bag capable of carrying 30 assorted gaming dice fastened with a leather cord and bead to the reader-chosen winner of the contest! Have a look at how great they look!
Prizes will be given 2 weeks after this series concludes… So you have plenty of time (like 5-6 weeks or so).
So please step up in this post (or the next one), with your game system of choice, if you feel like you could tackle this!
Boring Legal Stuff:
I lay IP claims to the project and the adventure I will publish in this series. As per the Creative Commons license I applied to this blog, everyone is welcome to hack it, modify it, post it on their websites and do whatever they want with it, provided they credit me and don’t try to commercialize it without my written agreement.
Also, by posting comments in any articles of this series, you surrender the commercial rights to any ideas or derivative work I might do with them. I will credit (with full name) anyone that helps/inspire me (and likely give out free copies of the finished product) but I do not want to fight with anyone about me stealing ideas if they were posted up here… It’s just too hard to differentiate what ideas I had and which were influenced by fan suggestions.
Now that this is out of the way…
Here’s my post plan for the series:
- Interlude 1: The Posse is Building
- The Adventure Plan
- Interlude 2: Reflections and the Half-Kobold Template
- Intro, Background and Summary, part 1
- Intro, Background and Summary, part 2
- Interlude 3: Changing Gears
- Scene 1: Dungeon Diplomacy! Part 1
- Scene 1: Dungeon Diplomacy! Part2
- Scene 2: On the Road… Again
- Scene 3: Skill Challenged Kobolds in the City
- Scene 4: Trope Showdown in the Tavern of Clichés
- Scene 5: Conclusion and Epilogue
- New Mechanics, Templates and Monsters
- Playtesting
- Layout issues, Maps, Arts and Monster Stats
- Naming the adventure and making the final product
As mentioned before, I might add new posts or break down some if they grow too big. You, the readers will help me drive the show.
Up next: The Adventure plan!
Credits: Wizards of the Coast (Image)


