Thursday, June 26, 2014

Planet Eaters 1- with words!

Another preview: my oldest son assires me that webcomics ate supposed to be B&W and abot video games... I am redesigning Ord, down there at the bottomwhich is why he is uncolored.

This is page one, probably the only preview for a while...

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Thursday, June 19, 2014

The Planet Eaters - color arts.

Taking a break from gaming stuff to work on Cosmic Tales, my comic. It may be a long break. A really long break. I have been drawing non stop for about two weeks. I am making good progress and I really feel that my art is improving. This might be page one out of a projected one fifty or so. I'll get back to gaming stuff at so e point, but imma follow this to wherver it leads. As I said to someone last night, if R. Crumb was a tit man and trying to pass himself off as Jack Kirby, the art might have looked a bit like this.

This story is called the Planet Eaters, btw.

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And another from later on.

Even the most cursory and abusive comments would be appreciated.


Sunday, March 30, 2014

[map] Cyclops Wood Full

This is the initial campiagn area; after moving through Zimon's Gate, the characters will find themselves at the top of a mountain road that brings them down onto the sotheast portion of the map. Referees could also begin in Dogwall or Molt without too much trouble. Dogwall is a day's walk (more or less) on the other side of the stone bridge, and Molt is upriver on an island in the glacial lake.

Larger version

This was a bitch to draw, btw.


Friday, February 21, 2014

[Map] The Hidden Land at the Sorcerer's Skull

Get a look at it here.

This was one of my two major projects for the last couple of months, and the first time I have really tried to do a large scale callaboration. It was educational on a technical level (to say the least) as it turned out to be several smaller projects as opposed to one big project. It took forever and ever (I started it at the end of field season in late october).

This means I can return to working on my webcomic, Cosmic Tales, which I hope to launch some time this year.


Thursday, February 13, 2014

[Map] A section of the Cyclops Wood, and thoughts on wilderness adventure.

Although I have made a few in my time, I have gown increasingly less fond of big hex based sandboxes. I think wilderness adventues are a great idea. I do not believe, however, that hexcrawls are to the widerness what dungeons are to site based adventures. Walking and exploring have become big parts of the work I do in meatspace and hexcrawls absolutely fail to capture what I love so much about both.

Imo, most hexy things try to cover too much space and getting lost is a ticket to boredom. Now, my worklife aside, when I was a neglected child and spent my time wandering around defunct railroads and empty country, getting lost was fun, because you poked around until you were not lost, and you found stuff along the way. Also, you can easily spend days exploring what is represented by just one hex on most maps, but they usually have like one detail. This strikes me as too little and too arbitrary.

This map is the beginning of an attempt to convert some of this thinking into gamables.


1. Constrains the players- the ravine is in the west, the east side is mountain cliff face. The bridge is flimsy or magic and you can only cross once, maybe- or just finding your way back to it could be the challenge.

2. Ensures that you will have to leave the road.

3. Gives you stuff to find once you get lost. That is the moon capsule from The First Men In the Moon up there on the top left, btw. I don't think lost should be a matter of rolling a random direction, but rather a random destination with a random duration of travel.

4. Has room for factions.

5. Has an ecology (take my word for it)

So the idea is you have to explore and interact with the environment (e.g., deal with the locals, figure out how to cross the boiling mud, decide which way to go on the road at the fork, discover that someone has fucked with the signposts, and so on...) on the way to your goal (which in this case is the big skull hill thingy) instead of just passing through. Not every landscape is an adventure, of course, in the same way not every building is a dungeon.

Note: I don't have the scale on the map but it is like a 4 hour walk from the bridge to the fork in the road. Also, the apex predator here is an insane allosaur.

I'll key this up in a day or two, probably like the Molt map, but with stats and shit

Come at me, bro.