Wednesday, September 2, 2020

Learning to Jam with ELECTRIC WIZARDS! - Eclectic Bastion Jam Post Mortem


 

I recently participated in the Eclectic Bastion Jam, an RPG game jam centered around Electric Bastionland. Hacks, modules, items, adventures, and more were accepted so long as they were at least tangentially related to Electric Bastionland or Into the Odd.

ELECTRIC WIZARDS! was my entry into the jam, and I'm honestly pretty pleased with how it came out.

I wanted to get down "on paper" my process for the design, writing, and layout of the module,  collect the specific resources I used to put everything together, and talk through some things I learned along the way.

This ended up being much more meandering and unfocused than I'd originally envisioned, but hopefully someone else finds this info useful! If you'd rather skip me blathering on about my "process" and just want the resources I used, scroll to the bottom.

Game Jams?

Something I've learned about myself and writing is that without deadlines, I'll never get anything done. I mostly learned this in academia (research papers, proposals, conference submissions, even my friggin dissertation) but it has stayed very true in RPG writing. The first piece of RPG writing I actually finished (outside of stuff for personal use) was for Dissident Whispers, where I wrote and laid out one module, and wrote another (and then people much more talented than me created art and layout for it). During that project, the time from starting to when the writing was due was 72 hours. My first module (The Mechanical Menagerie of Michael Moreau, MD) was something I'd been working on prior to joining Dissident Whispers, but once I was in a position where things had to get done I was somehow able to actually do it. And then do it a second time, because I finished earlier than expected and wrote another module, The Crumbling Carmine Ruins, for Mausritter.

After Dissident Whispers was done, I went back to fiddling with a bunch of different projects and not really making any progress on things.

Which is all a long way to say, I need deadlines and specific goals to actually finish things. If you have similar problems I highly recommend joining game jams As far as I can tell they are designed specifically to give you a deadline to get you to finish things.

(Dissident Whispers is a community collection of one page RPG modules published and sold to raise money for the National Bail Fund. Get it here (it's incredible) or read play reports for my playthroughs of several of the modules here).

Module Goals

So deadline ahead of me, I decided to pull up an old blog post of mine about using the Goblin Laws of Gaming wizard magic (as filtered through Masuritter) in Electric Bastionland. Electric Bastionland is all about items and objects, rather than innate power, so cassette tapes containing magic spells was my plan to fit both the mechanics and the aesthetic of the game. 

What I wanted to do was go a bit deeper with the mechanics than I did in the original blog post, and flesh it out into an actual module.

I went through a spectrum of different options for what I wanted in the module: starting with simply the rules adapting GLOG magic plus a handful of spells, all the way to a huge module with an entire borough including 8 wizard towers each of which would be a fleshed out adventure location ready for running heists to steal ætheric technology. There was going to be a faction war between the litigious Royal Thaumaturgical Society trying to keep magic locked down, and the FLOSS (Free Legerdemain and Open Sorcery Society) trying to spread it to the masses.

In the end I managed to fight back the feature creep and created the following goals:

  • Rules for Cassette Tape GLOG magic integrated into existing Electric Bastionland rules.
  • 6 "GAUNTLETS", the devices used to cast Cassette Tape spells.
  • 18 total spells, suitably "Bastionland-y".
  • 6 GAUNTLET mods to customize the above GAUNTLETS.
  • 2 Failed Careers, as a way to communicate the tiny slice of setting, and as a quick way for people to start with a GAUNTLET and SPELL.

Once I got into the writing and layout, it ended up shifting a bit. One failed career got cut and I added 6 oddities to go alongside the 6 GAUNTLET mods. But this is what I had in mind once I sat down to start working on the module in earnest.

Making Magic

I'm not going to restate the full set of rules here, but to briefly explain: it's GLOG magic. contained in physical items, combined with Electric Bastionland's HP system. If you want the full explanation, just go download my module, it's free!

To bring magic into Electric Bastionland I had a few goals to help it mesh together nicely:

Goal 1: It had to be very rules light.

Electric Bastionland has very few rules so adding any new ones has to be done carefully. GLOG magic is pretty straightforward and lightweight, so no trouble there, but the main trick was stopping myself from layering even more rules on top.

Starting with Mausritter's version of GLOG magic, I had originally been tracking charges per spell (or per cassette in my case) with unique recharge conditions. This is very fun, and I like it a lot (it works great in Mausritter) but for the scale and pace of how I run Electric Bastionland I found it unwieldy. Making the GAUNTLET holding the charges meant only one number was tracked, and it played more nicely with creating different GAUNTLET variants.

The next thing to handle was saving throws or hitting moving targets. Originally I just had nothing, spells simply did what they said. That restricted possible spell designs too much, as lots of potentially fun effects would also become instant kill spells if used on enemies.

The simple solution was to just let enemies make a DEX or CHA save to avoid a spell's effects, but I dislike that sort of binary resolution when handling things like spells. If you've sunk resources into something, it's frustrating when the outcome is just "nothing happens".

The solution I ended up sticking with was to tie the magic directly into the usual Hit Protection system for Electric Bastionland. HP in Electric Bastionland is already explicitly the ability to avoid harm, so if casting a spell is treated mechanically like an attack it works perfectly.

When you case a spell it is treated as an attack(using the highest die rolled as "damage" and only if it gets past their Hit Protection will it effect the enemy. Now even on a miss, you're still exhausting their ability to avoid further spells or attacks. It encourages teamwork in combat, since you might need your party to keep an enemy pinned down with normal attacks in order to get your spell through. Plus I get to take advantage of Bonus Damage (Enhanced in ITO) and Impaired attacks without any further complication on my part. Any time rules can do double duty it's a win.

At one point rewinding a cassette safely took time, a full 10 minutes, but you could rush the process by manually (maybe with a pencil) at risk of things going wrong. I eventually realized the main reason I had included this was just to make the pencil rewinding joke, and that wasn't worth the extra rules baggage. After a couple more iterations, I ended up dropping rewinding tapes altogether.

In the end I like where the systems landed, although I am probably just about doubling the total rules word count. Electric Bastionland is so pared down it's very hard to add extra systems without everything seeming unwieldy or heavy.

Goal 2: It had to be item based. 

It should be something anyone could pick up and use. It had to be a physical item that could be traded, bought, or stolen. Magic being a tangible thing you could hold was important, and Mausritter provided a great starting place. 

Cassette tapes are a fun, eminently tangible thing to use. The nice "cachunk" they make as you slot them into a player is permanently burned into my brain.

Using power glove type things as the requirement for casting is also great, because who doesn't want to run around shooting fireballs out of a power glove?

Goal 3: It had to have a high "shenanigan coefficient". 

 By which I mean straightforward spells with an obvious, useful purpose are boring. Weird, obscure spells that lend themselves to several convoluted purposes are better. I want players to be initially confused or amused by a spell's description and then start scheming. Spells shouldt lend themselves to odd uses, or encourage players to come at a problem sideways. 

Just imagine the goofs players would get into using this.

There are already literally hundreds of GLOG spells out there, and I don't think anyone benefits by a few more reskins of standard DnD spells being thrown onto the pile. I don't think I was entirely successful in this, but I'm generally pretty happy with my final spell lists.

This same process is also what went into the design of the Oddities and GAUNTLET Mods. The Troika! spell list was also a great source of inspiration, showing that you can make traditional effects interesting again with strange enough trappings (see the Invisibility spell for my favorite example).

Layout

I'm very much a novice at layout, but wanted to try to do something that would be visually exciting to look at. This ended up turning into doing a different visually exciting thing on every single spread, which in retrospect was probably a bit over the top and also makes the entire module a bit incoherent to read through. I do like where it ended though, so I'm not too down on myself for this.

I used Affinity Publisher (technically the free trial of it) for doing the layout (with a bit of Affinity Photo for editing).

I approached the layout by trying to make each page resemble a specific thing. Layout was much easier when I had an end result in mind, so aiming for something real I could look at to reference helped a ton. I could usually figure out how to mimic the layout of something, but struggled much more with making the layout both easy to read and visually interesting on its own without there being any "gimmick" to the look. Evocative is easier than original, at least for me.

In order, after the intro and rules page, the visuals I was attempting to replicate are:

  • Patent Document
  • Cassette Tape Insert
  • Dot Matrix Printout
  • Government Form
  • Comic Book Advertisement Pages

For specific aspects of layout details I highly recommend finding things made by people who are actually good at layout, and shamelessly stealing their ideas. The first thing I tried to lay out myself was my Troika! module in Dissident Whispers, where I used a flowchart style "map" which I borrowed from Sean McCoy's layout in the Ypsilon-14 Mothership Module.

The rest of Dissident Whispers (i.e. the parts that I didn't do layout for) is an amazing exhibition of tons of different layout styles and techniques. It's a fantastic smorgasbord of excellent ideas to borrow from.

One layout "trick" I used that's is worth highlighting, if only because it's on nearly every page, is how to apply a texture to an entire spread to give it a "used" feel. I'd find an appropriate texture stock image, set it as the bottom layer of the spread, and then set the layers above it to "multiply" which translates that texture through all the elements on top of it. For black or very dark elements, like text, I used "pin light" or "hard light" blending, although I think simply lowering the opacity would accomplish something similar.

Paper texture blending. I didn't blend the "4. EPOXY" text particularly well, but you get the idea.

 Beyond that, desaturated colors made things more visually easy to look at, and a more "authentic" feel in a lot of cases (specifically the Oddities spread).

Tipping text a slight angles can be visually striking (look at MÖRK BORG, or a bunch of the Dissident Whispers modules for examples) but I mostly used it in ELECTRIC WIZARDS! when I was trying to make something look hand written. 

It's perhaps too subtle here, but looking at the whole page the slight misalignment between each desctipion sells the feel I was going for.

An Affinity specific goof I made was while using mixam's booklet templates, I did all of my layout using a single "page" within the software for each two page spread. What this meant was when I finished, I had no way to split each spread into individual pages for export (or at least, I couldn't figure out how to do so). What I should have done from the beginning is to use the single page templates then under Document Setup checking "Facing Pages". This lets you edit in two page spreads, but export as either spreads or singles.

The last piece of advice I'd give is that there are tons of really cool and interesting fonts out there, absolutely use them but don't forget that people should actually be able to read the thing at the end of the day.

Final Product

You can find the final ELECTRIC WIZARDS! at itch.io. It's totally free, and I'd love for anyone to give it a look and tell me what they think. While you're over there check out the rest of the incredible entries into the Eclectic Bastion Jam.

A friend of mine got the module printed and shipped to me for my birthday, for which I'm incredibly grateful. I recorded a video of a flip through so you can see what it would look like in print:


I'm very thankful for the Eclectic Bastion Jam giving me the framework and impetus to produce something I'm actually quite proud of. I highly recommend joining a jam just to get the experience of working on, and finishing a project.

For the curious, at time of writing the module has been downloaded 119 times, although some of those are people downloading both the singles and spreads pdfs. I don't have a following of any kind to try and market this to, plus it's a very niche crossover module connecting two relatively niche RPGs so the potential audience is pretty limited to begin with.

Resources Used

Fonts

Google Fonts

League of Movable Type

Misprinted Type

Moonbase Press - Specifically for the Dot Matrix style font.

Images

British Library Flickr - All the old timey images came from here. Searching for specific things can be a bit wonky, but digging around will provide a bounty of excellent stuff. A lot of my ideas came from things I accidentally found while looking for something else.

Unsplash - The large background images of cassettes all came from here.

photos-public-domain.com - Used for paper images to provide texture to backgrounds.

The US Patent Office - So it turns out most patent art is public domain. All of the images on the gauntlet page came from here.

1 comment:

  1. This is one of my favorite entries in the Eclectic Bastion Jam. It's highly readable, looks really unique and interesting, has a splash of nostalgia while retaining a unique flavor, and the spells and gauntlets themselves are diverse and fun. Nice work!

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