Onyx Sky post-apocalyptic RPG in development and playtesting now

Posted Leave a commentPosted in Forge Engine, Game Design, Mechanics, Onyx Sky, Playtest, Role-Playing, RPG, Rules

Since the release of Forge Engine universal role-playing system in 2018, I’ve been working on a new RPG; Onyx Sky.

Onyx Sky is a post-apocalyptic RPG that explores the world after a devastating global war and catastrophic climate change plunge humanity back into the stone age.

Onyx Sky takes the underlying principles of Forge Engine (stats + skills, flexible action economy) and re-imagines them into a streamlined and accessible new system.

Where Forge Engine used d10 die pools composed of the character’s attribute and skill ratings, Onyx Sky uses a step-die pool system.

In Onyx Sky, the character’s six attributes are represented by step dice, so a beginning character may have a d6 in an attribute, while a more advanced character would have a d10, d12 or beyond. This step-die system progresses from d6 through d8, d10, d12, d16, d20, d24, d30. Having a d6 in an attribute represents ‘below’ average capability, a d8 is an average human, and the higher dice ‘steps’ represent greater capability levels.

The dice pools for attribute tests in Onyx Sky always include the character’s attribute die, then they may also include a second skill die if the character has a relevant skill, and finally they may also include a third specialization die if the character has an appropriate area of specialist training.

Each attribute has a number of associated skills, such as Athletics which is based on Strength, Acrobatics which is based on Acuity, and Survival which is based on Acuity. In Forge Engine, these skills could be trained at various rating levels (from ◆◇◇◇◇ to ◆◆◆◆◆), whereas in Onyx Sky, these skills are either untrained or trained. When an Onyx Sky character is trained in a skill, the player rolls a second die using the same die as the attribute.

For example, an post-apocalyptic wanderer making an Acuity (Survival) test to forage for food would roll their Acuity die (d12), a second d12 for their Survival skill, and a third d12 for their specialist Forage training.

These dice pools are then rolled against a static difficulty number for normal challenges, or against the target’s defense pool for attacks. Each die that equals or beats the difficulty number (or the target’s highest defense die) is a success. This generally means that attribute tests and attacks can achieve between 1 and 3 successes. For general attribute tests, these successes define how well the character achieved their task. For combat, these successes each translate into damage, with the weapon’s damage being dealt for each success.

Here are the core features of Onyx Sky:

  • Attributes have die ranks; d6, d8, d10, d12, d16, d20
  • Skills are either untrained or trained
  • Action pools of 1 or more dice are used for attribute tests and attacks
  • In attribute tests, the action pool rolls against a fixed difficulty
  • Action pools for attribute tests include the character’s attribute die, a die for the relevant skill, and possibly a final die for a specialized skill.
  • Attribute tests can achieve multiple successes
  • For attacks, the action pool rolls against the target’s defense pool
  • Action pools for attacks include the character’s attribute die, a die for their weapon’s training, plus dice for specialized situational techniques
  • Defense action pools include the character’s body die, and additional dice for armor, skills, and specialized situational techniques
  • Attacks can achieve multiple successes, and when an attack hits, the weapon’s damage is dealt for each success

Drop me an email if you’re interested in playtesting Onyx Sky.

Hero Kids Bundle of Holding 2020

Posted 1 CommentPosted in Hero Kids, Role-Playing, RPG

Hero Kids and Bundle of Holding have teamed up again to launch a new Hero Kids Bundle of Holding:

Hero Kids Bundle of Holding 2020 Image

There are two collections on offer:
• Starter Collection: Core Hero Kids, 5 adventures, plus extra Pets and Heroes
• Bonus Collection: Adds the Monster Compendium, Space Heroes expansion, 5 more adventures, and 5 more sets of Heroes!

Check it out here:
Hero Kids Bundle of Holding 2020

Hero Kids Creator’s Guild coming soon

Posted 6 CommentsPosted in Adventures, DriveThruRPG, Game Publishing, Hero Kids

People of Hero Kids, in June we’re launching the Hero Kids Creator’s Guild on DriveThruRPG.

The Hero Kids Creator’s Guild is home to community created adventures, translations, monsters, equipment, heroes, pets, and expansions.

Hero Kids Creator's Guild

For game designers, translators, and enthusiasts, the Creator’s Guild is a place to contribute to the Hero Kids universe. Here, creators can build on existing Hero Kids materials or create something new. Creators can publish and sell their work to the growing community of Hero Kids fans.
If you’re interested in participating in the Creator’s Guild program and getting something ready for the launch, get in touch with me at justinhalliday(a)gmail[.]com.

Hero Kids sales analysis

Posted 3 CommentsPosted in DriveThruRPG, Game Publishing, Hero Kids, RPG
Last week I did a quick and dirty analysis of Hero Kids sales per day of the week to try to work out which day is best to release a new product (the answer is Thursday):

Hero Kids - Sales Per Day of the Week
Hero Kids – Sales Per Day of the Week

I’ve been dreading doing deeper analysis of sales per year, but I finally pulled out my finger to graph Hero Kids sales per week across the eight (EIGHT!) years since the game’s launch:

Hero Kids - Sales Per Week Across Years
Hero Kids – Sales Per Week Across Years

As you can see, Hero Kids started modestly, but I continued to support it with six additional expansions across its first year, and it gradually built its audience.
I think that there were a few step-changes across the life of Hero Kids:
  • Around the middle of 2013, I released a series of Adventures and Hero expansions over four-ish months. These seemed to build on each other.
  • In December 2013, Hero Kids was the headliner in a Friends And Family Bundle of Holding. This – miraculously – was blogged and tweeted by Wil Wheaton, which gave a large boost (http://wilwheaton.net/2013/12/rpgs-to-play-with-your-kids/).
  • In November 2014, DriveThruRPG launched its first annual Teach Your Kids to Game Week promotion, again headlined by Hero Kids.
I consider Hero Kids an evergreen product, so I plan to keep supporting it indefinitely. Each new product I release goes into the Complete PDF Bundle, improving the bundle’s overall value. And I also send out free copies of each new product to people who have already purchased the Complete PDF Bundle.

Hero Kids, adventures, and expansions are available now at DriveThruRPG:

DriveThruRPG – Hero Kids

And you can follow the development and news about Hero Kids at the dedicated blog:

Hero Kids RPG Blog

Forge Engine in print now!

Posted Leave a commentPosted in Uncategorized

The softcover print version of Forge Engine is now available!

In fact, there are TWO versions of Forge Engine available:

Forge Engine editions

On the left, we have the softcover perfect-bound edition from DriveThruRPG:

Forge Engine - Universal Role-Playing System - Softcover Perfect-Bound

On the right, we have the softcover coil-bound edition from Lulu:

Forge Engine - Universal Role-Playing Game - Softcover Coil-Bound

Hero Forge Games update

Posted 2 CommentsPosted in Adventures, Board games, Character Sheet, DriveThruRPG, Forge Engine, Game Design, Game Publishing, Hero Cards, Hero Kids, Heroes, POD, Role-Playing, RPG, Rules, The Road to Ruin, Uncategorized

Folks, now's a good time to take a moment to check in about what's happening in Hero Forge Games land.

Bundle of Holding

The Hero Kids Bundle of Holding closed several weeks ago, with 1,008 new Hero Kids families joining our community, and $1,700 donated to the Reading Is Fundamental charity.

Huzzah!

Recent Releases

By now you should know that I recently released the Forge Engine - Universal Role-Playing System.  In addition to that new hotness, I also just released the Hero Kids core 10 heroes in Danish.

Hero Kids - Hero Line-Up

If you're Danish, you can download them here:

Hero Kids - Fantasy Supplement - Hero Cards - Danish

The Obligatory RPG Podcast

I was recently interviewed by the amazing Boomer Radio Network, so listen in to hear all about the development of Heroes Against Darkness, the ongoing world of Hero Kids, and my latest Forge Engine - Universal Role-Playing System.

Obligatory RPG Show - Justin Halliday - Hero Kids

Hero Forge Games - Todo List

The Road to Ruin

Moving on to something straightforward.  I've been working on the card-only version of The Road to Ruin, which is available through DriveThruCards (this may not be available right now).  DriveThruCards recently released printed tuckboxes, so I've been working on a tuckbox for The Road to Ruin.

However, my first shot at this was... unfortunate (I blame DriveThruCards' shoddy tuckbox templates):

The Road to Ruin tuckbox

So right now I'm waiting for new proofs of the tuckbox. 🙁

Forge Engine

Moving along, let's talk about the Forge Engine - Universal Role-Playing Game, which has been downloaded over 5,000 times from DriveThruRPG (a huge first response!).

And there's a bunch of work to do on Forge Engine, so let's dive in.

First, I'm working on the print version of Forge Engine.  The first proofs are currently on they way to me (in Australia) right now.  While the artwork in Forge Engine is grayscale, I'm experimenting with a colour book so that it has the parchment look of the PDF.  Let's hope this works.

Here's a quick look at the cover layout:

Forge Engine - Cover layout

Second, I need to work up a bunch of pre-gen characters for Forge Engine.  This will go into the core download, and help people get an idea of what Forge Engine characters can look like.

This is a really old fantasy warrior pregen that I worked up:

Forge Engine pre-gen characte

In addition to the pre-gen characters, I'm incrementally working on fillable Forge Engine character sheets, as well as a bespoke fantasy character sheet.

Finally, while Forge Engine is a designed as a system and not necessarily a complete 'game', I feel like I should work up a set of introductory adventures that progressively guide players and game-masters through the core interactions of the system, and introduce them to simple and challenging combat encounters.

Hero Kids

Okay, let's talk Hero Kids.

Hero Kids continues to be the bread-and-butter for Hero Forge Games.  And while the number of releases for Hero Kids has (deliberately) slowed, I continue to support and develop for Hero Kids.  Right now, I'm actively working on several Hero Kids projects.

The first of these is a French translation of the Hero Kids core rules and the Basement 'O Rats adventure.  This is an experiment for me to see what this involves (a lot of work), and whether there is demand for these.

The second active Hero Kids project is a mini-experiment with banner advertising on DriveThruRPG.  I currently run Featured Product Messages on the Family Gaming category on DriveThruRPG.  In addition to these messages, I want to run some A/B tests with a couple of banner ads on DriveThruRPG to see which work best:

Hero Kids horizontal banner

Beyond the active Hero Kids work, I have a bunch of tasks on the backlog for this line:

  • A long time ago I began work on the Reign of the Dragon adventure.  I should finish this...
  • Hero Kids Adventure Compendium II: This print book would collect the hard adventures into a second book.
  • Hero Kids Monster Compendium II: There's always demand for more monsters, and a second Monster Compendium would explore more monsters from across the varld of Hero Kids.
  • Finally, I have artwork and ideas for a set of equipment for the Space Heroes sci-fi setting.

Prioritization and Capacity

My progress through this work schedule is based on my work capacity and various life obligations.  So if there's something on this list that you're especially looking forward to, drop me a comment below and I'll ensure it's prioritized.

Get Forge Engine from DriveThruRPG:

Forge Engine - Universal Role-Playing System

Hero Kids Bundle of Holding

Posted Leave a commentPosted in Adventures, Hero Kids, Heroes, Kids, Pets, RPG

Friends, the latest Bundle of Holding is all Hero Kids, all the time!

This bundle includes over $80 of fantasy and sci-fi Hero Kids PDFs for a fantastic low price, and in support of the Reading is Fundamental charity.

Even if you’ve already got the core Hero Kids rules or you’re missing some of the expansions, this is a great opportunity to complete your collection.

Hero Kids – Bundle of Holding

Forge Engine and Savage Worlds?

Posted Leave a commentPosted in DriveThruRPG, Forge Engine, Game Design, Mechanics, RPG, Rules

Here's a question I've seen a few times; how is Forge Engine different from (or similar to) Savage Worlds?  Both are universal systems, that support traditional fantasy and modern games.

Forge Engine is similar to Savage Worlds, in that they are both universal systems and use many similar design models. However, in practice Forge Engine is very modular, and allows players to build simple or complex characters (depending on how much tactical complexity you want):

  • Forge Engine has species, Savage Worlds has races; both of these give advantages to certain attributes, and reflect the inherited aspects of characters.

  • Forge Engine has traits, Savage Worlds has racial edges; both of these balance the inherited aspects of characters, and in both games these traits and racial edges have costs that reflect the value of the aspect.

  • Forge Engine and Savage Worlds have attributes and skills with increasing ratings; 1 to X ratings for Forge Engine, die steps for Savage Worlds.

  • Forge Engine and Savage Worlds have derived statistics; Forge Engine has the character's Health, Energy, and Physical and Mental Defenses, Savage Worlds has Charisma, Parry, and Toughness (all characters have 3 Wounds, as opposed to Health).

  • Savage Worlds has Edges and Hindrances that are a mix of character bonuses, abilities, narrative interventions (e.g. Bloodthirsty), in Forge Engine these are all skills (and the system doesn't have narrative interventions).

  • Savage Worlds has Edges and Hindrances are purchased once only; Forge Engine skills have ratings.

  • Savage Worlds' Edges and Hindrances have variable costs (Major or Minor), Forge Engine skills have the same cost for each rating increase (1 CP).

  • Forge Engine core mechanic is opposed d10 dice pools (without mathematical modifiers), Savage Worlds core mechanic is one exploding die (or two dice for Wild Cards, player characters and notable NPCs) with mathematical modifiers vs target number.

  • Forge Engine has an energy economy to allow flexible action use, Savage Worlds has a fixed action economy (but does allow one additional action with penalties for all actions if this is used).

  • Forge Engine Combat attack steps are spend energy for weapon, add optional extra energy (up to your attribute), gain bonus dice for applicable martial skills, modify number of dice in the pool for circumstances. Combat defense steps are use PD dice, add optional extra energy, gain bonus dice for applicable martial skills. These pools are rolled opposed. Damage is equal to number of attack dice equal or higher than single highest defense die. Apply damage.

  • Savage Worlds Combat attack steps are roll Fighting or Shooting step die/dice and the Wild Die, choose which of these to use, apply mathematical modifiers for circumstances. Target Number is either character's Parry for melee or a fixed number for ranged. Calculate raises (1 raise for each 4 that attack is above TN). Melee weapons do exploding Strength die + exploding weapon damage dice + exploding raises raises damage. Ranged weapons do exploding weapon damage + exploding raises damage. Compare damage to target's toughness, if damage is higher than Toughness, the target is Shaken, and if excess damage generates raises, target also takes 1 wound for each raise. If the target is already Shaken, that target takes 1 would for each raise on the damage. The target can spend a Benny to make a Soak Vigor roll to attempt to reduce the Wounds from damage.

Get Forge Engine from DriveThruRPG:

Forge Engine - Universal Role-Playing System

Forge Engine released!

Posted 3 CommentsPosted in DriveThruRPG, Forge Engine, Game Design, Game Publishing, Role-Playing, RPG, Rules

Forge Engine is out now on DriveThruRPG:

Forge Engine - Universal Role-Playing System

The Forge Engine universal RPG system puts full control of your character and your game into your hands.  The system supports fantasy, sci-fi, historical, and modern settings, and delivers tactical play while remaining streamlined and fast.The Forge Engine - Universal RPG System contains:

  • Core Rules: Forge Engine core system rules cover character creation and development, and attribute tests and skills, adventuring, and combat.
  • Player Content: Everything players need to create, develop, and run their characters: traits, general skills, martial skills, magic skills, and equipment.
  • GM Support: Instruction for game mastering Forge Engine games, advice for creating custom Forge Engine content, and adversary templates.

Forge Engine has the following features:

  • Attribute and skill system gives players freedom to build their characters
  • Support for medieval fantasy, historical, modern, and sci-fi play
  • Opposed d10 dice pools for attacks with degrees of success
  • Attribute tests against static difficulty numbers for simplicity
  • Energy system gives players control of number and strength of characters’ actions
  • Increased power gives larger dice pools with higher chance of multiple successes
  • Combat rolls combine attribute, skill, weapon, evasion, and armor in one step
  • Tactical combat system with meaningful decisions in critical situations
  • Concurrent combat turns allow fluid and dynamic battles

Forge Engine for players, game masters and creators:

  • Players: Forge Engine does one thing really well. Forge Engine gives you, the player, complete control of every aspect of your character and your character’s actions.
  • Game Masters: Forge Engine allows you to use the same system and content for historical, fantasy, modern, and sci-fi campaigns, and even those that combine all four.
  • Creators: Forge Engine text content is released under a creative commons license, and will have a compatibility license for 'Forge Engine Compatible' branding.

Forge Engine has undergone and extensive development and playtesting to ensure the game is as accessible and rewarding as possible.  But don't just believe me, listen to the actual people:

"Its better than, say, GURPS. I would absolutely rather play FORGE than GURPS. Or HERO."

"This RPG has clearly been well thought out and whilst you might think 'who needs another RPG system?' I can assure you that you need this one!"

"Just finished my first readthrough AND I LOVE IT! I've been looking for a new system to fit a custom setting I've been working on and this looks like it could do what I want to do with it!"

"FORGE is like the D&D 4e of universal games. It has interesting mechanics I could really have fun playing with..."

Forge Engine beta feedback (pt. 3)

Posted Leave a commentPosted in Forge Engine, Game Design, Mechanics, Playtest, Rules

Welcome to the third in-depth beta feedback and system discussion for Forge Engine.  This post contains feedback from RPG.net user Imbrium.

In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion. 

Forge Engine editing

Consistency: You use diamonds with numbers in the middle to represent both the number of d10s to roll, as well as results of rolled d10's in examples. This could could create confusion, might want to think of a different way to represent both concepts?

Interesting point, and several other beta testers have mentioned this, so I have changed the format of sample rolls to differentiate from ratings and dice pools.

Energy Economy: I like this, used for both powering abilities and just whenever players want to add dice to a roll, as well as removing some conditions. Good touch.

Ta. It's the whole point! 🙂

Action Pools: Externalities: Keep it simple. +2 for advantageous and -2 for disadvantageous. I wouldn't have two different standards, especially when you aren't separating by degree. A strong wind being as disadvantageous as a a blizzard during an earthquake is weird, but I understand wanting to keep things simple, so keep it simple and don't have people remember two different things.

+2/-2 would allow stacking better. I would need to floor it to not reduce below 1 die.  I have now implemented this change.

Defense pools: "active" defenses always slow combat down. These make me wary, but just be prepared for people complaining combat takes too long or there's too much to keep track of. As long as you are aware of this, just try to make it clear this is intended as gently as possible.

We've playtested a lot. Combat is 2-3 rounds generally. And the active defenses help engage the players.

Opposed Pools: Attacker only adds successes higher than the highest roll by the defender? This sounds like it will create some wild situations. Both in the favor for or against the players.

Yes, this is the case. In rare cases, die rolls can be swingy, but these are outliers. There are skills that mitigate this. These skills (like Twist the Blade) allow the attacker or defender to add extra dice to their pools after initial rolls. The death/dying mechanics are fairly forgiving, so getting dropped in combat is not too distressing.

Attribute Traits: This are way too gamey for my taste. I can get free points for attributes I never plan to use? In order to get the most benefit I can spend points at char gen, to get a stat at 1, only to raise it cheaply? I'm never a fan of these systems.

I too have struggled with the Attribute Traits. And previous feedback has been along the same lines as yours here. However, when I added the fantasy races into the game, I didn't want to have the races have different CP 'costs'. So I included the Attribute Traits (such as Vigorous and Feeble for Stamina) so that I can balance out the inherent characteristics of each of the races without assigning CP costs to individual races. When playing with normal humans, this feature simply means that each player selects an Attribute Trait appropriate for their character. For example, a fighter might choose Muscular to reduce the cost of Strength attribute increases, or a mage might choose Astute to reduce the cost of Intelligence increases.


You made it!

Now jump over to the Forge Engine page to check out the latest playtest packet.