Building the Battle Jacket (Part 5)

I’ve been slowly writing and testing out my own OSR Roleplaying Game I call Battle Jacket. This is its development blog. [Part 1 Here] [Part 2 Here] [Part 3 Here] [Part 4 Here]

Playtesting the Battle Jacket

If I want Battle Jacket to be playable, I need to playtest the thing. If I’m going to playtest the thing, I’m going to need an adventure to play it in. One-shots are best for this. The shorter the better. But that means it’s time to do some more writing.

Some of my favorite schlocky adventures in fiction and movies were clearly written from the title backwards. (For example, the Red Panda Adventure: “Death Danced at Midnight.”) I figured it would be very on-brand for Battle Jacket adventures to be similarly written. I made a list of cool epic metal sounding titles and picked the one I figured I’d have the most fun writing and drawing:

“Secret of the Skull Spire!”

It has alliteration, the suggestion of mystery, a tall tower instead of a subterranean dungeon, and finally… skulls!

Skulls by Greg Baldwin of Lost Bear Studios.

Other titles that I have since kept are: “The Witch of Wug Wamp Swamp,” and “The Cursed Warlock.” Both of which will be turned into one shot adventures at a later date.

Writing a One-shot

I believe that one-shot adventures are the absolute epitome of any TTRPG experience and I can expound upon my philosophy in this regard for many paragraphs, but for now I must pear down to the essentials of what my game must be tested on the most:  Character Creation, Social Encounters, and Combat.

Armed with my one-shot philosophies and a killer title, I wrote a cursory adventure for some willing participants to help me test these three essentials. (I will blog in detail about the creation of this one-shot at a later date.) My players were interested in the game, the setting, the flavor, and had at least one character class each they were dying to try. First hurdle hurdled: players want to play!

Test #1: Character Creation

My original desire was to make character creation as quick and simple as possible, but there is a fatal flaw in such a design. The more simply a character is created, the less a player can invest in that character. The more complicated a character’s creation, the more over-invested a player becomes. Or worse, the more overwhelmed a new player will become and just quit the whole thing before it begins.

Player characters, in the eclectic heavy metal hellscape I created, are supposed to be outcasts of a kind. In-game their class of society is universally known as “Dirt Bag.” The unwanted discarded refuse of any society. Injustice, circumstances, or objective reality has placed each player character in that category. Wherever they came from, they can not go back. Wherever they go, they are treated with suspicion, contempt, fear, or indifference.

Colorful and interesting backstories will place the characters in this echelon of society, giving them unique abilities and insights, but their existence on the fringes also puts a bullseye on their backs and likely shortens their life expectancy. This is precisely what makes the player characters dangerous. They are tough, resourceful, capable, flawed, and they have nothing to lose!

To test character creation, I handed players copies the rule book and told them to roll up characters on their own. I floated around the room to observe. It fell apart almost instantly.

I partitioned information in the book un-intuitively. I hid certain charts in the back of the text instead of in the character creation section where they were more needed. I also wrote instructions with wording that was about as clear as mud.

how the character Creation is supposed to go:

Character attributes are rolled on a 3d6 for each attribute. This method produces a reliable curve of results. Totals can be placed on whatever attribute the player desires. Each character class has bonuses and penalties built into their class-attributes. When and how to add/subtract these from character rolls was not clear to my players from the text alone. To make matters worse, the point totals exist only to find their modifier. After modifiers are established, point totals are thrown out.

I like this aspect of the Mörk Borg character creation because I felt it made the process more simple. Each attribute modified dice rolls from -3 up to +3. Simple!

Communicating this idea with class based modifiers on top… Less simple.

In order to create a character as I had it written, players needed to read the entire character creation chapter, find the charts at the back, and then proceed to flip back and forth through three sections to compile all of the information into their character sheet. Clunky. Inelegant. Unclear.

I noticed that players spent most of their time on the pages concerning their chosen character class. This is the most obvious place to put most of their creation information, however, for design reasons, I wanted to limit character class pages to single pages or two page spreads. It keeps the design simpler, and limits the information a brand new player needs to track.

After trying a few stop-gap solutions, I have come to the conclusion that the entire chapter must be rewritten. I am going to have to revisit that single two page spread thing, which is to say, scrap it entirely. Each character class will require the page count that it requires. Simple as that.

The number one thing I am trying to avoid is having a potential player/GM with an attention problem, like me, read my rules and go cross-eyed and say, “nevermind.” However, if I want player characters to garner some sort of investment from the players themselves, a certain amount of complexity is required. My strategy is to keep writing as succinct as possible, stopping just short of truncation. I am not known for my brevity, so this will be a hell of a challenge.

SOMETHING I DID NOT PREDICT:

No one was really interested in playing a wizard. For most new players, the wizard is the bottom of their priority list. One of my more seasoned and thoughtful testers made the case that the character class should be removed entirely. “Can you imagine a wizard wearing a battle jacket?” he asked me. I could see a wizard like Akiro wearing one, he wears a tattered vest after all, but him aside, I suppose I really couldn’t.

Akiro from the Conan movies played by Makoto Iwamatsu. Freakin’ love this character. The actor ruled as well. RIP sir.

Not to worry really. The only reason I included the wizard as a character class was in case there was a player in the party who could not bear playing a character that was not a wizard. That player may not be in the majority, but that player exists, and I want them to have a good time too.

Similarly…

In this world, there is no such thing as a healer dirt bag. No party has a cleric who can lay on hands or otherwise buff the other players. The closest one gets is a drug dealing Alchemist who can brew up a reliable, yet reliably addictive, health potion. However, I know that there are the odd players who only want to play as healers. Therefore I wrote a healing class of character, and buried that character class in the lore. Enter, the Kind Fellows. In their lore are all the special rules and healing spells required to roll up a Kind Fellow as a party’s dedicated healer, but it is kept away from the character creation to keep to the style guide.

I figure I’ll do the same for the wizard class as well.

Thanks for reading,
-Gabe D.

NEXT TIME:
Testing combat.

 

Building the Battle Jacket (Part 4)

I’ve been slowly writing and testing out my own OSR Roleplaying Game I call Battle Jacket. This is its development blog. [Part 1 Here] [Part 2 Here] [Part 3 Here]

Recap: I set out to make my own OSR game by stealing the Mörk Borg rules-set and adding a touch of homebrew to it. The home-brew became more elaborate and the thing took a life of its own.

When I first began writing this thing in earnest, my wife switched from a night schedule to a day schedule giving us nights and weekends for the first time since before we dated. That’s when the writing for this game happened. It was part of my evening routine to commandeer my wife’s Chromebook and add more and more to a single word file a bit at a time while she played Animal Crossing on her switch next to me. It was bliss.

My writing process usually includes appropriate music to fit the theme of my writing put on repeat. This is when I discovered Acid Mammoth and the joys of doom/sludge metal. The Under Acid Hoof album was a particular favorite.

I’d have a new idea or an old idea to expand on a few sentences at a time making notes and adjustments to my style guide as I went…

Style Guide Rule #4: Every cool thing in this game will be awesome and awful in equal measure.

Healing potions are a thing, they are magical, and effective.

Apply Rule #4.

Healing potions are also addictive.

And so it went until I had a mighty word document completely out of order and positively riddled with spelling mistakes. However, warts and all, there was a functioning game at the heart of it whose finer points seemed to intrigue my close creative friends.

Time to make that Zine!

When creating/designing any printed product, certain particulars have to be nailed down before any meaningful work can take place. (You hear that graphic design clients?!)  The first particular is what size the final product will be. The size of each page vs. the size of the font vs. the amount of illustration will determine the rough page count.

Standard zine size in the U.S. is about 8.5x5.5 inches. A single letter sized printer paper folded in half. A bit slimmer than an A5 size. The smallest font size I am willing to print is 10 pt. Since this all began as a bit of a lark, and it was happening in the back drop of my regular full time illustration work, I decided this zine would be text-heavy. I would pour through my old sketchbooks and my various inktober drawings for suitable illustrations that I would pepper about the text. I set the personal rule for myself, that I would make this zine using only art that I had already made. Nothing new, but nothing I had used yet, including the cover.

Graphic Design Golden Rule: When designing for page layout, you are allowed to use exactly two fonts. One for body text, one for titles. That. Is. It. Be sure to choose a body font that has as many options as possible. Regular, bold, oblique, light, condensed, ultralight, etc.

Johan Nohr broke the hell out of this rule, as well as several others, but yet so ingeniously that it worked to great effect. I tried to follow in his footsteps in this way. I gathered all my favorite Blambot fonts and tested out different ways to use them and arrange them. In short order I realized that Johan is a graphic artist of the highest order… and I am not.

I chose Marion for my body text for its low X height, the serifs, and the general legibility. After many fits and starts, I settled on Mortuary and Mortuary Deco as the title fonts from Blambot.com (Pro tip: Need a cool ass font? Check Blambot first. Nate Piekos RULES!)

Small format means higher page count, but sparse illustration and low X height drops that page count back down. With these particulars decided, the only thing left is to drop the text in and star massaging it into some kind of order.

The Cover

The cover proved a bit of a challenge. In truth, cover illustrations are a weakness of mine at the best of times, but as luck would have it, I had this guy all drawn up and ready to go.

The title took some doing. Especially considering I hadn’t come up with a name for this game yet. I did understand that I was making “Heavy Metal the TTRPG,” so I began some word associations, word webs, and other brainstorming crap they taught us in grade school. I eventually settled on “Battle Jacket,” the colloquial term used to by bikers, punks, and metal heads to describe their patch ridden denim jackets (sleeves optional).

Title Making is not a strong suit for me, so this was a great opportunity for me to do some learning. The best solution I could come up with was to arrange the text in the title font, Mortuary, and try adding stylizations by hand with ink on paper. Process below.

Conclusions and a free download

I finished this sucker and printed a few copies out from my desktop printer. I sprung for some fancy red cardstock for the covers. It seemed fitting.

I’m not sure if this is a generational thing, or a human thing, but having had an idea, making that idea into substance, and holding that idea in my hand is something of a powerful moment. I had a stupid fun idea, I worked on it, and then I held a complete idea in my hands.

I’ve been self-publishing my comics for more than 10 years now so I figured I’d be a little innured to this bit of the process, but as I held this little zine and reread my lore and ideas, I felt proud. I remember remarking to my wife how I felt so much more proud of this stupid little zine than I thought I would be.

I called some friends, handed them copies of the zine and got a much warmer response than I predicted. They were excited to actually try the game out!

This was the moment it stopped being stupid. This was the moment it stopped being a lark.

Here’s a free download of this first version of the game/zine warts and all.

There have been many play-tests since I first printed this version and, at time of typing, I have printed and tested two more versions as well as written two one-shot adventures for the world.

[DOWNLOAD CORE RULES AND PAY WHAT YOU WANT HERE]

Next time: One-Shots and play-testing!

Thanks for reading,

-Gabe D.