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New Product: Five Minutes to Midnight: Now Available

Posted: Thu Dec 23, 2010 1:54 pm
by BASHMAN
Five Minutes to Midnight takes place in Manhattan in a grim, alternate Earth called "The Night Watch" Universe. It is a world where "Masks" began fighting crime back in the 1930s, but no superhuman powers were ever developed. Here, the Soviet Union never collapsed, and the Cold War is more harsh than ever. And it is about to turn deadly...

When the Soviet Foreign Minister, Vladimir Siminski goes missing days before he is scheduled to speak at an historic UN Summit on nuclear disarmament, the Defense Department calls "The Night Watch" for help. A team of Masks who answer to no one, they soon find themselves caught in a web of intrigue and espionage, battling extremist militia groups and the ticking clock.

Note: The Night Watch Universe is a dark and gritty Iron Age setting. It is not the typical "four-color" or "Saturday morning cartoon" world where the Heroes are always upstanding and good. It is a world of shades of grey. So get ready to get your hands dirty!

The image below is also a Link!

Image

Posted: Thu Dec 23, 2010 11:22 pm
by urbwar
Bought it, and plan on reading it either tonight at work (after a few movies), or tomorrow on my day off

Posted: Sat Jan 22, 2011 1:00 pm
by urbwar
Chris,

Now that RPGNow/Drivethru offer PoD, any chance that this and Vengeance is Nigh might become available in print? Or will C7 be doing that after the core rules are re-released?

Posted: Sat Jan 22, 2011 4:51 pm
by BASHMAN
Never thought about putting it in print. It seems like it wouldn't be worthwhile since the product is short enough that people could print it from home- I guess to a collector though it would have value that way.

I'll have to look into it.

Posted: Sat Jan 22, 2011 5:42 pm
by urbwar
The old Villains & Vigilantes modules were all fairly short back in the day. Plus a PoD version would be much better than just printing the pages out, especially the covers, which (for me at least) would kill my ink cartridges, and probably end up costing me more. And a PoD version would be bound, whereas a home job wouldn't (unless you take it somewhere to have it bound).

From what I read though, the interiors are done in B&W though, which is the only drawback for using their PoD. Then again, I don't think Lulu does interior color either

Posted: Sat Jan 22, 2011 6:19 pm
by BASHMAN
Actually they can do color interiors- but it is EXPENSIVE.

Posted: Sat Jan 22, 2011 6:36 pm
by urbwar
BASHMAN wrote:Actually they can do color interiors- but it is EXPENSIVE.
Ah, all the comments I've read on their books was that they didn't seem to do color (from an industry thread on rpg.net). I don't need a color book though, since I can just print stuff from the pdf if need be.

Posted: Sat Jan 22, 2011 7:32 pm
by MrJupiter
I love the old V&V adventure modules! They were short and to the point: which is the best way to present an adventure.

Big, thick adventures offer very little to me. There are just too many pages of information to remember at the gaming table + trying to find specific details on something is a time drag!

It seems that the greater the adveture's size; the lower the flexibility it has to being integrated into the narrator's campaign. [My all-time favorite modules were from Crucifiction Games; whose Horror Rules: the Simply Horrible Roleplaying Game adventures where barely more than detailed bullet points; very quick to read, digest, and run!]

Posted: Sat Jan 22, 2011 7:47 pm
by urbwar
I loved the way adventures were done in the original Hong Kong Action Theatre rpg. It gave the title of the "film", the basic plotline, a list of key scenes that should occur in the film, and a list of the important NPC's. Each one only took a few pages of space. That's pretty much how I write my adventures these days, which makes it harder if I actually want to release them for people.

Isn't the plot point campaigns they do for Savage Worlds similar to that?

Posted: Sat Jan 22, 2011 9:02 pm
by MrJupiter
urbwar wrote:I loved the way adventures were done in the original Hong Kong Action Theatre rpg. It gave the title of the "film", the basic plotline, a list of key scenes that should occur in the film, and a list of the important NPC's. Each one only took a few pages of space. That's pretty much how I write my adventures these days, which makes it harder if I actually want to release them for people.

Isn't the plot point campaigns they do for Savage Worlds similar to that?
I wouldn’t worry about that too much. As long as your adventure is organized well, is interesting to play through, and offers all the support that is required (like stats for opposition, maps if needed, and the like) then you’ll have an adventure that could be just what time harried game masters need. Also, because you will not have to recoup huge costs for a heavy page count, you can price your product to get that point of sale purchase: the one where the buyer decides to add your product to his cart as well since it is only a couple of bucks more.

There is a market for ‘to-the-point’ products, and buyers who want simple ways to enhance their gaming experience. I’d say go for it!

Posted: Sat Jan 22, 2011 9:12 pm
by urbwar
I'm considering it Mr. Jupiter. I do want to do something with both one shots I ran, but I am not sure if I wanted to do stand alone, or maybe have them be the end run of a series of adventures.

I can say that I don't have any map making software, and was never good at those. That's something I'd likely need help with. Anyway, that's tangential to this thread though, but is good fodder for it's own thread.

Posted: Sun Jan 23, 2011 1:51 am
by BeardedDork
For printing i use printme1.com which now has a variety of options for binding and now can do color prints. The basic service is a printed, bound, and delivered product for $0.039/page.

Posted: Sun Jan 23, 2011 11:55 am
by kevperrine
MrJupiter wrote:I love the old V&V adventure modules! They were short and to the point: which is the best way to present an adventure.

Big, thick adventures offer very little to me. There are just too many pages of information to remember at the gaming table + trying to find specific details on something is a time drag!

It seems that the greater the adveture's size; the lower the flexibility it has to being integrated into the narrator's campaign. [My all-time favorite modules were from Crucifiction Games; whose Horror Rules: the Simply Horrible Roleplaying Game adventures where barely more than detailed bullet points; very quick to read, digest, and run!]


100% agree.
I've looked at several different companies RPG modules/adventures. I'm "deconstructing" them to distill down the elements of "sections" for that type of short-to-the-point module fun!

My plan (plot?) is to make myself almost a form/format that I can just open and start typing for the categories and section heads of the adventure.

I'm curious to know what you like about Crucifiction Games stuff for that reason.

My feeling overall. It would be great to establish a solid "this is how BASH! adventures are set up" type format.

For example: every D&D4 "encounter" in each module, and each overall module (made up of 2-5+ encounters) itself have very nice "set" headers that a writer could make easy for module making.
In a neat flashback. I also looked at V&V and primarily old Marvel Super Hero (FASERIP) modules. They both have "set" formats like that.

I'm noting down the chapter heads to make my own "custom" format based on the best of all of the above for this "BASH! format"... hehe

I'd be happy to share this plan. Perhaps a BAM! article? hehe

-kev-

Posted: Sun Jan 23, 2011 1:47 pm
by dugfromthearth
I would really like a form like that Kev.

I just kind of make stuff up for my own games and don't really know what is useful for others if I tried to post it.

Posted: Fri Jan 28, 2011 6:25 am
by kevperrine
dugfromthearth wrote:I would really like a form like that Kev.

Here's what I have so far. I am considering other things and then to build these as "blanks" in a Word Doc or PDF to "form-fill".

This is as if you were creating an adventure module to be published. Leaving "spots" for where things go...


- FRONT COVER: Campaign Logo, Adventure Title, Writer/Artists

- INSIDE COVER: Credits. Adventure Title.

- Dramatic Opening Text [1-2 paragraphs]

- STORY BACKGROUND [2-4 paragraphs]
- The real story, any detail notes
- A note on what the PCs might be able to know/learn from Background Knowledge Checks (Difficulty Check values)

- ENCOUNTER: a sort of table of contents of a quick List & Notes on what events/encounters are to come. [bullet list]

- GETTING THE CHARACTERS INVOLVED: The hooks described here give characters means and reasons to get involved. It is suggested to give 3-5 hook ideas. [1-2 paragraphs each]

- ENCOUNTER 1:
- Preparing for the Adventure [1-3 paragraphs]
- Encounter Levels (note for Hero Points to be given)
- short Enemy or Adversary List
- SETUP [2-3 paragraphs]
- Read or paraphrase the following ("box text" to read players. [2-5 paragraphs]
- Specific Skill Checks that might be relevant, including powers the Narrator should consider for the adventure.
- TACTICS: of the event or adversaries. [1-2 paragraphs each]
- FEATURES OF THE AREA: things to smash people with or into, or take care of, etc... This includes bystanders! [simple list of features to use, may include details]
- Environment Factors & Situational Complications: Sights (Illumination), Scents/Tastes, Things Heard, General Feeling & Theme of the Set-Up (Precipitation, Wind). [simple list of conditions to use]
- VICTORY CONDITIONS: what alternate ideas can win the day? [1 paragraph each or a list of options]
- ADAPTING THE ENCOUNTER: Scaling the Encounter and Altering Opposition to fit other Campaign Levels. [1-2 paragraphs]

- EXTENDED CHECKS: Some encounters will be or involve Extended checks. This is a list of what to consider.
- Goals & Progress: When the Narrator calls for an extended check, the required difficulty is usually much higher than normal- 50, 100, or even higher. However, the Heroes get more than one roll to succeed. This end difficulty is called the “goal” of the check. Each time the Hero rolls, the result is added to all previous results. The running total of a Hero’s extended check is called “progress”.
- Time Frame: Extended Checks should have some sort of time pressure on them- either trying to achieve a certain result before someone else- or before a set time elapses. If there is no consequence for failure, you should not use extended check rules. Likewise, consequences for failure should not necessarily mean the game is over-
- Participation: Some extended checks would make sense to allow more than one Hero to participate, while others really cannot. When more than one person can participate in a task, the Narrator chooses one of the following options:
The better of all the rolls to be used for a single check.
All rolls are cumulative. (short time frame and/or high goal)
All rolls are independent. (all the Heroes are separately trying to accomplish the same task)
The most skilled character rolls, while others may aid as assistants.
- Complications: Complications can be thrown into an extended check to spice things up, with conditions and timeframe (page) noted. Complications come in two forms- planned and random.
Planned complications occur at set intervals.
Random complications are also technically planned, but they are keyed to random events rather than a set time interval.
- Description: Primary Skills (DCs), Secondary Skills (DCs)


- FOLLOW UPS & AFTER ENCOUNTER: Comments and notes on each of the following if applicable.
- Chasing the Crooks
- Helping the Innocent
- Questioning the Bystanders
- Searching for clues (includes powers "kicking in" to give clues)

- MEANWHILE... Consider including cut-away scenes to events going on elsewhere (even with the villains!), Flashbacks/Forwards, or parallel stories or events happening. Usually written for the Narrator to read in "box text" format. [2-3 paragraphs]

- TROUBLE-SHOOTING: consider what things might be problematic, powers or actions the PCs take, etc.. [2-3 paragraphs or a short list of bullet issues and answers]

- "TREASURE" PREPARATION: Supers RPG generally don't involve the classic treasure of other RPGs, but consider if the players succeed well - may they make important contacts, or receive benefits, etc... Can these be "awarded" as Advantages? Conversely if the heroes do poorly the opposite can occur as continued challenges. This would also include experience points if you're using that option. [2-3 paragraphs or a short list]

- SIDEBARS: consider adding in any partially connected thoughts. Such as:
<sidebars>
[2-3 paragraphs] on: Why isn't the big super team of the city doing more?
</sidebar>

- CONCLUDING THE ADVENTURE, WRAPPING UP FINAL THOUGHTS: Often you might include this section to suggest continuing the campaign. How the villains may escape or ideas for their future return. Ideas for things that may happen as a result of the adventure success or failures. [2-3 paragraphs]

- NPC STATS & NOTES: Usually a half or full page for major adversaries. Or 2-6 lesser stat blocks per page.
- The Supporting Cast
- The Rogues Gallery
- Event or Situation rules/stats

- RECOMMENDED READING & VIEWING: Need some help getting into this adventure's mindset? Then head down to your local comic shop or DVD library and enjoy. Although not anywhere near a complete list, these sources should give you a good idea of the sort of people and situations the heroes will be dealing with, and give your role-playing and Narrating a level of “authenticity”.
  • - ABOUT THE AUTHOR: Sometimes adventures include a little about you. [2-5 paragraphs]

    - BACK COVER: Campaign Logo, Adventure Title, Writer/Artists. This is also a great place to use your adventure summary, or write a new exciting summary that any player could read. Think of this as the pitch to the adventure. [2-3 paragraphs]


What do you think?
Would you (anyone) change or add to a "BASH! Adventure" format sheet?

-kev-