Measuring Success: The First Six Months

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It has been exactly six months since Broken Ruler Games was relaunched and the time has come to look back at those early days to see where things have progressed to date. Yes, exactly six months to the day.

Pay no attention to the date of this post!

Hello again, loyal readers and casual Googlers. This is BRG’s big cheese, Todd Crapper, here once more to review the numbers that have been flying across my screen these past few months. As this latest update in the Measuring Success is arriving a bit behind schedule and there’s still plenty of work ahead on the High Plains Samurai Kickstarter, let’s jump right into the fray, shall we?

Cutting Up The Numbers

Below are the total sales for both OneBookShelf sites (DriveThruRPG, RPGNow, and affiliates), the Open Gaming Store, conventions, and direct sales between September 20, 2016 and March 31, 2017.

Product Total Sold Gross Sales Earnings  
Killshot: The Director’s Cut 20 $86.12 $50.39  
PDF 18     **listed as Silver Best Seller on DriveThruRPG
Hardcover B&W 2     1 print demo ordered from Lightning Source
Hardcover B&W + PDF 0      
         
Killshot: An Assassin’s Journal 5 $0.00 $0.00  
PDF 5      
Softcover B&W 0      
         
Killshot: Direction 0 $0.00 $0.00  
PDF 0      
Softcover B&W 0      
         
Killshot Files #0 22 $2.00 $1.17  
PDF (Free) 22      
         
Killshot Files #1 5 $6.00 $3.64  
PDF 5      
         
Killshot Files #2 6 $17.47 $10.22  
PDF 6      
         
ScreenPlay: The Rehearsal Edition 0 $0.00 $0.00  
PDF (Free) 0      
         
Ironbound 101 $5.83 $3.49  
PWYW 48      
Softcover POD 0     limited to 5 copies only for PbP playtesters!
Blessed and the Damned 53      
         
ScreenPlay 32 $189.20 $129.75  
PDF 23      
Softcover POD 2      
Softcover POD + PDF 4      
CreateSpace / Retail 5     for backers/playtesters/patrons only!
         
Dial M for Monster 18 $68.50 $40.08  
PDF 16      
Softcover POD 2     1x POD proof ordered Sept. 2016
         
High Plains Samurai 911 $0.00 $0.00  
Rehearsal Edition 911      
       
TOTAL 1146 $365.12 $238.74  
         
Killshot Directors Kit (Bundle) 5    

With only one new paid release in this period (Dial M For Monster), these are decent numbers. Considering how ScreenPlay quickly lost steam after a strong release and Dial M (to be blunt) failed to click with classic monster movie fans in October, these are good to see and a positive sign moving forward. Killshot continues to hang on and Ironbound refuses to go down (much like the magick hunters themselves).

This is also the first time I’ve been able to include sales from multiple sources and not just OneBookShelf sites. Broken Ruler Games is now a proud member of the Open Gaming Store, Composed Dream Games Marketplace, the IGDN (providing access to some American conventions with plans to move into retail distribution as well), and we’re also available in at 401 Games in Toronto. A brick-and-mortar store selling physical copies of ScreenPlay! Always brings a tear to my eye. Plus there was a copy sold at BreakoutCon. Oops, there’s another tear.

What really stands out over these past six months is that nice big number next to High Plains Samurai: The Rehearsal Edition. 911 downloads. In one month. Wow! And that number is soon approaching 1,000. Compared to the 645 downloads of ScreenPlay‘s Rehearsal Edition during the initial playtest campaign and during ENnies voting, roughly four months of availability, and that’s a big leap. Clearly the concept connects with people enough to add it to their catalogue; the question becomes whether or not it will be enough to make a healthy portion of them want to help expand this project into something bigger and wilder. Time will soon tell.

Tightening The Focus

dialm_finalcoverThese numbers have brought something to light: open ended products do not sell as well as detailed concepts based on a particular genre. By this, I mean products with a clear direction and theme in mind, such as a game about robot hunters on Mars versus a game about telling a story around a campfire. Killshot is still selling (and selling better than ScreenPlay) after four years and HPS‘ initial downloads prove that case. While Dial M provided a clearer idea of the system than the ScreenPlay core rulebook, it was not unique enough to stand out in the crowd. At this point, the only two products consistently getting clicked are the modern assassination RPG, Killshot, and there appears to be strong interest in Samurai‘s mad mash-up. Perhaps more than the positive signs, it’s the negatives telling me BRG needs to consider a greater focus on more unique concepts than open-ended, “do-it-all” systems.

ScreenPlay and Dial M For Monster are currently financial losses and it looks as if it will be a while before they break even. Those are strong negatives as far as aiming at similar projects in the future. It’s not to say such products will never be on the menu again, just that there will be some smaller budgets attached to them. Much smaller. It will mean smaller page counts but it also means future ScreenPlay treatments are still possible with the rules left up to the core rulebook. Maybe a collection of treatments. If anything, it’s a worthy experiment that will help shape BRG’s future (even if the result was less than hoped).

Getting Ready To Unleash The Samurai

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As mentioned above, we’re closing in on the Kickstarter launch of High Plains Samurai and all wheels are spinning in that direction. Seeing such impressive numbers for the free playtest have been incredibly encouraging… but the low number of survey results have skewed that sentiment. To date, there has only been one survey result completed for HPS but there are a couple factors to consider. First, this first quarter of 2017 has been Kickstarter season (one we were originally due to be part of were it not for the scheduling change and I’m very glad HPS wasn’t trying to compete with so many other amazing games during March). There’s been a lot of new stuff coming and going. ScreenPlay‘s playtest was released in October versus HPS‘ in March. Obviously, this time difference is huge and has been noted for future playtests. The downloads suggest HPS definitely appeals to a wide audience; without the feedback, it’s hard to tell if it actually resonates with people.

Another crucial factor is that getting feedback on anything – let alone a playtest – is difficult in the best of times. What I had hoped was a working formula has now been revealed to have been a lucky fluke with ScreenPlay… or maybe it’s more of the audience each game attracted. ScreenPlay definitely struck a chord with the story game crowd, Samurai has appealed to a more traditional RPG audience (or perhaps a hybrid crowd, such as Powered By The Apocalypse fans). Even people who playtest something face-to-face with the creator can be loathe and unable to provide detailed feedback, but I’m happy to report there are some playtests in progress at the time of this post and there should be more to work from going into the Kickstarter campaign. The initial response to this game is still very strong and I should have BIG NEWS for the launch party (to me, at least, because I get to fan gush when the time is right). Stay tuned for that.

All that aside, revisions have been made to the Kickstarter’s goals and stretch goals in light of this shift in playtest results. For starters, I’ve adjusted the goal to a lower $3,000 (Canadian) to fund a “basic” version of the game and by that I mean a 96-page edition containing the complete rules and basic setting material with an appendix for the Black Scorpion storyline and a host of supporting characters from around the One Land. This will at least give me the satisfaction of knowing I can publish HPS in a way that I would still be proud to slap on the BRG label and provide something magical for people to play. At $6,000 (still Canadian), we will produce High Plains Samurai: Black Scorpion’s Revenge, the true version of the game I’ve always intended. At nearly 160 pages, this will contain everything from the “basic” version plus incredibly detailed guidelines for directing/playing HPS and a chapter for each of the six major locations in the One Land. Within each of those chapters, a series of scenarios will provide story beats to help your group play out your version of Black Scorpion’s Revenge, the main storyline that threatens to wipe the One Land from existence. At $10,000… you know what, let’s leave that one for now. Yep, I’m teasing you.

My Money Where My Mouth Is (or Do You Want To See The HPS Kickstarter Budget?)

Due to time constraints and wanting to get this post out the door before the end of April (sheesh!), I’m going to skip the fourth component of this post… for now. Seeing as I’ve been open with my sales figures, it seemed only fair to be as open with my Rehearsal Edition/Kickstarter budget for High Plains Samurai. How much I’ve spent to date to create the version that will exist as of May 30th as far as editing, artwork, marketing, and more. Time permitting, that will happen before the launch. Otherwise, I will make a point to include it during the campaign itself.

Until then, if you have any questions, comments, or random swear words to throw my way, I’m always game to hear from you. Thank you for your support so far as BRG continues moving forward and I hope there’ll be some crazy numbers to show you next time. Like numbers with four digits. Whaaaaa….?!!

A Final Update & A Look To The Future

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As the public playtest for ScreenPlay winds to a close, the latest version of the Rehearsal Edition has been posted on our ScreenPlayers Guild G+ community. If this game has kept you up late at night or you’ve been itching to read through and give it a try with your group but don’t know if you’ll be able to do so before January 29th, join the community today. (Version 1.5 of the rules will NOT be provided through DriveThruRPG/RPGNow.)

Now work progresses on taking ScreenPlay to the next level and after careful consideration, we’re turning to the public once more to make its official launch bigger than ever. Yep, we’re crowdfunding it! (Either Kickstarter or Indiegogo are on the table and a final decision has not yet been made.) The response from playtesters has been fantastic and it feels right to try and give this game a fighting chance to rocket out of the gate with more than our original plans. Expectations are to launch the campaign in Spring of this year and we’re working on building up some stretch goals to make the offer even sweeter than ever. If this sounds like your cup of tea (or coffee), stay up to date right here on brokenrulergames.net or through the ScreenPlayers Guild.

Where No ScreenPlay Has Gone Before

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An actual photo of an actual game of ScreenPlay in progress. Every game designer’s dream come true. 

They say, “Be careful what you wish for.” Then again, sometimes you get exactly what you were hoping for in the craziest way possible.

This past Thursday, I had the pleasure of running a ScreenPlay demo in a downtown Ottawa pub for six players, including ENnie Award winner, Jason Pitre (Spark, Posthuman Pathways). This was part of Cardboard Kingdom’s #beersnboardgames night and a big thanks to Kat for helping to set this up.  Rather than walk into this demo with a preconceived treatment or genre in mind, I wanted to see how the game would hold up against any possibility and have the Writers devise the genre, setting, plot, everything. Let the chips (and dice) fall where they may. What I did not count on was an experienced bunch of story gamers who love to let the mayhem fly when the GM doesn’t clip their wings and while it initially sent a wave of panic through my chest, it ended up being the greatest game of ScreenPlay to date.

Here’s what they came up with: a deep space romantic reality show (akin to The Bachelorette) where aliens of all genders attempt to win the affection of Captain Kirk’s preserved head in a glass jar (a la Futurama style). Yep, you read that right. Now the main thing to take from this is “romantic” and this is actually the most definitive element to the story. There was never going to be physical violence (maybe some face slapping) and all conflict rolls were going to be rolled against other lead characters to complicate their aspirations of winning Kirk’s affections and wearing down his Stamina until he could no longer resist one of the competitors. Oh, and those competitors included Kirk’s gorn ex-wife, a pure energy being, a cyborg who thought it was still human, a vulcan going through the full effects of pon farr, a half-Ferengi bartender with a drinking problem, and the Klingon director of this show (titled “Where No Man Has Gone Before”) calling the shots from behind the camera.

Feel free to take a moment and read over that last paragraph again. I’ll wait.

How did it work out? Incredibly well. Aside from the numerous laughs and rounds of applause (especially after the half-Ferengi decided to create a wormhole into a parallel dimension and bring back young Kirk – AKA Chris Pine – as a means of cheating and causing a tie in the competition), the game managed to keep this madness together and flowing. While I’ll admit there were moments when the rules were tossed out the window for the sake of brevity, I’m rather proud that what may be the best attempts to break it only helped make it stronger.

Now if this is your first impression of ScreenPlay, rest assured this is not par for the course. Yet the fact that it is possible and could become the norm for your own group should they wish it to be gives this game a much needed confidence boost. And me too.

(This post was written by The Warden, creator and lead designer of ScreenPlay… actually he is the sole embodiment of Broken Ruler Games working with a team of talented freelancers to create games that break the rules.)

Talkin’ ScreenPlay: An Update From The ScreenPlayers Guild Community

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Use the #ScreenPlayRPG hashtag to help maintain the hype!

It’s been a couple of weeks since anything for the ScreenPlay playtest has graced this page and it’s not because everything’s gone quiet. Far from the truth, the finishing touches are going into Version 1.4 of The Rehearsal Edition with hopes to release it by early next week to everyone who downloaded this free PDF from DriveThruRPG and RPGNow.

600+ downloads later and we’ve collected a fantastic group of avid playtesters are not only giving this game a run for their money, they’re creating new stories, settings, and genres to play. Playtest surveys are still rolling in with two additional unlocked treatments putting it at over 100 pages. The shining crown of this playtesting is the activity going on in the ScreenPlayers Guild, our online G+ community. Here’s a sample of the most recent discussions and events.

  • Ironbound Play-By-Post: Already into its fourth scene, this rendition of ScreenPlay’s dark fantasy tale of witch hunters features Derya (the scout), Gareth (the blade), Drachen (the archanist), Philip (the shield bearer) and Lyonesse (their new commander). If you’re looking for an idea on what makes this game tick, be sure to check out the Ironbound PbP thread.
  • Necronomicon Stories: Based on an idea created by one of our playtesters, we’re experimenting with a Lovecraftian tale of monstrous terror… in the future! The ball has only begun to bounce on this upcoming story and with only two Writers currently signed up, there could be room for a couple more.
  • EscapeFromTheX_logo_CMYK_preview2Escape From The X: The third treatment recently unlocked from playtest surveys, this sci/fi-horror story takes place in Mystical Throne Entertainment’s Mercenary Breed. The short and sweet of it: mercenaries hired to deliver an alien prisoner to a secret installation find themselves desperately outnumbered when someone mysterious releases every inmate to wreck havoc and spill as much blood as possible. Look for it in Version 1.4 next week!
  • Optional Rules For Building Potentials: With many core mechanics locked down, some optional rules are being considered. Such as building your dice roll’s value based on the number of details you apply in a scene.
  • Kickstarting It Up A Notch: Finally, we’re also looking at Kickstarter to help elevate the finished version of this project. With playtest surveys averaging a score of 4.6 out of 5 and ideas bouncing around for a small product line built using ScreenPlay, all options are on the table right now.

This and more is taking place at the ScreenPlayers Guild. Join us and see what all the fuss is about before the cool kids see what we’re doing and want to make it a crowd.

ScreenPlay Playtest Report (Week 1)

ScreenPlay_Rehearsal_GoogleForms_banner_v1p2What a brilliant, crazy week it has been! Our first week of playtesting for ScreenPlay has now moved into the second week and the results have been helpful, insightful, encouraging, and so much more. There’s a risk in throwing out something unfinished to the void and hoping that most of it will stick to the wall. So far, it seems those of you who have decided to help us out have really latched onto it.

Here’s a brief bullet point update on what’s transpired over the past week.

  • Version 1.1 of the Rehearsal Edition is averaging 4.4 out of 5 on our surveys
  • A lot of terrific comments have been shared on the same surveys, as well as some constructive feedback. On Tuesday, October 26th, Version 1.2 of the Rehearsal Edition was updated to everyone who has downloaded the original PDF on DriveThruRPG and RPGNow. The primary focus was a revised approach to Act Two: How To Play using a more traditional approach to mechanics presentation and character creation, along with some modifications to milestones and the additional of character hooks.
  • The current number of playtest points awarded sits at 11 as of the time of this writing, meaning we’re only 4 more points away from unlocking Nightfall, a modern day superhero story of multiple people acting as a single superhero/vigilante.
  • Page views to this site for October have tripled the previous highest month and the month isn’t even finished yet.
  • On the ScreenPlayers Guild G+ Community, we’re getting ready to start a play-by-post rendition of Ironbound, the dark fantasy treatment provided in Version 1.1 of the playtest. If you have yet to join the community, feel free to join in. It’s a great opportunity to see the game in progress and laying down the foundations for how Directors and Writers can set up their own take on a story.

Fifteen weeks remain and the wheels are turning faster than ever. Huge thanks goes out to everyone who has joined in the effort with more than just enthusiasm and has shown this tale is far from over. And remember to keep using the #ScreenPlayRPG hashtag to help get the word out and fill out those surveys to collect those playtest points. Now let’s close out this post with a trio of gracious comments from surveys completed this past week.

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ScreenPlay: The Rehearsal Edition Launches

The cover for ScreenPlay: The Rehearsal Edition, by Jeff Brown.
The cover for ScreenPlay: The Rehearsal Edition, by Jeff Brown.

Let the games begin!

After two years of development and three months of writing, re-writing, and sweating, ScreenPlay: The Rehearsal Edition [will be] available for free on DriveThruRPG and RPGNow. Aside from putting the first draft of this unique, public playtest edition of our upcoming storytelling RPG, you can also learn everything about the game in our new and expanded ScreenPlay pages.

  • Discover ScreenPlay for the first time on our updated lead page and the Rehearsal Edition product page;
  • Get the basics on how the game works on the Learn To ScreenPlay page and see how the pieces fall into place before downloading your free copy;
  • Unlock the secret of this game’s unique rewards and how this playtest works like a Kickstarter campaign on our Playtest Points page;
  • Finally, explore the dark secrets of Ironbound, the first treatment for ScreenPlay where the Writers take on the role of these elite witch hunters tasked with protecting the kingdom of Alduire from all forms of magick and rituals.

The time is here, so starting click, start reading and start writing your next story with ScreenPlay.

What Is ScreenPlay?

ScreenPlay_logo_earlyHighPlainsSamurai_logo_v1I’m happy to say the alpha-phase playtesting for both ScreenPlay and High Plains Samurai is well underway and so far banging out all the kinks in the mechanics and smoothing out the presentation. At this phase, we’re really testing out ScreenPlay and using HPS as an excuse to dive into this setting my Development Team and I created two years ago – it doesn’t take much arm twisting to get us diving into the dusty plains of the One Land. But that’s not what I’m writing about today.

With playtesting underway, it’s time to start shooting some holes in the walls keeping this game shrouded in darkness and expose it to some sunlight. In other words, it’s time for you to start learning more about what makes ScreenPlay… well, ScreenPlay. I put it that way because this game is unlike other roleplaying games. It’s built on a foundation of everything that is an RPG, but there is one major facet turned on its head for a dynamic and refreshing change of pace. Maybe I’m a bit biased (that happens when you design a game – it’s always the greatest achievement in game design as far as you’re concerned), but let’s allow the features of the game to speak for itself.

Here are the 4 key features of ScreenPlay and why you should be chomping at the bit to play. It’s also why you should be eager to discover more about High Plains Samurai too, seeing as the ScreenPlay engine will be powering this post-apocalyptic/western/wushu/super-powered mash-up. Whenever you see anything written in blue italics, that means it’s an important term in the game.

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Gaze upon the deadly beauty known only as the Jade Palm, one of the High Plains Samurai playtest characters for the project’s lead artist, Kieron O’Gorman. Don’t let her blindness fool her for she can see far more than anyone in the One Land.

#1) It’s A Story Game Where The Players Are The Storytellers

If you’re familiar with the concept of story games, you already know what I’m talking about. If not, there’s a fine line between these and your traditional roleplaying games. While differences of opinion exist on the exact definition, a story game allows greater control to the players using loose fitting mechanics and provides a more co-operative creative experience. If your traditional RPG has the Gamemaster dictating all the events in the story with players simply reacting through their characters, story games break from this aspect and allow the players to invest their own ideas into the story. Perhaps one of the best known story games on the market is Fate and I encourage you to check it out if you’ve never heard of it before.

ScreenPlay takes this a step further and places equal creative duties on both the players and the Director (AKA the Gamemaster, or GM). Each player is assigned the role of a Writer and creates a variety of characters (starting with at least one lead character with room to create as many supporting characters as they can handle) to tell a story. On their turns, each Writer provides a description for one character, an active account of how that particular individual propels the story forward. This is followed by an outcome from the Director, reacting to the description and rewarding the Writer with surrounding details, events, and reactions from other characters involved in the scene. The key difference between this and other games is that there are no point exchanges required for a Writer to insert their own ideas into the story – if she decides this story needs a fight scene, she can simply describe her character witnessing four shadow-cloaked ninjas leaping down from the rooftops with swords drawn. It’s now up to the Director to make this fight go down.

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This is just one of the sketches HPS’ artist, Kieron O’Gorman creates on the fly during each session. It’s incredibly handy to have your artist also work on your Development Team and act as a playtester.

#2) The Director Keeps The Plot Moving Without Taking Control

There’s more to being a Director in ScreenPlay than simply reacting to anything the Writers want, oh no. Each story – whether it’s conceived by everyone in the group or using a pre-purchased treatment (AKA adventure) – has a basic plot for the Director to use as a guideline. As an example, High Plains Samurai is a large scale treatment providing a setting (the One Land), history, a cast of supporting characters and extras, and a series of markers (key story moments) all designed to provide a working platform for the Writers to remain on track. While the Writers are telling the story, the Director uses his tools to integrate the treatment, facilitate the story and package it all together to reveal what wonderful outcomes the Writers are creating. During our playtests, I’ve been inclined to use camera angles and moviemaking terminology as a means of detailing our particular version of High Plains Samurai as if you were watching it on the big screen or as part of an awesome ongoing HBO drama.

One of the Director’s key tools for keeping it all together are triggers, pre-determined or instant reactions to descriptions. For example, the lead characters ride up towards the main gates of the City of Rust in the hopes of entering this rancid metropolis. What the Writers do not know and the Director does is that snipers line the walls looking for this posse with orders to shoot. As a Writer describes her character riding along the main road, the Director applies the trigger and cuts into the description by rolling dice as the crack of a rifle cuts through the dusty plains. A trigger can be avoided, even without the Writers knowing there was a trigger, if their characters learned about these snipers in advance and snuck into the city under cover of night. A Director can also devise triggers on the fly as a means of helping to keep the story moving along, like having the barkeep intervene when the lead characters become preoccupied with them surly buggers giving them the dirty eye from the back of the bar.

Think of it as improvised storytelling and the Director is there to make sure no one falls off stage. Just like directors of stage and cinema, the Director helps keep the story exciting and engaging through the outcomes they provide and the triggers they set to keep the Writers on their toes. What results is a fresh and exciting storytelling experience where the Director gets to experience the same thrill of discovery as your typical RPG player does every game.

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One of the first early sketches completed by Kieron. Notice how this gentleman gunslinger is firing two automatic handguns? That’s because there’s more to High Plains Samurai than a simple western/wushu/post-apocalyptic/superhuman story…

#3) Conflict Is As Easy As Knowing Odds vs. Evens

Are there dice rolls in ScreenPlay? You betcha – I wouldn’t design a game without them. I’m a sucker for dice rolls and the goal with creating ScreenPlay was to allow a simple, fast-paced resolution system where the dice did not blow up in your face. Here’s how it works: certain moments in the story, as told by the Writers, will trigger a conflict roll. That means whoever wants to achieve an action with a risk of consequences must roll against a Difficulty and that target number can be based on the opponent or the task at hand. Each character has a list of Potentials ranging from a d4 to a d12 (along with other modifiers and provisions to increase their odds, but we’ll save that for another day). Choosing an appropriate Potential, the dice are rolled and if the result is equal to or higher than the Difficulty, it’s a success.

But there’s more! You can use that roll to determine how much damage you cause or what effects occur as as result of your conflict roll. These effects are known as complications and range from minor (your gun is out of ammo, being knocked prone) to major (intimidated, acidic sand kicked in your face). Knowing the type of complication is simply a matter of whether or not you rolled an even number (major complications) or an odd number (minor complication). Failure works on the same principle: if you fail with an even number, nothing bad happens to the character, but an odd number results in the character suffering a minor complication of their own. Basically, even numbers are good, odd numbers not so much. Damage works on the same principle with a successful conflict roll: an even number yields major damage (the difference between your roll and the Difficulty plus any damage modifiers) or minor damage (only the damage modifier).

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A rough sketch of a sweet moment in our rendition of HPS where Jade Palm decapitates an opponent with a paper fan. What I love about this piece is how fluid and easy she makes it look. You can check out more of Kieron’s work at mayhem graphics.com

#4) Stamina Is The Ultimate Dealbreaker

All characters in ScreenPlay are assigned an amount of Stamina based on their character type (leads, supporting, extras). When a character runs out of Stamina, they’re removed from the story for the scene or permanently. More than just hit points, they also allow characters to break the rules and do things otherwise impossible to your average individual.

For example, most of our lead characters in the High Plains Samurai playtest have unlocked qi (pronounced chi) powers, such as the Jade Palm’s supernatural sense or Ronin’s incredible speed. Each qi power is clearly defined and faces normal limitations, but those can be broken by spending 1 Stamina. Characters can also spend Stamina to interrupt an outcome, retaliate against an opponent, increase/decrease the die roll by 1 (even if it’s not theirs), and so forth. While these applications create a variety of possible outcomes, you must judge your Stamina wisely because too many uses followed by a katana chop to the kidneys will result in 0 Stamina.

Just The Beginning…

Of course, all I’m doing right now is teasing you and that’s the entire point of this. As the Development Team and myself continues to work on banging out the kinks, we get closer and closer to revealing more about how this exciting game can come to life at your next session. And while I’ve been a big tease about it, I’d like to take things a little further. Think of it as spending 1 Stamina to break the rules.

Download the latest ScreenPlay/High Plains Samurai Playtest Draft right here. This particular draft is Version 3 and stems from feedback brought on at our recent session and will give you a greater idea into the fun-sanity that is both ScreenPlay and High Plains Samurai. Until then, you can stay up-to-date with ongoing playtests, working drafts, even ask me questions on the game’s development through our Facebook page, on Twitter, or on Google+.

Until the next time, thanks for reading and I look forward to revealing more about ScreenPlay in the near future.

Sincerely,

The Warden