I guess I should really post here from time to time.
So here’s two simple encounter maps I knocked up for a recent game where the party where making their way through a forest.
I’ve become a fan of the simplistic nature of the maps created using Dungeon Draft. Less is more, is my thinking these days when it comes to VTT’s. Leaving the players imaginations to fill in the details rather than having overly detailed maps to set the scene.
Our group is currently bumbling their way through the “Lost Mines of Phandelver” in their usual unhinged manner. And as part of this they needed to visit a Banshee in the woods, for which unfortunately no map was available.
So here’s a quick one I knocked up in DungeonDraft, which I’m posting here since it might be of use to others.
If you’re looking for an affordable map-making tool for RPGs suitable for use with a VTT a good contender is DungeonDraft which comes for an affordable $19.99 which weighs in around €20.
While it doesn’t offer the same rich variety in terms of assets out of the box as say for example Inkarnate. There are many free assets available for it on CartographyAssets which closes the asset gap quite quickly.
The fact that it’s a once off payment rather than an ongoing subscription means it quickly pays for itself. Can recommend enough if you’re looking to create quick maps for VTT sessions. Added to which there is nice integration with Foundry VTT if that’s your thing.
Here’s two examples of maps I’ve recently used in RPG game made only using the default installed assets.
The Blacksmiths Shop
A section of a village the party recently visited showing the local Blacksmiths store and accommodation. The store having a open stall window at the front with the smithy to side and family quarters behind.
The Old Watchtower
A point of interest the adventures had to explore was a recently abandoned watchtower and the mysterious cavern linked to it below. Where the recent disappearances of villagers connected in some way to its sudden abandonment? Probably not.
Say what you want about Sony, but they’re not ones to get taken in by the sunken cost fallacy.
Having spent upwards of 150 million dollars by some estimations on developing the game, they have now announced that it will be shutdown only two weeks after it was released on September 6th.
Dustborn and Concord are rather notable cautionary examples of what happens when you build for what is either a nonexistent audience or one which is unwilling to commit to actually supporting your endeavours.
I thought looking at an older game might be instructive with respect to the decline of games over time.
Planetside II can be seen very much as a spiritual successor to the Tribes franchise, released by SOE back in Nov 2012. It’s a game which never really got much exposure but maintained a loyal core following over the intervening years.
The PC version of the game is available either stand-alone or though steam, so the numbers reported by steam charts is not representative of its actual player counts showing Steam only, but the movement in player count probably tracks well.
The following graph shows the player count over the intervening years, with the dramatic drop-off at the start and a largely stable if waning player count in the following years.
This slow decline in player count can be seen in the numbers for the more recent months, showing a game clearly still pulling some new players to replace those who leave. But unfortunately not quite in numbers to reverse the overall slow decline.
Helldivers II is a bit of a one-trick pony, but it’s a pretty good trick in fairness.
But like anything without much variety it runs the risk of becoming stale and losing people’s attention. Which is what we can see now by looking at the player numbers over the last few months.
Moving from a massive peak of 458,208 players, there has been a consistent slide in the player count of about 34% month on month.
Though for a newly released game in the first 5 months, such a drop-off as the novelty factor wanes is not unexpected.
The expectation is that the player-base will stabilise to a core audience that can be maintained going forward; with an expectation of a more gradual decline going forward.
This looks like that is happening with the player count now.
Having settled from the 22th May onwards around the 50k mark with a much less pronounced attrition in numbers.
The new patch released on 13th June saw a slight spike in numbers , with a peak of 91,692 players following its release. But did not result in a notable increase of the player count.
To truly revitalise the player-base something bigger is going to be needed. Possibly the release of a third faction (The Illuminate from the original?) is the one to watch for and maybe that could reinvigorate the player-base and count.
I had seen some talk about the state of New World, an MMO released approximately 2 years and 5 months ago by Amazon Games. So I decide to take a closer look at it myself.
Released to great fanfare and with the deep deep pockets of Amazon to back it up, you would think to yourself that it couldn’t fail.
Though those of us with memory of Crucible, also by Amazon might have had some foreshadowing of a possible lack of success.
Starting off with an average of 410,000 players, it quickly settled down to an average mid-to-late teens with respect to players count. But its really fallen off a cliff as of this year.
Even taking November 2021 as a starting point, the player-base has shrunk to just 3.75% of that number. That’s a pretty spectacular drop in just about two and a half years.
Personally I found it an interesting game, but always found the movement in it strange and slightly off-putting. Something I’ve noticed in other games based on the CryEngine from which Lumberyard was derived.
I’ve been dabbling with Vaesen by Free League Publishing for a bit now. It’s nice investigative driven RPG set in an alternative Nordic 19th century, along with an expansion which covers Ireland and Britain during the same time period.
So as a forever DM, I was pleased to see a set of rules for solo play has been released. It utilities a series of random tables to drive the story and encounters, making use of both dice and standard playing cards.
It was the later, the playing cards which I found rather cumbersome in use, so to that end I knocked up a simple web-page to simplify that part of the process.
You’ll still need the solo-rules, but image below (showing a sample card) takes you to web-page.
Pressing “Deal Card” will deal a new card from the deck of 52, creating and shuffling a new card deck as required.
Pressing “NPC State” will deal two cards, which are used to determine an NPC state to the players.
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