Thursday, November 5, 2020

10 QUESTIONS TO: Diogo Nogueira

Diogo Nogueira is a one man band: game designer, illustrator and layout artist of Old Skull Publishing games.
His most successful games include:

Sharp Swords & Sinister Spells

Solar Blades & Cosmic Spells

Dark Streets & Darker Secrets

Lost in the Fantasy World

He’s also designed Garden of Bones, one of the “Deadly Dungeons Hosts” adventures for Gold & Glory!

Diogo is also a father, a cat lover, and one of the few internationally known game designers from Brazil.

 


1 Hello Diogo. Tell us about your work as a designer, as if you were trying to explain it to my aunt!

I write, I draw and I combine the two things in a pretty and comprehensive package? Well, I love tabletop gaming, especially RPGs, that brings friends together to create something unique only they can create together. So I try to follow my heart and I create games I would like to play. I try to draw from many different sources, from literature, comics, cartoons, movies, other games, history and even our daily lives to make something that speaks to me and, hopefully to others as well. My focus is to make games with simple yet very flexible rules that allow people to play with as little preparation as possible, and requiring very little rules consultation during the game.




2 Sharp Swords & Sinister Spells was your first hit as Old Skull Publishing. What have you learnt about design in particular since its publication?


I’ve learned that the way you present the rules and arrange them is as important as the rules themselves. You may have a very tight and well thought system, but if the presentation isn’t good, it won’t seem it’s like that for many people. Graphic Design, Information Design and Game Design are actually way more connected than we think. I am still learning a lot and each new game I make I think gets me a little bit further in my practice.





3 Dark Streets & Darker Secrets is defined as a “Street & Sorcery Rules Light Role-Playing Game with an Old School spirit”. That’s a lot! Can you explain the setting, and how the rules are Old School?

Street & Sorcery is my way of saying this is a sword and sorcery game in modern times. So imagine if Conan, Fafhrd and Grey Mouser and other iconic S&S characters lived in our world today, and you get Dark Streets & Darker Secrets. It’s a game that’s inspired by Buffy the Vampire Slayer, Supernatural, Dresden Files, X-Files, Grimm and so on. In terms of rules, it presents a modern and streamlined system that fosters the style of play presented in the Quick Primer for Old School Gaming and Principia Apocrypha. It focus on player’s skill instead of character powers and rules, it’s open ended, it encourages improvisation, the focus on emergent storytelling and not character building and so onz





4 The Rumors rules in the Sharp Swords & Sinister Spells Addendum are, in my view, one of the smartest rules I’ve ever read, and the perfect example of how your games blend the Old School spirit with more modern solutions. Which are the modern games that you’ve appreciated the most?

I play everything. I love the OSR, but any games that seems interesting to me I do my best to try it and experiment with it. Some of the games that inspire me outside of the OSR are The One Ring, Cortex Prime, Genesys, Fate, Blades in the Dark, Fiasco. There are probably others, but it’s hard to keep all of them on your mind. There are so many cool games out there.





5 Crowdfunding has become more and more important for RPGs. Do you see that changing anytime soon? How would YOU like things to change?

I don’t see it changing any time soon, at least internationally and in the US. Here in Brazil Crowdfunding is not seen with good eyes anymore as many publishers have done less than reputable things with it. I like crowdfunding because it’s a great way to connect with a community and get people involved. It allows people to pursue projects they could not pursue by themselves alone. However, it would be great if the fees were reduced or if there was a way to give more visibility to indie creators in these platforms. I would love to say that I wish creators earned enough money to be able to fund projects themselves, but nowadays almost everyone is struggling. But I can dream.






6 I know you are currently working on several games. The one that intrigues me the most is Descent into the Abyss, a Diablo inspired dungeon crawling solo rpg. A project that shares the same inspiration as Curse of Aufgartz... What can you tell us about it?

I can tell you that I have little idea of what I am doing, lol. Solo Game Design is a bit scarier for me because balance seems a bit more important because you won’t have the GM as a buffer and companion Game Designer to help you. The book has to do all the work. So I am experimenting with it and will probably release parts of it for people to play with and give me feedback. The goal is to make a Solo Dungeon Crawling game that feels like diablo but plays nice and easy. You will be able to choose different builds for your character. You will make choices before going to the dungeons that will affect the game. The dungeons will be procedurally generated, but will have unique tables and themes for each area (Cathedral of Death, Haunted Catacombs, Infernal Caverns and so on). It’s a love letter to a game I played a lot but also a reinterpretation of it.



7 If you could buy any franchise/IP for an RPG, which would it be? Tell us about the franchise and the game you’d make.

Gosh, that’s hard. I love so many IPs and would love to make games about them. This is the hardest question here. I think if I gotta pick just one, I would pick… Cadillacs and Dinosaurs!



8 Younger players. Any experience or tips you want to share? Has your experience as a father influenced the design of Lost in the Fantasy World?

Oh yeah, absolutely. I played with younger audiences before my son too as we organize Tabletop Events in schools here in Brazil from time to time. Kids and people new to the hobby have a lot of untapped creativity and they want to pour it all out on the game. And if you say no to them they will shut down. So try to say yes as much as you can, even if it a “yes, but…” where there are consequences or they need to pass a test of sorts. Some games are more loose than others and fit this style better.





9 Your games are published by Gallant Knight Games. What can you tell us about your collaboration?

Gallant Knight Games is great! They do all the boring stuff for me and I get to just create things with total freedom. Not to mention being from Brazil, I am very limited geographically, ans GKG is able to take my games to conventions and deal with distributors more easily than I can. Not to mention that Alan Bahr from GKG is a great friend and a mentor to me. I’ve learned a lot with him.


10 You are the only game designer that I know from Southern America. Do you think your origin has affected your games? Have you ever felt as an outsider in the rpg community at large (in a good or bad way)?

I’ve been asked this a few times and I am not 100% sure if it has. I try not to think so much about it and being too close to analyze my own stuff, I think this is easier to answer for someone else. But I am starting to think it affects my stuff a little bit. Being from a country always under the influence of more powerful nations, I often associate power and influence with something bad. The distrust of authority, the way governments, corporations and people appear in my games may be shaped by my perception of reality from down here. And yes, I constantly feel like an outsider in the RPG Community at large, in many ways. The way that people talk about living of games, production and distribution, or simply their reality. I go outside the house here and I am always afraid I can get shot. People in my social media from other places seem really surprised to hear gunshots. Here it’s a constant reality. I wish it wasn’t.



11 I know, they were supposed to be 10, but I have one more question before we say goodbye. Please point us to a song you think we should listen to.

A song? Just one? I guess I will have to go with What a Wonderful World by Joey Ramone. It just fills me with hope and joy!





Thank you Diogo! Bye!!

Stay tuned for more interviews! Hit me on the Axian Spice Facebook pageon Twitter or even on Telegram to never miss one! 

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Saturday, October 31, 2020

About My First Carcassonne

 My First Carcassonne is the current board game hit with my son!

It is the simplified, kid-friendly version of the well-known classic Carcassonne. The box says 2-4 players, age 4+, 30 minutes.



It is a super easy game, with a lot of luck influencing the outcome, but with some room for clever (or less than clever) decisions.

Like the standard Carcassonne, you randomly draw tiles and connect them together, but all tiles always connect. Each tile has one or two kids printed on it, colored blue, yellow, red or purple.



Each player has 8 meeples of the chosen color, and is allowed to place them on the tiles when the road they are printed on is closed. So you need luck in drawing tiles with kids of your color, but you also need strategy in putting tiles with other players' kids in the worst places, so their roads are harder to close (i.e. take more tiles).





While very simple, it's nice for me to play, too.

So how is it faring with my boy?

In short, WONDERFULLY. It is the very first game my kid plays with all the rules in place, and actual strategic thinking, after just two games. And he is loving it.

Federico is five, so he's just above the minimum recommended age. I'm not sure he would have grasped the whole thing with the same depth of understanding if he had played it at four. At five he's actually capable of mastering all there is, and he seems well aware of it!

Fun fact: we've played seven games so far, and I haven't won a single game yet!


Thursday, October 29, 2020

About The Crypt of Doom

The Crypt of Doom is a Savage Worlds Adventure Edition dungeon adventure for 3-5 Novice characters, written by me.

The evil count has kidnapped lady Marianne, and it's up to you to rescue her!

This simple premise gets you right into the adventure, a fantasy/horror scenario which can easily be dropped into your regular campaign, or be played as an easygoing one-shot.

So what's cool about it? Several things, actually!

  • It's FREE. Click the link and there you are.
  • It's got LOTS OF RANDOM! Every time you play, things are always different.
  • It's easy to use for solo or GMLess play. Just make your character(s) and follow the instructions on the page.
  • It's got a simple back story that can be literally explained in four words (go rescue Lady Marianne), meaning it's perfect for games that focus on learning the rules, or just want a couple hours of fun bashing monsters in a gothic dungeon.
  • It's a testament to the trappings concept when applied to creatures, with several monsters being simple reskin of stat blocks found in the core Savage Worlds book.

It is a horror/fantasy rescue mission with a strong Castlevania vibe, including several items that you can find which change how you interact with some of the monsters and traps.

It can be used with the full Gold & Glory book, or just with the core Savage Worlds rules.

At a personal level, I'm very happy with this little project because I was able to code a bit of html (with close to no experience before this!), and translate the random generation mechanics of Gold & Glory into an electronic thing.

This "translation" was not "literal". The electronic random generation lacks all the subtle intricacies of using a deck of cards like the tabletop version... because I wasn't able to code those, of course. When using the actual Gold & Glory dungeon deck system, you can't get the same result twice in the same room, for example, nor can you encounter the same hazard two times before consuming the whole deck and shuffling it again.

But what is lacking in subtlety is made up for in variety: I was able to put way more hazards, treasures and features than what I could usually fit into a regular pen and paper G&G dungeon: a huge amount of horrors and wonders, and several chained events and McGuffins that interact with each other.

So if you're curious, check it out!

Wednesday, October 21, 2020

About the "Deadly Dungeon Hosts" Adventures

This post is the follow-up to the one dedicated to the Gold & Glory - Seven Deadly Dungeons book and its basic supplements

This time we'll take a look at the line of "deadly dungeon hosts" adventures: dungeon scenarios designed by special guest authors, based on the Gold & Glory Dungeon Template. Let's see who they are and what they've come up with!



Diogo Nogueira: Garden of Bones

The Garden of Bones was created by a powerful necromancer to be given as a present to a love interest of theirs. Once the gift was rejected, the necromancer turned the garden into a place of nightmares and horrific creations they built to externalize their frustration. It fell into obscurity after the ages passed away, and it became a myth.
Now, a scholar with sinister interests has located a map they believe to lead to this mythical garden and desires to be taken there to admire the garden and possibly collect the legendary Ghost Lotus.


The Garden of Bones is a legendary place covered in mystery and peril, full of dark wonders and incredible treasures. Sages have talked about it for centuries but very few have ever discovered its location. But now an expedition to this mystic place is being organized.
This Gold & Glory dungeon adventure features unique rewards and a very dangerous environment, a worthy challenge for truly Heroic characters!

Diogo Nogueira is the acclaimed author of neo-OSR games such as Dark Streets & Darker Secrets, Solar Blades & Cosmic Spells, and Lost in the Fantasy World.

Due to its theme and features, The Garden of Bones can be dropped into any fantasy, grimdark, or sword & sorcery campaign, including settings such as Lankhmar or Beasts & Barbarians.

The art for this one was made by Matteo Ceresa, who tried to homage Mike Mignola's style.


Richard Woolcock: Hightree Warren

Families of grubby little goblins frequently make their homes in the mountains to the west, where they breed like vermin, and hoard stolen treasure in their deep, dark caves. Brave adventures sometimes seek out these underground warrens, purging the goblin infestation and reclaiming their ill-gotten riches.
Several weeks ago, the famous paladin Molgrim Silverblade led his companions on a holy mission to root out a large band of goblins. Only one survivor returned from the doomed expedition, and he had been hideously mutilated and driven half-mad.


Hightree Warren is a perilous dungeon, populated by vicious goblins, and filled with traps and other nasty surprises. Set in the world of Saga of the Goblin Horde and written by Savage Worlds guru Richard Woolcock.

Richard Woolcock: Ebenezer's Gold

“It’s my gold, I tell you! All mine! I will never give it up! Never! Bah, humbug!”
—Ebenezer’s last words.


The cruel, wealthy money-lender Ebenezer has passed away. Somewhere inside his mansion, or below it, there must be treasure beyond imagination! Who cares if people speak of ghostly apparitions and other strange events...
Ebenezer’s Gold is a festive-special dungeon adventure, and the second written by Richard Woolcock!

Andrea Mollica: The Halls of the Damned

Don’t you dare to walk alone
in that ghastly, cursed dome.
Family blood drops down the tree,
tears are there where hope should be.
Be life spurned, be light banned
from within the Halls of the Damned!



A fallen Strider, a shameful secret left buried for centuries, and a party of heroes who dare enter a long-forlorn castle on a solitary mountain peak in search of the fabled Ring Of Yore and, maybe, the truth.

The Halls of the Damned is a Castlevania inspired dungeon adventure written by game designer and novelist Andrea Mollica, the same author of Guardians of Sol-TauThe adventure has a strong horror/gothic theme, and can be adapted to any Gothic Horror setting where you may have heroes storming a castle infested with goulish monsters, werewolves, ghosts and vampires!

Courtney Campbell: Cravenpeter's Dream Auction

Maximillian Ernesto Cravenpeter Esquire the Mediocre, a powerful archmage, is publicly retiring and is holding an auction for his eclectic and exotic items. Maximillian, a powerful wizard in no way overcome with paranoia and petty concerns, has always had little trust or respect for anyone who would covet his things. As a security measure he has contacted the Green Feather agents—fae mesmerists, who have agreed to hold the auction in a dream within Maximillian’s psyche. This works flawlessly, protecting both the clients and the auctioned objects, as long as no deep psychic disturbances exist. A renowned wizard named Max the Mediocre has no psychogenic trauma, obviously.

Cravenpeter's Dream Auction is a special adventure written by OSR master Courtney Campbell that can be played as an alternative to the usual Carousing, Magic Research, and Offerings to Solis... assuming the heroes have enough gold to make bids at Cravenpeter’s Dream Auction!

For those who don't know, Courtney Campbell runs one of the most interesting OSR blogs out there: Hack & Slash, and is also the author of the cool Megadungeon 'zine.

The art in this one is by Courtney Campbell himself, with some coloring by our usual layout artist Matteo Ceresa!


Saturday, October 17, 2020

About Jurassic Snack

 Jurassic Snack is a board game by acclaimed designer Bruno Cathala, for 2 players, age 7+ (some editions have "8+" on the box, but I think 7 really is ok), with a 15-20 minutes duration.

And I love it!



I bought it about ten months ago at my FLGS. My son was not really old enough to play, at the time, but fell in love with the theme, of course, because DINOSAURS.

We've recently given it another try, and to my surprise he is now (5.5 YO) more than capable of handling all the rules, even though he's not yet competitive in the way he plays... but I assume he'll become better at it soon.

So what's cool about the game?

The materials are awesome. Nice plastic dinosaurs, big, sturdy and funny to look at, with painted eyes.

The game is simple enough for six/seven years old kids, but deep enough to keep adults engaged. It's got a nice mix of strategic decision (planning your moves to eat efficiently, decide if you want to eat a lot of leaves or try to scare all your opponent's dinosaurs away from the board), and random factor represented by the downside of the leaves counters, which introduce several effects.

One thing that's very good with young players is that you don't really know who's winning until the game ends and you count the points on the downsides of the leaves tokens each player has collected. This is good with kids who still struggle with losing...

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