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Thursday, December 12, 2013

Campaign Development Progression


I've been working on a campaign for a while now.  What I thought would be a simple...well, not simple, but a little more simple, I would draw a map of the immediate region.  Hex crawl style.  A handful of villages, maybe a town, ruins (gotta have ruins), a few lairs and places of interest.  Write them up.  Go.

Something happened along the way.  I decided to do an extensive house rule game.  My foundation of the game is Swords & Wizardry Complete and Blood & Treasure.  I've included a small skill system because the GURPs side of me always likes to see how much you succeeded and failed by.  Probably the biggest challenge has been the spell system.  I'll be using a point system with for spell casters.  And with that I've created different types (classes) of spell caster.

Clerics are a little more easy.  But I've been creating a vast amount of deities to meddle with them stink'n lesser races.  That inspiration came from Petty Gods project and showed me I could have a lot of fun with them and I have.

I created a handful of adventures that were made specifically for the campaign area.  Easy to write, adds to the color of the local lore.

The other part of the campaign that has been taking up time is the back story, the history.  I've always done a generalization, but not this time.  While it won't matter to the player at first (or maybe at all) they will find things that hold significance to another time and place.  And with that knowledge they will understand what is valuable.  Or where to find things that are.

I'll share more down the line.  Not too much.  I have players who will peek.  I plan on running games after the New Year on Google+.  I'll run games for my home group, but would like to explore it with others.  When it gets closer to me running a game I throw out a ad and see who is interested.  I'm fine with playing with just two people and I think i would cap it at four.  Seem anything over four players and a GM the noise factor starts to increase drastically.  If you think you might be interest email or IM onGoogle+ so I can send out a specific invite and see if you are able to make the time, 6:30pm to 9:30pm EST, is game time.  I usually get on a half hour early to answer question or BS for a bit.

Tuesday, December 10, 2013

A Magic Item You Might Find in My Campaign


Lately I've been working on my campaign in between times and spaces.  The pace is slow, but I'm enjoying the process.  Those of you who have read a few of my things know I try to make my magic items unique.  I don't like using canned magic items unless I can mess with them.  Since tonight I was working on the campaign again I thought I would create a magic item.

Hag's Eye

History: Merrick was a seasoned alchemist whose fascination with the dead caused him legal problems in the form of grave robbing, assault and his final act of murder saw him hung from a ironwood tree at the crossroads.  Before the authorities could raid his home, his assistants managed to escape with his formulas.  Many of the potions were failures that did very little other than make the imbiber sick...except for one. 

Ingredients: The base of the potion calls for the liquefaction of a corpse's brain no more than a day old.  Quoted directly from Merrick's notes "The man must not have been an idiot in life.  The brain must be intact and not scarred."  The recently deceased must have had a Wisdom of 13+.  A mixture of grave dust, a night hag eye and ten viz* harvested from undead creatures.

Imbuing: The mixture should be left over a high flame.  The brew takes very little time to become effective.  The hag's eye will absorb the liquid and viz, but remains the same size.  If it breaks during the process, it is ruined.

Using: The person wanting to use the Hag's Eye must consume it whole.

Powers: The person under the effect of the Hag's Eye can see into the world of the dead.  Can see and speak to spirits (like the spell).  It allows the imbiber to strike undead creatures with any weapon, even those requiring magic weapons.  It also allows the imbiber to interact with incorporeal undead as if they were a corporal form.  These powers last 1d4 hours.

Side Effects: The user takes double damage from silver or iron weapons during the duration.  After the duration ends, the imbiber will be blind for 2d6 hours (save will halve the duration).

Game Night


Game night, last night.  We plundered further into Monteport.  +Ken Harrison shared his most recent map reveal in his post of Session 22.  And for the more humorous side of the session +Chris C. has posted his now infamous Sound Bites of the session.

I like Monteport more than I did before.  Last night's session has gotten me all jazzed up for next week.  The group fought a a pair of fairly nasty demons.  I really thought we were going to get killed, but we worked well as a group and manage to take both down in less than four rounds.  I was impressed.  I thought it was interesting that both demons wore belts, but no pants.  Such a fashion statement.  We found a few trinkets of loot.

Then we wandered a little farther and this is where things got real interesting.  We encounter a temple/holy place.  Only I was allowed to go into the room because in the previous session I found a Belt of Dwarvenkind.  This belt did not come with pants either, but I have my own.  I'm not going swing like a demon.  There was a pair of pools, altar, a block and statue.  The statue seemed to be imbued with the power of a dwarven goddess.  I've forgotten the name.

She wants revenge against the 'flesh eaters'.  She has hidden warriors in pools within the enemies territory.  In the block was 30 vials that contained the essence to recall her warriors.

That's where the session ended.

Pretty fricking cool.

This is what I like about Ken's Monteport, there are secrets and surprises.  Things that don't make sense may down the line.  While Ken has no intentions of publishing this adventure I think I'm going to encourage him to start thinking in that direction. 

Monday, December 9, 2013

My Lulu Quick Six Picks


Lulu is having an up to 30% sale if you get your order over $80.  I thought would pimp my Manors and say go get some PDFs on the cheap.  If you buy all five its like 1.5 free.  Okay my pimping time is over.  I wanted to list a few of the gaming books I've gotten over the past year.  These are in no particular order and not a complete list. 

Magical Theorems & Dark Pacts by +Dyson Logos 
Love this book.  Using it to help me build my own spell casters in my campaign. 

Goods and Gear: The Ultimate Adventure's Guide by +Brian & Mark Plemmos
This is one I forked over the money for the PDF and liked it so much I bought the print version.  Well worth the money.  I use this one a lot. 

Swords & Wizardry Monster Book by +Matt Finch 
Probably my favorite monster book.  Simple and to the point.  This is another one I started with the PDF and needed to get the book quickly after.

Scourge of the Demon Wolf by +Rob Conley 
An excellent sandbox adventure from the sandbox master himself, Rob Conley.  This is a great adventure with lots of twists.  And he provides a lot of details for the Majestic Wilderlands.  

ASE2-3: Anomalous Subsurface Environment by +Patrick Wetmore 
hehe, what can I say about this adventure.  G-O-N-Z-O!  Yeah, this one has got a little of everything and Pat manages to bring it all together in a megadungeon.  This one is a great read.

Advanced Adventures Compendium 2 by +joseph browning 
 This is collection of 10 adventures.  I love the hardback editions.  I have the the first one and plan on grabbing the 3rd compendium.  Expeditious Retreat Press puts out top notch products.

Peace my brothers and sisters.  Game on!

Sunday, December 8, 2013

My Game Book Haul




I treated myself to a few buys.  While I did not take advantage of any grab bags, and let me tell you that was EXTREMELY difficult, I was able to take advantage of some great sales.  That glorious stack above is what I managed to collect this week, not including PDFs.

First off I already mentioned the fantastic gift that +Tim Knight send me.  Dungeon World and three little accompanying books.  I've spent some time with the main rule book and trying to wrap my head around the mechanics.  I'll read through it, but I know in the end I'll need to play a few sessions to truly understand it.  But I like the idea of it.

Then you can see that slim green zine up there I did a review in the previous post about issue 8 of Crawl!.  I am gong to grab a copy of Hack!  I will need that just because.

At the bottom you can see that beautiful piece of gaming ass, Hackmaster Player's Handbook.  I took advantage of a sale on Amazon for that one.  While I've only flipped through the pages it looks amazing.  One of these days I need to conjurer up a small campaign and use this system.  I always look at and wonder how it plays, but haven't done anything about it yet.  I think I scored it for $25 and that included shipping.

Advanced Players Guide is another Pathfinder book in my collection.  Never played it, but really like the books.  I'm using this one for inspiration.  A lot of stuff to look at and take apart.  I got this one at Barnes, used a 30% coupon, got an additional 10% for being a member, so it was a good price.

The nine gaming books above the Pathfinder book at from Pazio's Great Golem Sale.  All those were a buck a piece.  I also got plot twist flashback card for five buck (not pictured).  I bought two copies of Thieves of Fortress Badabaskor because it was one of the first projects +Rob Conley and I worked on together professionally.  He'd been doing other stuff, but it was my first time fiddling with gaming books.

+Green Ronin Publishing is a company I've recently been more and more impressed with.  I'm a collector of their Dragon Age RPG and what I can get of their Thieves World books.  So I grabbed Testament, the biblical RPG and Races if Renown: Blade and Bow.  Whisk wondered why I got an biblical RPG and I said for a buck why not?  There's a lot of cool stuff in the Bible and I think it would be a great source of inspiration.*

I'm happy with my haul and slowly reading through them.  Still, when I see those Frog God grab bags I twitch a little. 

* If you are thinking of leaving me a negative comment about my references to the bible and RPGs please don't.  I'll just delete it unless it is very entertaining.  This is happy place so don't shit in it.

Review: Crawl! No. 8: Firearms!


I received my copy of issue 8 of Crawl! last week and I was very impressed.  First off, people were showing pictures of the cover, but this is a wraparound cover.  +Jason Sholtis is credited for this fantastic cover.  You have to see it in all its glory.

Being a zine man myself I really appreciate how this issue is put together.  The cardstock quality, the paper quality is all excellent.  The print and pictures are crisp and defined.  Font is a good size, easy on the eye.  Inside there is 15 pieces of line drawn art that reflect the topics well.  The layout is simple and easy to read. 

Content by article:
Firepower!  by Reverend Dak aka +Dak Ultimak
I found this article to be the center piece of the zine.  Dak provides a lot of interest rules/options when introducing firearms into your fantasy campaign.  He plays with the DCC ruleset to his advantage.  His critical hit rule could be a game changer.  I like it enough to add it as a critical hit option for my own game.   This is a fantastic article that provides the GM with the information to add firearms without unbalancing the game.

From Gold to Guns by +Mike Evans and that Dak dude
In this article you get more into the crunch of that stats of the guns.   Mike provides a little flavor/history for the firearms.  They are broken down into four eras.  The first era has black powder weapons, the second is old west style guns, third era takes on modern weaponry and the fourth era is the future of guns.  Each weapon is stated out, damage, rate of fire, range and cost.  Excellent and complete article.

Invasion by the Dak dude again.
This is an article where Dak provides you a toolkit introduce firearms into a DCC campaign.  Any fantasy campaign really.  He provides you five tables to use your weird Zocchi dice.
1. Who they are!
2. Where they come from!
3. What they want!
4.Who they brought with them!
5. What they brought with them!
Five dice rolls and you've got all sorts of new trouble and tech to introduce to your players.

Appendix I: Invaders! by Mike Evans
Mike provides you with five types of invaders stated out that you can plug in to your DCC campaign and he did the work.

Appendix R: References
A list of RPG references to check out if you want further inspiration for firearms in your game.  Boothill is one I've never played, but one I always wanted to try.

Appendix S: Submissions
The Six Shooter by +Austin Schaefer
A magic revolver with random bullet effects.  There is a random table to determine what occurs when the trigger is pulled.  I would not want to be on the receiving end of that puppy.  It's a good example of how to meld the technology of firearms with the realm of magic and whimsy.

Explosives and Bombs by  +Christian Sturke  "Rorschachhamster"
This needed to be in here.  Gunpower without explosions is like pizza without cheese.  My players would cry if I didn't let them blow up things...and people.  Chris provides very simple and playable options to introducing bombs and powder kegs into your game.  Add some nails into your keg and have a party.

Appendix T: Firearms Critical Table & Firearms Fumble Table by +SA Mathis
A critical hit and miss tables for DCC.   Lots of inventive nastiness in these tables.  One of my favorites is 'Target is shot in the face.  Jaw is dislocated.  Add +1d10 damage and the target takes 1d4 Personality damage."  Ouch.

This issue of Crawl! is amazingly packed with a ton of information.  I could easily get guns into my campaign with this issue alone.  Most of you already have a copy, but those who don't please head on over CRAWL! and grab a copy for $3.99 for US, $4.99 Canada and $5.99 for the rest of the world.  Print is always best, but if you are one of those tablet, PDF reading monkeys you can grab a copy at, RPGNow.

Saturday, December 7, 2013

Map Time! and a Question


Another cave map.  I'm going to write up a 'concept' adventure for this map.  Probably not an original concept, but one I've given thought this week.  Hoping to get it written this weekend.

And just a side question.  I offer my maps for free on my blog.  Grab them and use them for whatever you like, but do you think if I put like ten of them in a bundle on RPGNow there would be any interest?  I'd put a suggested price of $1.00 and put it in Pay What You Want.  Gather a few more dimes for other cool PDFs I'm trying to keep up with.  What do you think?

My Kickstarter List

Normally I leave the Kickstarters to +Erik Tenkar.  But once in a while I do like to take a look back and check out the Kickstarters I've backed.  There is a reason I haven't backed any in a while.  I've added a my status at the end to give my impressions of the projects.

Dwimmermount:
This was the first Kickstarter I joined.  I got in on the $60 level.  I wanted the separate map book.  No need to go into details on this one.  Although when Tavis and the others took it over they asked if people wanted refunds.  I planned on getting a refund, but spoke to Tavis briefly and decided to stick it out.  Its been so long now I don't care.  I'm tired of hearing about delays and reasons why this or that hasn't happen.  I know a lot goes into creating such a large project, but there comes a time when you max out on excuses and need to move on.  I've moved on and don't even read/listen to the updates any longer.  If it ever arrives it will be pleasant surprise.
My Status: I no longer care either way.  Just stop sending 90-minute update videos.

Barrowmaze II:
Delivered on time.  Overall the product was good, but the chopped up map in the back is unusable.  I needed to kick in another $20 and bought the map poster.  Still would have liked some sort of usable map in the book.  The best you can do is print out the maps in the PDF version and tape them together.  So much care was put in every other aspect of the book, but the failure on how to present the map is a big problem.  This is a megadungeon after all. 
My Status: Delivered on time.  Great product, but needs a better way to display the map.

Appendix N Adventure Toolkits:
Another one of those projects that have been lingering in Neverland for a long time.  I got in on the $30 level.  Two copies of each adventure sold me and a lot of bonus goals were reached.  I guess John is shipping them out.  Some have already gotten theirs.  I have not.  This is one of two Kickstarters I got into because they backed the DCC system.  But neither has fully delivered.
My Status: Still hoping to get these, but getting to the same point I am with Dwimmermount.  

The Crawler's Companion:
While the app was deliver and apparently is a huge help while playing, I haven't had a chance to use it, the reason I got into this was not the app, but the four adventures in a hardback book.  This was promised at the $50 level.  Back in August there was an update that the books might be sent out soon, but like most updates you might as well wipe your ass with them because they don't mean much.
My Status: Barely giving a shit if I get the hardcover at this point.  It seems to be a forgotten artifact.

Tabletop Forge:
I have no real idea what happened with this one.  I know they combined with Roll20 or something.  This one is confusing to me.  I backed this one for $20.  I know he struggled with people taking money and leaving, but he did his best to get things together and deliver something.  I'm not sure what my rewards were going to be.  I think I got more than I expect, but again I'm not sure.
My Status: No clue what happened.  I know I didn't get them the way that was explained in the project.

Swords & Wizardry: The Actual 1st Edition Roleplaying Rules:
I'm so glad this one was successful.  I would have really been pissed if it hadn't.  With all the previous KS not performing I really wanted this one to work.  I went in at $125.  I wanted it all.  This one delivered.  Well worth the money.  The only complaint I have is FGG always screws up my address and I have to wait longer. 
My Status: This is one KS I'm glad I joined.  There was a lot of value for the money spent. 

Tavern Cards:
I got into the $60 party pack, six decks of these things.  It is seven months late.  Again, delays and sicknesses and what not have kept it from completion.  The latest update (see above what I think about KS updates) says all the art is finally done and proofs are back.  So waiting on second proofs.  Hoping to get these soon.
My Status: Hoping to get these soon.  If they don't show in the next couple of months I will write them off as a loss.  But I think Hannah won't let this one fail.

Dungeon Deck: Quests Expansions:
I originally got into this one at the $40 level, but kicked in another $10 to double my rewards.  I already have a deck of the originals I bought at Origins a few years back.  I liked the cards so if they were going to do expansions I wanted in.  This one is late to, mainly because of the art I believe.  They said they are shipping out, but not sure since I haven't seen them yet. 
My Status: Like the Tavern Cards, hoping to get these soon.  Jim and Debbie are very enthusiastic about their product.  They say they have been mailed so I'm excited to get them.  But I'm not holding my breath.

My Overall Status on Funding Projects:
This post may seem a bit on the negative, but it reflects the lack of success with the Kickstarters I've backed.  I no longer fund projects, I fund people.  Just because it looks cool I'm not diving in.  Too many things get screwed up.  There are certain companies, like +Frog God Games and people +Joseph Bloch that I would back without hesitation.  They have a proven track record and produce great value for the money you spend.  My attitude these days is to wait.  There are many projects that look great, but if they get funded I'll wait until it gets released to the public.  I know for myself I wouldn't do well if I ran a Kickstarter campaign unless I had it all written and needed the funding for art and upgrades in the production.  While I am still willing to back projects I am much more cautious these days.

Okay, one more snarky thing and then its up to Tenkar to continue his KS police work.


Friday, December 6, 2013

What I Love About the OSR

This isn't going to be one of those, 'let me count the ways' kinda post.  Eww.  But seriously, as a whole, the OSR is made up of some very cool individuals.  Many are doing their own thing, being creative, producing amazing stuff.  Others supporting, helping and being generous.  Look at the recent support that Mandy Morbid received and is receiving from a bunch of people from the OSR.  It makes is a pleasure to read and support others in the group because of this.

Recently I was the beneficiary of a act of generosity.  I'm not sure what spurred it on, but wow, I appreciate it.  +Tim Knight sent me a copy of Dungeon World and some little Dungeon World booklets.  Look at those pretty books.


Dungeon World is one of the games I've been wanting to get for a while, but for some reason never got around to getting.  I was looking forward to playing a game last con I attended, to check out the system, but missed the session.  Now I've got brand new copies of the rule book and those little books.  I remember seeing them, but haven't looked at them closely enough to see exactly what they are.  They remind me of +matt jackson Edge of Space booklets.

Thank you +Tim Knight for such a generous gift.  I appreciate you taking the time and effort.  I'll be reading through these over the weekend.  I got plans for these bad boys.

Wednesday, December 4, 2013

Map Time!


I was going to do a thought provoking post that would change the foundations of how we all role-play, but I decided to pace myself and start out a little smaller.  Here's a map instead.  A small one I drew in Paint, I think.  I don't remember what I drew it for.  I know somewhere there are a bunch of words that go with this map, but not sure where they ran off to. 

Tuesday, December 3, 2013

GM Baptisim

Last night we adventured into Ephemera, I was Sidwin Butterbotom, stereo typical halfling thief with a bumpkin personality.  I was accompanied by Bo, stereo typical human fighter with a bumpkin personality.  The adventures are retold as our GM's blog, The Clash of Spear on Shield.  +Rob Conley who played Bo, wrote a weird song about out adventures called, Ballad of Bo and Sidwin.  I'm not sure if we qualified for a ballet since we lasted slightly less than a virgin on prom night.  Maybe a jingle or a ditty.

On of my favorite things in gaming is playing on other people's worlds.  Learning how they GM, how they use or not use rules.  Finding out what is important to their world.  GM always favor a mechanic and its interesting to see how they use their style.  For example, +Rob Conley gets his battle boards out, intricate designed maps and well crafted miniatures.  Combat is tactical and brutal.  If you ever have to good fortune of getting in on one of +trey causey's games you won't ever see a battle board.  Combat is abstract.  He is more into concepts not rules.  Both GMs value RPing, both are great at fleshing out NPCs.  Both are great GMs and have their own distinct style.

Last night was +Chris C.'s first game he'd GMed in real time for 20 years he said.  For having about three inches of dust on him he did an excellent job.  He has a great concept world.  Nothing to gonzo, something post apocalyptic with his own flare.  Something we could identify with immediately without needed to learn a history or extensive background.  You can jump in with both feet and go.  He apologized for the TPK, but it was a blast.  I told him he wasn't a true old school GM until he had a TPK.  "You've just been baptized.  Welcome to the fold." 

Monday, December 2, 2013

New Characters, New GM

Tonight our gaming group shifts into a new world, Ephemera.  A world created by +Chris C. from the blog, The Clash of Spear of Shield.  It is a post apocalyptic fantasy world.  So it is set up as Points of Light campaign.  Sounds like fun to me.

I rolled up two guys last night.  Chris said always have a back-up prepared.  The body count is going to climb.  We used the 3d6 straight down the attributes then you could exchange two scores if you wanted.  My dice were very average last night, my first guy 2 - 11s, 2 - 12s and 2 - 8s.  I made him a halfling thief, Sidwin Butterbottom.  My second guy scored just as average, 1 -12, 3 - 11s and 2 - 9s. I made him a human mage named, Conner.  I rolled his spells and he only learned three Charm Person, Protection from Evil and Read Languages. 

While not impressive in anyway I'm looking forward to exploring a new world and this will be the first time Chris GMs our group.  I like that part the best.  I always enjoy seeing how others GM.  Because it is Monday, Game Night is the only saving event.

Sunday, December 1, 2013

Free Gem Generators

A while back I wrote about gems and for some reason found myself on that post again.  I'd forgotten about the gem generators I found.  I thought I'd share the two I use.

The first is from PBE Games, they have a Gemstone Generator where you select the value of the gemstone and variance.  I believe the variance is there to narrow or expand the value of the gemstones generated.  You generate 10 gemstones per push of the button and you get a nice  description of each one.

huge cracked blue jasper (60 GP)
small dull black jasper (50 GP)
tiny pink rhodochrosite (32 GP)
tiny discolored pale blue tourmaline (100 GP)
large white jade (250 GP)
pale yellow amber (400 GP)
tiny green chrysoberl (150 GP)
huge chipped purple amethyst (100 GP)
large flawed deep green jade (100 GP)
blue azurite (10 GP)

The second generator is from Chaotic Shiny Productions, home of the best gaming generators.  +Hannah Lipsky created her own Gemstone Generator.  This generator is different from the one that is part of her Treasure Horde Generator.  Still my favorite generator of all and still using it to this day to help with inspiration when creating treasure.  This gemstone generator allows you to select how many gems you'd like appraised.  Instead of giving you a value there is information about the gem.  Like what people have come to have it represent or where you are most likely to find them.  If a GM says there are five gems in the chest and wants to give them a little more detail, push the button and you'll get something like this...

The gem is forest green. It is rare. It is prized for its religious associations. It is associated with courage, stress, optimism, wealth, and rejuvenation. It is primarily found in the west.

The gem is striated cerise. It can also be found in shades of red-violet, fuschia, white, and heliotrope. It is relatively uncommon. It is commonly cut with many facets. It is prized for its hardness. It is associated with a specific bloodline, psychic abilities, fortitude, a certain historical figure, and communication. It is primarily found in the desert.

The gem is peach. It can also be found in shades of blood-red, yellow, amber, and yellow-orange. It is commonly cut with many facets. It is associated with masculinity, doubt, a certain religious figure, strength, and physical strength.

The gem is vibrant lavender. It can also be found in shades of persimmon, red-violet, and heliotrope. It is uncommon. It is commonly cut marquise-style. It is associated with earth, harmony, and peace.

The gem is pale white. It can also be found in shades of ochre, tan, yellow-green, green, and bistre. It is associated with sleep, creativity, and magical abilities.


Both are fantastic tool to use in your game.  I highly recommend going through Chaotic Shiny's list of generators.  They are lot of fun and can be a valuable to a busy GM. 

GM Games Sales Report: November

November turned out to be a great month for GM Games.  I believe it's the first time sales exceeded 100 without being associated without a store sale or Kickstarter.  Issue #5 of The Manor was released for sale on the 21st and the driving force behind the sales.  I know before I got into this, I read books about having a fairly regular release date because it will help the sales of earlier products.  After doing this for a short time I can attest this does happen.  Most of my titles hit double digit sales.

Alright, here are the numbers.

November 2013
Knowledge Illuminates: released February 16th, 2011, print version released October 29th, 2012
PDF: 8 (12)   Print: 0   Total Sales: 394 (155)

The Manor, Issue #1: released May 5th, 2012
PDF: 11   Print: 2   Total Sales: 309 

The Manor, Issue #2: released July 4th, 2012
PDF: 11   Print: 2   Total Sales: 226 

Cave of Seiljua: released September 9th, 2012
PDF: (12)   Print: N/A   Total Sales: (507)
 
The Manor, Issue #3: released released February 7th, 2013
PDF: 10   Print: 2   Total Sales: 132

Mini Manor: Faces Without Screams: released April 19th, 2013
PDF:  (7)   Print: N/A   Total Sales: (251)

The Manor, Issue #4: released July 28th, 2013
PDF: 3   Print: 8   Total Sales:81
  
Where is Margesh Blackblood?: released August 12th, 2013
PDF: 4 (10)   Print: N/A   Total Sales: 14 (153)

The Manor, Issue #5: released November 21st, 2013
PDF: 16   Print: 41   Total Sales: 57

_________________________________________________
Total Sales for November 2013
PDF: 66 (41)   Print: 50   Total Sales: 116 (41)


Total Sales
1211 (1067)
116 sales in a month.   It's very cool and exciting.  Issue #1 of The Manor hit over 300 sales and Cave of Seiljua now has over 500 free downloads.  Thanks to all those who have supported GM Games.  I've gotten several very kind notes about my products and I'm trying different things to keep them coming and having fun with it.  I've had 5 releases this year, didn't even know until I looked at the list.  I'm hoping to get another one out before the end of the year.  With Thanksgiving behind us and Christmas steamrolling closer I hope to find the time.  Again, my thanks for your support.