Friday, April 27, 2007

The Creative Process Of HotDC

I am not going D20 with this, as you know, and I'm being very careful to stay away from D&D with what I create. The trick is that I want to outline the rulebook the way Tom did the old red book, but with different rules, if that makes sense. The desire to stay away from their IP has left me having to come up with new names, new descriptions and so on.

However, I want to keep the feel familliar and simple, yet challenging. The renaming process has already begun, as you know, by renaming Halflings to Kuduks. The Dwarf may become a DwarKur. The desire is to create a newness to HotDC, but a familliarity. The process will take time. I've taken some time off, but I plan to get back to work soon.

Some Interesting Gary Gygax Comments

The Subject of Basic D&D came up over at Enworld, and Gary had this to say:

I would indeed have kept a boxed intriductory set of the D&D game in print...just as the publishers of Monopoly have kept that game on the shelves. Also I would have consolidated the remainder of the D&D game into a large book as was done by TSR after I left.

Another poster name Geoffrey responded with this:

I think that's something that hurts D&D in the long run: Not having a single boxed set that is essentially unchanged from decade to decade (just like Monopoly). Having such a set, of course, would not preclude all kinds of additional D&D products for hard-core gamers. But only a small fraction of people want to essentially game full-time. But lots of people are amenable to an occasional 2-hour D&D game. That sort of casual gaming would be best served by a static boxed set with a short rulebook (say, 64 pages) that stays the same except to fix typos. That way people would always know how to play rather than having to digest 1,000-page "core" rules that change all the time.

The Hero Guide's Comments:

This is why I'm working on Heroes of the Dungeon Crawl. A simplified game is needed, in my opinion. The old Basic D&D only served to draw new players into the world of RPG's. Now, I'm not under any assumption that the rules I put together will sell big or make it into any stores, but I'm confident that people will be able to get a copy of the rulebook online if they want it.

Another Note On Tom Moldvay

It's been great to see the love and respect shown to Tom on the net. I hope he knew how much people appreciated his work in the world of RPG's.

This was from The Wizards Of The Coast Site:

Designer Tom Moldvay

We here at Wizards of the Coast were saddened to learn of the passing of game designer Tom Moldvay. Fellow TSR alumnus and D&D Minis website producer, Steve Winter, offered the following words to share on behalf of Tom’s memory.

Like most of the people who were involved in the early genesis of D&D, Tom Moldvay came to TSR with a broad knowledge of topics outside role-playing. That breadth always showed through in his work, where he incorporated elements of mythology, pulp fiction, history, pop culture, religion, and literature.

With Tom, it was always about the game -- any idea that advanced the game was worth considering. For example, in preparation for a Boot Hill tournament at Gen Con, he once hand-copied a prospector's map onto a torn piece of brown paper bag, folded it down, and carried it around in his boot for two weeks, all to give it an authentic 'air' when he dumped it onto the table for the players.

Tom's work that had the widest impact was probably the D&D adventure X1: The Isle of Dread, co-written with Zeb Cook. The adventure, set on a monster-filled island, was loosely based on King Kong. The Isle of Dread was included in every copy of the 1980 version of the D&D Expert Set as an example of an outdoor adventure and setting for D&D, which made it one of the most widely known and played adventures for years. Its most lasting contribution, however, was the map that sketched out the wider world. Labeled simply as "The Known World," that continent grew and evolved until it eventually became Mystara, a setting that spawned dozens of its own adventures, expansions, and accessories for the D&D game. It was characteristic of Tom that even his smallest ideas, tossed in as dressing and atmosphere, were rich enough to take on lives of their own and grow into entire product lines.

--Steve Winter

Sunday, April 22, 2007

The Intro From Tom's Basic

This was posted over at Dragonsfoot

From the Foreward, Dungeons and Dragons Basic Set, 1981, Tom Moldvay ed.:

I was busy rescuing the captured maiden when the dragon showed up. Fifty feet of scaled terror glared down at us with smoldering red eyes. Tendrils of smoke drifted out from between fangs larger than daggers. The dragon blocked the only exit from the cave.

Sometimes I forget that D&D Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching. The original D&D rules are a classic. They gave the first gaming system for fantasy role playing and, in my opinion, are still the best set of rules on the market. When I revised the rules I tried to maintain the spirit of the earlier rules.

Tom, you sell yourself short. For me, your version of D&D will always hold a magical place in my heart, not only because it was the first version of the game I encountered, but after 27 years it still remains my favorite.

I unwrapped the sword which the mysterious cleric had given me. The sword was golden-tinted steel. Its hilt was set with a rainbow collection of precious gems. I shouted my battle cry and charged.

My charge caught the dragon by surprise. Its titanic jaws snapped shut inches from my face. I swung the golden sword with both arms. The swordblade bit into the dragon's neck and continued through to the other side. With an earth-shaking crash, the dragon dropped dead at my feet. The magic sword had saved my life and ended the reign of the dragon-tyrant. The countryside was freed and I could return as a hero.

More Thoughts on Tom's Passing

This is from a poster at the Wizards Of The Coast Site:

WotC Mearls Member

Tom Moldvay is the most underrated contributor to D&D in the
game's history. Many older gamers, and a big percentage of all
D&D designers, can cite X1 The Isle of Dread and B4 The Lost
City as important parts of turning D&D from a simple game into
an obsession/hobby.

Both modules are genius examples of what makes D&D uniquely
interesting. I can still vividly remember looking over the map
of the Lost City, reading the few cool scraps of info on it,
and then feeling D&D click into place for me. The city was mine
- it was up to me, the DM, to bring it to life. I could decide
who lived where, what foul evils hid in the city, and what
strange plots waited for the PCs.

The fundamental essence of the game was finally clear to me,
and I knew that I'd never give it up.

I've been in a bit of a funk since I heard about Tom's passing.
I know everyone has pegged the news about Dragon and Dungeon as
the story of the week, but I will always remember last Thursday
as the day I learned Tom Moldvay had passed away. Whether D&D
is a magazine, a hardcover book, a web site, a stack of stone
tablets, or whatever, it doesn't matter. It's the people who
create, play, and enjoy the game who really make D&D what it
is. Moldvay played a major role in making that a reality.

Tom might now rest in peace, but his legacy will last forever.

Thanks For The Memories Tom

When I picked up that old red book of Basic D&D back in the early 80's, I was hooked. Probably too hooked. It was my friend Brian who introduced me and my brother to the game, but me and my brother simply devoured the game. We played constantly with my cousin and others joining in. The problem was, my brother was ruthless sometimes as a DM. He had a quota of deaths that he planned. We were lucky to have a few survivors, but the challenge had me hooked. Brian got tired of playing, due to a combination of my brother's DM style and rule changes my brother had made that he felt weren't right. He was probably right, but I didn't care at the time.

From the time I started in early 1982 through about 1986 or 87, I gamed regularly with my brother, my cousin or my friend Dan and his brother. We did get "Monty Haulish" at times, and I suppose that helped factor into the demise of our game. I still played probably through the end of the 80's. Basic was always my game, though I owned the core 1st Edition AD&D books and still do.

But I was hooked. I took those D&D books to school with me, planning adventures I would DM my brother and cousin through. I still have some of the maps and versions of Tom's Basic and Frank Mentzer's Basic as well. I recall reading Palace Of The Silver Princess and The Lost City and wishing I could create a Module for D&D. Others thought I was crazy to think I could do it, and I gave up.

Looking back, Tom was my biggest influence in RPG games. I loved his work. I wanted to do it like him. When I started taking a look at the gaming world again this year after so much time away, it struck me that there wasn't that simple set of rules out there any more, rules like Tom did it. So, that was my inspiration for giving HotDC a shot. I wanted to do something that could get people playing in moments, rather than hours.

The RPG world has lost that and needs it back. Nobody in any position of power seems to get that. They are too busy trying to sell miniatures, hard cover books and whatever else to see that this is a turn off to many. With computers and other forms of entertainment, setting down at the kitchen table and playing a game is rapidly becoming a thing of the past. In my opinion, Fantasy RPG gaming could use a game that might get some newcomers to give it a try.

Tom's Basic books were on the shelves at toy stores right next to classics like Monopoly, and I'm quite sure that there are untold thousands of people who played because of him. Some gave it up, some played for years and moved to the advanced game. But people looked at the game because of Tom. Some of my favorite memories are sitting at the table with my buddies, fighting whatever baddie monster my brother threw at us from that red book. Thanks for the memories Tom.

In Memory Of Tom Moldvay

Below is Tom's obituary as it appeared in the Akron Beacon Journal:

Tom Moldvay, 58 passed peacefully into his next adventure on March 8th 2007 . Tom was a game designer and author most notable for his work on early materials for the fantasy role-playing game, Dungeons & Dragons (D&D). As an employee of TSR, Inc., he authored or co-authored many landmark D&D adventure modules. During the early 80's when home computers were not prevalent, Tom was creating thought provoking games that stirred the imagination and were played by thousands of enthusiasts across the country. The Classic Rulebooks and Player's Handbooks written by Tom had been in print for several years and played so intensely that many gamers had them practically memorized. Odds were that if you'd played a published adventure, most likely you were a fan of Tom Moldvay. Most of those early modules achieved classic status, some of them being collected and reprinted again and again in the years that followed.

Born in Cleveland, Ohio, Tom graduated from Mayfield High School and went on to receive his Masters degree in Anthropology from Kent State University.

Preceded in death by parents Thomas and Selma Moldvay and sister Jody Brown.

Tom is survived by his sister, Rebecca (David) Welner of Akron, nieces and nephews, Lauren Welner, Dave Welner, and Kurt Brown Jr.

Toms wishes were to be cremated without a formal service.

Part 2 Progressing Slowly

Just wanted to give a progress report on Heroes of the Dungeon Crawl. Last week, I started working on the Incantation Lists. As of now, Priests and Mages each have around 30 Incantations and 5 Degrees of Incantations. I started outlining a Treasure Generation Chart, but the rulebook will go on to mention a little bit about how a Hero Guide should award treasure. There will be a section about "Monty Haul" type Adventures and why the HG should be very careful. The idea is that the Gamer's Characters should be rewarded at times, but if you aren't careful, game balance will be lost. This is also a topic I'd like to discuss in the future here.

I did type a little bit of Part Two: Game Character Generation Rules last week, but there is more to be done. This section doesn't seem to be too much of a problem so far, and I'm happy with it. When I get to Incantations and later to Creatures, I will have quite a bit of work on my hands to make things unique. Though I mentioned September as a possible release date, that is by no means firm. I anticipate many factors that could delay the project. I want to do it right.

I may take a little time to reflect on things. I just received news of Tom Moldvay's passing, and this has effected me somewhat. It caught me by surprise. I have more to say in the next post.

Monday, April 16, 2007

The Challenges Of Doing It Differently

When I started on this road to creating the Heroes of the Dungeon Crawl Basic Edition rulebook, I wanted to mimic the old red book that I knew and loved back in the day. As I have worked on this project, the game mechanics have taken a different direction. I decided that following the old rules too closely wouldn't be wise, and simply changing names on those mechanics would not be the way to go.

I intend to make the rules as easy to understand (and get to playing) as possible, and I will be following the approach to explaining them as laid out in the red book. But these rules will be different. The combat will be based on the AttackDefense System (ADS) that I have worked on over the last week or so. The Safety Throw System has been redone, but as with the ADS, it will not be too complicated. I am looking at the Priest rules for Repelling the Living Dead and may adjust them as well. And, this will be be playable using just six sided dice.

The next test session is on hold, but will happen soon. Here's what I can tell you about Basic HotDC at the moment.

Release Date: Hope to make it in September 2007, but that's not firm.

Game Characters Available: Rogue, Mage, Priest(ess) and Warrior. Possibly as many as six races, no multi classing.

Rule Book Page Count: Shooting for 60-80 pages. Don't have art work to go with it, other than clip art, but I'm exploring all options.

Creatures Available In Rule Book: About 100 at the moment, but this is being reworked and adjusted.

Game Character Advancement: 11 Degrees (Levels) from 0 to 10th.

Magic Incantations (Spells) Available: Five Degrees (Levels), about 30 each for Mage and Priest.

Lots of fun stuff, I hope. I plan on creating some Dungeon Adventure Modules, and possibily even a setting.

Anyway, I just wanted to put an update here. I am adjusting things contantly. I'd like to be doing this faster, but I want to do it right too. That's more important to me.

Friday, April 13, 2007

Gearing Up For Another Test

This time, it looks like it may be a six Gamer Character Adventure. In addition to our two surviving adventurers from the first Dungeon Crawl, Sylvia The Mage and Brannigan The Warrior, we will have four others. I'm looking to test the other races, so there will be a Dwarf, Elf, Kuduk (Halfling) and a possible new HotDC race, a Felinoid.

Still planning things out. The first Dungeon Adventure took place in a Dungeon underneath the Warrior's Traning School. This one, however, may take place outside town in a Dungeon built into a mountainside. In fact, this may become the first HotDC Dungeon release and a prelude to the one I spoke of previously (When In Doubt, Seek It Out). The reason being is that the other one will be more difficult for new characters.

I am planning this one to be for 0 Degree (Level) characters, so it needs to be a little less difficult. With the mechanics used in the Battle-Defense System (BDS), it does matter. Game balance is important in any game, and you do have to stay close to the guidlines in HotDC. Otherwise it could be either too easy or too hard. If you go the 0 Degree route, which I prefer for the simple reason that there are only 10 Degrees in Basic HotDC, you don't want to face too many 1st Degree Creatures.

Now, this is all wide open and uncharted territory for me, and I'm simply trying to do my best with it. While writing the rules in an easy to understand way, I'm also trying to come up with some good Dungeon and Adventure Setting ideas as well. It all takes time. If the BDS works out as well as I'm hoping it does in the test, that will be another hurdle cleared, a very important hurdle.

So, I'm not sure when the test will happen, but soon. Results will appear on this page as soon as it goes down.

Wednesday, April 11, 2007

A New Combat System

When I first started working on this game concept, I wanted a new combat system. I seem to recall that I had something worked out in the Swords & Sorcerers Game (I think that's what I was calling it), but I have lost that file. When I started Heroes of the Dungeon Crawl, I wanted to go a different route, but it wasn't adding up. In frustration, I went to a Defense Level System similar to the one used in the old red book.

The DL System works beautifully, even with three six sided dice, but I wanted something unique. I needed something that would further distinguish Basic HotDC from the current market, while keeping it in the old basic spirit I am looking for. So, I went back to the original formula I had written out in the beat up old notebook. It still seemed too unbalanced to me. There had to be a way to fix that.

Well, I think I've figured it out. It's the new Attack-Defense System or ADS. I'm not going to get into the details too much, but it's a system that will allow the Warriors to be the Hand to Hand brute force guys they've always been, while not overpowering, while not making the other professions entirely useless when it comes to fighting. I am still tweaking this system, but then it will be test time.

This is why I'm not rushing the book writing process, because this has to be done just right. I really loved the old school basic game, but I only seek to follow their lead when it comes to explaining things in an easy to understand way. I can't deny that those rules are great, but it will be up to The Wizards to one day release them again. I seek to follow in spirit, but with new rules, and I seek to improve on some things that I think needed to be improved.

Like what? In old basic, gold seemed useless. You have a bunch of gold, but what do you do with it? Also, why are the best non magical items so easily affordable at the start? And why... Well, I don't want to ramble. Suffice it to say, I'm putting much thought into this, and I'm hopeful that people will like the results. Time will tell.

Oh, and if/when I do another test session, those details will be posted here.

Tuesday, April 10, 2007

The Combat Matrix, Half-Dragon PC's and Other Stuff

Lately, I have been jotting down notes in my note pad at night while watching TV. Just a casual brainstorming session, but I have worked on Treasure Charts, possible new GC races (The Half Dragon and Felinoid) and a new combat matrix. The third thing is obviously a big decision. I've been working with a combat chart based on a Character's Degree (Level) and the Defense Level of the foe. It's very similar to the way it was done in the old red book, and I'm thinking I want to go a different, but simple route. This may take a few days, but I'm working on it. As I posted earlier, I'm striving for new here, rather than OGL.

A Half Dragon? Am I freaking crazy? Well, possibly. The class would be extremely rare and only to be used for good. While I am not sure it will make the final cut or what all of the details will be, I can tell you that at 10th Degree, the GC will have a final decision to make. Will he chose Humanoid or Dragon to live out the rest of his life. It's a work in progess and may not make the cut.

The Felinoid Character Class is basically a Feline Humanoid, and it's something that also may not make the cut. The Halfling may become a Kuduk, which is another word for Halfling. I am going to allow the creative process to work slowly and steadily here, because I want to do this right. There is no hurry.

The simple matter is I want to make something similar to old school rpg, but different. I also want the rules to be easy to understand. The Basic Edition book will go on as scheduled, but I am considering a second book. An Intro To HotDC book. This would take it's cure from Mentzer Basic by allowing a new player to learn by playing. The First Adventure Mod. will be When In Doubt, Seek It Out. It is currently a Two Level Dungeon Crawl.

One of my wishes is that I could write a program designed for Heroes of the Dungeon Crawl to be played over the internet among friends. It would be created for HotDC. But, alas, I don't know a thing about programming.

Monday, April 9, 2007

Part 2 Has Begun & Basic Rules In General

Well, I have outlined how I want Part 2 (Character Creation) to go. Now, I just have to start writing it. I'm still feeling pretty good about the project. I love the idea of a simple set of rules. It's just too bad the major companies don't seem to. I have heard that C&C is actually doing a Basic Set, but whether it will be in the style of the old Basic D&D or what Wizards calls the new Basic D&D, I don't know.

I can't blame Wizards for doing it the way they did. D&D 3.5 is the horse they are backing, and that means any Basic game needs to point the way to the pile of books and rules. But, boy wouldn't it be great to see a return of a Basic game for those who want it simpler. I still say a Basic game can get newer gamers hooked and be the gateway to the more challenging and complex games. That's how it went with Basic D&D. Many people didn't stay with it long before heading for Advanced D&D.

I still don't understand why Wizards couldn't get the Basic D&D Books (By Tom Moldvay or Frank Mentzer) and perhaps 1st Edition AD&D back into a limited printing. Not everything from those lines, just the core books. I know of a person who started a petition, but he seems to have caved under the weight of negativity tossed back at him. The products would make money, especially the old Basic. If you put just the Moldvay and David Cook Basic and Expert Boxed Sets out there, they would sell.

Why? Because they keep it very simple for the players. I prefer Moldvay/Cook, but Mentzer's Editions of Basic, Expert, Companion and Masters are solid as well. With Mentzer's work in that Basic book, you can actually start gaming and learning the rules as you go along. What a concept. But Moldvay's Basic rule book is well written and not hard at all to follow. Players are given about seven choices on what type of character to play. After a few minutes of rolling that character up, it's game time.

THAT is the type of simplicity sadly lacking in RPG's at the moment. I can go into my Friendly Local Game Store and find several games, but they all have a mountain of rules to learn. It seems that the market is wide open for that Basic game. I'm surprised KenzerCo. hasn't released Basic Hackmaster as Hackmaster is basically a tribute to AD&D. They might surprise themselves if they did.

So, I have started writing Heroes of the Dungeon Crawl. I'd like to think Moldvay, Mentzer, Gary Gygax and Dave Arneson are my biggest influences. I'd like to recreate the vibe of that old Red Book, but I am going my own path with the rules. It will have a simillar feel, however. Going the six sided dice route and with three characteristics, rather than six, are just two of the differences. I'm planning to introduce some new enemies, and lately I have considered a new game character class.

Though I have no deadline and I'm still adding ideas, I just decided I had better start writing the file now and adjust as I need to. I may go back and rewrite portions of it. So, the release date of the book is not set. However, I expect that Lulu will be where it is released when it is. I like the way that site looks, and others are selling their RPG's there as well. But enough of my rambling for now.

Saturday, April 7, 2007

Part 1 Finished And Other Stuff

The first part of the Heroes of the Dungeon Crawl rulebook has been written. I'm still a long way from being done, and that's fine. I may even redo the first part again. I am trying to put more thought into this book, and some of the ideas written in that note pad have changed a couple times. They will probably change more before I start typing.

I am working on the Combat Chart, Defense Level and what Armor will be available and at what cost. Don't want things to come too easy at first for the Gamers, but I don't want it to be too hard either. As I said earlier, I am creating New Creatures for the game as well. I'm also putting some thought into what the Treasure Charts will look like. Lot's of work to be done, but I'm excited about it.

I have finished a first draft on a Gamer Character Sheet for HotDC. I may expand that to incude a back side for it, but I'm not sure. I want to keep it simple. That's what this game is all about.

Will there be a web page? At some point, I think so, but this blog will do for now. I'm trying to use baby steps here. A little bit at a time. It will probably be needed at some point though.

Brannigan The Warrior and Sylvia The Mage may be going on another Adventure soon, back into that Dungeon under the Warrior's School to deal with some Orcs. The last test went pretty well, so we may give it another shot soon. There will be at least two others in this party to replace the two fallen comrades (Reginald and Andrea). I'll keep you posted if/when it happens.

That's all for now. HAPPY EASTER EVERYONE!!!

Wednesday, April 4, 2007

A Few Pages Written

After my last entry, I began writing some of what I had outlined for the HotDC Basic Edition rulebook. It felt pretty good to finally start working on this book. It's still not an indication that the book is ahead of schedule. I have no release date as of yet, but it is nice to finally get started. The first section of the book is nearly complete, but it is the smallest section. Plus, there are eight other sections planned.

Section 1 is the introduction and explains some of the terms used in the book. I have created several new terms (Hero Guide, Armor Level, Life Points and others), but don't worry. The game play will have a familliar feel to that of the old basic game from the early 80's. I will be creating several new creatures to battle, and the plan is to include roughly 100 creeatures in this book. As I have said, this book will be the only one you will need to play Heroes of the Dungeon Crawl.

The process for this game actually started a few years ago. I began outlining rules I intended to use. However, I was working on other projects and accidently lost the file I was using. A few months ago, on a walk around town, I found an empty note pad and a pen. I decided to sit down and throw some ideas down on paper. The name came first. I wanted something that expressed the game's feeling. Good old fashioned Dungeon Crawling.

The original name a few years ago was Swords & Serphants or something simillar. The idea to use just six sided dice was from that time. I wanted to differentiate from current trends and keep it simple. As gamer character class and race ideas were comitted to paper that day, along with creatures and magic incantations, I got more excired about this project. I have continued to jot down notes in that beat up note pad, but now some typing has begun too.

I really can't wait to complete this project and hold a copy of the book in my hand.

Tuesday, April 3, 2007

Moving Ahead Slowly

The creation process for Heroes of the Dungeon Crawl is a slow one. When I started on this road, I knew it wouldn't be easy. What I desire is to make a game with a familliar feel of the old red book game I played way back then. Will it be D20? No. I have no desire to make a game that plays like the ones out now. For one thing, that's not what I'm interested in. For another, why attempt to improve on something that is so popular and has so much support?

What I am attempting is to do things differently, but with the familliar feel of that old game I loved. At the moment, the plans are to make something new. That means all new terminologies and creatures that seem familliar, but with different names. I am researching what will need to be done, and it appears to be pretty big. No problem. I'm gonna give it a shot, and if I can't do it, I will take the OGL path that OSRIC has taken.

One of the things that will need to be done is name changes. The man or woman who runs a HotDC game is a Hero Guide, rather than the Dungeon Master of that other game. You won't gain Levels in HotDC, but you can advance a Degree if you earn enough Adventure Points. The terminology will be different, but the rules will be familliar enough. The process will be a long one.

I have started writing, but I have no ETA on when the rule book will be done. I hope before the end of the year, but that's not official. The rules will enable an HG to take an Adventuring Party from Zero Degree to the Seventh Degree. I am considering raising that to Ten Degrees, but we shall see. My hope is that the rules are easy enough to understancd that a Hero Guide can make adjustments as needed.

I worked in a new logo for the game, which I uploaded to the page yesterday, but I am entertaining the possibility of renaming the game. This is not something I will defintely be doing, but I feel it may be necessary in the future. For now, the name stays, but if a good name comes to mind, it could happen.

Why am I doing this? Do I expect to get rich? The second answer is a resounding no. Honestly, if I put this out there and manage to move 20 or 30 copies, I will be more than happy. As to the first question, I would probably not even consider this if there was a similar product on the market that people could buy in stores. But, there is not.

I want simple, and I want a game people can buy for $20 or less and start playing. What you will need to play HotDC is a Basic Editioon Rulebook, three six sided dice (One if you don't mind rolling several times, some scratch paper (graph paper preffered) and pencils. That's it. Not a bunch of books and miniatures. The book will also talk about a cheap way to do miniatures if you'd like to give it a try without spending the money.

The other reason I'm doing this is I always wanted to give it a try. I think I can add something to the genre that might be fun for those interested. I wish the game companies would realize that this type of game is needed. Not the type of basic game that gives you one or two quests, then tells you to go buy all the books and miniatures, but a stand alone game. A game you can play for weeks, months and even years without being forced to buy a bunch of books.

I understand why it is what it is, so I'll end my rant here. I have nothing but respect for those trying to keep table top RPG's alive.

HotDC will also be different for being a game that doesn't require all the difference dice. Again, there is a reason for this. You may already have six sided dice sitting at home, so all you will need to do is have paper and the rulebook to start playing.

I'm not sure how I will be able to pull this all together, but it will be fun working on it. I will do my best to keep you posted here as I do it.