Last night we officially kicked off the playtesting of Haunting of Larvik Island DCC! Playtesters include Cat Harkins-DiNardo (Think Skull Adventure’s fine graphic designer who’s getting behind the dice!) Devin DiNardo (Thick Skull Adventure’s web designer), Sarah Bunker, John Bunker (pictured on left with me) and Karen Siegel. All of these fine folks are also on my hockey team and this is the first time they’ve helped me with playtesting. (They...
Read MoreFrawgs, Larvik 1, and Larvik 2 update
Writing Update Attack of the Frawgs update: My partner in crime, the lovely Ms. Catherine Harkins, is working on the one-sheet for the module for adverts. I’ve drawn 2 of the 3 maps which will be included using Campaign Cartographer 3. I’ve also done the first edit of the Adobe InDesign layout; once I do my first pass, Cat comes in and waves a magic wand and the InDesign file goes from looking like a plain-old Word doc to something magical. She’s like...
Read MoreWhy I’m now writing for DCC RPG
Happy Holidays, Thick Skull Adventure fans! I know it’s been a while since I made a blog update, but that does not mean we’ve been idle over here at Thick Skull Adventures. In fact, over the last few months I’ve been completing work on our newest adventure, Attack of the Frawgs. In addition to the general excitment of completing a new adventure, I’m also particularly pleased with this one as it’s one of a half-dozen or so third-party publisher products approved to be used...
Read MoreLarvik Island: 2011-02-21 Update
So, there’s been a good amount of progress on the module in the last couple of weeks, here’s the breakdown for the faithful readers as well as formally introduce some of other module collaborators: Writing: The writing has been done for a while, and all that is happening now is minor tweaks for grammar and clarity that I discover as I go through playtesting Playtesting: Of the 15 encounters in the module, we’ve now finished playtesting 8 of them, and the...
Read MoreLarvik Island: 2011-02-06 Update
Just a quick update as to where things are in the production cycle: the writing is, effectively done, and I’m now playtesting the entire module. With each session that I playtest, I go back and tweak some of the writing here and there to make a point clearer in tactics or character background. One of the things that has become interesting is how to deal with the size of the module: as it currently stands it is written as 15 encounters (not including the wandering...
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