During the pandemic, I discovered two things which would
profoundly affect my life going forward. The first was that I had inherited a
genetic degenerative ataxia affecting speech and motor control. The second, happier,
discovery was that a player in a game I ran during the late 80s to early 90s in
California was still being run. One of my players had taken over as DM, and he
was still running the same world to the best of his notes and memory.
The first discovery means that I have limited time to
contribute meaningfully to the community, but the second affirmed that others
had found meaning in the material I had created. I had previously published
adventures, of course, and I have received some awesome feedback on those over
the years. Writing is a lonely business, though, and there is never really
enough feedback to keep imposter syndrome at bay!
(I am not really better than anyone else at providing
feedback, and our community has some tremendously talented and honestly lovely
people who I still haven’t written – or written enough – about!)
Anyway, I have finally decided that I don’t have enough time
to make other people’s visions come to life. I really only have enough time and
energy to focus on the projects I want to see come to fruition. That doesn’t mean
I will never contribute to others’ projects again, but it will no longer be a
focus of my work. I decided that I need to become my own publisher if I want to
make the material I want to exist. Hence Crowking Press. I cannot write quickly
anymore….things I could do over a weekend now take months….but I think what I
am writing is worth the time spent.
Fasten your seat belts. The sales pitches are coming.
The
Cyclopedia of Common Animals is something I’ve wanted forever. Game
stats for animals are always useful, and this book comes with tools to help
them become more useful. It starts with a long(ish) article on using animals in
rpgs, and includes information on climate, habitat, and the relatively rarity
of animals within these. Generating encounter tables is discussed, and I
included a revised faerie animal class with a plethora of options…including
faerie dinosaurs!
I also included rules for diseases like malaria, rabies, and
sleeping sickness, rules for homing pigeons, and expansions on the core rules
for donkeys, mules, warhorses, and the like.
But nothing explains like examples, so here are four
examples taken at random:
Giant
Banana Spider: Init +3; Atk +2 melee (1d4 plus venom); AC 14; HD 1d8; MV
30’ or climb 30’; Act 1d20; SP venom (Fort DC 17, 1d4+2 Strength and 1d4+2
Stamina damage on a success, 2d4+2 Strength and 3d5+2 Stamina on a failure plus
save again or permanent impotence), camouflage +6; SV Fort +2; Ref +4; Will +2;
AL N.
Getting bitten by the normal version of this highly venomous
tropical spider isn’t due to an attack roll; it is due to being unlucky. These
spiders hide during the day in dark places such as termite mounds, beneath
logs, or in bunches of bananas. At night, they roam the jungle floor in search
of prey. A potential victim coming into contact with a banana spider with
exposed skin may attempt a Luck check to avoid being bitten. Within their
range, the judge may include banana spiders as a potential encounter, and may
include these spiders as a potential consequence of searching a location one is
hidden in.
Giant banana spiders are halfling-sized nocturnal predators.
Their camouflage ability typically comes into play while hiding during daylight
hours. A thief may extract 1d4 doses of venom from a giant banana spider with a
successful Handle Poison check.
Other names: wandering spider.
Cassowary: Init +0;
Atk claw +0 melee (1d4) or peck +1 melee (1); AC 10; HD 1d6; MV 40’; Act 1d20;
SV Fort +1; Ref +1; Will -2; AL N.
This flightless bird is usually 5 feet + 1d12 inches tall,
with a maximum height of 6 feet 3 inches. Males weight 1d12+63 pounds, and
females weight an average of 2d30+100 pounds, with a maximum recorded weight of
187 pounds. Although their normal diet consists of fruit, fungi, insects, and
small animals, they can be aggressive, leaping to kick with dagger-like inner
claws.
Stonefish: Init +0;
Atk spine +0 melee (venom); AC 10; HD 1 hp; MV swim 20’; Act 1d16; SP venom
(see below), camouflage +8; SV Fort +0; Ref +0; Will -4; AL N.
These fish are found in warm tropical seas, or more rarely
rivers, and often in coral reef areas. They average 11 inches, but can grow up
to 16 inches. Like the closely related scorpion fish, they are not aggressive,
but unlucky adventurers who step on or touch them may be subject to a defensive
attack before the creature attempts to retreat. Because stonefish can survive
out of the water for a full 24 hours, even touching an unmoving stonefish on
the beach may result in a sting.
Stonefish venom is especially deadly, requiring a DC 12 Fort
save. Even if the save succeeds, the victim takes 1d4 Strength damage and is
incapacitated by pain for 2d5 turns. If the save fails, the victim takes 1d3
permanent Strength damage and must make a second DC 12 Fort save. If the second
save fails, the victim is paralyzed for 1d7 days and must succeed in a third DC
12 Fort save or die in 1d3 hours. Ingestion of the venom has the same effect,
but the Fort save DC is increased to 16. Nonetheless, stonefish is considered a
delicacy, and if properly prepared, it is not poisonous. Heating the venom can
also destroy its potency (determine with a Luck check).
A thief can extract 2d3 doses of stonefish venom from a dead
stonefish with a successful Handle Poison check.
Quokka: Init +2;
Atk bite +0 melee (disease); AC 8; HD 1-2 hp; MV 30’ or climb 10’; Act 1d14; SP
disease; SV Fort +1; Ref +2; Will +1; AL N.
This cat-sized marsupial weighs 1d6+5 pounds. Related to
wallabies, they have pleasant-seeming faces which appear to be smiling and
large front teeth. They also seem to have little fear of humans, although that
is probably due to lack of familiarity more than anything else. They can bite
if touched and the person disturbing them fails a Luck check, and they may
carry diseases, as determined by the judge. The bitten target is allowed a
second Luck check to avoid possible exposure.
And, because dinosaurs are always useful, here is an example
from the appendix detailing them (along with several other prehistoric
creatures):
Pachycephalosaurus: Init +0;
Atk head butt +2 melee (2d6) or bite +1 melee (1d4); AC 15; HD 3d8; MV 40’; Act
1d20; SP Charge (head butt +4 to hit and +2d6 damage), trample for 1d6 per
creature; SV Fort +6, Ref +2, Will -4; AL N.
At 1d6+12 feet long, these dinosaurs have thick, reinforced
skulls which allow them to use their heads as rams, both to establish herd
dominance and as a method of defense. Typical herds consist of 4d6 members.
I am currently working on a companion volume, the Cyclopedia
of Common Faeries, which I hope to have completed next year. A third
volume in the series, the Cyclopedia of Common Monsters of the Middle
World is intended for late 2026 or 2027.
Best yet, any published material approved by Goodman Games
can use up to 10 complete write-ups from the Cyclopedia of Common Animals
with proper attribution. I also released the revised text of the Golden
Lion rule into the public domain. I intend to include similarly generous
terms in the other two volumes.
The
Cyclopedia
Domestica is a digest-sized companion volume to the
Cyclopedia
of Common Animals, which includes those animals likely to appear in DCC
funnels or owned and utilized by characters in later play. If you need to know
the AC of a goose, or the hit points of a goat, this book is a handy reference.
Everything herein is reproduced in the larger
Cyclopedia of Common Animals,
but if you travel to conventions or your friend’s house to play, the
Domestica
is smaller and lighter.
Another way to imagine it is that the Cyclopedia of Common Animals
is designed for world-building and adventure creation, and is therefore primarily
judge-facing. Assuming it is allowed in play, the Cyclopedia Domestica
contains a sub-set of stats and rules used primarily in actual game play, and
is primarily player-facing.
I believe that both fill a real niche, even though the
contents of the smaller work is also contained in the larger.
Deities
& Powers of the Middle World: Preview Edition is both part of
my world-building for the Middle World campaign setting, and an answer to my
need for real information related to the gods. This work is far from completed,
but I hope to have the final version out by late 2026, with new spells,
patrons, rules for Luck, etc. The
Preview Edition contains the opening
article, a list of deities which will eventually populate the work, and a few
mostly-developed gods (new spells and god-as-patron write-ups are
not
included).
The gods included herein are Aedor (Lord of the Forge), Amaethon
(the Master of Grain), Death (the
Silent Reaper), Fortuna (the
Coin-Tosser), Hermes (Thief of the
Gods), and Zal-Rah (the Ape-God).
Because the cleric class as it existed did not fit Fortuna, I devised a new
class for Her devotees. Right now, the project consists of 49 gods, some of
which are also patrons for wizards and elves. I have been using these gods in
my open-table online Shanthopal
game, and they have been very well received so far.
When I wrote The
Crimson Void for Purple Duck
Games, I created an expanded format for gods which was, unfortunately, not
used in the DCC
Annual. In Deities & Powers of the Middle World,
I am combining and expanding upon these two formats. Some gods grant spellburn
even to non-client wizards, and I have included tables for those. More
importantly, each deity has a “When Offended” table so that the judge can
quickly and easily determine what response follows a theft at some temple, killing
a monster sacred to some power, or forcefully thwarting a god’s plans.
The final version will also contain a druid class and four
branches of druidism, which first appeared in my games in the early 90s. Because
these gods have lived in my psyche and my games for so long – in some cases
since the 80s – some of them have appeared in my previous published adventures.
Hopefully, that will give people some fun connections to play with.
Finally,
D120
Treasures is a system-agnostic collection of 120 treasures, mostly
non-magical, which you can throw directly into your game. Or published
adventure, as all of the treasures are Open Gaming Content. The pdf is only
$2.00, so I think that is a good value for a small investment…even if the pdf
is not pretty!
As a side note, if it interests you, many of these items are
based on actual items which were on display when I visited the National Museum of
Scotland in Edinburgh. I am currently also working on a follow-up
containing just magic items, although many of them are minor. Like the first
volume, I intend this one to be system-neutral and open for others to use. I am
not sure yet what that will look like, but it will probably look the same as in
D120
Treasures.
I sincerely hope that I can open up my game world to your
tables.
I have even started a book on how I GM, because both blog
posts and Dispatches
articles on the topic have proven popular. I have no idea how long that will
take me. Some days are better than others.
I started off this blog post mentioning ataxia, and I will
end on the same note. I am not morose about this, but things take much longer
to accomplish than they used to. I am no longer able to do non-hobby work. If I
was able to keep the same schedule I could 10 years ago, most of this stuff I’ve
mentioned would be out by Christmas, and all of it by the next Gary Con in March. If you do end up
picking any of these things up, your feedback is important to me. It helps me
keep writing!