Dino Storm browser game review

Yesterday I saddled up with the Dino Storm closed beta. Remember that you can still get my single extra key by emailing me (dinosaur.cowboys@gmail.com) a cool picture of your Dinosaur Cowboys tabletop game or related artwork. Anyways enough shilling.

Everything in my mini-review below is slightly colored by the fact that I am on crappy slow internet and a crappy slow laptop at the moment. I’m on a business trip so I’m basically stuck with 40mbps wireless hotel internet. Because of that I’ll hold off making any judgements on laggyness until I can get home.
Anyways Dino Storm is written in Java, so my browser plugin took a bit to download all the necessary files, then I was good to go. I was first presented with the simple character creation screen, wherein I could choose my name, various colored shirts and hats and so on. No stat choices to be made at the moment, so everyone plays pretty much the same at this point.
After getting into the game I could up the graphics to my native resolution which helped improve the look of the game. I scaled down all the screenshots here though, but originally they were at 1680×1050.
Anyways the music was starting to repeat at this point, so I was looking forward to hitting the open plains. The desert/plains look very immersive with cacti and struggling shrubbery everywhere. Plenty of old buildings too. Following your current quest is simple since you can highlight the path in blue dino footprints.
As for controls, they were actually my favorite part of the game. In a sense they were “sluggish”, but that was intentional to give you a feel of actually steering a mount. Your dinosaur doesn’t turn on a dime, and hitting the left arrow key will have a slight delay before the dinosaur responds. Think of it like driving a big boat or slow city bus. I found making minor adjustments to my heading were easier if I rotated the camera since that seemed to shift where my rider was going.
Anyways I wandered after the blue footprints, which was pretty obvious since the map was tunneling my forward (at least at this point). Eventually they lead to Sue Hunt, riding a Ducky and eager for me to kill 10 Entelodons. In other words, prehistoric boars. There they were, majestically grazing in the field in a giant pack.

Before I go further keep in mind I haven’t played many 3D browser games. My MMO experience is limited to heavy Guild Wars for a few years (still some of the best party based fantasy PVP). And also keep in mind that I want to like Dino Storm. But seriously, BOARS? The joke of “Kill 10 Boars” has been an MMO staple since even before the Southpark World of Warcraft episode. And this is the devs best chance to grab the players and show them how cool and innovative the game can be. And yet there I was in 2012 killing 10 Entelodon’s in a field.

As for combat, well, you can see I have a little quickbar at the bottom of the screen. The first two abilities drain my blue bar (stamina?) a tiny bit and seem to do a tiny bit of extra damage. Combat is initiated by left clicking on the target, the clicking on “Attack” from the single option menu. Yep. Your cowboy will start shooting his gun, which unfortunately sounds and looks like some kind of gunpowder based weapon instead of the promised lasers. Maybe that’s an upgrade later. Anyways I’m not sure what the underlying mechanics or math are like, or whether moving helps make you harder to hit, or anything like that. But it basically seemed like the enemies health bar went down and eventually they died.
At first I tried strafing and sprinting in circles, until I realized I was still taking the same amount of damage but my dinosaur wasn’t able to attack since he was on the move. So after the first boar my strategy became “left click and wait for the boar to die”. I’d stay in place and once an enemy was close enough the dino would automatically bite attack, which helped add damage.
Certainly not the most compelling approach, but honestly mounted anything is super hard to do well. A similar problem happened in the game Auto Assault, which had cars with guns. Either you have turrets that auto aim, in which case moving can help a bit, or you make the player manually move. Dino Storm went for auto aim, so your cowboy swivels in his saddle to keep shooting, and you basically don’t have to do anything. Maybe they’ll add some abilities later so that I can at least mash 1-2-3 on my keyboard.
After decimating some boars I eventually got a level up. Hooray me! You have to painstakingly click to pick up the experience, which shows as floating sheriff badges. I’m not sure what the idea was with making experience a physical item, or taking 2-3 seconds to pick it up (there is a progress bar), but it gets annoying quickly.
Anyways most of the text wasn’t internationalized yet so I just got placeholders like “$profile.district”, which made learning anything about my character or dinosaur a bit hard.

They also have some achievements, but again the text was missing so I couldn’t figure out most of them, besides the one that wanted me to kill 999 Entelodons.

Anyways after leveling up I noticed the “Gold Coins” approach Dino Storm is going to do to make money. Keep in mind all these games need to support the devs and servers somehow, and in this case it looks like real world money can be translated into Gold Coins, which can then be translated into really awesome in game stuff. My test character started with 120 Gold Coins, which seemed like quite a few. Of course they still have non-real world related money in the game (called Dino Dollars) that is used for purchasing some items.
But Gold Coins can get you terrifically overpowered features like a whole new level up (which I did to get from level 2 to 3). You can also speed up research (more on that in a second) and buy some more elite items. I imagine the fancier dinosaurs will cost Gold Coins. I also imagine a person could just grind for all this stuff and never actually buy Gold Coins, but maybe I’m mistaken.
Another option to get Gold Coins is to complete surveys, which I would imagine give the devs some kind of kickback. For example completing a “US Auto Insurance survey” (pictured in the screenshot) would net you 397 Gold.

Anyways this whole approach left a sour taste in my mouth, so I wandered off to find another task in the game to keep me interested. Karl Nelson wanted to talk to me, so I asked him what was up. Deliver 5 fish. I think I took six quests during my first day of playing and every single one had a 0/X item count, be it killing things or delivering things. So yeah, Point A to Point B “Fedex” style quests, something I mistakenly thought the world had left behind with Baldur’s Gate 1.

After a while I got a chance to do a few upgrades. The approach to this is interesting and reminds me of Eve Online. You basically “start” the upgrade and it takes a preset amount of time (which can be sped up using Gold Coins). For example to upgrade my Kinetic Enhancer (which helped boost my damage a bit) it took around 5 minutes.

Another upgrade was “evolving” my dinosaur. This made him slightly bigger and gave him spikes along his head, and I assume better stats in the game. I think the idea is to have four or five of these evolution stages to each dinosaur, and goodness knows how many ridable dinosaurs in the final game.
Now so far it might seem like I’m being a bit negative of the game. Unfortunately I think I just had too high of expectations and was out of touch with what are (probably?) pretty standard features/limitations of browser based games. Dino Storm does have a neat feel to it, and the cowboys riding dinosaurs really do look cool. But it doesn’t excite a person or make them want to come back for more. Normally a look at the world map will spark my interest, but even that seemed kind of…lacking? Back to Auto Assault, I remember opening THAT world map and being excited to explore and drive around. And unfortunately Dino Storm just didn’t grab me.
I did have a few fun moments. When I fought some of the larger beasts and was forcing my mount to sprint away it did a good job of capturing what I think this type of genre would feel like. Exciting chase scenes! Daring shoot outs! And so on.

Of course this is just a closed beta, and as you can see from some of the screenshots the game is still in a very early stage (it felt late alpha to me). I’m going to keep abreast of the developments in Dino Storm, but the bar has certainly been lowered and I don’t expect to play it much even when the final game comes out. And yes it is “just” a browser game, but so is Spiral Knights and they did a terrific job of grabbing a player and throwing them into interesting combat right off the bat, plus a playable/workable money model.
Anyways I hope that gave you an idea of how the game looks and feels at the moment. I expect lots of cleanup and improvements to happen rapidly as user feedback comes in, but for the day after the closed beta servers opened it’s a pretty good idea of how Dino Storm is. Anyways, time to hit the dusty trail for now.

And if you need more of cowboys with laser guns riding dinosaurs, why not check out my tabletop game on this very website. First take a look at how it plays and then grab the free PDF rulebook. You’ll be fighting your toy dinosaurs against miniatures in no time!

Dino Storm Closed Beta Key Contest!


Well the Dino Storm closed beta went live today. I’m in the process of loading it up.
In case you missed your chance at a key I have an extra one that I’d love to give away through a simple contest. Just email me the coolest Dinosaur Cowboys picture you can make, be it from a tabletop game or art related. A huge preference will be given to new images that you personally make, as compared to just digging something up on the internet. I imagine there won’t be many entries so give it a shot.
Send all pictures to dinosaur.cowboys@gmail.com. At the end of the week the person who sends the picture I like the most will get my extra beta key.
The contest is now over. See the results!

And if you’re interested in seeing what the game is like, be sure to check out my review from my first day of playing.

Another western skirmish game: Blackwater Gulch

While doing my usual reading of various forums I came across a western skirmish game called Blackwater Gulch. It doesn’t delve into the “weird west” (like Malifaux) but stays pretty historically accurate in terms of weapons and professions of the old wild west. The author has done a terrific job with the layout of the rulebook and has just started selling his own miniatures which I think is rather inspiring for amateur designers everywhere. Previously he used the Black Scorpion Tombstone line (which I’ve mentioned previously). The rules for Blackwater Gulch are free to download as a PDF (once you register and login) so that’s good, since it’s hard to gamble on a tabletop game without seeing what it’s like first. The author also has an interesting approach of selling hardcover copies through lulu.com, an on-demand print service.

As for the game I read over the rules and it feels similar to Mordheim or Necromunda. The designer mentions he’s played Games Workshop games for quite a few years, and you can definitely see the influence. The game is D6 based with similar gang sizes to a Dinosaur Cowboys posse. The core combat resolution is done by determining a Target Number (base 4, can be modified by range, target moving too much, etc.) and then rolling various D6s based on the attacker’s Ranged Combat statistic. Then the target gets to defend themselves by also rolling some D6s. It seems like the success based rolling would be quicker for resolving shooting compared to Warhammer 40,000.
Several neat mechanics like “Leader’s Luck” (similar to Yeehaw!) that allows additional dice to be used from a preset pool. I find the Skills (aka Traits) to be a bit lacking (mostly in the number available). The other issue I found was the scale for improving statistics is fully equal, so bumping up Ranged Combat (which is a hugely useful skill) is comparable to improving something less necessary like Strength. Which means most characters would probably end up pretty similarly improving Ranged Combat as much as they could. Anyways overall it seems like a nice light game that would play quickly and deadly, since most characters can die after a single gunshot.

I’ll be interested in seeing where the author takes the game, and eventually I might have to pick up some of the figures as I know he plans to expand the line.

Multiplayer battles and some variant rules

Hitpoints in Big Games
So I’m trying to organize a 4 person game of Dinosaur Cowboys, which would be incredibly fun. It would also be the first match I’ve played with more than 2 people total.
I think the rules will hold up just fine. Activation was written from the start with larger games in mind, so besides having to re-roll a few ties (or use a larger dice to avoid that) it will work okay. Posse building, combat, etc. should translate well into a 4 person game.
The only concern I have is one small facet: Hitpoints. You see the base 8 HP sounds great, until you have two more players shooting at you. If you look at my past games you can see a few cowboys that met an untimely end in a single attack or shot, and that was just against one player.
Regardless of whether this game gets off the ground, I’m going to add a note (probably in the Standalone Game section) about multiplayer battles along the lines of:

For each additional player beyond two add +2 HP to every entity in your posse (for example +6 HP for a 5 player game).

In other words with 4 total players a basic member would start with 12 HP instead of 8 HP. This should make for a bit more of a tactical game since everything will live longer, and doesn’t throw off IP costs since HP is on a flat cost scale.

Speaking of multiplayer battles I was thinking a fun objective would be a series of dinosaur eggs around the map and a big, unaligned T-Rex in the middle. Whoever holds the most dinosaur eggs can vaguely control the T-Rex. As usual an objective that does something beneficial will actually motivate players to capture it, similar to what I did with the fight for the cannon.

Variant Rules – Shooting Position and Aimed Shot
Currently the combat modifiers table has 10 entries: Armor, In Melee, Short Range, Long Range, Movement, Cover, Crossfire, Elevation, and Charge. Sounds like a lot eh? Well in practice it isn’t, since you basically check range and the target’s armor and roll to attack.
What I struggled with when I first wrote the rules was whether to include Crouch and Prone as alternative shooting stances. In the end I decided it would add too much additional complexity, especially with tracking who is in what stance. But a recent sampling of the classic Jagged Alliance 2 game (thanks to the v1.13 mod) made me reconsider it as a Variant Rule.
Also along that line of thought is the idea of an Aimed Shot. Basically you don’t Move at all and declare you’re using an Aimed Shot, which then gives some positive effect.
The problem with both of these Variant Rules is I don’t want to just have them modify RMC. Crouch -1 RMC, Prone -2 RMC, Aimed Shot -1 RMC is simple enough, I guess. But it’s also extremely bland.
What I think I’d do instead is leverage Critical Hits, similar to how Surprise Hit is handled (when shooting at a targets back you get a Critical Hit on 10+ instead of 12). Perhaps Aimed Shot could reduce the Critical Hit chance by a further 1. So just doing an Aimed Shot would mean you Critical on 11+. Aimed Shot from behind (Surprise Hit) would be 9+ to Critical. Crouch could be a further 1 and Prone would be 2. So Prone (+2), Aimed Shot (+1), Surprise Hit (+2) would be 7+ to Critical!
Anyways I think I’ll leave Crouch and Prone out for now, but I’m going to add Aimed Shot in there.

Other News
Anyways I’ve been doing some further edits and clarifications of the rules. Not changing any core mechanics or anything, instead just editing or cleaning up certain aspects that might be confusing. I find revisiting the rules after an extensive break helps since I can look at them with fresh eyes, and then see how some sections can be confusing.
I also want to add the old images of weapons into the rules somewhere (probably before the description section).
Then the above changes around multiplayer games and Aimed Shot. Basically what I’m saying is I’ll probably have a v1.2 release sometime in the distant future.

Two genre bending battle reports

Although these battle reports don’t specifically deal with cowboys, they have dinosaurs romping around various battlefields.

Safari On Venus
I’m just going to jump to the best one, which is the Safari on Venus. Terrific alien scenery, great Lizardmen conversions, and an appearance by the old Papo T-Rex toy (you might remember him from my own Great T-Rex Hunt).
Anyways the first link has more of the play by play while the second has slightly clearer pictures:

http://laughingferret.blogspot.com/2011/07/big-game-hunters-safari-on-venus-battle.html
http://rotanddrivel.com./biggamehunt.html


Saurian Safari
I had actually heard about Saurian Safari way, way back, but only recently remembered it as a comrade in arms to the great “add dinosaurs to improbable scenarios” genre. Think of it as rules to play out The Lost World by Conan Doyle. Except remember that his book was written in 1912 and the Victorian Era was only a decade old. The work must have been mindblowing at the time. Anyways Saurian Safari let’s people play out a dinosaur hunt, and that’s exactly what this battle report shows:

http://fasatrekker.blogspot.com/2011/01/game-session-victorian-steampunk.html
(Note he degrades The Valley of Gwangi with: “the C movies crap, like the cowboys wrassling a T Rex in Valley of Gwangi”. My word, I’m getting the vapors!)

Of course once a person starts searching for “Saurian Safari” you find numerous other awesome photos and battle reports, such as this one about Pirates vs Dinosaurs on an awesome island layout (that really makes me think of Settlers of Cattan).


Final Mention
And just a quick mention (since the post doesn’t have many pictures) someone had an entry about The Lost Legion of Venus using the GASLIGHT rules:

http://onemoregamingproject.blogspot.com/2011/10/fall-in-report-part-ii-saturday.html

Dino Storm browser MMO game

In my weekly searches for dinosaur cowboy related material I came across Dino Storm, a computer game that has visuals similar to Warcraft 3, except there are cowboys on dinosaurs with laser cannons. Sound familiar? I thought it might.
Anyways they are just about to start a closed beta and then an open beta soon after that (I think). I don’t have high expectations for browser based games (mainly since my only exposure was years ago, but I think the technology might have improved). Still it’d be a worth a shot just to see “live action” mounted dinosaurs fighting each other. We’ll see as soon as the beta is available, I guess!

Nazi Dinosaurs in “Jurassic Reich”

More Genre Mixing!
Well I’m diverging a bit from the dinosaur and cowboy cross-genre, but dinosaurs and Nazis still kind of relates, they just use an MP40 instead of a six-shooter.
It looks like one of the more well known Nazi Dinosaur efforts is Jurassic Reich. There doesn’t seem to be a defined set of rules for their tabletop efforts, instead the main claim to fame are purchasable miniatures of Nazis riding dinosaurs. Eureka Miniatures handles the figures, and have a good variety including some flying units. I could see picking up one or two for a themed posse of WW2 fanatics, or even just plain guys with helmets and guns.

Anyways there is a great battle report brimming with pictures at the Little Wars blog (likely named after a very old tabletop ruleset by HG Wells). They have a few other posts too.


What’s Been Happening Recently
As for Dinosaur Cowboys news there isn’t much shaking, as I said would happen once I finalized the rules. I did host a game for two friends between The Sunset Riders and The Death Snakes, in which The Sunset Riders barely pulled out a victory. There was plenty of melee and positioning and sniping, and overall it was fun for them to try. They liked the unit-by-unit activation and tactical feel to the game, which is good news to me.
I do have pictures from another battle report, so I’ll have to upload those and flesh out the notes sometime soon.
Over my Christmas vacation I’m going to try to paint a cowboy figure or two so that I have something that resembles the background a little bit more than my handful of 40k discards, haha.
Anyways here’s a look at the “Across the Street” battle report I’ll hopefully post in full soon:

New Jurassic Park video game


A month ago Telltale Games released a new Jurassic Park adventure game with a totally not catchy title. They call it Jurassic Park: The Game. Yeah, that’s easy to search the internet for…

Anyways I gave the game a shot, just because I felt obligated from a Dinosaur Cowboys point of view. The game is really not my style, and I’d best describe it as “light adventure”. Keep that in mind.
Basically to succeed at various scenes you have to press a key/mouse combo in a certain order. For example if you are falling down a slope you press Enter right as you reach a tree branch and your character will grab on. Similarly you repeatedly press Spacebar to back away from a menacing dinosaur. Don’t misunderstand me though, you don’t have a bunch of arbitrary actions you can perform, the game basically prompts you to press different keys as the scene progresses. If you fail enough times you might die or “lose” the scene, otherwise the story might branch a tiny bit.
There are also some basic dialog options with characters, plus some fun non-key combo scenes (like searching for a Triceratops with binoculars). You can also search around scenes at some point, for example to look into the trees to get more info, or examine footprints, etc. But in general there is only a single “correct” path to take, so the investigation is really just time filler.
In general though I think the game is better suited to children or people who really love Jurassic Park. The story is interesting since it basically happens parallel to the first movie, ie: you hear references to “the fancy paleontologists who came in to the park” (aka the characters from the movie), but you play a mercenary more focused on recovering the dinosaur embryos.
I haven’t gotten that far into the game because it didn’t really entice me to keep playing. The scenes can be frustrating sometimes as you try over and over to get the timing right, and each time you fail you’re forced to sit through the same cinematic.
The graphics are alright and have a unique half-cartoony style that is evident from any of the screenshots with people in them.
I’d say the game has come a long way from early adventure titles like Hugo’s House of Horrors, but it still fails to get me excited to keep playing.

Anyways yeah, still waiting for someone to remake Red Dead Redemption or Call of Juarez but with Dinosaurs. Until then the market for dinosaur games is rather light. Jurassic Park: The Game does try a new approach, but it’s not the approach for me. There is always Dino D-Day though, haha.

New Horned Dinosaur discovered

First the planet Kepler 22b is discovered, and now a new dinosaur Spinops sternbergorum (pictured right) was found in Alberta, Canada. Some basic info about it:

“The Spinops was a smaller cousin to the Triceratops and lived 76 million years ago.
It was a plant-eater with a distinctive horn projecting from the top of its nose and a bony neck frill with two spikes protruding backwards and two hooks curving forwards.”

Pretty interesting, and who knows maybe there will be a Papo toy in a few years. I wonder how many other finds have been ignored as “rubbish” and are just waiting to be revisited?

Related GURPS sourcebooks

Some of you might be familiar with GURPS, which is definitely a backronym meaning Generic Universal RolePlaying System. Basically a general RPG ruleset to handle any era or genre.

So of course there are GURPS books to support Dinosaurs. In fact, they have three of them! They are Dinosaurs, Ice Age, and Lands Out of Time. All of them feel very 1980s, but then again most of GURPS does.

GURPS – Dinosaurs
The best of the three books, in my opinion. It’s also the longest at 130 pages, and is thick with “scientifically accurate” data of various dinosaurs and prehistoric creatures (as much so as a book from 1996 can be). The bestiary is organized by time period, so you have the Paleozoic era, Triassic, etc. There is a bit about cavemen as well, so it basically nullifies the GURPS – Ice Age book. If you were to pick up one of the PDFs this would be the one. The creatures and details inside would work well for someone running a campaign game of Dinosaur Cowboys since you could throw a lot more than the generic dinosaur types listed in the core rulebook.

GURPS – Ice Age
This book focuses more on prehistoric humanity, aka cavemen. There is a good bestiary section that has some non-dinosaur prehistoric enemies like Cave Lions, giant bears, mammoths, etc. The cover art is quaint and fun, and the interior is 66 pages long.

GURPS – Lands Out of Time
The newest of the sourcebook called Lands Out of Time is probably the closest to Dinosaur Cowboys as it focuses on human-dinosaur interaction. It’s only 43 pages though and a little light on art, and I think was mainly released to have some support for their later editions of GURPS.

Old “Dino Wars!” Game


From the worn pages of Dragon Magazine #166 comes “Dino Wars!”, a light and fun tabletop game focusing on having the Army (normally represented by little green plastic men) fighting dinosaurs (represented by the usual assortment of plastic toys). I just browsed through the rules but it looks like an even sillier and lighter take on dinosaurs vs. the modern world. Still it’s related so I thought I’d post it.

You can see the BoardGameGeek page: http://boardgamegeek.com/boardgame/5230/dino-wars
And download the actual PDF of the rules, which start on page 50: Dino Wars! Rules

Also apologies for not updating recently with a new short story…or really anything. I was on a business trip that sapped the life from me.

Ring of Winter – D&D Dinosaurs!

I can’t believe I didn’t think of this book earlier. The Ring of Winter is from the 90s and is set in the Forgotten Realms jungle land of Chult. There are still dinosaurs alive there and the book has many conflicts between an Indiana Jones style character and dinosaurs. Definitely has a bit of Arthur Conan “The Lost World” feel to it. So it might be set a bit too far in the past for laser pistol cowboys, but hey, it’s still proving to be an interesting read. It’s part of the Harper’s Series (16 books in total, this was #5). The Harper’s are basically meddling, annoying Jedi style folks and the books centered around their exploits. I also used to love Soldiers of Ice (#7) from the series when I was a kid. But yeah I dug up my old copy of The Ring of Winter and am reading it in a totally new light now!

Sources:

  • Amazon
  • Candlekeep (mainly linked just because Candlekeep brings me back to my Baldur’s Gate 1 days).
  • Wiki

Helping New Players Rate Posses

Making Posse Selection Easier For New Players While Not Overwhelming Them With Long Blog Post Titles
You may think the complex graph to the right is rather complex, but when introducing a new player the idea of building or choosing a Posse is equally overwhelming. IP and ND are great measurements of the power/skill of a Posse, but it’s hard for a new player to look at a roster and go “Okay these guys are mostly geared for close combat”.

To alleviate this I recommend a simple system of adding up all the statistics for a Posse to give an idea of where they differ. For example if the total Movement of the entire 5 man Posse is 35 we’ll know they are much faster than normal, since an average 5 man Posse would have 5*4=20 MV. By doing this for every statistic you can help new players see trends when evaluating a bunch of pre-built Posses.

So first of all add together the MV for all members of the Posse and record it somewhere on the sheet. Do the same for AR, BRV, and HP. For MMC and RMC you will have to do this a bit differently since lower is better, so subtract the MMC and RMC from 12 (for example 4 RMC would count as 8 [12-4]). By the end you’ll have a big set of numbers for each statistic. These can be compared to the default, min, and max stats for the number of characters in the Posse. Here is the chart that you can compare to:

For example if you had a Leader + 3 Members who were ALL Dusters, then their MV would be 3 MV * 4 char = 12. You could then look at the Default MV column for Leader + 3 on the chart above to see 16, meaning that the Posse you’re evaluating is slower than average. This helps evaluate at a glance without having to explain “What is a Duster” to a player who might already be overwhelmed with the idea of rolling D12s :)

Pre-Built Posses and Characters
Why do I mention pre-built Posses? Well, when you’re just starting or just trying to introduce someone to the game you want to make it as easy as possible to join in. As part of that the most veteran player would likely create some pre-built Posses that other newer players can choose from. This is a lot easier than a player who doesn’t know the system trying to build their own characters. Simply describing the Posse can help, like “This is a close combat Posse, but they have a sniper here” or so forth, but having some numerical comparisons from the system above doesn’t hurt.

Another option is to have pre-built characters that can be combined into a Posse, which is a good second step for players who aren’t fully ready to make their own Posse. For example you could have a “Sniper” character with related stats, traits, and weapons with an IP and ND total, and a player could simply hire that built character instead of customizing one of their own. Once they have 100 IP and $1,000 in hirings their Posse is done.
I eventually want to help with this idea on the blog by giving simple pre-built characters that can be thrown together into a Posse, so stay tuned for that. It relates back to the early days of Dinosaur Cowboys when I created generic “Hirelings” with preset stats and equipment. I might also include some generic enemies for the campaign/RPG side, like Sabertooth Cats, bandits, and non-recruitable dinosaurs. If I complete The Saloon (my idea for web based Posse creation software) I’ll be able to pump out these characters even faster.

Back in the saddle

Well I’m back in the saddle after my week vacation. I’m still hoping to get a final stable release out for October 10th, but that might get pushed back because I have a friend’s wedding to go to this weekend.

Anyways as I mentioned in my post about the v0.91 preview I integrated my sepia images into the rulebook. I’m still not entirely sold on the idea because it has the downside of bloating the PDF file and maybe doesn’t even add much in terms of style. The image to the right gives you an idea of how these have been integrated.

I’m hoping to get a playtest in this week and over the weekend and then be in a position to release v1.0 on Monday. Although I would like to do a full battle report for it I might skip the photos and writeup this time because it takes significantly more time, and my focus in this case is testing the latest rule changes as compared to showcasing the game. I’m sure once I get v1.0 done I’ll have plenty of battle reports coming for that.

Not much other news on the Dinosaur Cowboy front. I migrated my previous RPGGeek item to BoardGameGeek instead (link) after some discussion on where it belonged. With luck I’ll get some user contributions in the form of images and session reports and so forth.

A reader pointed me to Paraworld, a semi-cheesy 2006 RTS computer game that involves dinosaurs. I’ll have to find a copy and give it a shot, since any rare supporting material I can find for the genre is worth checking out.

Poking and prodding a finished game?

After mulling over the idea of Grit for a while, I realized something: Given a long enough timeline I’m going to prod this game to death (thus the dino-prod image to the right). What I mean is if I keep looking for stuff to change or improve or edit I’m going to find it…or fabricate it. Hitpoints worked perfectly well (as Red_Starrise pointed out yesterday), and yet here I am coming up with a different mechanic for them. Sure it’s a neat mechanic, but it’s also more complex (both to learn and to use), and that gets away from my original goals for the core rulebook.

So what does this mean for Dinosaur Cowboys? It means that I need to just say (in a western accent) “These here rules be done!”, release v1.0, and bask in the glory of completing a project. Otherwise I’ll keep coming up with new ideas and new mechanics that I’ll try to shoehorn into this game just because it’s my current project. Normally I’m so incredibly ready to be done with a game, but with Dinosaur Cowboys it’s different because I’ve really enjoyed the process, still like the setting, and generally think it’s one of the most solid rulesets I’ve come up with. But my brain keeps churning up new ideas, and forcing them into a nearly-finished project is probably not the best strategy.

I was aiming to release v1.0 by the end of Christmas, but instead I think I’ll try to wrangle ‘er up before the end of October. Maybe even by Canadian Thanksgiving (it’s kind of western…) which is October 10th. Having a deadline is a good idea since otherwise I could see floundering around, making small tweaks and needless changes and so forth until the year 2285.

The downside to finishing the rules is it’s hard to maintain outside interest and fans of the game without continually releasing or updating something. A game that never changes is kinda hard to get psyched about, I guess. Maybe that’s why splatbooks were so common for D&D and the like. I think this blog will be less active after v1.0, and probably more focused on battle reports and the like. We’ll see how that all pans out when I get there.

So what I’m saying is v1.0 of Dinosaur Cowboys will be available October 10th, 2011. Set your sun dials, boys and girls.
OCTOBER 11th EDIT: Whoops that was a lie. End of October instead!

Vacation
And on that note I’m going on vacation, since nothing is as productive as not working, haha. I’ll be out next week, but have scheduled two image based posts for September 26th and 29th. Until then, cowboy…