Balancing on dangerous tables - a S.M.A.S.H. design blog

Our revised edition of S.M.A.S.H. is at the printers and a publisher's proof is on order, so if everything comes back looking good, we can hopefully make it available over the next week or so. That also means I've finished doing all the work I've got to do on it, so I've got a bit of free time to put together another design blog. So let's a have a look at a couple of helpful tables in the book - one new for the revised edition, one that's been there since the original release - and the effects that these tables have had on our balance within the game.

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Announcing the Revised Edition of S.M.A.S.H.

It's coming close to a year since we released S.M.A.S.H., but that was far from the end of it's creative journey. Over the last 11 months since we announced S.M.A.S.H., we continued to play and work on the game. We put out a handful of our revisions in the Prisoner Omega adventure a few months ago, but that was not the end of our revisions, and now we think we're just about ready to release a new edition with a ton of new material and other revisions to make the game the best it can be.

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Coming Soon! Prisoner Omega

We have a brand new adventure for S.M.A.S.H. is due for imminent release. This 34-page adventure sees the PCs teleported into a death-trapped prison where they have to play through the deadly games of the supervillain, Enigma.

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Itch.io Store Now Open

Just a very quick post to say that we now have an Itch.io webstore in addition to our DriveThruRPG one. You can get to it at this address: https://blackorifice.itch.io/

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Secret Project Revealed

Previously, I have mentioned how Nigel and I have been working on a secret project that we weren't able to announce yet. That's because it was a licensed product, so we had to wait for approval, but now we've been approved, so we can reveal that we will be producing a rules supplement for one of our favourite games, When the Moon Hangs Low.

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SMASH Design Blog

With S.M.A.S.H. on the horizon, I thought it would be a good idea to post a bit of a design blog on the game to provide some details as to how it works and what the design principles and inspiration is for the game.

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It's been a while...

Wow! How long has it been since I last posted here? Too long, for sure. The reason: I've been very busy, both with the day-to-day and with gaming stuff, both writing and designing and taking part in tournaments and hosting a podcast for my favourite miniatures game, Godtear.

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Arcane Virtuosos Available Now!

I have just released Arcane Virtuosos, a fantastic new character supplement for Newtonium Engine. Inside you will find a ton of new options, focusing on but not exclusive to, the Arcanist archetype. It includes new sub-archetypes, talents, rituals and skill uses for characters of a magical persuasion.

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#TeamYellow (part 2)

When I first put Team Yellow together there was only three maelstroms available, so there was no choices to make beyond choosing to take all maelstrom champions. Now we have six to pick from, and it makes for an interesting dilemma. That's more than both Shapers and Guardians and equal with Slayers, and looking at the team icons on the top left of the ultimate card, there's only the "cave" team that is yet to gain a maelstrom.

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#TeamYellow in Godtear

To take a break from writing and promoting my roleplaying games, last weekend I attended a tournament for Steamforged Games' Godtear with my good friend Elliot (check out his blog here). We ended up 4th and 3rd respectively, and Ell won best painted, so a decent showing for a first event.

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