Not dumb at all! Sorry for the slow response. I do have a small handful left. Do you like a glossy cover or a more matte cover? It's going to be 28 USD shipped within the USA. That will get you the physical zine, the two physical dungeon handouts, and a PDF copy e-mailed to you. I don't have a proper store page for it any longer, so if you wouldn't mind e-mailing me your mailing address to office@scablandspress.com, if you're interested.
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Hi Mark,
Glad to hear there is some interest in the game! I have ten copies remaining. Are you interested in just the zine or the full package (including the zine, two handout dungeons, a little cardboard GM screen, and a poster)?
As for POD, I've had mixed success with that in the past. In general, the ink coverage and paper quality were not nearly as good as I can get with small "digital offset" print runs (100s of copies).
I don't have the webstore up and running, so do you mind sending an email to office@scablandspress.com with your mailing info? Then, I can send you a PayPal invoice.
Best,
Slade
Glad to help!
The directions groups take the rules is always really interesting for me to hear. And it's so tough with a 30-odd page text to create a narrative basket that doesn't have many, many large holes. I'd really like to revisit this game system in a fuller form some day. Perhaps that could happen in 2024 or 2025. If I do, I'll certainly think long and hard on these distinctions among detail types.
Hope you enjoy the session! And let me know if I can offer further interpretations.
Best,
Slade
Hey Florik,
Glad to see someone else grappling with the rules to the same extent that I do!
Your mace example is right on. The tiles are now smashed, and it's up to you to discover opportunities to exploit (of which your two examples are great, and you'd get that +1 for either when exploited).
The second example is not a great example on my part, the more I look at it. I think in that specific play session I was trying to get the bandit to let go of something that was in his left hand, like a weapon or a key (this was many years ago, so my memory is hazy). In our early play sessions, we mostly dealt damaging hard details like "Battered" or "Deep Incision" because they were pretty broad, and therefore, were ripe for exploitation (I had some fairly cheesy players at that time). Nowadays, I would encourage the sort of play you're describing "Okay, I hit the bandit with a hard detail? I put down "Slashed left arm" on him as a detail." It's not a tactical thing, as such, it's just a certain type of hit.
(As an aside: This is the sort of area where I hope I'm offering up a fruitful void in the game's design. Some play groups will say you have to spend a turn 'earning your aim' at a specific part of the body, because that's hard to do and you give up opportunities in combat to do it, whereas others will apply more specific details because that's more flavourful and interesting to them, even if it might be harder to justify exploiting them later on.)
Anyhow, sorry for the headache!
Best,
Slade
Hi Florik,
We've always played it as "+1 once per scene" no matter the type of detail. The combat was suitably fast-paced that it didn't feel like too much of a restriction (i.e., the players or the monsters were dead/fleeing after 4 to 6 rounds). If it feels oppressive, I could be convinced that "class details of +1 can be exploited once per level per scene" would work not too badly.
Best,
Slade
There are a few more physical copies that I'd like to send to Indie Press Revolution, who distributed my last game in the US. I plan to get them there in January, at the latest. Any art-free-and-copy-shop-friendly version I could make would be without the nice layout. That's something I could manage late next week, if you're interested.
There are a few more physical copies that I'd like to send to Indie Press Revolution, who distributed my last game in the US. I plan to get them there in January, at the latest. Any art-free-and-copy-shop-friendly version I could make would be without the nice layout. That's something I could manage late next week, if you're interested.
Absolutely! It's available here: https://scablandspress.itch.io/anna-x66-redux
Hi Shroomander,
I am just winding down the typical kickstarter and itchfunding shipping. It will take me a few days to get things settled and then I can start shipping to additional customers. I believe that the article ships as a typical (though very thick) letter, rather than as a "flat" or "package", to Europe, so it should have minimal interference from customs. However, I have not yet sent a copy to Portugal, so I cannot be certain. I would gladly try to pay the VAT from my end, and can inquire at the post office soon.
Could you send me an email at scablandspress.com with your address?
Best,
Slade
Hi Jesse, not sure if you're still following this thread, but Matthew Morris has uploaded a solo play oracle for the game. You can find it here: https://manarampmatt.itch.io/omega-pattern
Great to hear that you're getting it to the table!
SUNK CITY is PWYW on itch! You can grab it in digital format here: https://scablandspress.itch.io/sunk-city. I consider it my home group setting for REDUX.
If you printed out the big hex-map therein as a handout, you'd have a lot of new locations to scour.
Best,
Slade
Hello! It is quite similar to EB. The rule-as-written is: roll your ability scores, 3d6 each for STR, DEX, and WIL, swap any two. Then, your pattern, type, and background are rolled, in that order. However, at your table, you could certainly use a standard array, point-buy, or another method you prefer for the three stats, so long as the total isn't too far from 32 and nothing is higher than 18. You could also simply select your pattern, type, and background if your players know exactly what they want to play as. If I were making pre-gens, I'd probably use standard stat arrays of 14,10,8; 16,8,6; and 12,12,10.
I hope that helps!
Hi Jesse,
Unfortunately, the game does not currently contain additional systems for solo play and was designed with small group play in mind. All I can say is that it would be compatible with any solo frameworks that one might apply to Into the Odd or generic light-weight TTRPG systems. If you later find a framework that you enjoy, or create a solo play report, please let us know.
Happy gaming,
-Slade
Oh wow. Time has given me some wisdom on that topic. I still don't like it when indie games stop producing content, but I can see why it happens for really quirky games. I have some ideas about a second edition of TIH that comes in a larger form (100-200 pages of locations and NPCs and items etc.), with more adventure hooks built in. I also have a few zine-sized ideas that would be good as TIH or system-neutral pieces.
I can't recall being overly pressured back then, but my mind goes blank when I'm being recorded, for sure. I have lots more design thoughts now too. I wonder if they'd have me back...
Great! I love to hear that people are enjoying it!
There are a few more things to have a look at, if you like it:
If you want an intro adventure, there's this theatre full of goblins:
http://www.drivethrurpg.com/product/197196/Noises-in-the-Old-Theatre
If you like steampunk and alchemy, there's a big setting for that:
https://www.drivethrurpg.com/product/213249/Dust-Fog-and-Glowing-Embers?term=Dus...
If you like JRPGs, there's a setting hack for that in Codex Crystal:
https://www.drivethrurpg.com/product/237705/Codex--Crystal-Aug-2017
If you want to make your own hack, you can check out the SRD: