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Don Early
Attended Pacific Lutheran University
Lives in Bellingham, WA
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Don Early
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Print on Demand books are now available! Read all about it and the upcoming supplements!
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Scott Acker (SaintAndSinner)'s profile photoDon Early's profile photoGordon Duke's profile photo
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Yes! Definitely have something like this in the works.
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Don Early
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Characters, Worlds, and Actual Play  - 
 
Hey everyone! Now that the PDF is released to the masses, I wanna talk additional content. Specifically about The Brotherhood. Are there questions, or things that need clarified about The Brotherhood? We're fleshing out the Player's Guide at the moment and just trying to think about any further useful stuff we could add for that. Would love to hear any ideas. Thanks!
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I will check that out. We are definitely planning on Archetypes for quick generation.
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It's official, you can now purchase this PDF! We could not be more excited for this release.
Demon Hunters: A Comedy of Terrors - Vampires infesting the mayoral office. Lycanthropes prowling the suburbs. Another kraken making its way upstate along th
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I am ecstatic to report that the text for the Demon Hunters: A Comedy of Terrors RPG is complete! This has been a pet project for 2 years and I'm so excited it's nearly done. So we're unveiling the art for our Print on Demand cover. I am so proud of our team. You people are making a dream of mine a reality. Thank you. +Cam Banks +Jimmy McMichael +Ben Honeycutt +Amanda Valentine +Nathan Rockwood +Thomas Deeny +Jamie Chambers +Renae Chambers +Emilie Shimkus 
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Don Early
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Rules Hacks  - 
 
We spent 3 hours today further developing and reworking DMC creation. I think even +Mike Olson  would approve. :) 
Minion creation has been revamped to be more in line with the regular DMC rules. Every monster needs a Concept Aspect and a Trouble Aspect. Also, this is the big one: No more 4 actions dice. Now, each minion gets 1 Approach die that is their creature type. Approach: Zombie d8.
You decide how powerful the Approach needs to be, so if you decide that a demon is a d12... that means as a baseline, demons are d12!
As for disciplines, just like the named DMC creation for the most part:
Give it a d10 for the thing it does the most/it's job description.
Give it a d8 in something else it does well.
Give it a d4 in a discipline that is related to its Trouble Aspect. Decide if you want to give it another d4 in something else it sucks at. Anything else it needs to roll is a d6.
We also came up with a neat design for really big and powerful creatures which I won't spoil, but it involves something called a "Nuke" stunt. smile emoticon
We ride!
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Don Early
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Gencon Beta Release  - 
 
Hope everyone has seen this. We uploaded the Beta to DriveThru. It's doing pretty well. http://www.drivethrurpg.com/product/156564/Demon-Hunters-A-Comedy-of-Terrors-Gen-Con-Beta
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Awesome! Can't wait to get my grubby little hands on my hc...
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Don Early

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 DG Game Night is where a few of the DG, a Demon Hunters Comic Patreon backer or a Kickstarter Backer (or both), and you the audience get together to play the Demon Hunters RPG. Tonight we continue with Part 3 of the playtest adventure we played at Gen Con "Chaos in Hell Week".

What's the Demon Hunters RPG? This is the roleplaying game where the world is our world with one caveat. Every religion, every tradition, every urban legend, every creepy monster story... it's all true. The world is filled with dark terrors that want to eat you. Good thing there's a secret organization that's existed for thousands of years to fight the horrors of the night: The Brotherhood of the Celestial Torch, aka, "Demon Hunters". As players in this game, you play a team of Demon Hunters fighting the ridiculous evil to protect the so-called innocent. A kind of "Agents of Shield" meets "Supernatural", with the comedy of "Army of Darkness" or "Ghostbusters".

As the audience, you get to throw in suggestions for the GM, the players, or even give commands to the Cipher, the team's impervious walking database in the form of android. 

Also if you wanna help out, Don could use someone who can take notes on the session. Check out the contest here if you are interested: http://deadgentlemen.com/2014/04/28/dg-game-night-contest/

You can follow us on Obsidian Portal at: https://demon-hunters-rpg.obsidianportal.com/

We're awful at updating that, but that might change once we're done being busy writing the damn game. See you then!
This Hangout On Air is hosted by Dead Gentlemen Productions. The live video broadcast will begin soon.
Q&A
Preview
Live
Episode 14 - DG Game Night: Chaos in Hell Week Part 3
Mon, October 5, 2015, 9:30 PM
Hangouts On Air - Broadcast for free

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Great review. And there's a Demon Hunters version!
 
Full review of GameMaster's Apprentice Base Deck:
_____________________________

I purchased the GameMaster's Apprentice: Base Deck to replace several other tools that I had been previously using to simulate a GM in both my solitaire games as well as games run with my wife. For full disclosure purposes I was primarily running games with Mythic's Game Master Emulator paired with Mythic Variations as well as leveraging Rory's Story Cubes for generating scenes and ideas, an extension from the noun/verb pair generated from Mythic. My wife and I ran a session last night with the deck and were thoroughly impressed!


Function:


We used the 'Tension' based method for generating random events, starting at '1' at the beginning of the scene and would add +1 to that number for every "Likely Odds" question that we asked the deck. To expand upon this, the deck offers three different ratings for possibilities; bad (25% chance of a 'Yes'), even (50%), and good (75%). It also features exceptional answers of 'YES!' and 'NO!' which further extend the options. I was initially concerned with the apparent step down from Mythic which has a much greater variety of odds and was concerned that it might feel lackluster operating at just 25%/50%/75% however am happy to say that it didn't feel that way during play. Back to the 'Tension' method - if the difficulty number in the top left hand corner of the card is lower or equal to your current tension number a random event is generated -- play it out and then reset your tension number. It was very easy and didn't feel like a lot of book keeping. The nice thing is, each session starts off at '1' instead of tracking a Chaos Rank (Mythic's system) that alters the odds and also impacts scene random events while in-house random events are based on rolling doubles when consulting the Fate Chart.


The other features that we used were the Norse Runes, of which there are 24, however I'll admit that the big appeal of the deck (the lack of looking up tables), really doesn't come into play when you're getting started with the Norse Runes unless you have previous knowledge of what they represent. My wife and I were not aware and so had to look up the definitions as we played, so that did tie us up with some table referencing though am sure that once we get more fluent with the deck we'll nail down the Runes.


The Elemental signs (Water, Earth, Fire, and Air) are incredibly helpful as well as the four senses (sight, sound, feeling, and taste/smell) also lends quick answers to common questions such as, "Do we see anything? Do we hear anything?" as the card itself already has a pre-loaded answer should that question turn up in the positive.


We have yet to explore the name generator, tag symbols, dice, scatter die, vice/virtue, catalyst and we only used the location once.


The True Benefit:


Immersion. The deck allows for a greater sense of immersion -- my wife and I are playing a Heroquest: Glorantha game and played in our fourth session when we first used the deck and my wife commented after, "Wow - I really had a sense of tension and was excited to continue moving on." I would have to agree with her sentiments and will explain why I think it happened. Our GMless game prior to the deck was run by Mythic and at times my wife would become confused with what die rolls really meant... were we using the our character's abilities or were we emulating the GM? All of those actions were dice... granted some were D20s vs. D100s however everything was operated with rolling dice. With the deck, all dice rolls were simply character abilities and the running the GM was left to drawing cards. It really clarified what we were doing and at what stage we were at.


It also played much faster, allowing for less downtime trying to figure out the context of the answer when consulting the deck to emulate the GM, because of a significantly decreased amount of time spent looking up tables as well as the faster mechanic of drawing cards vs. rolling multiple sets of dice. For instance, when asking a question such as, "Do we see anything happen as we crest the hill?" Here's the breakdown:



Agree on likely odds (no different from Mythic)
Draw card - immediately can see YES!/Yes/No/NO!
That same card that informs you can provide a Sight/Sound/Touch/Taste to jump start your idea (compared to having to roll for a noun/verb)
Draw for a verb
Draw for a noun
If needed, you can draw for an adjective

The entire process takes a lot less time compared to rolling on tables and the added benefit is that the cards are all lined up next to each other, allowing you to see the results that you got instead of having to remember or write them down! I didn't realize how much handier it would be until we started playing with it. With Mythic it took me several sessions to really get a feel for the system and with GameMaster's Apprentice it immediately resonated with me. Additionally, I'd say that it is easier to re-interpret the context of the answers you're provided as the cards remain in front of you -- in a very tactile sense it feels easier to re-interpret compared to re-rolling dice in Mythic, or at least that was my impression.


Continued Options/Room for Growth:


As mentioned there are features that my wife and I didn't delve into but the cards just seem to continue to offer more. My wife and I generated a random event and she asked, "So do we have to follow-up on that immediately?" Nathan Rockwood, in the instructions, suggested a method of determining how impactful random events are and so we drew another card and looked at the difficulty rating, which for us was '3', which we ruled as being less significant to the story. My wife instantly said, "Oh, ok. So we could look into it but it isn't hugely impactful to the story." We also used a similar method when we were investigating a certain item, trying to discern what it meant. We got some information and wanted to see how confident the person was of what he'd given us... again we drew a card and looked at the difficulty rating, which was a '6', and ruled that he knew 60% of what was written down, but that there was more that could be learned.


Verdict:


The deck is awesome. One of the best GM Emulator tools that I've used. It won't replace everything -- we still use Rory's Story Cubes, some directional dice (compass; e, n, w, s/true directional; up, down, left, right), UNE (for generating NPCs), though with that said we still haven't tapped into the full potential of the deck. We could easily replace the directional dice we use with the scatter die found on the cards, NPCs can be generated using the Vice/Virtue and other characteristics on the cards. For names, we could use the name generator though with online tools so handy on devices we opt for using setting specific generators though could use the deck in a pinch or on the road if no devices are around.


The benefits are; less table consulting, greater immersion due to clarified dice rolls only for system abilities (if using a stand-alone rule set -- the only way we've used the deck vs. using the deck as the system), and speed of drawing cards vs. rolling D100s. It's incredible. I highly recommend it and likely will be picking up the other genre decks.


I purchased the DTRPG printed decks and sleeved mine with FFG Standard Card sleeves. It isn't cheap, at $25 or so shipped, but highly recommended and already one of the best purchases I've made when it comes to Tabletop RPGs.
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Don Early
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Discussion  - 
 
Backers by now should know that the PDF of the corebook is now distributed and we've submitted for approval on DriveThruRPG! Can't wait to hear what people think!
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Frank Falkenberg (Zornhau)'s profile photoNicolas Vervoort's profile photoDon Early's profile photoCam Banks's profile photo
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Ben has a little more work to do for us, but Jimmy's clear for script writing. Ben can't draw without the script, so yes. Full speed ahead.
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Don Early
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Discussion  - 
 
I am ecstatic to report that the text for the Demon Hunters: A Comedy of Terrors RPG is complete! This has been a pet project for 2 years and I'm so excited it's nearly done. So we're unveiling the art for our Print on Demand cover. I am so proud of our team. You people are making a dream of mine a reality. Thank you. +Cam Banks +Jimmy McMichael +Ben Honeycutt +Amanda Valentine +Thomas Deeny +Nathan Rockwood +Jamie Chambers +Renae Chambers +Emilie Shimkus 
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Brian Gracey's profile photoDon Early's profile photoCam Banks's profile photoBen Honeycutt's profile photo
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The book is still in layout. My guess is December. 
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Really proud of our team. The Gen Con Beta Edition of the Demon Hunters: A Comedy of Terrors RPG is now available on DriveThruRPG!
+Thomas Deeny +Cam Banks +Jimmy McMichael +Don Early +Ben Honeycutt +Nathan Rockwood  +Amanda Valentine +Jamie Chambers 
Demon Hunters: A Comedy of Terrors Gen Con Beta - It's all true. Every religion, every urban legend, all the folklore. The monsters are real. The gods are real. And you'r
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Don Early
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Discussion  - 
 
Hm... what do you think it should do? Check out the link for the info. https://www.kickstarter.com/projects/deadgentlemen/demon-hunters-rpg-a-comedy-of-terrors/posts/1330721
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