This week I wanted to provide readers with something of an update on an ongoing campaign of mine. As a lot of folks probably know (because I wouldn't shut up about it for a month or so), my first RPG "Army Men: A Game of Tactical Plastic" was on Kickstarter for the month of May. And while we did reach our minimum goals, we didn't exactly blast our way into the stratosphere like some games have in the past.
So, even though myself and the team behind the game are still hard at work on adding all the spit and polish to the book itself, Army Men is currently on BackerKit for preorder as well! So if you missed out on the Kickstarter campaign (or just didn't have the funds at the time), you still have a chance to help us make a bigger splash with this unique RPG!
Don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! To be sure you're following all of my followables, check out my LinkTree!
Also, since it keeps getting lost in the shuffle, check out my Vocal archive for more articles about RPGs, character conversions, character concepts, weird history, nerdy topics, and more!
What All is Going On?
Readers who are familiar with crowdfunding campaigns likely have all the information they need up there in the introduction, but for those who (like me) weren't familiar with this process, I figured I'd lay things out so there's a clear timeline for what's happening, and so everyone has context for what I'm talking about here.
As I alluded to earlier, Army Men went up on Kickstarter in May so that we could get all the funds we need to complete the game, and bring it to market. It was a hard-fought campaign, and though we fell short of our stretch goals, we did get it funded. That means that, end of the day, this RPG is going to exist... and I think it's going to be a pretty shiny piece of work, if I do say so myself.
If Kickstarter was the opening salvo, then BackerKit is the follow-up charge into the trenches. This gives folks a chance to pre-order the book, and to take advantage of several other options to help fund the project further so we can ensure there's plenty of room in the budget for extras, as well as showing there's additional interest in the game over and above the folks who already pledged in KS. This helps pad the war chest a bit, and it makes it more likely that supplemental material (such as mission packs, GM tools, extra casts, and full game books) will come out more quickly.
So if you missed the initial campaign for Army Men, but you're still interested in getting a copy and participating in the game, don't hesitate now. Pre-order your copy, and help us keep that forward momentum going!
And if you didn't catch the previous articles about this game, and what things I'd like to do with it going forward, please check out the following blog entries and the AMA I did for additional context:
That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!
Folks who have been around here for the past few weeks have likely heard that my first RPG "Army Men: A Game of Tactical Plastic" is now live on Kickstarter! And while I've been talking about the game in very general terms the past few weeks, for this particular Crunch installment I wanted to get into what I did with the game's mechanics. Because while it uses the rules of Dungeons and Dragons 5th Edition as a basis, there is a lot more to it than the basic package you might expect with a standard 5E game.
Let's pop the hood, and see what's going on beneath your top coat.
Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!
Lastly, to be sure you're following all of my followables, check out my LinkTree!
The Origin of "Army Men: A Game of Tactical Plastic"
I've talked about it in a couple of interviews thus far, but for those who haven't caught any of the media I've been sharing around, Army Men was first devised several years ago when I was more or less put on retainer for a new game company who wanted to put together a product they could break into the market with. The head of the company wanted to design something that would appeal to the wargaming crowd, and while they originally wanted something that ran on the FATE system, after a lot of discussion we finally settled on using a system that was going to be more tactical in nature, but which was still going to be simple enough to pull in newer gamers.
And while there were a lot of options available at the time, DND 5E was definitely king of the heap. Even now, post-OGL, it's still a system known to a large portion of the tabletop community. It might not be their favorite game, but it is still one they won't need a crash course to learn how to play. And while this game was originally designed as an add-on for DND 5E, it is now a stand-alone game which uses the parts of Dungeons and Dragons 5th Edition that have gone into the Creative Commons.
However... I felt the need to make additions.
First, Tactical Options
Targets acquired.
As we all know, Dungeons and Dragons was originally inspired by miniature combat games. It's one reason that, for all its story potential, DND (and games that use its various engines) is still a very combat-forward game. The 5th Edition, of course, was a little light on tactical rules... so I felt that should be corrected. Some additions I made include:
- Suppressing Fire: A standard tactic used by modern militaries, this maneuver is a particularly useful in Army Men where it allows you to give your allies cover... but it may be a tactic your enemies use against you as well!
- Taking a Knee: No one stands up during a firefight. Dropping to a knee is similar to going prone, but it only gives you some of the AC bonus. It does allow you to make better use of existing cover, however, and it's easier to get up and run from kneeling than from full prone.
- Flanking: While the 5th Edition of DND rules did have optional rules for flanking, Army Men makes them standard.
- The 5 Foot Step: A rule that was removed for 5th Edition, I felt it was a useful thing to bring back. For those not familiar, it allows someone to take a single, 5-foot-step in any direction without triggering an opportunity attack. This removes the need to spend your entire turn disengaging in case you just want to step behind cover, or give yourself a bit of breathing room before emptying your clip.
- Morale: Army Men has a morale system that takes you from +1 (battle frenzy), to -4 (utterly demoralized). This system provides a fluid way for battle to shift and change, and things like the Shake It Off action can be used to remove negatives from you and your comrades. It also means things like critical hits, and slaying enemy commanders, can have a serious effects on your team's ability to keep fighting.
Streamlined Gear Acquisition and Character Advancement
One of the major challenges that Game Masters have to deal with in traditional DND games is treasure acquisition, and making sure that PCs are properly equipped. This means you need to give them proper amounts of gold, make sure they have proper gear in treasure hoards, and so on, and so forth. Not only that, but if you follow the traditional rules, you also have to make sure your players are getting enough XP to level up, and that they're given the proper number of challenges to justify that reward.
Army Men does away with both of these concerns, in a way that gives more power to Game Masters.
Treasure management is a thing of the past.
First and foremost, Army Men does not have any XP; player characters will level up roughly every 3 missions. This saves GMs and players a lot of headaches when it comes to keeping track of who is close to leveling up, but it also removes the onus to solve problems in a particular fashion so that players will get the points. If they can sneak past periphery guards to steal the documents they were sent in to get without being caught, the mission is accomplished. If they infiltrate a militia as double agents, get everyone absolutely hammered, and then arrest them while they're passed-out drunk, the mission is still accomplished. And if they build layers of booby traps for a nest of Vespoids, and then lead the insects into the maze of tripwires, stake traps, landmines, etc., so that they barely have to pull a trigger at all to win the battle, the mission was still accomplished.
This flexible style also lends itself well to pick-up games, as well as character swaps due to death, wanting to try something new, etc. If someone new shows up (or a player had to make a new character), there's not really a lot of hemming and hawing over adding the new party member; command simply assigned them to the squad, here's their specialty, now shake hands and share your names, you've got a mission to complete.
Secondly, while characters in Army Men may have personal items and gear, a majority of what they're bringing into the field was given to them by the military before they were sent off on their mission. This removes the GM's need to make sure everyone is getting gold and treasure, because the PCs can just fill out a requisition form for the weapons, armor, ammo, etc., they want. But the Game Master can also restrict the gear that's available to add challenge/threat to a particular mission, if they so choose.
The very same mission with the same layout and the same enemies can be a very different game depending on what you allow the PCs to take into the field. If they're going to be fighting waves of Vespoids, but you give them huge belts of machine gun ammo, boxes of grenades, and high-quality armor, then it's going to be a Hollywood blockbuster sort of setup, with bullets flying and bugs dying. But if the PCs have standard armor, limited ammo, and they have to scrounge additional weaponry from the destroyed wreck of a base while avoiding Vespoid patrols, now that mission is going to feel tense and dangerous, with the squad choosing sneakier approaches, conserving ammo, and trying to keep moving.
Guns, Armor, and More!
Lastly, something I tried to do with this game was to try to avoid what's been dubbed the D20 Modern problem. Which is, namely, a game that has page, upon page, upon page of firearms, but where there's no real functional, mechanical difference between most of them. What I wanted to do instead was to present weapons and armor choices that each had their own strengths, unique capabilities, and which will allow players to really customize their characters in meaningful ways.
From plate carriers that can sacrifice a certain amount of armor to negate critical hits, to ballistic shields that can bring an old-world aesthetic to a modern battlefield, to shotguns rammed full of shrapnel to wreck utter devastation on close-range targets, there's all kinds of unusual options for players to play around with.
One shot, one kill.
And speaking of character customization, I altered both the way character backgrounds work, and introduced the Exploits System.
The changes to backgrounds is fairly simple. They still take the same form they did in Dungeons and Dragons 5E, but the difference is that each background gives you access to a specific, mechanical ability, in addition to a bonus exploit. These background abilities might be the power to requisition bonus equipment because you were a supply sergeant, so you know who to make the right phone calls to. Alternatively you might have been an irregular, so you can gain short-lived proficiencies in skills you don't normally have. You might be a spy with a cover identity, or a conscript who has friends in low places, allowing you to call in favors from the criminal elements of the setting.
And what is the Exploits System? Well, for folks who've played older editions of the game, it's basically the DND 3.5 version of feats. For those who haven't, they're a series of abilities that can shape the unique things your character is capable of doing when combined with their class features and background ability. Characters gain 1 exploit every odd level (including at creation), as well as an exploit from their background.
Exploits can do everything from making you better at hand-to-hand fighting, to granting you proficiency with certain types of weapons and armor, to allowing you to speak different languages, or granting you additional skill proficiencies. Some eliminate penalties from shooting from a prone position, while others give you bonuses to resisting fear and maintaining your morale. And by combining these abilities together, you can create a truly unique skillset for your soldier.
We Need You!
If that sounds like an interesting game system you'd like to give a try, back the Kickstarter today! We're 84% of the way to our initial funding goal at time of writing, but we have stretch goals at 10k and 15k that I would love to hit. And the more support this game gets at this stage, the more likely it is that we'll be able to expand and make even more supplements, missions, etc., going forward!
To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.
Over the years various people have asked me why I only make content for existing games instead of making my own game. Well, about 5 years ago I started doing that very thing. Though there have been some ups and downs, today marks the final straightaway of this particular journey, because my TTRPG Army Men: A Game of Tactical Plastic is currently live on Kickstarter!
While I'm trying to spread the word to help it get funded, I also wanted to give my readers a peek behind the scenes to see how the sausage is made, and to talk about the journey that led to this place a little bit. And, of course, to talk about the aspects of the game I think folks will enjoy, should they choose to help make it a reality!
Art by Anonymous Katsudon, found in the Army Men book!
Before we get into the nitty gritty this week, don't forget to sign up for my bi-weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!
Lastly, to be sure you're following all of my followables, check out my LinkTree!
What Is Army Men?
Army Men: A Game of Tactical Plastic is an RPG where you take on the roles of soldiers within the Plastos Federation. You choose your resin (green, gray, blue, red, or tan), your cast (medic, grunt, ordinance, tactician, or scout), customize your backgrounds and abilities, and then you are all formed into a squad sent off into the field. Whether you're exploring the wilderness and seeking deposits of much-needed resources for your home nations, you've been sent to reinforce a battle line, or you're on patrol to deal with the threat of the Vespoids (colossal, insectoid creatures that have put the Federation into a state of constant, military readiness), there's no shortage of threats for your squad to contend with!
Or, put another way, you're all living plastic people in a living plastic world, just trying to survive against the various threats that come knocking on your doorstep.
And to get out in front of several of the questions folks have asked, this is not a Toy Story style situation. The resinous peoples in the game are all human-sized, and the world they live in is written from the perspective of these characters. However, there is definitely a streak of the absurd running through the game that I feel makes it similar to Pugmire in its tone. This gives you a lot of flexibility, allowing you to do big, silly, bombastic stories that just feel like toys fighting each other (and which could just be the story a bunch of kids are making up around their games of plastic, backyard warfare), but you can also run tense survival-horror scenarios, stories about the scars of war, or anything else that your table can think of!
What About The Mechanics?
Army Men's engine uses the parts of Dungeons and Dragons that went into the Creative Commons recently, with a lot of tweaks and changes to help make it into a more tactical game. For example, there are additional options one can take during combat regarding cover, laying down distracting fire, and even shaking their comrades out of shock and fear so they can keep fighting. There's also 5 resins to choose from for your character, 5 casts (classes), along with 3 separate paths for each cast. There's also a bunch of fresh backgrounds, as well as the Exploits System, which replaces feats, but gives everyone a wider choice of abilities, and characters gain 1 exploit every odd-numbered level regardless of which casts they're choosing.
But wait, there's more!
Not everything in Army Men is about added complexity, though. In fact, there are a lot of mechanics in it that have been streamlined, simplified, or outright chucked out the window so that GMs and players don't have to deal with them anymore.
As a for-instance, this game has no XP; players simply level up after completing a certain number of missions. There's also no treasure to balance for the GM, because characters are all members of the armed forces; you requisition your equipment before you're sent into the field. That means you have the ability to give them as much (or as little) as you want to directly affect the challenge of the mission. There's also simplified rules for ammunition tracking, including the Hollywood Guns feature for folks who want to run a game that feels more like The Expendables or one of the later Rambo films.
Is There More Coming?
The Kickstarter for this game is set at $6k, but we do have some fun stretch goals in place. As Josh Heath said on the Dads With Nerdy Ambitions podcast (Steve Plays With Army Men is the episode), at $10k we're going to offer a d20 set of dice in the traditional, army green with gold numbers to ensure you've got your standard-issue polyhedrals by your side. And if that wasn't enough, at $15k the stretch goals will include an option for an ammo can to keep your materials in so that you're ready to rock whenever it's time to go on your next mission.
But what's coming down the pipe?
While the core rulebook for Army Men gives you everything you need to play the game, including a starting mission module, my hope is that this is merely the first step into a much larger world. I currently have ideas for a lot of extra content, ranging from missions Game Masters can run their players through, additional antagonists for the setting, expanded weapons, gear, and even advancing the meta story beyond the initial Vespoid conflict.
However, a lot of that is going to depend on you, the folks reading this right now.
The game is an all-or-nothing Kickstarter, meaning we need to at least hit the initial goal to make it happen. However, the more funding it generates, the bigger a message it sends to High Level Games that this is a good investment, and the more time it will buy me to put out additional content going forward.
The initial game took me roughly 2 years to write all the content for, because I had to squeeze it in between all the other TTRPG projects that were actually paying my bills. But if I could dedicate a lot of time and energy to expanding the setting, and adding new elements, folks would see follow-up projects coming to market a great deal more quickly. And, of course, if we had a bigger budget that would mean we could reach out to other creators, and put teams to work on future installments rather than keeping things small and controlled as we did with this initial game.
So, if you made it this far and Army Men sounds like a game you'd love to play, go back the Kickstarter today! Additionally, consider sharing the campaign on your social media pages, in your groups, or just telling your table about us... any and all help is greatly appreciated!
Like, Follow, and Stay in Touch!
That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!