So amazing! We've officially wrapped up this BackerKit campaign, and I just want to take a moment to say thank you for making my next book a reality.
Seriously, I can't express to you all enough my enormous gratitude for your support. Whether you backed the project, shared the campaign with friends, helped spread the word, or simply cheered us on, it means a great deal to me. Seeing other gamers get excited about this project has been incredibly rewarding, and I'm so appreciative of every one of you.
It's been a whirlwind these past few weeks, especially juggling the campaign alongside my regular work schedule, so I'm taking a little time to catch my breath. But I'm also really excited about what comes next and getting THE OVERLORDS OF STEEL into your hands!
A couple of quick things before I go:
First, I'll be enabling the Late Pledge/Preorder Store here on BackerKit in the next few days. So, if you know anyone who missed the campaign but still wants to get in on the action, they'll have another opportunity!
Second, I want to make sure everyone stays informed as we move into the next phase. Going forward, I'll be posting an update at the beginning of each month with news about the project, production progress, and anything else worth sharing.
For now, I just wanted to check in, celebrate this milestone with all of you, and say how much I appreciate your support. It genuinely means a lot to me, and I'm looking forward to sharing the rest of this journey with you. Onward to the next chapter!
We're almost across the finish line! So proud of this BackerKit campaign and what we've accomplished together already. Stoked that you're all making this happen with me. Your support means the world!
Tonight I'll be on Chubby Funster's live stream, IN FOCUS, at 9:00pm Eastern. We'll talk design chops, favorite products, and my future goals. Check it out! (See the link below.)
Thanks so much for believing in me and this product. I'm so excited to get this book into your hands. I think you'll really enjoy some of its cool procedural narrative techniques at your gaming table.
Final push, my Overlords! I'll see you on the beach...
Timed Release #3: Stat Block & Design Reveal of the Great Dragon, J'gulga!
Hey Everyone,
For our third and final timed release, I'd like to share the near-finalized stat block of the great dragon, J'gulga, and explain how this primordial monstrosity affects gameplay and the party's decisions.
"Dragon's Rage," by Gary Trow.
MONSTER STAT BLOCK
This is the book's most complex and powerful monster. I designed J'gulga so that referees can run it quickly at the table. The familiar stat line caps the block, followed by the dragon's offensive options and then its defensive and behavioral traits.
As you can see below, even the highest-level heroes will discover that this creature is not easily killed. To achieve such a victory, the players must study J'gulga, learn its patterns and behaviors, and lure it to a predetermined battlefield that gives them the greatest possible advantage. For example, the dragon always telegraphs its breath weapon by visibly charging during the spell declaration phase.
The dragon's heads are especially vulnerable to a few tricks that can gradually reduce J'gulga's offensive output. Each head the heroes destroy brings them one step closer to permanently slaying the beast.
But even after exploiting these weaknesses and preparing carefully for battle, the dragon can slaughter the party if they suffer a few unlucky rolls.
Several artifacts hidden within the megadungeon of Exesed Mordax can swing the battle further in the heroes' favor. This design encourages players to explore the setting and discover as much as they can about the beast. However, the adventure doesn't force them to do so. That's because slaying the dragon is technically possible without any of these hidden artifacts, leaving each group free to decide exactly how they will bring down the great dragon, and become legends themselves.
The near-finalized stat block.
RUNNING THE DRAGON
Since J'gulga was inspired by Bowser's Fury, I originally designed the dragon around a Fury Die mechanic (a nod to that fun video game). The idea was that the referee would roll this Fury Die at specified intervals, with the results determining how and when the dragon appeared.
But after playtesting, I discovered that OSE's overland travel procedure already demands plenty of rolls from the referee. To cut down on dice rolling and make the game faster and easier to run, I instead incorporated J'gulga's "scenes" into each terrain type's random encounter table.
In Overlords, whenever wandering monsters are indicated during hex travel, the referee rolls on these encounter tables, which produce interesting situations involving creatures, hazards, and inclementweather. Occasionally, they also result in dragon sightings.
This means the referee doesn't need to separately track the dragon's movements. He simply follows the tables while hex-crawling and keeps one (lavishly red, green, or black) bookmark on J'gulga's stat page.
K.I.S.S. principles are the best principles!
LEARNING THE DRAGON
J'gulga appears more frequently and behaves differently in certain terrain types. The players learn information about the beast through NPCs, research, rumors, and (everyone's favorite) direct observation.
If encountered near Exesed Mordax, the dragon brutally attacks anyone approaching or leaving the megadungeon, acting as the city's guardian. The heroes must flee back into the ruins and wait for the monster to depart before daring the long journey home again. Thankfully, J'gulga only strafes the dungeon a few times each day, so entry and escape remain possible even for low-level adventurers.
In the mountainous Spines of Arratan, however, where J'gulga hunts larger prey, the dragon isn't immediately hostile. One encounter describes the PCs spotting 1d3 rocs soaring overhead as if preparing to attack the party, only to notice an enormous silhouette darkening the clouds above. A moment later, the 230-foot-long dragon swoops down and tears into the largest roc with all six biting heads, crashing into the mountainside with its prey and pinning the bird beneath its titanic weight. One of J'gulga's heads snarls at the heroes while the others begin feeding on the thrashing avian. As long as the PCs do not approach or attack the dragon while it dines, it leaves them be.
In other regions, J'gulga flies low overhead and roars as it passes, scattering the party's retainers and horses. The adventurers must chase after their fleeing hirelings and mounts, possibly losing some of them if they fail to react quickly enough.
As the players advance through the campaign, they can use these dragon lore scraps to avoid, fight, or manipulate J'gulga, even steering the beast into the midst of factional enemies and using it to slaughter them. For example, if the players witness the dragon swallowing a glittering chest of gold coins from one of their carts, they might later exploit that knowledge by covering their wagons with thick blankets or tarps to conceal their latest treasure hauls and avoid J'gulga's attack along the road home.
FINAL THOUGHTS
In short, the dragon serves the campaign as both a hazardous environmental force and an end-game party goal. Unlike many adventures, where the villain appears only briefly to monologue in the dungeon's final room, the players feel this Big Boss's presence from the campaign's very beginning. They also have many chances to interact with J'gulga before the final showdown (if one ever occurs).
I hope you and your players find J'gulga a challenging, memorable, and exciting foe unlike any other!
Very Best, Rob, PHP
"Awww. He wants a kiss!" Early concept art of J'gulga's head (inspired by deep sea anglerfish), by Gary Trow.
Timed Release #2: Check Out the New Layout for THE OVERLORDS OF STEEL!
Hey Everyone,
Hard to believe we're already two weeks into this exciting race!
But today's Timed Release is a little different. Rather than revealing maps or features of the setting, I want to show you how I’m planning to present all of that material in the finished book.
Below is an early layout sample from The Overlords of Steel.
Full color artwork will fill the white space. Fonts, sizing, etc. not finalized.
The second 2-panel section that follows TIMEKEEPING shown above.
One of my biggest goals with Overlords is to make a very large sandbox easy to run at the table.
That means the layout cannot simply look good. It has to help the referee find information quickly, understand it at a glance, and move back and forth between description, rules, maps, tables, and gameable details without constantly hunting through paragraphs.
So this new layout is built around a few principles:
Strong visual hierarchy. Major topics, subsections, rules, and reference material should be immediately recognizable.
Short, digestible sections. Longer subjects are broken into smaller chunks rather than buried inside walls of text.
Bolded interactive information. Important rules, terms, locations, and game elements should jump off the page when you need them.
Tables whenever they make information faster to use. If something can be understood more easily at a glance, I want it presented that way.
Rules next to the material they affect. Setting information should not be divorced from the things characters can actually experience, manipulate, or exploit during play.
Two-page-spread thinking. Wherever possible, material will be organized so that related information lives together rather than forcing the referee to constantly flip pages.
The sample here covers Qa’rood’s timekeeping system and its strange celestial cycles. Even something as potentially complicated as a 384-day calendar, two moons moving on different cycles, and recurring mystical conjunctions can be reduced to a combination of short explanations, bolded reference points, and tables that make the information much easier to use.
And, importantly, those details are not just lore.
The strange movements of the heavens have game effects.
A Black Syzygy weakens light and strengthens the undead.
A Savage Moon drives creatures toward violence.
Other conjunctions affect magic, surprise, wandering monsters, missile attacks, and more.
The goal is for the world-building and the game system to constantly reinforce one another.
Designed for a Big Sandbox
The Overlords of Steel is a very large adventure. The book contains a tremendous amount of material for the referee to work with: a vast wilderness, multiple settlements, factions, and dungeons, plus thousands of encounters within the lost city of Exesed Mordax. And I don't want the campaign's size to become an obstacle to running it.
Instead, I'm trying to take the density and scope of a huge old-school campaign and combine it with the kind of modern information design that makes complex material faster to absorb and easier to reference during play.
In other words: big world, small prep burden. That is my design target.
This Is Still a Work in Progress
The pages shown here are an early layout prototype, not the finished book. Fonts, spacing, graphic elements, table styling, artwork placement, and other details may continue to change as the book develops.
But this is very close to the direction I'm pursuing for the final presentation, and I wanted backers to see it while the campaign is still underway, because these Timed Releases are meant to show you what kind of book I'm trying to make. And I think The Overlords of Steel is beginning to look like the epic adventure that I've had in my head for a very long time.
Wow, I'm feeling very blessed, my fellow Overlords!
Not only did we hit our $70,000 funding goal in just 16.5 hours, but we're now officially past the $100,000 milestone and it's all because of you: the 850 incredible Overlords who jumped in during our first week.
It's so exciting to see this project come to life and to see this level of passion right out of the gate!
Thank you all for your steadfast support, for making this launch a massive success, and for helping me keep this momentum going by telling others about the project! It's gonna be epic! I can't wait to share more with you next Tuesday.
It's Tuesday, and we're opening the gates to the very heart of The Overlords of Steel: the megadungeon Exesed Mordax, an enormous lost city buried beneath the wastes of a hidden mountain valley deep in southern Qa'rood. Potent magics and primordial technologies mark this ancient, mysterious place. And today, I'm sharing a selection of its incredible maps with you that were hand-drawn in painstaking detail over the last five years by my friend, the talented Mark Pileggi. As we speak, these maps are being digitally re-drawn in full-color by my little brother, Marc. We hope you like them very much!
Lost City Under the Earth
Exesed Mordax is the principal adventuring site of this mega-adventure book: a vast, interconnected underworld composed of ~30 full-color maps, originally designed by hand at 17" × 22" apiece, and containing well over 1,000 keyed areas.
The megadungeon's ruins descend beneath two surface towers, through buried districts, forgotten complexes, natural caverns, ancient works, and unfathomable regions swallowed by the earth. And the deeper the adventurers travel, the stranger the city becomes.
The diagram below shows the overall depth and structure of Exesed Mordax.
"Megadungeon Sideview," by Mark Pileggi.
The Surface
The ruins begin on the valley's rocky surface. Your stalwart heroes will discover 4 possible entrances into the megadungeon's early levels via the western tower, eastern tower, and an expanse between them containing evidence of a primordial battlefield.
Other secret avenues into Exesed Mordax exist that are not depicted on this map, however, and determined adventurers may eventually find them.
"The White Tower," by Mark Pileggi.
"Jaquays-ed" to be Explored
Exesed Mordax is an interconnected environment containing alternate routes, hidden passages, vertical connections, magical shortcuts, cunning factions, sealed vaults, and technological discoveries that can change the way adventurers navigate this dangerous place.
Within its depths, the adventurers will encounter the mysterious remains of a forgotten civilization: corridors, chambers, workshops, vaults, shrines, and bizarre machines left behind by a civilization whose mastery of arcana and pseudo-science technology far exceeded that of the present age.
As the buried city intersects with the natural world beneath Qa'rood, its passages open into immense subterranean environments: sprawling catacombs, underground waterways, alien caverns, and astonishing rifts. These places have evolved for centuries in darkness, as have their violent inhabitants...
"Level 2B - West," by Mark Pileggi.
Faction Interplay
The megadungeon is also home to multiple competing factions, each with its own goals, territories, rivalries, and ambitions. These groups are not simply enemies waiting in stasis to be fought and killed. Adventurers may negotiate with them, manipulate their fears and rivalries, trade information, strike temporary alliances, play one faction against another, or make enemies whose influence reaches far beyond the dungeon level being explored.
Relationships can shift over the course of the campaign as factions gain or lose territory, suffer setbacks, discover new routes, or react to the party’s actions. Clever players may find that diplomacy, deception, and carefully chosen alliances can be just as powerful as spells and swords.
"Level 3 - West," by Mark Pileggi.
Campaign Variety: The Spice of Life!
But importantly, the complex is not intended to be cleared from top to bottom, room by room, nor is it designed so that your band of heroes must spend the entire campaign exploring its dark halls.
Factional developments in civilization will vie for the players' attention back home, challenging them with new obstacles and compelling goals far away from Exesed Mordax, meaning they don't have to stay in the dungeon all the time. These unscripted events occur organically throughout the campaign.
This intentional design keeps the game exciting and gives players a variety of adventures to pursue and enjoy. And because of this, I think you'll enjoy the final product very much!
So amazing! We've officially wrapped up this BackerKit campaign, and I just want to take a moment to say thank you for making my next book a reality.
Seriously, I can't express to you all enough my enormous gratitude for your support. Whether you backed the project, shared the campaign with friends, helped spread the word, or simply cheered us on, it means a great deal to me. Seeing other gamers get excited about this project has been incredibly rewarding, and I'm so appreciative of every one of you.
It's been a whirlwind these past few weeks, especially juggling the campaign alongside my regular work schedule, so I'm taking a little time to catch my breath. But I'm also really excited about what comes next and getting THE OVERLORDS OF STEEL into your hands!
A couple of quick things before I go:
First, I'll be enabling the Late Pledge/Preorder Store here on BackerKit in the next few days. So, if you know anyone who missed the campaign but still wants to get in on the action, they'll have another opportunity!
Second, I want to make sure everyone stays informed as we move into the next phase. Going forward, I'll be posting an update at the beginning of each month with news about the project, production progress, and anything else worth sharing.
For now, I just wanted to check in, celebrate this milestone with all of you, and say how much I appreciate your support. It genuinely means a lot to me, and I'm looking forward to sharing the rest of this journey with you. Onward to the next chapter!
We're almost across the finish line! So proud of this BackerKit campaign and what we've accomplished together already. Stoked that you're all making this happen with me. Your support means the world!
Tonight I'll be on Chubby Funster's live stream, IN FOCUS, at 9:00pm Eastern. We'll talk design chops, favorite products, and my future goals. Check it out! (See the link below.)
Thanks so much for believing in me and this product. I'm so excited to get this book into your hands. I think you'll really enjoy some of its cool procedural narrative techniques at your gaming table.
Final push, my Overlords! I'll see you on the beach...
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