DINO-PIRATES OF NINJA ISLAND
The Legend ARRIVES: At last she appears! THE SLAVE QUEEN OF THE RUINED CITY makes her long-anticipated debut in the first-ever "official" DINO-PIRATES OF NINJA ISLAND product -- a True20 adventure of 32 jam-packed pages, overflowinig with the pulpy goodness you'd have come to expect from Scratch Factory were we in the habit of releasing stuff.
Previous Output
Although Scratch Factory hasn't produced much yet, Corey has. He's the evil mastermind responsible for the following popular products:
Fire and Brimstone: A Comprehensive Guide to Lava, Magma and Superheated Rock -- SammichCon Publishing is the real force behind this baby, as notables from around the gaming world come together for the first-ever all-lava, all-the-time product that really delivers with the ooey gooey lava action.
Hot Pursuit: The Definitive d20 Guide to Chases -- One of the most popular releases ever for publisher Adamant Entertainment, this brings the action-movie aesthetic to the d20 chase scene. There's also a supplement to handle foot chases.
Gun Fu: Balletic Ballistics -- Speaking of the action movie aesthetic, Gun-Fu provides its most complete realisation in the d20 genre. One user called it, "The first d20 game that I'd consider using in the genre rather than my beloved Feng Shui." Heady company, indeed.
Free Stuff
With the power of the Open Gaming License (and a little help from Creative Commons), we are able to offer the following cornucopia of ABSOLUTELY FREE products -- it's amazing! Colossal! Uncanny! So help yourself and enjoy.
True20 Screen Damage Condition Chart: The True20 Narrator's Screen is almost perfect. Print this guy out, tape him over top of the existing "Concealing Items" chart, and the most important chart in True20 is at your fingertips!
True20 Prehistoric Bestiary: 25 unique, fully statted monsters from the headlines of paleontology. Creatures never before represented in True20 format, with dozens of full-colour illustrations, a half-inch scale battlemap ready for use, and notes on DINO-PIRATE dinosauriness. Full of good.
True20 Ship Combat Rules: Mostly developed by True20Chick over on the True20 forums, cleaned up by yours truly and now available for you. With some added DINO-PIRATE goodness, just to give it that "frisson" of excitement.
The Infamous Swashbuckling Cards: born out of a long-lost ENWorld.org thread, newly updated and polished -- ready for use in d20, True20 or just about any other type of 20-style campaigns. Bring wacky hi-jinks to your game. Because, uh, why wouldn't you?
And now a full-blown character sheet for True20 players. Takes care of the niggling issues on the "official" sheet without changing the layout much, but includes some new handy stuff -- you can note your adept's increasing Fatigue Save penalties under the "Fatigue Save Modifier" header, and there's slots for Power Bonuses and Power Save DCs. Also a handy key to keep track of which powers require concentration, maintenance or mental contact, and which are fatiguing. Also has a slot for Grapple Bonus, which is one of those numbers I always seem to end up using more often than not.
True20 NPC Record Sheet: A handy sheet for True20 GMs to record and track significant NPCs on, including damage and fatigue tracks. Print 'er off and fill 'em in!
The Modern System Reference Document: All the rules of the Modern d20 game, ready and waiting for you.
Hot Pursuit Tables: All the key tables and charts required to run Hot Pursuit chases in vehicles or on foot, brought together in one easy-to-print PDF for your convenience! Note you'll need the Hot Pursuit rules to use these tables. Not giving away the WHOLE THING, here. Still, pretty nice of me.
The Peking Opera House: This four-page PDF is a 1"-scale battlemap for use with 25mm figures, illustrating a typical opera house in the Peking style, with high beams to balance on, tables to jump up on, benches to throw and trap doors to crash down through. It's almost like fun, on a page.
The Teahouse: this PDF is another figure-ready battlemap, illustrating a classic teahouse for kung-fu mayhem to take place in. It also includes a batch of rules suggestions for improvising weapons in a d20 world.
With a Bullet: this is a full-size adventure I did to go along with Gun-Fu: Balletic Ballistics. Give it a read; it lets you know what the game is like and is funny, too. Funny ha-ha, not funny strange.
Complete Portfolio
If you really want to know, here's a complete list of our game-related products and development.
Dino-Pirates of Ninja Island

In the words of the founding genius, JPL:
Ninjas, pirates, and dinosaurs. A fantasy Asia, filled with warring island nations. Samurai mounted on domesticated raptors. Bigger dinosaurs hunted by quasi-Polynesian tribesmen. Dueling factions of shadow warriors. Privateers and bucaneers battling the servants of the Imperial Navy. Fallen kingdoms deep in forgotten jungles. And I call it...
DINOPIRATES OF NINJA ISLAND!
Scratch Factory is your as-official-as-this-sort-of-thing-allows home for all things DINO-PIRATE. The first product, an introductory adventure (complete with sample PCs, all ready to go) has already been released: THE SLAVE QUEEN OF THE RUINED CITY. This adventure showcases many of the key themes and ideas of this fantastic pulp adventure setting, including all the basics of any DINO-PIRATES adventure:
- Dinosaurs
- Pirates
- Ninjas
- Monkeys
- Robots
It's all there, we promise! And we assure all customers that we will hold to this list of essential ingredients, and that every DINO-PIRATES adventure ever published by us will include every single one. That's a promise, kids, and you don't get many of those you can count on in this world.
Latest Notes
Some commentary on gaming we've posted recently:
Why Games Make Crappy Stories
I mean, the game was probably lots of fun, and the writer was reasonably talented, so it was acceptable as far as all that goes. But it was rock-solid dull. No amount of wit or adventure could save it from its own inherent dullness.
I struggled with why that might be, and realised that in the story, our hero had no interesting relationships with other characters. The story was really just a recounting of one person's accomplishments or failures, whatever those may be, but with no sense of who mattered to this person. There was no sense that and of this person's relationships had the potential to transform the character.
And great stories are exactly about that: about transformative relationships.

So then, why so many crappy stories?
Relationships are really really really hard to model in a game -- especially a game where the modelling focuses much more on either physics or narrative structure (narrative being the darling of the current crop of game invention). But relationships are first of all, much more complicated than either phsyics or narrative. People are complicated, and nowhere more so than in how they relate to other people. Our feelings for others are so often a tangled ball of emotions and experiences and expectations that even the simplest, most mundane relationships can explode unexpectedly.
Second, and perhaps more important, playing relationships at the game table can be pretty awkward. Especially if you want to get to the kinds of emotions that drive fantastic stories. Imagining trying to play out Hamlet vs Gertrude with your buddy. How could you possibly play all the conflicting and horrifying emotions that are rocking those two people in that scene? Just even describing such things is going to be hard and weird.
And yet, stories that don't push the characters' relationship to the edge are stories that don't much grasp hold of the reader.
At the same time, most games reward individual success more than group success -- whether through the acquisition of experience points or wealth, and the then game-significant impact of those rewards. In most games, the best policy is to play a heartless psychopath who unthinkingly betrays his colleagues. You're more likely to end up with a powerful character if you take that approach, at least, so having your character possess strong connections to other characters is disincentivized.
So, there's no hope? Games can only produce crappy stories?
Not entirely. I've been in some games that have included potent relationships -- mostly between characters who are friends, and then an opportunity for one to let the other down emerges, and tension ensues.
This is one of reasons I like character generation systems that encourage connection between characters prior to the game beginning. A group of characters who are all old friends, or at least part of a larger group of friends or relations, makes for more immediate drama right off the bat.
Take for example Joshua's latest Freeport game: the characters include Ricardo the suave womanizer and his long-time partner in crime, Lash the greedy hobgoblin. These two have stuck together through thick and thin, and just having that decision made ahead of the game helps to defuse the Heartless Psychopath type of characterization. Another pair of characters in the game likewise started out with a past, and unsurprisingly, the party is partly split into these two groups. So it's an interesting dynamic from the get-go, and there's opportunities for further interesting things to happen.
This was my favourite thing about Spirit of the Century -- the idea of having the characters all assembled via a series of pulp novel blurbs is sheer genius. So of course I stole it for DINO-PIRATES OF NINJA ISLAND.
Are there other mechanics that can successfully model the sorts of intense relationships that characterize great stories?
Photo by Dimitri Castrique
RPG Theory: Episodic vs. serial format
Episodic: This is like a classic TV show. Each episode is a self-contained story arc, and events in one episode have little to no impact on what comes in subsequent episodes. Like The A-Team or Knight Rider (to use some examples from my childhood) if you missed an episode or two (or more) it didn't really matter, as long as you knew who the characters were, what the basic premise of the show was, and a few other key things like that.
Using this model for roleplaying games is a nice one, especially if 1) you're using published modules that don't necessarily have any linkages between them, and/or 2) characters (and possibly players) have a tendency to come and go, and the same cast of characters can't be counted on to be integral to each episode. I.e., if you've got someone who's attendance is spotty because of a difficult work schedule, working his character in on the nights that he's available is easy if you follow this model, as is assuming that said character simply isn't available on nights when the player can't make it.
Serial: This model, on the other hand, assumes that the campaign is one, giant narrative arc. Much more "real life" in feel, it's not broken up into discrete episodes, and stuff from the very beginning, or anywhere else throughout the campaign can be relevent throughout. This model isn't really well represented by other media, although shows like Lost or Alias probably come closest, since the "episodes" are discrete broadcasting chunks, but not necessarily episodes in the classic sense, with a discrete beginning, middle and end. This campaign model is best suited for very regular play with very regular players who really enjoy the unfolding narrative over time. As with non-episodic TV shows, if you miss an episode, you could be in trouble and quickly fall behind, becoming confused by the narrative flow that's gone on without you.
These two models are really the endpoints on a spectrum, though. I'm going to suggest a hybrid model that leans somewhat towards episodic campaign play, as the ideal model for most groups to adopt. While I'm at it, I'll add a few tips on how to mix and match a few of the good points of each opposite end of the spectrum to improve the experience a bit. Feel free to chime in on what you like and why; i.e., what strong and weak points does each model have, and how they can be improved.
Hybrid (episodic): This type of campaign is characterized by a strongly episodic nature, yet it does have some elements that tie the episodes together more tightly than merely repeating the same characters over and over again. Some examples from recent fantasy literature include Harry Potter and the Dresden Files; each book is self-contained, and includes its own major conflict, climax and denoument, but at the same time there is a thread of "metaplot" that goes through each episode; it's not recommended that you miss one or pick them up out of order, for instance, although if you did you could stumble through it OK.
This is a good model for, again, the group that doesn't always have the best attendence. For most adult gamers these days, that probably means you; real life and outside obligations tend to make the regularity of gaming sometimes spotty for folks, especially as they pick up careers, families, etc. The secret to making this work well, I believe, is to allow the episodic nature to take the forefront, but make a few recurring villains or conspiracies pop up from time to time. Don't be subtle with these references, as time and occasional missed sessions by some players may not make subtle ties evident. Have an end-game in mind for some point down the line, although that doesn't mean you need to be in a hurry to get there. As you approach this endgame, you can have threads start to come together and wrap up; in the meantime, feel free to let them dangle until you figure out what to do with them. Despite that, the "main" action of each episode needs to be under better control; I prefer to give these episodes a kind of narrative structure, with defined acts that are characterized by their place within classic story structure; i.e., a beginning, a period of rising action/tension, a climatic resolution to the main conflict of that episode, and a small denoument that closes out the episode, ties up loose threads that aren't meant to carry forward, and points a bit towards whatever action might be next on the horizon.
Adventure Paths, as published by Paizo, could be a good example of this. Each adventure is an "episode" but you're not really expected to play them by themselves; they fit into a greater framework made up of the entire adventure path together.
In theory, you could also do a hybrid (serial) which leans more towards the serial model, and which might be more appropriate for a game in which attendance is not a problem, and you play often and frequently. However, I think you still do things basically the same way in that regard, with just a decreased emphasis on "closing out" episodes. In fact, I think most of the campaigns I've run probably approximate this model more closely than hybrid (episodic), but my group has frequently been dogged by attendence issues; we don't always have exactly the same crowd every time we play, and it's not infrequent that the time between sessions stretches beyond two weeks. I think this has made running that kind of game more difficult for me, so I'm leaning more towards "closing out" each session (or two together, tops) as a kind of episode that still feeds into a greater, bigger plot, but which has a greater degree of closure at more intervals than what I'm running now.
So any tips from the peanut gallery on how to maintain that great X-files esque conspiracy model with a greater story emerging from play over time, yet with more discrete episodes, I'm interested in hearing it.
RPG Theory: Techniques from other media
In spite of the fact that I hadn't really intellectually grasped that simple concept, I clearly had intuitively done so, because I'd done something similar in a crude way. Many TV shows with a horror vibe, like X-Files or Supernatural tend to start each episode off with a character who gets killed prior to the opening credits. I actually did this once in a campaign; the players had all made their characters, but rather than start playing with them right away, I gave them some temporary pregens. They I proceeded to kill them with a supernatural evil NPC that had very distinctive physical features. What the actual player characters later met this NPC, it worked wonders on the players themselves.
I Screen, You Screen
DM screens are a staple of many game systems, and even though I rarely have papers or anything I want to hide from my players, I love those folding cardstock thingummies. One of my favourites of recent years is Green Ronin's Narrator's Screen for True20. It's attractive (without goofy illustrations on the front (although I'll admit, the illos on the old-school screen (at left) impressed twelve-year-old me)), and the design is well-laid-out and it's made from extra-sturdy cardboard so it doesn't get as flabby and useless as some other screens I've made use of over the years.But as I pointed out a while ago, it lacks at least one basic necessary for smoothly running True20 (damage conditions). And as a screen for running the rambunctious sort of game DINO-PIRATES OF NINJA ISLAND is meant to be, it's missing a whole pile of stuff.
So I've created a bodgery of a document that you can print off and use to update your True20 Narrator's Screen. It includes tables for the revised rules around Stunts, Reputation, Scenes, Minions and more! Just cut out the little boxes and tape them over the boxes indicated on your Narrator's Screen, and hey presto! You've got your own perfectly-arranged DINO-PIRATES OF NINJA ISLAND Narrator's Screen.
Download now!

