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DANY FRANCIS

Game Designer

Menu + × expanded collapsed
 * Blog
 * Portfolio


ROLL20 MARKETPLACE ASPIRATIONS

Hello friends! Your favorite designer is back again with more tales from
quarantine. Today, I’ll be discussing Roll20’s marketplace and my personal
aspirations to become a Marketplace Creator!

As many of you may or may not know, Roll20 is a digital tabletop for TTRPGs.
I’ve been using Roll20 since my introduction to Pathfinder in 2013, and I have
easily invested over a thousand hours on the platform since then. That
Pathfinder game was my first exposure to TTRPGs, and thank goodness for it! That
one game has altered the course of my game design experience dramatically,
leading me to today.

Very recently, I applied to become a Roll20 marketplace creator. When I was
younger, I had assumed that the marketplace was only open to “official”
companies such as WoTC, Paizo, and other big names in the industry. It was only
in the past few weeks, when browsing the store, did I realize I was not
recognizing many of the creators of the items I was inspecting, and that many of
these creators were just individuals under pen names! I quickly scoured the
internet for clues on what was going on, only to realize I had been wrong, and
that anyone can post on the marketplace after getting approved by Roll20.

Seeing as I have an extensive collection of battlemaps/worldmaps already created
and in production, I saw it fit to begin the approval process. The folks over at
Roll20 were extremely kind and responded quickly to any questions or concerns I
had, and even invited me to a creator-only discord! It felt as though I was in a
secret club. I think my favorite part of this process was their initial
correspondence, where they stated that my work was of extremely high quality, so
they saw no issue granting me creator status. That definitely feels good as a
budding designer!

After becoming an approved creator, the task of creating an item and posting it
to the marketplace was next. While not difficult, it did require that I flexed
my photoshop muscles to create a cover image, as well as come up with a name
that I would use on the marketplace. Thus, Ironstone Press was born!



I had difficulty selecting between Ironstone Press and Sandstone Press, as both
definitely have their appeal. Who knows, maybe Sandstone Press will become a
sister entity!

Now, I had no assumptions on how successful my product would be. I figured that
I would post it and add it to my resume as another portfolio piece, but I
quickly began to make sales, with no marketing from myself! That was definitely
a moment of pride for me. It was nice to know that Roll20 customers are seeking
high quality battlemaps, and that the time I invested working on the lighting
and alignment of these maps was not gone to waste.

If you wish to check out the map pack for yourself, find it here! If you do end
up purchasing the product, please let me know your thoughts! If you have any
ideas for battlemaps or would like someone to create a map for you, please reach
out! I would love to create a tailor-made map!

Well, that’s all for today friends. Please have a good one, and I hope you
enjoyed reading! Happy designing, and have a great day! Until next time!

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Posted byfrannydancisApril 25, 2022Posted inUncategorized


WANDERER’S GUIDE TO PROSGIA


POSTMORTEM & REFLECTION

Hello friends! It’s with excitement and eagerness (don’t those mean the same
thing?) that I am writing to you today! It’s been about a week since I wrapped
up my game design capstone project, and I would like to share it all with you!

Firstly, here’s a marketing blurb:

Wanderer’s Guide to Prosgia is a brand new setting, compatible with the 5th
edition of the world’s most popular RPG! Wanderer’s Guide to Prosgia introduces
new character options, spells, magical items, devious creatures, and an
elemental desert setting to experience it all in. 

I pitched Wanderer’s Guide as a D&D project, as I had wanted to utilize the 5th
edition rule system to create a oneshot and further my TTRPG design skills.
Having created Acolyte and my yet unreleased solo project, (be on the lookout
for more 5th edition content on the horizon!) I wanted something a big larger in
scale. This required a team, and thus I elected to open my project up to
collaborators.


INITIAL STAGES

When pitching the project (see the pitch deck here), I had a set amount of
deliverables that I wanted to succeed in creating:

 * 10 Items
   * Art for 4
 * 8 Spells
 * 4 Monsters
   * Art for each
 * 2 Subclasses
   * Art for each
 * 4 Battlemaps
 * 3 Backgrounds
 * 1 City Map
 * 1 Adventure Module Manuscript

In a project group of 10, with 5 writers, 4 artists, and a producer, this list
of features proved feasible, but not without some compromises. Right off the
bat, we had to eschew the city map for instead a regional map.

Regional map of Prosgia!

Personally, I think that this was a warranted change. Providing a regional map
allows for more varied adventures, as we can list things on the map that we
haven’t necessarily written content for. The Verdant Divide is one such
location.


INITIAL CONTENT IDEATION

It was my impression that it would be easiest to complete our tasks if we worked
our way through the list from least amount of work required to the most amount
of work required. Spells, items, and the early stages of monster ideation were
first off our list. Sketches of the items and monsters were completed by the art
team in record time.

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These artist sketches quickly motivated us during the early stages of
development, as this made our goals seem like tasks that were very much
achievable. Each writer was tasked with designing two items of their own as well
as drafting up spells. Writers who were well versed with the 5e ruleset took on
multiple spells.


MONSTER CREATION

Monster creation began in earnest after the items and spells were completed and
playtested for any strange behavior. We recorded these playtests and had them
edited down in order to narrow down our footage to the core pieces of feedback.
More on playtests soon.

Monsters were something that every group member was involved in. Artists were
encouraged to sketch designs that they wanted to see, and writers were
encouraged to create statblocks for theoretical creatures. This two-pronged
attack into this task proved fruitful, as we had plenty of ideas and sketches to
begin refining our designs.

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These monsters were quickly statted out by one of our writers, and then
immediately put into playtests! We had one or two playtests each week, which
were each incredibly helpful in terms of refining our work. The monsters shown
above went through several changes, none of them major. Number tweaks, slight
ability changes, and slight design changes were all included in the process of
refining our designs. However, we wanted to maintain the identity of the initial
designs as that was what we had fallen in love with in the first place.


LORE & INCLUDED ADVENTURE

After finishing the spells, monsters, and items, we had the task of writing lore
for our region as well as creating a oneshot that introduced players to it. At
this point in time, the writers that were comfortable with the 5th edition
ruleset quickly got to work on creating the oneshot narrative and skeleton. The
remaining writers were set to creating lore. World information such as points of
interest, political intrigue, wildlife native to the region, cultures of the
region, and other relevant narrative information was done tangentially with the
oneshot as to make sure no text in our manuscript overwrote or invalidated
another piece of writing.

For ease, the oneshot was based heavily on my previous piece of work. While not
identical, a keen eye may notice similar language and narrative beats. Done
ultimately for scoping reasons, this decision helped make sure that we were able
to complete our proposed feature list without having to compromise too much.


INDESIGN AND MIGRATION

The oneshot (and the rest of our writing) initially was conceived as a skeleton
that lived on Google Docs. After weeks of editing meetings, about halfway
through the project we began to migrate our work to an InDesign file. This file
became our new master document. Everything from our drive was migrated over the
course of several weeks. No small task, this migration had to be done slowly and
with care as to make sure no errors were created in the process and to make sure
that no writing was left behind.

While this decision is one that had to be made eventually, it was done too
quickly for this project. In hindsight, moving our work to a local file made it
quite difficult for editors to edit their own work, and thus put a heavy weight
on those who elected to edit. The collaborative tools on Google Docs were
heavily missed. While InCopy exists and we did attempt to use InCopy for our
editing needs, it proved much too complicated to onboard our group members in
the short amount of time we had. Our band-aid solution was to meet several times
a week and to confirm that everything was in our document by the writers who
wrote the content. Typos and grammar errors were difficult throughout the entire
process, and finding each one proved difficult. We found one after our launch
even, that we quickly patched.


PLAYTESTING

The elephant in the room for TTRPGs, playtesting is difficult. Playtesting video
games is difficult enough already. Onboarding playtesters into a virtual
tabletop and attempting to run a playtest in under an hour is not feasible,
period. Finding new playtesters for 5th edition games was something we had
difficulty with during the entire process of our development. It often fell upon
us to test our content in-house, and while those sessions proved useful they
also were not as valuable as random playtests. While Roll20 is a powerful tool,
the new player experience falls short through no fault of their own; it is
difficult to onboard a player onto a TTRPG and doubly so for a virtual tabletop.

The few playtesters we did manage to corral were excellent and provided amazing
feedback that informed our designs much more than we could have on our own. It
is a regret of mine that we did not manage to get more playtests. If I were to
do this project again, having a list of playtesters ready to join us (including
recurring testers,) would have proven useful for us in the process.


LAUNCH AND GROUP MEETING

As we reached the due date of our project, we felt very confident. We had
finished our work a week and a half before schedule, resulting in a comfortable
amount of time for us to polish and make any final changes.

To commemorate this launch, we decided to finally meet in person! You heard that
right, we were working remotely on this project the ENTIRE time!

From left to right: Avery Knowlton, Dany Francis (me!), Ethan Michaels, Autumn
Wolverton, Matthew Hamm, Stan Caldwell, Ethan Chen

It was an incredible delight to meet our team in person. We spent this time
playing our own game, with Ethan as our DM!


CONCLUSION

All in all, this project was my happiness for quite some time. I am sad to see
it end, but I am so proud and happy of the work that I and my group members did.
It was an incredible experience to lead this group, and it was beautiful to
watch our work get refined and molded into something greater.

If YOU want to read Wanderer’s Guide, check it out for free here!

Thank you everyone, and until next time, stay safe and happy gaming!

Posted byfrannydancisMarch 15, 2022Posted inUncategorizedTags:design, dungeons
and dragons, Entertainment, Game Design, Gaming, mission design, quest design


WRITTEN IN INK

It’s been a while my friends! I’ve been swamped with work for my Senior Capstone
class! Today’s post is about Ink and learning new software. Ink, “A Narrative
Scripting Language For Games,” is an extremely powerful tool for creating large
narratives. Introduced to me through my capstone, I found Ink to be frustrating
at first and then quickly more useful for my purposes than other narrative
design software such as Twine.

While Twine allows you to visually represent all your work so far in different
passages, it quickly gets out of hand for complicated narratives with lots of
branching. The recent addition of a toolbar in the Twine interface is extremely
helpful and powerful for new users, allowing them to create complicated
narrative states without needing to know much programming. I use the term
“much,” because some knowledge “under the hood” is necessary if you want to
create more than something extremely basic in Twine.  I am not trying to knock
on Twine, Twine has been immensely useful for me in terms of growth and learning
narrative systems, as well as being able to visually see how my nodes connect.

Ink, on the other hand, breaks down the game into multiple files that interact
with each other, with a single file being the main ink executable. This allowed
for extremely modular design, as well as being able to test certain sections of
the game quickly and easily. The Ink interface is quite powerful, and the
simplicity of the language allows for diverse and interesting prototypes to be
created in a short time span.

I used Ink in collaboration with five other writers, each taking our own file
and mashing them together to create an amusing and compelling narrative about a
health inspector inspecting the whimsical death of the Headmaster. If you want
to try my game, please see this google drive! Download all the files, place them
in the same folder, and then open up index.html! In this project, I wrote the
Chef scene and the introduction, the rest of my group worked with the other
characters, so prepare for sudden and abrupt style changes!

That’s all for this post. Thank you for reading!

Posted byfrannydancisOctober 19, 2021December 6, 2021Posted inUncategorized


SUMMER PROSPECTS

Having just moved about 500 miles, one of the first things I wanted to get right
back to was game design. Before moving, I had began tentatively working on a
personal project relating to D&D. My current project’s roots can be traced back
about a year and a half, when I first purchased Dungeondraft and began to run my
own game. It feels as though the year of using the program and running my
homebrew/5e game definitely prepared me well for formalizing the process.

For now, just be ready for something possibly releasing towards the end of the
summer! A one-shot maybe? Perhaps for the 5th edition of the famed Dungeons &
Dragons?



Here’s a tease of the cover. Hopefully in the future, I’ll have a bit more to
share with you. For now, I want to leave you all with a bit of mystery! Beware
the Inn on Raven Hill

Posted byfrannydancisJuly 5, 2021Posted inUncategorized


ACOLYTE POSTMORTEM

                My initial designs for Acolyte were inspired by a lack of
creative freedom and frustrating in the game that I was playing at the time:
Pathfinder. Pathfinder, a system that rewards players who spend plenty of time
reading up on rules and mechanics and feats, can be frustrating to play if you
want a character to be more of a “jack of all trades,” as Pathfinder heavily
encourages you to specialize. This frustration made me want to create something
that allowed freeform gameplay, without many restrictions on what the player can
do. If they can think it, they can try it.

Acolyte on the front of the New & Popular section of Itch.io

Acolyte was also heavily inspired by Lasers & Feelings, which I had played for
the first time only a week or two before writing the first draft of Acolyte. I
borrow a lot of design elements from Lasers & Feelings, namely the adventure
creation table as well as the dice rolling mechanic. These two in tangent made
it easy for quick and fun games to be created, albeit ones that focused heavily
on player improvisation rather than structured gameplay.

My frustration with Pathfinder and the joy that I found within Lasers & Feelings
worked their way into my designs in the form of slightly nudging the players and
storyteller to let loose a little bit, and to not take it too seriously. A sort
of light-hearted tone that could still service as a method of delivering the
instructions to the player is what my intention is with the prose of the game.
The art, drawn fantastically by my friend Sam Mercado, also aids in this purpose
with comedic and cute images adorning the pages of the game.

Dice rolls, the unknown, and wizards! What’s not to love?

I am quite proud of what I created. It made it quickly to the top of the
physical games list on Itch.io. It additionally has already turned a profit (my
first game to ever do so, by the way,) and the support I received during the
launch was phenomenal. Acolyte turned out exactly as my vision of it was, and
that makes me happy.

My only gripe with Acolyte is that I know I could have encouraged more player
cooperation. A suggestion that was posed to me was to include a form of casting
spells that required players to roll dice together, and while it is something
that I enjoy the theory and fantasy of, translating that idea into game
mechanics turned out to be a harder task. If I were to go back and do this
project again, this, alongside some other minor tweaks, such as spicing up the
adventure creation table or even including themed tables, are what I would
change.

Thank you all for reading, I appreciate all of your support, and I can’t wait to
write even more games for you all to play!

Have a good day, Acolytes.

Sincerely,

Dany Francis

Posted byfrannydancisMay 22, 2021Posted inUncategorized


ACOLYTE

Hello again! This time, I’m very excited to share with you the release of
ACOLYTE! My indie TTRPG! Here is the marketing blurb:

Acolyte is a collaborative tabletop role-playing game, meant to be played and
enjoyed by anyone and everyone. The players take on the roles of Acolytes,
apprentice wizards on the cusp of graduation from the WIZARD ACADEMY FOR NEW
WIZARDS as they set forth on their final quest before becoming proper
spellcasters.

Sound like a fun time? Well it is! Grab a few friends, pull out your pencils,
and start casting! You can find Acolyte on my itch page here. Thank you all, and
happy gaming.

Posted byfrannydancisMay 8, 2021Posted inUncategorized


BATTLEMAP ITERATION

Welcome friends and strangers alike to a new post by yours truly! Today I’ll be
talking about my battlemap escapades and what I have learned over the past few
months while fiddling with Dungeondraft, a piece of software I’ve touted in the
past as one of the best map-creation tools for TTRPGs. Spoiler alert, it still
is.

To begin, let’s take a look at one of my first maps: the town of Islesbury.

Old and dusty!

While I am not disappointed nor am I ashamed of this battlemap, there was a lot
I could have improved upon. A few things of note being: the walls appear to be
floating on water, I’m not sure if this is how walls work! The city buildings
also appear under-water in the sections of the town that the water cuts through.
The fields around the city also appear quite barren, when I really wanted to
convey the density of the forests as well as the farmland.

At this point in the story, Islesbury was still a human civilization, not yet
raided by my beast-folk players and their army. While the map gives it the
illusion of it being quite a large city, my intention was that it was a small to
medium size city.

These were my grievances with the older design of Islesbury, and now that my
players have betrayed their own army (insane, isn’t it?) they are preparing to
take it over again, with the help of another force. Unbeknownst to them, while
they were out adventuring and away from home, their city was raided and taken
over by an foreign invasion force. The following map is this re-imagining of the
city, and one I am quite proud of. (At least, currently.)

New and improved! [45×35]

Now, this is a city map! Farms on the outskirts of the walls, the small hints of
snow to foreshadow the White Dragon that has been stalking my players (of
course, they betrayed the dragon, and killed one of its spawn,) the river
passing through the center of town. It is what I imagined Islesbury looking like
in my head those many months ago, I simply lacked the skills and technique to
make it a reality.

The overworld of Islesbury is not the only thing that got a makeover. If you
remember (or if you’re a particularly perceptive individual,) you might have
noticed that I posted a battlemap for this town at around the same time I
created the map.

Old, and dusty!

Now this battlemap… is not as easy to sing its praises for. It is quite barren
and… flat. While it served its purpose at the time as a quick battlemap, I knew
that I needed to give it a makeover as well.

New, and improved! [35×20]

This new battlemap is much more what I had in mind when creating the previous
one, and again thanks to my newfound skills and techniques I discovered, my
favorite of which is double-walling my buildings in order to make them a bit
thicker and more natural, I have managed to create something I am proud of. This
map is much more dynamic, and tells a story. There is a blacksmith, a baker, a
musician, as well as a building filled with broken glass and pottery,
representing the history of the town.

Although the building on the right is empty, it is there mostly for dynamic
lighting and to fill the space. A keen eye will notice that there’s no way to
actually enter the building, and this is intended.

Overall, I would say one of the biggest things I’ve learned in Dungeondraft and
map-creation in general is the following: add more clutter. Make the map feel
alive. Take a look around your room and recognize all the clutter there is.
There’s probably a desk of some sort, a bed, perhaps a drawer or shelf of some
kind. Put these in your maps!

I have also learned to start small and then expand. When I first began, I wanted
to create these large sprawling maps with lots of space for the players to
explore, but I soon found that I was making large swaths of “same-ness” and flat
material, which was both uninteresting to look at as well as uninteresting to
play.

That wraps it up for today’s blog post. Thank you all for reading, and please
feel free to use any map I post! The dimensions are listed in the captions of
the photos. Happy developing and happy gaming!

Posted byfrannydancisFebruary 9, 2021Posted inUncategorized


NAUGHTY OR NICE

And the game is out! You can check it out here on Itch.io. It was a lot of fun
making the game and participating in the community during the entire event. And
now I can say I self-published a game! Awesome.

Posted byfrannydancisDecember 19, 2020December 31, 2020Posted inUncategorized


GODOT AND GAME DEVELOPMENT

Well, it’s been some time since I’ve written and I’ve decided to write again.
(Incredible commentary, I know.)

The Godot game engine is something I was introduced to back in January when I
tutored an intro to game design course at my university. At first I rejected it,
simply because it was different and something that I wasn’t used to. Fast
forward to the pandemic, not really liking unity or unreal, and stumbling upon
Heartbeast’s tutorial series on a Godot ARPG.

It’s a pretty thorough series, going over the basics of most things in Godot and
being a real inspiration for me. It taught me some programming, and it was a
good reference to anything in Godot that I may have forgotten. He also teaches
you how to use a search docs function, which I found incredibly helpful.

Now I find myself halfway through a month long winter game jam, using Godot as
my engine of choice. It’s incredibly simple to use, and the Node system is
pretty powerful. I don’t really know enough about how engine work in the deep
sense, but from an amateur developer sense I find it solves most problems I
have.

A friend, a stranger, and I are working together to bring a gameboy era inspired
game to itch.io using Godot, and I personally think it’s going pretty well for
our first ever game.

Programmed by yours truly, using plenty of resources from the internet that I
have honestly lost track of. It’ll be hosted on my Itch page when completed (and
I’ll be making another post,) but for now, that’s all folks!

Posted byfrannydancisDecember 15, 2020Posted inUncategorized


DUNGEONDRAFT, MAPMAKING, AND ADVENTURE DESIGN

Hey friends! Another new post by yours truly, Dany Francis. During this summer,
I have spent a lot of my time playing D&D with my friends. As a permanent DM who
has had to switch to online, I have really taken a liking to creating my own
battlemaps as opposed to finding them online.

Last fall, I had the opportunity to take an Adventure Design class, where I made
my first one-shot, “Trouble at the Goobering Goblin,” which I am quite proud of!
If you have not taken a look at it, you should scroll down and check it out!
(Since this one-shot, I have participated in the RPG Writers Workshop, an
amazing resource for writers, as well as written a lot more!)

Now, onto the main reason for this post: a piece of software known as
Dungeondraft. Dungeondraft has become an essential piece of software for me, as
it has made cartography such a simple task that I cannot believe I have not
discovered it earlier. In the past, I have attempted various cartography
programs, notably Dungeon Painter Studio, and while it is an amazing program,
the ease of use that comes with Dungeondraft is hard to match. With an easy to
use dungeon/cave generator, very high quality lighting system, and the ability
to import your own assets, it’s very hard for me to justify not using this
program.

Let’s got onto the actual mapmaking and my method of creating maps! My process
is a nice little combination of environmental design, aesthetically pleasing
design, and designing for play.

The Cavern of Yoruk’Tun

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The Cavern of Yoruk’Tun, the home of a den of cultists, is infested with
spiders, bat-like alarm systems, and strange black crystals growing on the
walls, was the first dungeon that I had my players go through in my latest
adventure, Underlings. The corruption of the area continues to infest the air as
the players delve deeper and deeper, indicated by the darker and darker red
lighting.

Something important I want to mention is that maps need character! What do these
cultists eat? Well, there are fruit baskets. Additionally, a bathtub for the
cultists to clean themselves, a table for them to work on, and logs to keep the
religious flames going!

The Goobering Goblin

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Reusing the name of my one-shot is my inn, The Goobering Goblin. The Goobering
Goblin serves as a safe-haven to my players, who are playing beastfolk
characters within a large city.

Islesbury

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Islesbury, the aforementioned town, is under siege by a horde of beastfolk, led
by a lizardman of the name Rurlox, who is assisted by the wizard Xander Julus.
Islesbury is the most recent map I have made. It serves as the main location of
Act 1, and I will soon be creating a follow-up map when the siege of the town
occurs. Additionally, if the players do end up starting a combat within the
city, I have a battlemap prepared. Always better to be prepared!

The Den

The Den, the home base of the players, is where they spend most of their time
when not adventuring. Populated by kobolds, lizardmen, bugbears, ratfolk,
goblins, and all other sorts of beastfolk, The Den is a hidden cave near
Islesbury, which gives them opportunity to cut off supply lines. There are
various foodstuffs on the map, a collapsed section of the cave at (2), as well
as light sources around (4) for those in the army who lack darkvision.

Well, I sincerely hope you had an enjoyable time looking at these maps! Feel
free to use them in your own games! Enjoy, and happy gaming!

Posted byfrannydancisAugust 10, 2020Posted inUncategorized


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