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Pugmire Fantasy Tabletop RPG

Created by Richard Thomas

Contribute to help us create a beautifully illustrated, traditionally printed hardcover version of Pugmire for sale in stores.

Latest Updates from Our Project:

Excerpt: Equipment
about 8 years ago – Sat, Feb 27, 2016 at 03:17:06 AM

Hi, everyone. Rose here. ^_^ Ian and I are working on aggregating your art and photos, which we'll post soon.

One of the reasons that I'm so keen on Pugmire is that it takes forms of game play that I love and puts them in a context that's both new and accessible. For example, exploring ruins is something I just adore doing in RPGs, but there's a whole new kind of fun in viewing the remains of human civilization through the eyes of dogs. But how far do you go with, for example, the logistical side of exploration? That's a line each game has to walk for itself.

Today, Eddy talks about that in the form of equipment rules.

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One thing that some fantasy games require is that players keep track of their money and purchase equipment for their adventures. I’ve never been a fan of that, so Pugmire takes a more dramatic approach to equipment – either you have it, or you don’t. I explain more in this excerpt from Pugmire Early Access.  

Remembering Equipment  

Dogs are assumed to be adequately equipped, armed, and armored according to their capabilities. Each character’s calling and background gives them some starting equipment in their rucksack. At the beginning of each adventure, each character can pick one additional piece of mundane (non-magical) equipment, based on the needs of the adventure and what’s available based on the area they’re in. If they want more equipment, each player can ask the GM to switch one of her existing pieces of equipment for a second (or even a third) piece.  

If the dog would have a piece of equipment that wasn’t detailed ahead of time, the player can make a Wisdom saving throw, with a difficulty equivalent to how unlikely it is for the dog to have the item in question (default difficulty is 15). Success means the dog suddenly remembers that she packed the item, and the player adds it to her sheet.  

The GM can create circumstances where dogs are unarmed, unarmored, or do not have access to their usual equipment. In these cases, dogs regain the benefits of their equipment once they are able to recover it, or when they rest in an area where they could conceivably re-equip themselves, such as a town.

Actual Play Link and Artist Spotlight: Jon Hodgson
about 8 years ago – Fri, Feb 26, 2016 at 03:42:26 PM

Hello folks, RichT here:

Here are two links that cover a session of playing Pugmire hosted by the Gentleman Gamer on his YouTube channel, and featuring our own Eddy Webb sitting in as a player.

https://www.youtube.com/watch?v=J2vAKTDTBvk

https://www.youtube.com/watch?v=GYYQaqpLxdQ

This is a great way to get an idea for how Pugmire actually plays at the table (even the virtual one), and of course it tickles us no end to see folks actually playing this crazy game of ours!

PUGMIRE Artist Spotlight: Jon Hodgson:

When I first started on creating the look of Pugmire, I wanted us to have a particular illustration feeling that was more towards realism and less towards a more cartoon or anime style. Since we were starting our campaign to let folks know about Pugmire with a set of six posters, I took the opportunity to reach out to six different artists with styles existing within that range so that we could see whether the look was, in fact, what Pugmire needed.

Pan Dachshund Poster Art - Jon Hodgson
Pan Dachshund Poster Art - Jon Hodgson

Jon's painterly yet realistic depiction of the grizzled Pan stalking his prey through a darkened wood was perfect for both the character and setting the feel of the scene. So naturally, when it was time to bring in more art for the Pugmire game book itself, we reached out to Jon for more.

Here's Jon himself with his thoughts on working on Pugmire:

"It was a huge thrill to be asked to work on Pugmire. Initially I made one piece of Pan Dachshund. Then I got the chance to edit together all the other poster works into an animation, which was huge fun. Finally for the Kickstarter I made a couple more pieces - Jack Rat-Terrier picking a dungeon lock, and Alastair Afghan and Darcy Cat. I very much doubt I’m telling anyone anything they don’t already when I say Pugmire is just adorable. There’s something just very right about it. It’s been a pleasure to be involved, and I hope to be able to make more paintings for Pugmire as the world unfolds."

Yep, Jon has the honor of being the first artist to depict one of our Cat friends in Pugmire. Also, as he mentions you can catch some of Jon's amazing creativity with video in the opening section of our KS video as he animates that poster art I mentioned earlier.

In fact, Jon is a man of many talents. Here's his bio, if you'd like to see more of what he does so well:

Jon Hodgson works by day as the creative director for Cubicle 7 Entertainment Limited, making Doctor Who and Lord of the Rings games. By night he works freelance providing art for a wide variety of games like Pugmire, Dungeons and Dragons, and Heroquest/Glorantha. A life long gamer his current favourite board game is Treasure Hunter, his favourite rpg is Pugmire no wait The One Ring, where he is doing very badly indeed in the staff campaign. You can see more of his work at www.jonhodgson.com or follow him on Twitter: @JonnyHodgsonArt

It takes a lot of very talented people to create and visualize a new world like Pugmire, and we hope this spotlight gives a little window into that.

(Those posters are still available for order on DriveThruCards.com, by the way, search for Pugmire)

Thanks!

Fan art, dogs in costumes, and a new preview!
about 8 years ago – Fri, Feb 26, 2016 at 03:40:37 PM

Hi, Rose here. ^_^

We're at that slow bit every Kickstarter hits 'round about the middle. So we figure it's time to have a little fun. We'd like to invite you to submit Pugmire fan art, or pictures of your own dogs in Pugmire-appropriate costumes. At 30 pictures, you'll unlock The Book of Good Dogs, a PDF of character writeups for Pugmire. And one lucky dog will be selected as the basis for a character!

Tweet with the hashtag #Pugmire, or type "@Pugmire RPG" on Facebook to link to our Facebook page.   

All pictures must be original. By submitting you are allowing Onyx Path to use the submission for publicity purposes. Everyone who pledged for a reward tier including a Pugmire PDF will receive a PDF of The Book of Good Dogs.

Meanwhile, Eddy's sent over an update about the core system...

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At its heart, Pugmire is a game with some very simple rules and a lot of extrapolations and permutations. Here are the core rules that work at the heart of the Pugmire engine. 

When you want your dog to do something (or prevent something from happening to him), do the following: 

1. Pick up your d20. 

2. Determine if your character has an edge or a handicap. If so, pick up another d20. 

3. Roll your d20 or d20s. If your character has an edge, pick the higher roll. If he has a handicap, pick the lower roll. 

4. Add (or subtract) any relevant modifiers to the roll: an ability modifier, an aptitude bonus, and a bonus from a trick. 

5. Compare the total to the difficulty of the task. If it equals or exceeds the difficulty, the roll is a success! 

Difficulties can range from 5 (for very easy actions) to 30 or more (for extremely difficult actions), with 15 being a common and average difficulty. Sometimes another person’s ability score can be used as a difficulty. When rolling a d20 against a difficulty, there are four possible results. 

Failure: If the total result of the roll after all modifiers is less than the difficulty, the action fails. In some cases, this might simply mean that nothing happens (such as trying to climb over a wall), but other times it might make things worse (such as trying to bribe a guard). 

Success: If the total result of the roll after all modifiers is equal to or greater than the difficulty, the action succeeds. Usually this means that whatever the player declared happens (“I climb over the wall”), but sometimes the GM interprets the results (“You bribe the guard, but she only gives you three minutes before she will sound the alarm”). 

Botch: If the number on the d20 is a 1, regardless of modifiers, then the action fails in a particularly bad way. The result may be obvious (such as falling off a wall and losing stamina points), or the GM may need to interpret the results (such as the guard refusing the bribe and drawing her sword). 

Triumph: If the number on the d20 is a 20, regardless of modifiers, then the action succeeds in a particularly good way. The result may be obvious (such as climbing over a wall very quickly), or the GM may need to interpret the results (such as a bribed guard deciding to quit her job and leave with the bribe money before she’s discovered). 

1001 PERCENT!
about 8 years ago – Fri, Feb 26, 2016 at 03:40:13 PM

Hey, folks. Rose here. ^_^ We've hit a major new milestone. I'll turn you over to Eddy for more...

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I continued to be blown away by all of you. Seriously.  

We’re 1001% funded. That’s ten times what we were hoping for. And this is for a brand new game, in a very crowded Kickstarter environment, of a style that is very different for myself, for Onyx Path, and for much of the industry. There’s a lot about Pugmire that could have been a huge risk, but I’m continually heartened and pleased that so many people see the same potential in Pugmire that I do.  

And we still have a lot to do. I’m really hoping we get a chance to try radical new things like interactive audio drama, as well as great support for the core game. I think we’ll be able to come up with new material to take your dogs in different directions, or to try our completely different rules systems. And maybe… just maybe… we’ll have something for the cats of the Monarchies of Mau before we’re all done.  

But all of that, while exciting, is a bonus. What really matters to me is that there are well over two thousand people who believe in this game, and in this world. The excitement, positivity, and sheer joy I’ve been seeing puts a smile on my face every day, and that’s a rare thing.  

So thank you. All of you. You helped me to make this possible. Much like the dogs of the kingdom of Pugmire, you’ve given us all a chance to discover this world.

Pan's Guide for New Explorers, and a new excerpt: Tricks!
about 8 years ago – Fri, Feb 26, 2016 at 03:39:16 PM

Hi, Rose here. ^_^

Pan's Guide for New Explorers won the stretch goal vote! To recap: at $185,000 of contributions, we will create this in-character guide that walks new players through learning how to play Pugmire. We'll send a PDF of this to all backers who pledged for a reward tier including a PDF of the Pugmire core book.

And with that, I'll turn you over to Eddy to talk about

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Tricks

“Tricks” are what I call the individual powers and neat mechanical things that characters can do. Not only can players pick and choose what Tricks their dog learns, but over time Tricks can become more powerful through the use of refinements. Here’s an example Trick from Pugmire Early Access that Shepherds have access to, which shows now only how one works, but how it can evolve and change over time.  

Healing  

Shepherds are, by their natures, healers. As such, while they have access to a variety of prayers that help them with healing, in a pinch they can use some of their own life force to help out their allies.  

When this trick is taken, shepherds can give another character one of their stamina dice as an action. The character receiving the die rolls it immediately, and adds the result to his stamina points.  

Refinements  

• The shepherd can now add 1d6 to the number of stamina points given from all healing spells and uses of the Healing trick.  

ºº If taken again, this is increased to 1d8.  

ºº If taken a third time, this is increased to 1d10.  

• The successful use of a shepherd’s healing spell or the Healing trick now also gives the target the chance to remove conditions. The target makes a Wisdom saving throw for one condition (difficulty is the original spellcaster’s spell difficulty, if from a spell, or 15 otherwise). If the saving throw is successful, the condition is removed.  

ºº If taken again, after a successful healing spell or use of the Healing trick, the target can now automatically remove any one condition she desires, as if the target succeeded in their Wisdom saving throw.