





Vote: Outside the Wire logo
Teammates, reaching out to see which logo (the words only, not the background pictures) do you think we should go with? Drop your comments below to let us know!






Teammates, reaching out to see which logo (the words only, not the background pictures) do you think we should go with? Drop your comments below to let us know!
When writing the appendix a few items popped out that we needed to do and a few we wanted to do. Of course, listing Rogers' Rangers standing orders was a complete need.
In our upcoming Tabletop RPG Outside the Wire's GM chapter, we included a full mission briefing and an example GM-led session. While the Core book was written long before the scenario, Shepherd's Transit was based on this example - so spoiler warning! Of course, your squad could easily choose a different path to completion, but be forewarned! What are your thoughts on the book so far?
Our graphic designer has presented a few choices for the third scenario in our upcoming Campaign Set, Iron Crossing, -- which is your favorite?
Ambush at Dawn is the first scenario within our Iron Crossing Campaign for the Tabletop RPG Outside the Wire!
While we have made the game very solo-friendly, we couldn't forget about group play and the value of a good GM. Chapter 3 provides a table of a few resources and recommendations to help create the player's story.
To assist table play, we created six "threat" scenarios for solo and GM play. Each scenario ranges from criminal /pirate activity to complex attacks. What scenario would you want us to be sure to include?
Outside the Wire: Our lead editor and graphic designer, Tiffany Munro, created a timelapse video of the Caged Gambits tactical map creation. Very cool. Drawn in Clip Studio Paint on a Wacom Cintiq! Text added in Affinity after.
As we get through the core book edits, I plan to create a few more tactical maps and likely edit some of our older basic maps. What type of maps would you like to see?
By player request: Justin, our graphic designer, completed an ACA version of the Shepherd's Transit. This version is designed to be color-blind-friendly and available on DrivethruRPG and Itch.io. Let me know any feedback.
How does the Sandbox Campaign work? We built a weekly battle rhythm to enable players to link their sessions together across a deployment with an ever-changing ecosystem. The system is still being edited / layout - great time for feedback.
what is missing? should the deployment be longer than 12 weeks - that is a lot of sessions!! let me know your thoughts.
Among the tuesday news, Armchair Dragoons listed The Shepherds Transit availability on Drivethrurpg. We are truly appreciative of the community support as we travel down the indy road to production.
So we made a French squad and British half section for play.. for those looking beyond a US Army or Marine session. any interest?
By request, The Shepherds Transit is ready for download at Itch!
Teammates,
Appreciate all the wonderful feedback on the early release of a quick start (rules lite) scenario for our upcoming game Outside the Wire. We made several updates to include:
Flow of information + Glossary of terms/acronyms + added tools/explanations for campaign rules/sunlight clock/combat + added character generation forms + character sheets
Head over to DrivethruRPG to grab the updatedscenario.
Keep sending your feedback! it is all about position improvement!
Create your story!
Derek
Kazmo Studios
Received a few questions about character generation, which is understandable, as we have released the character generation APP but not the rules. As we await the book's publication, here are a few tips to tweak your character for your specialty.
The game initially started with six attributes that are rolled for: strength, agility, stamina, knowledge, wisdom, and leadership/charisma. The idea was that these six, combined with skill sets, would build into five core abilities: prowess, marksmanship, tactics, intellect, and specialties (EOD/ signals intel/ comm / JTAC / etc.) Over about four months of game testing, the testers helped me realize that the system had major flaws and several squishy areas.
The system was updated to four attributes that you roll for or split 22 points across: strength, agility, combat wisdom, and combat knowledge. Characters earn skills and bonuses to attributes through character life choices and initial enlistment experiences (schools, training, and combat experience/deployments). Combined together, these learned skills feed into six core abilities, demonstrated below.
| Prowess Strength + Combat Exp + Training ________ | Instincts Wisdom + Training + Combat Exp ________ |
|---|---|
| Tactics Knowledge + Combat Exp + Training ________ | Shooting Skills Sm/Hvy Arms + Agility + Combat Exp ________ |
| Trained Skills Skill Level + Combat Exp + Wisdom ________ | Untrained Skills Combat Exp + (Wisdom or Hvy Wpns / 2) ________ |
Prowess is the character's ability to fight hand-to-hand, move fast, break stuff, and carry things. The key ability score for prowess is strength. Character prowess can be improved by training, combat experience, and school attendance.
Instincts are the character's ability to notice changes in the environment, spot an ambush, etc. The key ability for instincts is combat wisdom, with growth during training and combat experience.
Tactics is the characters' ability to perform military actions: camouflage, sneaking, etc.. the key score for tactics is combat knowledge, with growth in schools, training, and combat experience.
Shooting skills fall into either small arms (rifles, pistols) and heavy weapons (machine guns, RPGs, etc). Players can increase shooting skills during enlistments/combat experience.
Trained/untrained skills: - these are the non-infantry characters' specialties. The difference between trained and untrained is whether the character has at least one point in that skill set. For example: a sergeant with two prior deployments (combat experience 2 and wisdom of 8, but doesn't have any formal JTAC or EOD training could attempt to disarm a mine or call in an airstrike, but at a 50% deduction - the character would have to roll 2D10 under a five (5) for a normal situation. In comparison, if they had one point of training, the roll would now be 11 for the same situation - much more achievable with 2D10.
For an infantry specialist, place your highest skills in this order: agility, knowledge, wisdom, then prowess. Prowess is important, but it can be developed during the enlistment process through schools and CE/training.
For non-infantry specialties, the key attribute is wisdom - the character's highest number should be wisdom. Next Agility - you have to shoot!
The attached characters are used throughout the core rules as examples., These each have 22-point builds - ie, the max amount of points that you can start with for attributes if you don't want to roll for each. Of note, character background, training, and schools can raise the attributes.
Again, this is how I would build a character. Let me know your thoughts!
A key part of Outside the Wire is to mimic the real world as much as possible while keeping play, well, play. To get after fatigue, we added a fatigue die modifier. Did we get it right?
Head over to our website to download our free quickstart scenario (the Shepherds Transit) and subscribe to our newsletter. Once you enter your email address, hit subscribe to receive a verification email (which will have a box/link - hit accept), and the scenario will download. The Kit double-click helps gauge interest levels.
Our briefing room newsletter is twofold: provides you with updates and early release products (for example, the next free scenario - Scorpions Nest) as we proceed to publishing the TTRPG Outside the Wire; and two, provides us with a SWAG for a number of people interested in the game, ie, when to launch the Kickstarter - goal is September. Think of it like a P500. We anticipate having a pre-launch on KS by 1 June.
Appreciate everyone's support, interest, and patience as we advance to the target!
Quick reveal of how the sandbox map came to be. Starting with my sketch, to version 10 (?), and to our current map design. Like every adventure, it starts with a few first steps, or in this case, some sketching.
What are your thoughts on this image, taken by Cpl. Dwight Henderson in Afghanistan, being the cover image for the Core Book? When I made our first version of the core book, then titled Patrol, this was what I had Lulu print.