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Demon Hunters RPG: A Comedy of Terrors

Created by Dead Gentlemen Productions

An irreverent RPG where you and your misfit crew of Demon Hunters must save the world from the forces of Evil. Yeah, we're screwed...

Latest Updates from Our Project:

Check your email!!! Demon Hunting Manual A771 is available for download!
almost 6 years ago – Wed, Jul 18, 2018 at 01:51:23 AM

 This has been distributed to all who were receiving the "Burnout Adventure PDF"! Enjoy! Let us know what you think! And yes we caught the typo on the back cover and are getting it fixed lol.

Player's Guide is on track to be done in the next week or so! See how semi-committal I'm being!

Both of these will be available as PDF and softcover print on demand at DriveThruRPG.

Click here to get the above Manual if were didn't get it part of this Kickstarter!

We Ride!

Backer Videos!
about 6 years ago – Sat, Apr 21, 2018 at 01:16:49 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Player's Guide AND Adventure PDF Are WRITTEN!
over 6 years ago – Tue, Nov 14, 2017 at 04:18:32 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Demon Hunters Event on Twitch!
over 6 years ago – Fri, Aug 25, 2017 at 07:25:07 PM

Saturday, August 26th at 8:30pm Pacific

We're going to be on HyperRPG tomorrow night on Twitch playing Demon Hunters: A Comedy of Terrors. This is part of the HyperDrive where HyperRPG livestreams games for charity. It promises to be hilarious and fun.

Christian Doyle is DMing. Players are: Matt Vancil, Jimmy McMichael, Maggie Ferguson-Wagstaffe, and Vanessa Postil!

Click here to go to HyperRPG

Click here to learn more about Demon Hunters: A Comedy of Terrors

The Adventure PDF and the Player's Guide are shaping up for a possible release in September! Stay tuned!

We ride!

Player's Guide Update & Adventure PDF Design Discussion
almost 7 years ago – Tue, Jul 11, 2017 at 10:31:28 PM

I mean seriously I can't apologize enough how long it's taken us to get these done. Herding the cats are, well, herding the cats. Anyway, I'm hoping to turn in the Player's Guide manuscript to editing by the end of the week.

The Adventure PDF

Primary format is finished, but we to looking at it, and well, we had the following discussion. I figured you'd enjoy reading the through process. Because of this work, I need to go back and restructure some things. It's not a lot but it's just time to move things around and write some more things. We're close!

And now, enjoy:

Adventure PDF Design Discussion, with Cam Banks, Don Early, and Jimmy McMichael:

Cam Banks So this is what used to be in older modules around the time of Ravenloft II from TSR, and that’s a timeline of what happens when the PCs do nothing. That’s helpful as a way for the DM to go “this scenario is telling me here’s what the fail state is for this thing” I think that’s clear in the rulebook. What the scenario isn’t giving the DM is a set of success states. 

For me, the best way to run any RPG is to know that any time you pick up the dice the outcome of those dice will change the status quo one way or another. If the heroes try to save a dude, and fail, that’s different from if the heroes aren’t even there and don’t try. 

Jimmy McMichael Exactly this. The sinistra are the story that happens if the Demon Hunters called in sick. 

Don Early I am totally open to changing this or reorganizing it 

Cam Banks To begin with I think we don’t want to change the structure of setting up scenarios at all, that’s all in the core and it is solid theory and application I think in this case we are doing some of the work of the DM, AKA “OMG I am so unprepared and out of time and I want to run Demon Hunters help me please Dead Gentlemen” 

So we say, “aha, now that you see how this is set up, here we show you how to use it with these cunning examples of some major choice points in these scenarios” 

Don Early I like that 

Cam Banks Yeah, so it’s not like a trad module or anything but it DOES instruct and inform 

Don Early That's the goal really. I want to provide a short form series of adventures that prepare the DM specifically and help the DM provide for the players, and to be able to show where you can change things up, using tables or whatever, to even be able to reuse these adventures that last part is less important And honestly I do sometimes find myself unprepared for when the PCs are successful, that's definitely missing from this process 

Cam Banks I think it’s a habit we want DMs to acquire for themselves based on their PCs So much of the successful outcome of any scenario is PC-dependent A lot of trad modules seem designed for anybody, any skills, any class/stats My suggestion then is to mention that the examples you’re going to provide are keyed on a chapter like Omega Fifteen or Sigma Seven, and so that helps DMs think about their players and their choices in making Demon Hunters 

Don Early That makes a lot of sense How would you explain that to help DM's tailor to their players' chapter? 

Cam Banks You look at the aspects. Think about their trouble aspects and figure out some cool things that can tie to those, and the chapter aspects also. DH more or less writes up the menu of things to poke at your players with right there on the profiles. 

Don Early Right, so do we instruct a little on that, or just give examples with a sample chapter, and tell people they can look at their own players and do similar? 

Cam Banks The second one, I think? So take a scenario from Burnout Take a chapter that you like and know well - I suggest the one from the core rulebook, Sigma Seven.

Here’s what you do: for each step along the plot identify the primary choice points, i.e. the big pass/fail situations OR the places where the players can go one way or another Ignore minor ones 

Don Early ok 

Cam Banks Assuming that players can always come up with something else entirely to do, figure out what the big choices are in each place and list out: here’s what should happen if the PCs do well, here’s what should happen if they fail, here’s a demon dice table 

Refer to the Sigmas if you can, since you can see what their trouble aspects are. So like, “in this scene there’s a big fight with a dude, Doctor Zorbo. If the players win this fight, X. If one or more of them are knocked out, Y. If they choose to do nothing at all and avoid the fight altogether, Z.” And X is “stop sinestra” and Y is “sinestra probably stopped but something else as consequence” and Z is “sinestra happens whoops game over” 

And like in [PROJECT REDACTED], you can provide a couple of examples of PCs who might face some issues relating to their Trouble and you point that out. 

So you get: 

  • Win condition looks like 
  • Fail condition looks like 
  • Do nothing condition looks like 
  • Demon Dice 
  • Some trouble to watch out for 

Don Early I do like structure 

Cam Banks Yes you do 

Anyway you only have to do this for one scenario. It’d be good to make a note at the start saying you’ve taken the mission profile and used it to make the mission prep, and that this is something they can do for the rest, go do it yourselves you lazy bastards

Don Early and maybe in the structure I'll put your above sequence for them to write out 

Cam Banks Yup And it’s all flexible Some people run games by the seat of my pants, like me My pants, not their pants They run them by the seat of my pants 

Don Early who doesn't? 

Cam Banks Noobs 

Don Early Everyone knows that Cam's pants are how you run by 

Cam Banks Yes they do 

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