Goals (March 26-April 1)

Okay, here’s a quick overview of our goals for this week. I didn’t get as much stuff done last week as I’d hoped, so I’ve gotten started by just copy-pasting the stuff from last week. Finished or postponed things are removed for now.

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New Computer

Got my new computer set up finally. This puts a little dent in my work, as my last computer is temporarily inoperable due to a mechanical issue and as such I didn’t get the luxury of having a lot of time to get everything over.

On the up-side, almost everything I use is on the cloud, with the biggest pain being fonts right now, and I’ve used few in my recent projects. LibreOffice is installed on the new computer, as well as all the other tools of the trade. This post’s going to be short because the new computer stuff has taken up a fair amount of my time, and I haven’t been able to get any other stuff done.

Hammercalled should be progressing on schedule for playtests in early April. The velotha’s flock supplement is suffering a little, but it’ll get caught up soon enough.

Divinity: Original Sin 2 First Impressions

I got the sequel for Divinity: Original Sin today, and I was struck by how much it has changed from the original without feeling different (which, given how fantastic the first was, is a good thing in my book).

In particular, I remember noticing that there weren’t many of the hassles I complained about in the first game, so I figured that writing down some of my impressions would be a good place to start.

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Introducing The Ashen King

I’ve mentioned the Ashen King before, but I don’t think I’ve ever gone into detail about it.

When I start working on a setting, I write a short pitch for it. This isn’t necessarily final or binding, but it’s just a hook to get my ideas organized around:

When the war with the machines began, one man knew what had to be done. Sacrificing everything, he mounted a defense, and when the ash began to fall he crowned himself. That was too long ago for memory. Now Ignacius sits on his throne, watching the world return to the way it was, vibrant once more. But weeds have sprung up where there was was civilization, and his rule is fragile like his ancient frame.

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Jordan Peterson’s 12 Rules for Life, Rule 11: Do Not Bother Children When They Are Skateboarding

For those of us just joining me, I’ve been reading Jordan B. Peterson’s 12 Rules for Life: An Antidote to Chaos (Amazon Affiliate link). The core lesson in the 11th chapter of Peterson’s book is a little different from the title, and I’ll probably spend more time trying to unpack the points rather than giving a blow-by-blow of Peterson’s argumentation.

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Worldbuilding for Roleplaying: Hows and Whys

I’ve written on worldbuilding before, and I want to go over some very broad general ideas before I get back into it (which I’m hoping to do soon).

One thing that I want to talk about is how particularly to write for worldbuilding where you can have an effective roleplaying game based off of it. Many settings are really good at this, and some really aren’t, depending on how they’re implemented and written.

Disclaimer: Some of the links in this article are affiliate links.

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This Week’s Goals (March 19-25)

This is just a quick overview of my  goals for this week. I’ve actually gotten a lot of stuff done already today, so I’ll be putting in some stuff that’s already done too. velotha’s flock v3 was released last week too (and on schedule, though there were a couple more things I am probably going to tweak).

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Vehicles in Hammercalled

I want to take a moment to discuss how I’m handling vehicles in Hammercalled. I generally feel that roleplaying games tend to treat vehicles poorly, and while Hammercalled isn’t going to go into great mechanical complexity with vehicles (barring the usual “highly customizable” thing that we tend to do with anything) I want to talk about some ways that Hammercalled makes vehicles feel interesting.

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Streamlining Hammercalled

I’ve been hard at work on Hammercalled recently. The real goal of this is to make up for some flaws I’ve noticed in playtesting, and moving toward the actual design objectives of the game. One of the problems was obvious over-complexity, and I’ve already talked about how I handle that in combat, but I’m going to be talking about some other changes I’ve been making.

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