My apologies for disappearing for a long time again: work has been hectic and I have been working on a variety of projects. Traditionally I publish something this time each year, but this year I just wasn’t able to complete a project in time: there are a couple of reasons for this (mostly related to my work), but I can at least publish a teaser for my next big project as well as fill in the gaps for what’s been going on between my last post and now.
I’ve been a bit behind on the latest updates for Street Rats, partly because I’ve been working on figuring out ways to get Street Rats unified into a more coherent document that does away with some of the wasted space (and partly due to working on other projects, I must admit): I consider the 200 to 300 page range to be the ideal for independent publisher games, especially since Street Rats has no art in it at this point: it’s over eighty thousand words long, needs editing, and really needs to be improved to meet commercial standards. Most importantly, however, I don’t want it to look longer than it is and turn away potential players.
FOURS is a product of my mind last night. It’s a 24-hour game of very simple rules with a storytelling focus, and it’s free.
My main goals in creating FOURS were to make a game with a lot of simple mechanics, which would be accessible to a novice. It also serves as an attempt to translate the Hero’s Journey into GM instructions, and make a 24-hour game (technically, FOURS is more like a 6-8 hour game, but I digress) with full art, though some of that is limited.
Without further ado, may the FOURS be with you.
Keeping on course with the weekly update schedule I’ve been attempting, Street Rats Alpha 2.0 has been released. If you’ve been playing Street Rats already, you might wind up having (or wanting) to remake your character, as there have been significant changes to the character creation process and some of the Duties have been tweaked and rebalanced. More after the break.
Let me take a moment to apologize for dropping off the radar for so long. I have now officially graduated, and the whirlwind of chaos that has been the past year has subsided. In this moment, I am pleased to announce the results for the Loreshapers 2015 competition, as well as leave a subtle hint about something significant coming up in the next couple weeks.
Without further ado, the full text of the announcement can be found below, or over at Loreshapers.
The Loreshapers 2015 tabletop game design contest has officially begun. This year’s theme is “Meeting Strangers”.
I’ve been working on a few projects recently, and I figure that now’s as good a time as any to officially announce a couple of them, as well as give a status update. I’ve been doing a little bit of work on YMICAE, but I’m nowhere near where I had hoped to be; I basically got in a few hour’s coding, then schoolwork picked up, then I finally got around to doing a little more coding a few days ago. Like DiceLord, which also needs work, I’m probably going to rewrite at least a substantial part of the system. Continue reading
Designing and writing a game in a short timeline can be daunting, but with proper organization and a solid effort it is far from unachievable. The key to making a game in a very short time is to do a little bit of preparation and outlining ahead of time; an hour or two of prep makes the rest of the design and writing go by very quickly.
Loreshapers is my new pet project, and I’m starting things off big—two contests for game design! Read below the break for more details.
I’m sorry for the fact that every time I’ve been trying to get this blog fired up again I’ve let it slip. I just finished classes for this semester, and it’s been a lot more draining than I expected. I’ve still got a few more things to do over the break, but I’m hoping that I can get on top of things enough to let me keep this blog going well.
Since 1km1kt’s 24-hour game competition seems to have fallen through for this year (though, ostensibly, it could still be held this year, since it is a 24-hour competition and there’s still a couple weeks left in December), I’ll be running my own competition starting in January. More details to come later this week, once I get them finalized. The main purpose of making Wreck Racers is to provide a model for potential participants, since the contest will (hopefully) extend out of the usual 1km1kt community.