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.
I’m getting back into doing the occasional review; these will be rarer than they used to be, because I am no longer a featured reviewer on DriveThruRPG, but when I get around to getting a new game I will try to write a review of it.
Apocalyptia caught my eye as a free and open source tabletop game over at DriveThruRPG. Since it has a post-apocalyptic theme and I’ve been on a post-apocalyptic kick recently, I gave it a good look and it is fairly interesting, although it’s not necessarily a stand-out title.
Street Rats Alpha 1.1 has arrived. It’s been a frantic week, but we’ve been able to do some things, including setting up a nice new forum which should make us a little more open to people and have our own little corner of the web, but mostly revolving around a pretty nice changelog (if I may say so myself). A lot of the things that really cheesed me off about the state that I released Alpha 1.0 in have been fixed (note that I try to release something every December 24th, which is why it was released as it was.
Good morning/afternoon/evening, everyone! I am pleased to announce and officially publish the alpha version of Street Rats, a cyberpunk roleplaying game that I’ve been working on for the past few months.
The year is 2098. As humanity prepares to move into the 22nd century, it must come to terms with the horrors and splendors of the 21st century. Nuclear war, the creation of digital sentient “life”, international identification databases, and the rise of corporations and secret societies behind the scenes have shaped the tide of world events.
Street Rats uses a core mechanic with a d20 and margins of success and failure, combining rapid single-die play with a hybrid class-based and point-buy system and quick lifepath character creation: you can get ready to play in a matter of minutes!
Download links after the break.
One of the underlying trends of modern game design (at least since I last reacquainted myself with the buzzwords) has been narrativism versus simulationism. Typically, these games have certain associations with them; narrativist games have a weak point of often falling into mechanical vacuums where characters never develop across sessions or where they fail to be distinct from each other, and simulationist games fall into a pitfall by becoming too heavily dependent on their own systems to allow flexibility and freedom, especially with regards to tabletop roleplaying. However, video games often offer a great example of a way in which all the traditional tabletop game design ideas have broken down over the years and ways to reinvigorate them.
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”.
It’s the end of 2014, and I’ve fallen behind on the blog (again) because of taking some teacher certification tests. Unfortunately, I didn’t get around to everything I planned to do this year, though there are some exciting things I did get done as well as things that will be going on.
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
I know that I’ve been majorly off schedule recently, but it’s mostly because of having relatives for the holidays and not being able to get some good writing time, so I’m going to try to be writing ahead for a while to keep things going.
One of the greatest problems that tabletop game designers (and, less frequently, video game designers) have is with conceptual separation between game mechanics, the behaviors they are supposed to be a response/encouragement to.