Hi!
I’m working on translating Simon Pettersson’s Se och göra i Aliatra into french.
It’s a mock travel guide that offers prompts to travel to an imaginary country and discover both its beauty, strangeness, and probably yourself.
It’s obvious why I am excited about it. Simon Pettersson is a genius. The game is a blast. I get to know this book inside out. Not being excited about it woud be absurd.
I don’t gamble this work is its own reward. This way I can keep my hope pool fresh for the struggles ahead.
What are you working on right now?
Ooooh, ca m’ intrigue beaucoup! But my French is not very good, despite being Belgian. Reading it probably would take me some effort, which I currently have none to spare. But hopefully, once it comes out!
I’ve been thinking about re-writing Keep on the Borderlands for FATE Core and settled on the idea of making the PC the occupants of the Keep, the Castellan and their advisors. I’ve been tinkering with making playbook like character slots (kind of like PBTA playbooks, but trying to put a fate spin on it) with some pre-made examples. Have made some pre-gen characters which I ended up scrapping, even though they are very fun. It’s not meant to be a published thing, just something to escape to when life gets too much, which currently, it does.
I’d like to try a play test of Vac Suits…once it’s ready.
H! After a long pause I went and put down procedures for my Hunter x Hunter game and I believe there are experts in this community that can help me se them clearly without sweating it to much.
To frame the game intent some, I end up walking in the tracks of @DBB David Brunell Brutman’s Hogwarts RPG, with much of the mechanical aspect of the system relying on transactions of Conditions. Characters be moved, be affected, make it count !
The other part of the system is more conversational, but very precise. I use OSR-like standardized procedures to make sure people have all the right informations at the right time, in order to solve puzzles and make optimal choices under more or less pressure.
Here it is: https://docs.google.com/document/d/1W9Zie2_nsec7c68EFe2r7BaKqPYLA52OPNZcb-q01bM/edit?usp=share_link
I’m trying a form longer than one page I hope it will stay smooth. I also hope to get adventures with the richest Challenges.I hope there will be enough Hunterheads interested to pay for or make illustrations.
I’m just back from Dragonmeet where I sold Paris Gondo - The Life-Saving Magic of Inventorying.
I reached a cool milestone as Paris Gondo is now available via Indie Press Revolution.
https://www.indiepressrevolution.com/xcart/Paris-Gondo-The-Life-Saving-Magic-of-Inventorying-Box-Set-Print-PDF.html
The illustrated edition of Paris Gondo is available as part of the Ind’ Of TheYear Bundle alongside many other excellent TTRPGs.
Meanwhile, I posted my first devlog/session report for Rosewood.
So yeah, it’s been a busy couple of weeks.
The ‘beta’ rules that are freely available are probably 90+% of what the finished product will be. I’m mostly working on art and layout, plus some additional material that doesn’t change anything about the gameplay, but might add some options at the campaign level. If you don’t have the rules ping me and I’ll drop the most recent link.
I put out various modular mechanics …
… various games
And am still working on this one (the modular mechanics are for).
And that one:
It shows I will be back to school soon. My hopes? Anxiety management I guess.
Still “working” on the same projects as I was working on last time, but here’s some updates:
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Shroompunk and Space Rangers of the Cosmic Frontier (pending) will be using the same core system, which I am still describing as Player’s Option meets the Rules Cyclopedia with a carefully curated selection of modern D&D mechanics. I’m also planning on releasing this system in a “Generic D&D Retroclone” format as PWYW. Progress is still… sporadic but I’m about to make some major QOL and workflow improvements that might help me focus more.
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Untitled, but I’m working for a retroclone of Street Fighter: the Storytelling using the Opening the Dark rules. Again as a PWYW offering, with a commercial version paired with a default setting-- a cyberpunk urban fantasy wuxia affair.
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I’ve got a shroompunk novel in the works, The Oathbreaker King: a Shroompunk Tale.
No projections for release dates-- I am still kinda working towards working on these projects.
I’m editing an episode of The RPG Academy Film Studies dedicated to Stalker.
It was recorded with Meguey and Vincent Baker, and Nella Inserra from Apocalist Book Club (one of my favourite podcasts).
Besides that, I received new art from Bodieh for Paris Gondo - The Life-Saving Magic of Inventorying.
I’m using it to assemble my first Kickstarter submission ever.
I also have four sessions of Rosewood Abbey scheduled in February.
I’ve begun working on my submission to the Starforged 2023 Jam.
My hope is that this will be a jumping point to my next published product since I didn’t publish anything paid in 2022. At the least, it’s an excuse to work on something, and more importantly, it’s another reason to play Ironsworn: Starforged and get some TTRPG time in!
Working on my linguistic mini-game. Grabbed some Dialect and some Aori and my field linguistics and just ran. And I’m very happy with where it’s going.
Crossed with a map game it will become my love letter to the Youkaghir love letter (sex/age/identity=>plants QED).
And it’s… DONE!
I called it “Do you speak common?”
Another game goes ‘plop’ :
It’s just a reskin of Storm at the desert gate inn, but hey: it’s still something
If you like the genre, I’m open to material ideas for the second page.
I had an Oldboy project, and I think it is ripe now.
I just actually typed up and layout some basic framework rules for use with the Roll 4 Shoes rules. It’s an attempt to make a lighthearted fantasy framework to play in.
I hope to actually make it look pretty eventually.
Very cool!
I have put my Aunter x Aunter on hold for various little game poems for the 12 word and Grève jam on itch. I gained confidence when I finished the Youkaghir love letter project, and it made me bold enough to tackle my Saragossa Manuscript project. And it’s going well!
I am a huge fan of Potocki. And what is more, I am friend with Jan Potocki, his great grandson and homonym! My hope for the game is that he would write a little something, so that I could publish the game with “preface by Jan Potocki” written on it. And as always, I don’t gamble: this is a sure shot and it’ll be a great laugh.
The game takes some things from my own Riot! and maybe some from Simon Pettersson & Catherine Ramen’s Nerves of Steel.
In a nutshell: it’s very much a storytelling game where you take turns adding nested stories to framing stories. There’s nothing to win but the game creates occasions to shine by reincorporation. This is my jam and honey!
If you don’t know the Saragosa Manuscript, lucky you: it’s a honey comb you can bite from easily
If you want just a taste:
I finally released the episode of The RPG Academy Film Studies recorded with Meguey and Vincent Baker, and Nella Inserra.
https://rolistespod.com/2023/1/21/film-studies-stalker-apocalypse-words
Check the description of the episode for the list of all the games that we brought up while discussing Andrei Tarkovsky’s Stalker (1979).
PS: We forgot to discuss the official Stalker RPG.
Hi, no luck on my phone. Progress clocks keep cycling.
I found a copy on the Internet archives. I’m disappointed not to find FONT by Narrative Dynamics, the best Stalker game.
Maybe my file hosting was under maintenance.
It seems to be back up now.
I’m not familiar with Font.
There are so many systems out there.
So . . . I’ve got to assume you’ve played the Pod-Caverns of the Sinister Shroom, right?
It’s one of my favourite adventures. I’ve used parts of it in a bunch of campaignst. Done a video on it, and it’s also on sale this week for XRP’s 20th anniversary.
https://composedreamgames.com/marketplace/Pod-Caverns-of-the-Sinister-Shroom