I’m working on a Yes/And/But/No system for RPGs. It’s almost ready to show.
What are you working on right now?
I’m right on the cusp of releasing The Hallowed Walk as an app for Android. As a card-based game to be played as you walk, it makes a lot of sense for it to be a available on mobile. Now trying to figure out how to make it be on ios too.
Like everyone else, it seems, a Carved From Brindlewood game.
Working title is Night’s Truth (which I hate, and I hope something better comes to mind before it’s done), pitch is basically, “what if the kids from It grew up to be Mythos/supernatural investigators, and all went home to solve the town’s Big Mystery together?”
One of the fun bits I’m looking forward to trying out is that each player has two characters—the kid version, and the adult version—and scenes jump back and forth between the present and the past. Still have a lot of writing to do, and I don’t have a visual direction yet, but it’s gonna be a good time.
That is a very playable setup, I did something a bit similar in OKULT, though your angle is absolutely different enough. Seeing things change between young/old PCs is so much fun.
Good luck with your project! (And I’ll take a look at whatever Carved from Brindlewood games are, I haven’t heard about those before.)
I think CfB is the “official” terminology for games based on the Brindlewood Bay setup, but maybe I just imagined that…
I gave Them Deeper Bones a quick look.
Banked dice seem interesting (thought I haven’t read closely enough to understand the process yet).
Also fascinating that your have individuals roll their hit dice when they take damage. What inspired that?
I always thought that it wasn’t obvious that you only roll your hit dice once. I’ve considered having characters roll them anew for each “expedition,” for instance.
Are you discussing the game elsewhere here?
Right now I am working on the first adventure module for Simple Superheroes.
Simple Superheroes #1: The Experiment (I have considered calling it Project Chronos - as that is the particular experiment that goes wrong, but that may suggest a time-travel adventure which it isn’t) is a adventure module that gives some details on the city of New Carthage, and provides a series of events related to the villain Gravitor getting revenge on Dr Newton.
Dr Newton is the main “inventor” NPC of the New Carthage universe and as such supplies almost all the tech for Blackthorne Correctional Facility for metahumans.
There’s an appendix that encourages the use of a “Connections Web” that ties PCs to important NPC characters and institutions of the setting. There isn’t any direct mechanics related to the Connections Web, though players may reinforce these with Relations or even the Talents they take. (This is inspired most directly by the Smallville RPG Pathways Maps.)
Thanks for the heads up. For some reason now I can’t find the edit button. The correct link is https://composedreamgames.com/pages/simplesuperheroes.php
I’m working on The Revenge of the 13th Fleet, a sequel to our currently funded ZineQuest Kickstarter The 13th Fleet.
It’s a sci-fi game of dark humor and treachery - a mix of Jack Campbell’s Lost Fleet series, Blades in the Dark, Paranoia, Junta, and a Mirror Mirror FASA Star Trek setting!
Writing the core rules was just as much fun as playing the game, and I think design that creates and captures that sense of pure enjoyment really comes across in a finished product.
When you make something like that, you want to share it with everyone. It’s definitely a concept with legs. Unfortunately, it’s a gradual process.
Against the Dark Conspiracy is taxi-ing to the runway for launch on Feb 11th as part of ZineQuest …
You got me with the Lost Fleet series reference, and then “Advancing Backward” on the kickstarter page. Looking forward to getting my hands on the game.
Currently I am working on google spreadsheet version of Lines in the Sand, so it could by played online, without o need of using Roll20, Vassal or any other complicated virtual tabletop engines.
For now, I can’t imagine more simple tool than excel sheet.
Recently I’ve been working on a game that’s part map game, part roleplaying game and part street-level activism. It’s meant to be a framework that I’ll make an SRD and jam for sometime, but this one focuses around urban trees. It’s called arbor|culture and it’ll be one of the 7 or 8 games in the San Jenaro CoOp Short Games Digest Volume 8, whose theme is environment, plants and lifecycles. I think it’s one of the most uplifting games that I’ve ever made, and I’m stoked that it’ll be out in the world soon (along with some amazing art of dryads and guerilla gardeners, and sometimes both).
Just thought I’d let folks know that I just published this adventure, which grew a bit during writing.
Second, projects I’ve been helping with are up on Zinequest.
1st: Ben L’s 3rd double issue of Ultan’s Door is in it’s last 24 hours. I wrote a 3rd zine for the project - Beneath the Moss Courts as well as provided cartography for the project and illustrations.
2nd: Ava Islam’s Errant is building momentum on Kickstarter - I’ve done an illustration for her, but mostly I just find it a really exciting project, a procedure rich ruleset that offers an evolution of classic play.
Working on it is a stretch, but I’m marinating a draft for a Hot Guys Making Out hack based on The Great Gatsby. The Great Gatsby recently entered the public domain, which I used as an excuse to re-read the book and unpack more of my complicated feelings about the text and the mythos it has since attracted.
One thing I like about this project? I wrote out an idea for a palette-themed style guide that resembles a house style guide that fits the literary theme while incorporating safety tools into the work. Because at the least, I think it’s a good idea for the players to be on the same page on whether their Nick and Gatsby playthrough will be as dark and deathly as the source material or a story that will be less bloody and … aged.
What’s stopping this project? I haven’t played the original HGMO yet and I feel self-conscious about hacking a game I haven’t even played. Between work and other pursuits, I may end up shelving this project for a while longer.
For now, I will likely add on it here and there as I find opportunities to playtest my prototype.
The elevator pitch: Blood Feud is a GM-less role-playing game about honor, power and toxic masculinity. You portray men struggling to uphold their honor. In the end, you will see what that struggle has cost both them and their community.
Why you’re excited about it: I’ve been so surprised by all the positive feedback we have gotten when playing and talking about this game. We are very proud of what we’ve accomplished and we are very excited to share it with the role-playing community.
What your hopes are in relation to it: We hope that the Kickstarter will bring in enough funds to make this into a pretty zine and that people will try it out and have some interesting experiences with exploring masculinity.
If you’re curious, feel free to check out the Kickstarter page.
@APM , It’s hilarious and AMAZING that you used a “negative” review to show how different and indie your game is! Bring on the haters It seems a little like a Dream Askew meets a Scandinavian Kagematsu. Is that right?
Thank you! We thought it was pretty hilarious too but we really haven’t gotten that much negative feedback. People have mostly just been very supportive.
And your guess is spot on I would say! It started out as a mashup between Sagas of the Icelanders and Dream Askew, but being compared to Kagematsu is also very flattering.
I interviewed @APM for Yes Indie’d Pod about Bloodfeud, and Kagematsu is definitely the game I thought of. It’s a very interesting-sounding game.