I stopped working on Skree and Thrum for a bit, but I’ve returned to it now and fixed up the setting and the instructions on how to play it. In all, the setting is a jump off point. I would really like to see how players might take it in wildly different directions.
So far reactions to the Energy System that the game uses has been very positive. It plays quickly but also has a lot of visual and tactile appeal because you get to roll a ton of polyhedrons. You feel awesome when you can fill your hand with d20s and chuck them because it’s an accomplishment.
The system deals with a lot of difficult situations very smoothly. Things like, fatigue (obviously, it’s the Energy System), healing, encouraging role play and allows the players to very organically build a character they really want to play.
So on the whole, I’m really happy with the game. It’s short, easy to read and get started on and offers a lot. I’d like to do a Supers game with the Energy System, along with a space opera but I’d like it to be something with a cool twist.
I have the cover to do. The other artwork is already done. It’s not much, but the book is only 20 pages so I don’t need dozens of pieces. The cover is about a quarter done. If I can sit down and get some time, I should be able to put it up on DriveThru soon.
For 2013 24hr contest entry, my game is a space opera without limits. In Star Punk the players get to collectively define major technologies of the game setting. There’s no limits to what the players are able to choose as their traits. Go munchkin on it or create some kind of balance to your abilities. It’s up to you where the game goes.
To create the pocketmod, print out the page and then fold it according to these instructions.
This is my first game to include a full index! Only the rest of the game is only seven (actually 6) pages. Hey, it was part of the contest to have an index.
Next month it’s 24 contest time at 1KM1KT! The challenge? Oh, just to write a complete RPG in 24 hours, fit it in a pocketmod format and don’t use any numbers. Should be easy right?
The “no numbers” part was my idea. 🙂
The newest project in the works is a FUDGE based RPG called Whisperers. I’m still working on how much I want to nail the setting down and how much I want the players to fudge it. Once I work that out, I’m aiming for a lite game that should be easy to pick up by anyone who’s ever played FUDGE.
Here’s an excerpt.
“I tell ya’ I thought I was the only one that knew about them before I met you. They took my son and then my husband before I knew what they were up to. At first I just thought my son was getting moody going through puberty but then when he disappeared and Aiden started to act the same way. Well then I put it all together.
I actually found the cocoon that they put Aiden in. What was left of it anyway. “ She wiped away a tear. “I mean, he wasn’t the best husband, but.”
I found the thing that killed Josh. You know, my son? I found it. It had been using his identity for months. I mean, it looked like Josh, only it wasn’t. It even called me ‘mom’. But it wasn’t him. I wasn’t sure at first. It put on a good show but then it’s eye’s rolled up and it started whispering. It nearly got me, I could smell that sweet metallic smell. It almost put me in one of those cocoons.
I’m just glad I had brought my .357 because the last thing I remember thinking was to pull the trigger.
I’ve killed five of those things now. I track them down. I hunt them.”
In the past , I’ve made my RPGs available for free. In this case I think I’m moving away from that model. I’m anticipating something low cost but the free RPG market has the disadvantage that once a book is downloaded, it’s often forgotten. I know, I’ve done it too. I imagine that if a person has a small investment in the game, they’re more likely to actually get the game to the table, which is my main goal for publishing games.