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    •  
      CommentAuthorkreg
    • CommentTimeMay 25th 2006
     # 81
    I'm working on a zombie survival/horror game called "the Dead" right now, but just yesterday found out there's a #@% toy collection by the same name, so it'll more than likely become 'the Living".

    i have a western brewing in my head, along with a game about assuming the mantle of an archetype from american folklore and fighting 'the Good Fight' against corporate America. think Jack with Johnny Appleseed instead of Tyler Durden and i think you can smell what i'm cooking...

    -k
  1.  # 82

    I've finally gotten to work on the initial playtest document for Invisible Shepherds, which is my savetheworldatthecostofyourownhumanity-game... but with cyberware!

    Also... Shamble & Moan crawled back into my head the other day. Started scribbling notes for the new version. With any luck version 2 will be a game that I'd actually like to play.

    -Eric

    •  
      CommentAuthorAndy
    • CommentTimeMay 29th 2006
     # 83
    Designing a game that doesn't suck is a lot harder than it seems. I've had three designs now that seemed cool at the time sort of fall apart on their way to playtesting.

    I should just adapt them to FUZION and be done with it!

    -Andy
    •  
      CommentAuthorRob Donoghue
    • CommentTimeMay 30th 2006 edited
     # 84
    The pain of playtesting has left scars.

    Spirit of the Century is off to editing and layout, and shall haunt my dreams no more, so I'm now working on the Dresden Files RPG, and we're hoping to have it done in a timeframe not too far removed from when the TV show runs on Sci-Fi.

    -Rob D.
    • CommentAuthorJ. Walton
    • CommentTimeMay 30th 2006
     # 85
    Shreyas convinced me to abandon the sex pirates and invent a whole new style of play to create an Avatar: The Last Airbender game. So far, it looks to be the best game I've ever done, and I basically came up with the core mechanics in a couple days.

    Crazy how small, quick projects give me the freedom to go wild, whereas, for things I'm really invested in, I spend too much time thinking and they never get finished.
  2.  # 86
    Dresden Files TV Show? Wootage!
    •  
      CommentAuthorRob Donoghue
    • CommentTimeMay 31st 2006 edited
     # 87
    Yah. Sci Fi had been doing a movie and I guess things went well because it abruptly transformed into an 11 episode (normal for sci-fi, they do half-seasons) show, so I guess they liked it. source.

    I may or may not have done an embarrasing Snoopy dance at the news. No one can prove a thing.

    -Rob D.
    •  
      CommentAuthorGraham
    • CommentTimeMay 31st 2006
     # 88
    I'm working on Tentacly Oozes Battle In The Depths Of The Earth. I just wanted to write the name, really.

    Graham
    •  
      CommentAuthorSilverlion
    • CommentTimeMay 31st 2006 edited
     # 89
    Still working on Vast Frontiers, and also my FRPG while trying to get edit for print copies of Hearts & Souls.
    •  
      CommentAuthorGraham
    • CommentTimeJun 1st 2006
     # 90
    I am no longer working on Tentacly Oozes Battle In The Depths Of The Earth, because I just playtested it with my girlfriend, and she beat me. She ripped all my tentacles off.

    I've since concluded it's a stupid game anyway.

    Graham
  3.  # 91
    Heh, that shows it has the makings of a CSI Game :)
    • CommentAuthorTonyLB
    • CommentTimeJun 4th 2006
     # 92

    I'm totally working on Misery Bubblegum. Shut up! I am!

    I've gotten into this really frustrating (to me) but productive cycle. It goes like this:

    • I mull over where the game stands, and what needs to be added.
    • I mull a little more.
    • Finally I realize "Shit! This mulling isn't getting me anywhere! I need to ask some people for help."
    • I start writing a post to either here or the Forge, asking for help.
    • In order to write that post I need to really sit down and think about what one question I need answered. I describe what's cool about the game, describe what gap exists in there that needs to be filled, and start writing up the question of "So, what mechanic could fill that gap?"
    • Nine times out of ten, at this juncture, I realize "Oh hey! That's actually a really provocative question when it's asked so clearly. Y'know what, I think I know the answer to that question! I'm gonna go write something up."
    • I archive the post unsent, rather than say "Hey! Take a look at this great solution I thought up while I was figuring out what question to ask you guys! Praise me!"

    This is making for great times in terms of the system coming together (though with fewer rules than you might think) but it means that I'm practically designing inside of a cave, socially speaking. Not the best feeling, alas, and probably not too good for building up "buzz" about the game either. :-(

  4.  # 93
    Hmm, what is better Tony, working on a game in a closed enviroment, or working on one in an open enviroment and not getting as many replies as you're anticipating/hoping for?
    • CommentAuthorTonyLB
    • CommentTimeJun 4th 2006
     # 94

    I think I slightly prefer the open environment, even without as much excitement as I'd prefer, but it's clearly something that the designer needs to be in a certain mode in order to encourage.

    Or perhaps it's just a question of having a genre that gets a large number of people on the same page. Like, with Capes, I could basically say "superhero stories, like Spiderman and Superman" and people immediately had thoughts about what was important and how to do it. But with Misery Bubblegum the best I can say is "stories of misunderstanding and relationships, like Pride and Prejudice and Nine Princes in Amber" and people reasonably say "What? What do those two things have in common?" It doesn't give them the same confidence that they know what high-points need to be hit, and how to hit them.

    •  
      CommentAuthorMikeRM
    • CommentTimeJun 25th 2006 edited
     # 95

    Two projects at the moment.



    1. Agonistes, a free, diceless, character-centred, generic, universal and fairly rules-light RPG. The current online version doesn't include my latest work, which is on equipment/vehicles/weapons (basically they get treated in a parallel way to characters - with a "gear sheet" instead of a character sheet). But it does include a GURPS conversion guide so you can use all those well-researched settings books.

    2. Tale Unwinding, a very simple and extremely rules-light collaborative storytelling game. (There are 20 rules which fit on two sides of a sheet of paper.) Basically everyone takes turns narrating either Character, Setting or Events. One person controls the Protagonist, and if the protagonist can't see something it can't be seen. For some reason I see this as having a fairy-tale kind of setting - perhaps because it is so simple that it seems to call for quite a structured/stylized setting - though nothing in the rules requires that. If your group was thoroughly familiar with some other stylized genre (film noir?) it would probably work for that as well. Edit: This one was inspired by the Story Games community. Not anything anyone said exactly, just the fact that the community exists.


    Haven't playtested either of these as yet which is why I don't count them as finished.

    •  
      CommentAuthorMeguey
    • CommentTimeJun 25th 2006
     # 96
    1001 Nights, out for GenCon. All goes well, so far. I have a ton to do in the next four weeks, though. Ack! What am I doing typing here???
    •  
      CommentAuthorLxndr
    • CommentTimeJun 25th 2006 edited
     # 97
    Ensemble - A character-based game with a GM-type role that passes amongst the players in a very 'hot potato' fashion. Every player gets a protagonist of their own, and creates two supporting characters that will only be played by other players. Two types of resources - beats and blocks - are used to create/change characters and frame scenes, respectively. The blocks in particular let you know exactly who will be in a scene, and as importantly who won't.

    That's what's currently on the front burner. Here's the other products that I'm considering working on, or have done some actual work:


    *Shangri-la is a dreamworld game. Every session starts with the characters dreaming (and exiting their personal dream-space to enter the communal dream-world), and ends with them waking up, regardless of what happens in the middle. Themes will be pre-defined that will waft through the scenes, even if the players never run into one another, like echoes across the dream-world.
    *Mudsylvania is going to be a d20 hybrid that mimicks some of the quirky bits about MUDs (and to a lesser extent MMOs). Things that are strange 'artifacts' of online play - like 'death' in the general 'being killed' sense being an inconvenience, an ecology that amounts to spawn/slaughter/drop, people disappearing and having no substantive memory of what happens between the time they fade away and the time they return, levels and classes being very specific things that can be measured and observed objectively (including enemy difficulty), etc. etc. The d20 system would only be used for the 'systematic' parts, the interaction with the MUDdish elements, while there'd be a different more 'loosey' system for the social person-to-person elements.
    *Earth Too, a setting of second chances. When we die, this is the afterlife - we are born again, on a world just like this one, only everyone has already had one life. Granted, not necessarily much of one, since even dead babies and the like, with no memories, move on. There's supposed to be some balances between intersecting with your past and forging your future, with a question of 'will you do better your second time?' This is a difficult knot to unravel though.
    *Shore Leave, an even more underdeveloped idea. The idea here is that you play people who, for some reason unknown to me, travel from planet to planet in slow-time (slower than light). There should be a mix of new-planets and returning to existing planets, and some method/reason to be involved in some sort of hijinx, and some determination for changing the planet/society by the time you get back, since quite a lot of time might have passed.
    *Still Life, a Sorcerer mini-supplement set on Mars after Earth has been destroyed. Demons are the ghosts of Earth, and reaching Humanity 0 means succumbing to the grief of bearing the death of an entire planet.
  5.  # 98
    Hopefully, by tomorrow I'll have Slime Coral and Octopi alpha up, and if I'm not grounded to my base I'll probably have Glass House and Rock up by the weekend.

    Fuck the ten days! I am having these ideas and I don't want to forget them. I also have time now that Cranium Rats and CSI Games have a presence of their own.

    Both are CSI Games to a degree, GHaR can double as a party game(it fits Joshua's list of Gatewat games bits, and I had it first! ;)), SOaC is very much the spawn of Cranium Rats, and is even more of a Board-game, it is almost entirely a board game, in fact, aside from the players narrating what happens as the ages turn...
    •  
      CommentAuthoriago
    • CommentTimeJun 28th 2006
     # 99
    As Rob already noted, Evil Hat's working on getting Spirit of the Century (revised Fate with a pulp heroes backdrop) out the door. That's been taking about twice as long as I anticipated. Past that, also as noted, The Dresden Files RPG (using revised Fate but with some different powers systems and a lot of focused-on-the-novels material).

    Most recently, I wrote a game that ate my brain and birthed Nightmares, called Don't Rest Your Head. It's a game about insomniac supernatural heroes who use the powers of exhaustion and madness to fight Nightmares in a world gone strange. Feedback has been awesome, and it went on sale... yesterday.

  6.  # 100
    I suck. I wound up getting a dream job (making video games) and lost all my hobby time for my other dream job (making roleplaying games).

    After reading the Hobbit Wedding thread , I was inspired by the whole Doom thing. And then in a fit of insomnia, I mushed it up with my Chthonian mechanics (which never left playtest) to produce the skeleton of a pulp fantasy game designed specifically for playing short stories. So now I have an unnamed game where you use your talents (Fight, Sneak, Talk and Weird) along with plodding towards your long-term Triumph and Doom, while dealing with your short-term (within a single story) Binds.

    But yeah, that's it.

    As for what I've seen above, I'm most looking forward to Dictionary of Mu and Monster Girls. But holy wow, nice to see so many freaking games in the works.
  7.  # 101
    Well, Slime Coral and Octopi didn't get written yesterday, due to me being tired, and today I had my aunt getting married(which I only found about yesterday!), so it should be tomorrow, or Friday the latest.
    • CommentAuthorthor
    • CommentTimeJun 28th 2006
     # 102
    Here I am thinking "Great someone else is working on a -Monster Girls- Game then I realized he was talkinjg about me. The venture bros. rules should go a long way to making the game work. so maybe by the end of the year.
  8.  # 103
    I will point you, with uncontained mirth, up four posts in this ancient thread.

    Anyway, what are you working on? What's in the hopper? How close to done is it, and what does done mean?

    I have three different projects underway.

    Fiasco is a game about powerful ambition and poor impulse control. It's ready for outside playtesting.

    Medical Hospital is the medical game of medical melodrama, and it is gestating.

    Open Boat is a survival cannibalism card game. It's pretty solid but making a card game is unexpectedly difficult.

    How about you?
    •  
      CommentAuthorNeko Ewen
    • CommentTimeNov 10th 2008
     # 104
    Right now I'm concentrating on Slime Story, a game about present-day teenagers who go out hunting cute monsters (like something out of a Korean MMO) for fun and spending money. It's still a ways off, but it's finally starting to come together. Right now I'm working on a novel in the same setting for NaNoWriMo, which is in turn helping me develop the setting more and come up with some new ideas for the game. Once November is over, I'm hoping I can have something ready for playtest within a few months.
    •  
      CommentAuthorKobayashi
    • CommentTimeNov 10th 2008
     # 105
    Still working on Shadow Crusade, my alternate setting for Dread FbP. Found someone to do the illustrations. Hope to release it late 2009.

    Hoping to finish The Assassin & the Witch before 2009 (my take on sword & sorcery)

    Shell Shock, my game about war is almost finished.
    •  
      CommentAuthorMark Causey
    • CommentTimeNov 10th 2008 edited
     # 106
    Grande Finale, my love letter to Final Fantasy style games, is humming along. I'm hoping to get a playtest soon. I really want to start with fans so I don't have to decompress FF so much before gameplay, which may make it difficult.
    • CommentAuthorwundergeek
    • CommentTimeNov 10th 2008
     # 107
    I've got two games on the go.

    Delta Choir, a totally sacrelicious game about black ops angels is on the back burner

    I've also got a Firefly game, as yet unnamed, that I'm trying to write an alpha draft for. I'm way more excited about this one, but haven't had time to work on it lately.
    •  
      CommentAuthorRy
    • CommentTimeNov 10th 2008
     # 108
    Too many things. Blending Dictionary and Wicked Age concepts. Writing a traditional game about protagonists and their convictions. An original conworld that I'm thinking about putting into the Creative Commons. These three all dovetail so it's not the worst thing that can happen.
    • CommentAuthorJ. Walton
    • CommentTimeNov 10th 2008
     # 109
    The only project I'm actively working on right now (as opposed to the half-dozen projects on the backburner) is The Bliss-Robed Lie, a supplement for Bliss Stage that turns it into something like the Matrix, but with more gnostic steampunk angels. It probably needs another 4-5 hours of writing & layout to be playtestable, but I've been writing music for my band instead. When it's done, my hack can team up with Delta Choir to beat the crap out of In Nomine and Kult.
  9.  # 110
    I'm working on The Final Girl which is a horror movie game. It rolled out of my head after a month of watching horror movies every day. I've done one playtest, and the core is solid. I'm just tinkering with the edges of it to crank it from fun to fucking cool. It's got a ways to go, but I finally have a decent amount of local players who are happy to help me playtest.
    •  
      CommentAuthorAndy
    • CommentTimeNov 10th 2008 edited
     # 111
    Currently:

    Dawdling on Tenra Bansho Zero. Finally got over a sickness that just took me the hell out. That plus Japan puts me in the time hole a month. Digging out of that hole now.

    When that is done, or "more done", I'm off to:

    1) Organize a second Story Games Name Project. I see this happening at the beginning of the next year (starting, that is).

    2) Starting a publishing charter for people who are kind of sick of the environment that drives people to put a price on a game and race to get it in print. To reinforce the "free on the net", or "for purchase, at Cost Plus Three Bucks" mentality, in the manner of the Japanese Indie RPG scene (which, IMO, is a more pure development/publishing community/scene for independent game designers).

    3) Pull away from designing/playing new games, and refocus on playing/designing for existing games.

    -Andy
  10.  # 112
    Working gradually on getting The Rustbelt from aschan to first edition. Which is something I'm gonna take my damn time with.

    Also working on prototypes for GRiM, the game of operatic horror adventure, and Ride! With Great Justice, where you play members of an elite police force doing battle with vicious motor-gangs in a futuristic anime city.
    •  
      CommentAuthortomg
    • CommentTimeNov 10th 2008
     # 113
    I'm working on a couple of things.
    1. The Interman Board game - I am adding area specific conditions to some of the playing spaces to reflect the graphic novel's story and rebuilding some of the cards since separating out the card game. I've hit a computer glitch. I so need a new computer.
    2. A card game based on 'The New Eldritch Adventures of Becky Sharp' by Micah Harris. Simple trick taking game with a couple of twists.
    3. The game formerly known as Wake Up & Die! - Sight and Sound challenge entry that has matured. It will be ready for alpha testing by December.
    4. Beyond Crashed - a Don't Rest Your Head scenario growing out of #3
    5. Faces In the Noise - a game about restless spirits trying to get some rest
    • CommentAuthorBill_White
    • CommentTimeNov 10th 2008
     # 114
    Pax Galactica, a nod to classic Traveller, intended for pick-up space opera and inspired by what I learned playing dirty hippie Traveller at Origins, Dexcon, and elsewhere with my brother. Look for the ashcan at Dreamation in February.
    • CommentAuthorMcdaldno
    • CommentTimeNov 10th 2008
     # 115
    I'm getting really satisfied with Perfect revised, and am entering a playtesting push right now.

    I'm also working on Ribbon Drive, where you tell stories about road trips and self discovery. It's really thoughtful and winding, as a game, and really personal and challenging, as a project. I've played it once so far, and it was amazingly awesome.

    Also working on Cheap again. What is Cheap? Well, it's like David Fincher, David Cronenberg and David Lynch meeting in a dark alley and trying to take over each others' movies. It's a game about confusion and exploitation and symbolism.


    So, yeah. Perfect is my writing and playtesting game. Ribbon Drive is my thinking and writing game. Cheap is my thinking and getting frustrated with my lack of progress game.
  11.  # 116
    Symphony of Flames, a neo-clone of In Harms Way: Dragons, in bits, with the original designer watching over one shoulder. Currently online files are there.
  12.  # 117

    Dead Latte, my first Inform-compiled IF game will be done about three hours after I get myself to sit down to it again. Done is when someone besides me can play it from beginning to end without getting stuck.

    RBH3 is back on my drawing board. But I'm not going to call it RBH3. Done is when I say it is.

    Sombra Console II is ready to be typed up, but I've been lazy about that. It's done (I think), just not published yet.

    •  
      CommentAuthorJoel
    • CommentTimeNov 10th 2008
     # 118
    Spectre of the Beast, my Game Chef '08 Entry, is sort of like Sid Meier's Nar love child. It needs a complete rewrite of the "review all the GC feedback and rework/clarify accordingly" variety.

    Metal Angel Opera, my game of Epic Mecha Duelists, got put on hold in its embryonic stage to do Game Chef (And in the meantime Jake Richmond mercilessly title-scooped me with the upcoming "Black Opera"). I've got a general set of goals for the game, and a skeleton of a Dueling System that's sort of a mashup of bits from Heroquest and Bliss Stage.

    Me Old Iron Cross is a game I'm designing at Graham Walmsey's incorrigible request, based on the vintage patriotic song of the same name. I'm not gonna actually do any design on it until after NaNoWriMo. I expect it'll be about something like the disparity of the fond romantic memory of war exploits and their brutal reality.

    And speaking of NaNoWriMo, as the result of some bibliomantic prompts I'm struggling to write a novel of Kabbala and Social Justice.

    peace,
    -Joel
  13.  # 119
    Yes! Yes! Yes! So much fun stuff coming!

    From me, I've got the first unworking draft of an expansion to How to Host a Dungeon.
    I've got a second map book in the works, For the Love of Islands.
    But that's all just playing with old material. The thing I'm excited about is Principia. It's been slowly growing like a boaboa tree on a desolate asteroid.
    •  
      CommentAuthorNathan H.
    • CommentTimeNov 10th 2008 edited
     # 120
    I am very slowly working on Blood in the Thickets, a not-yet-game that started with me wondering "what if the characters from the Wind in the Willows ate one another".
    •  
      CommentAuthorHituro
    • CommentTimeNov 11th 2008
     # 121
    I've been spending a lot of time on Eekamouse in Atlantis, a game about the adventures of lost toys that I have written and illustrated in conjunction with my wife. It's ready for open playtesting and will appear (if I get off my ass and print it) as an ashcan at Dragonmeet in London later this month. (preview here, thread here)
    •  
      CommentAuthorNeil Gow
    • CommentTimeNov 11th 2008
     # 122
    At this very moment, I'm working on the second issue of the Duty & Honour Almanac which will be covering the role of Spanish Guerillas in the Peninsular War and will include complete rules to play them - even the female ones! *shock*

    After that - well, after Christmas realistically - I'll be starting to decipher my mountain of notes and annotated books to turn D&H into 'Beat To Quarters', a game set in the same period, but with a LOT more water, cannons, sails, rum, sodomy and the lash. Realistically, I would like to have that done by Summer 2009, maybe a little later.

    After that, I start on my final book, which will address the American Revolutionary War and the War of 1812.

    And after that, I retire from games design, having done my piece!

    Neil
    •  
      CommentAuthorMarhault
    • CommentTimeNov 11th 2008
     # 123
    Several projects on the backburner for the time being.

    Afterworld, my post apocalyptic opus (yeah, still); Pod-People, a board game that blends parts of Shadows Over Camelot with parts of Arkham Horror; and Un Festin Savoureux, the wacky foreign cannibal movie RPG.

    Front burner is empty.
    • CommentAuthorAdamK
    • CommentTimeNov 11th 2008
     # 124
    Watery Grave, my Liar's Dice-based game in which dead pirates tell the Gatekeeper of Hell the story of how their ship was destroyed by a sea monster. But saying I work on it would be exaggeration, I just think about it once in a while.
    •  
      CommentAuthorBret Gillan
    • CommentTimeNov 11th 2008 edited
     # 125
    Posted By: anonymousbunnyI'm working on a couple of games. Those who care know the titles and my progress.
    I do and I don't.

    Edit: As in I care and I don't know the titles or progress.
  14.  # 126
    I'm trying earnestly to get back to my designs-in-progress after being pleasantly distracted by new family additions and not-so-pleasantly by the rigors of work. Anyway, here's what on the various burners:

    Break Out - The game of prison escape, with all the tension and betrayals that entails. This is the front burner project I'm slowly hammering into shape. I'm taking some bits from Wilderness of Mirrors and combining them with gamist crunch to make a no-prep short-form escape game. This one is still in the early stages, but I'm hoping to have an ashcan or something similar ready in 2009.

    Sigma Section Debrief - A hack of The Committee for the Exploration of Mysteries whose premise is that you're all being debriefed by Control after an espionage operation has gone wrong. One of you is a traitor, and you'll slowly accumulate suspicion and lose your credibility during the debrief as you each relate your own view of what happened. At the end, whoever has the highest suspicion will be branded the traitor and taken away for imprisonment or the 9mm retirement plan. I'm leaving resolution much the same, but heavily reworking the game economy and story structure to suit the new mold. Hopefully playtesting will get underway by the end of this year.

    A few other things are in the hopper, but these are the two getting my serious attention.
  15.  # 127
    I've been spinning a lot of plates, but the things i'm most actively pursuing are:

    SWINE! - A method for an improvised play about a manor house and it's occupants dealing with a harsh winter and a feral boar. An old school gothic horror tragedy told in a brand new way. Needs some playtesting and a lot of editing.

    An as yet untitled project - Inspired by J Walton's Murderland contest. People gather around an oil drum fire out by the highway late in the evening telling each other the circumstances of their day. It just so happens that everyone gathered round that fire has earlier in the day –and for the first time– murdered someone. It also happens that the night in question is Yom Kippur, the Jewish day of atonement, and there is perhaps some chance of absolution for these woeful characters. The play is the telling of interwoven stories with a really neat-o mechanic that marries good storytelling and competitive play in a way i don't think we've ever seen. This one also needs some testing and editing but is much closer to done.
  16.  # 128
    Catgirls Social Club
    Goat People
  17.  # 129
    Posted By: buddha the postmanGoat People

    I could get behind this.
    •  
      CommentAuthorMikeRM
    • CommentTimeNov 11th 2008
     # 130
    Phasing in and out of focus is the Pentasystem and the first setting for it, Underground Railroad (fantasy steampunk with Issues). It needs another good solid revise of the mechanics followed by ruthless playtesting.

    I've revised some of my hypnotherapy/health blog entries into a book accompanied by a CD of hypnotherapy tracks, and that will be going out to short-run print and CD replication hopefully this month. It's called Changing Health Behaviours and is about practical techniques to stop smoking, eat more healthily, start exercising, deal with stress and so forth.

    My on-blog novel Gu, which is kind of Charlie Stross on Ecstasy or something, needs only about three or four more posts to finish; it's been languishing because I've had other projects which are more immediate and which are receiving more interest from other people. I'm not sure I'm going to bother to print it just yet.

    I have at least three other novel ideas waiting in the wings, but I may try selling City of Masks to a mainstream publisher again first.
    •  
      CommentAuthorHalfjack
    • CommentTimeNov 11th 2008
     # 131
    The core text for Diaspora is almost into shape. A couple more weeks of playtesting and I'll typeset up a copy for external playtest and hopefully zing it to a POD early next year. This used to be my Spirit of the Far Future project, which tried to merge Traveller with Fate v3, but which I decided was too legally ambiguous (and maybe not so, on the wrong side) and so set out to turn into a game in its own right.
    •  
      CommentAuthornortherain
    • CommentTimeNov 11th 2008
     # 132
    I love this threads.
    Jamey, I didn't know you were working on a post-apocalypse game! We have to talk about it!
    Bret, have you watched ''Behind the Mask: The rise of Leslie Vernon''? I'd love to hear about your game.

    Me, I'm working on Dark Days, a horror game about people risen from the dead to fight the occult mob, tentacle monsters and other monstrosities in a faux-noir city called New Baltimore.
    •  
      CommentAuthorHituro
    • CommentTimeNov 12th 2008
     # 133
    Posted By: MikeRM
    Myon-blog novelGu, which is kind of Charlie Stross on Ecstasy or something, needs only about three or four more posts to finish; it's been languishing because I've had other projects which are more immediate and which are receiving more interest from other people. I'm not sure I'm going to bother to print it just yet.


    I'm fascinated by the concept of an on-blog novel, which people can read as it's written (as opposed to the short-form fan fiction that most people write online). Does it work well for you? Tell me more (possibly in a whisper or another thread)
  18.  # 134
    ASCII @HACK got a serious battering in playtest at MACE on Saturday, and now I'm fired up to get it into closer-to-final tune. I could be done pre-con-season next year, releasing to POD in a landscape format (to make it like a older computer monitor). Rewrite, more playtest, making ASCII art using some of the online tools and my own typesetting/artwork.

    Spite - Editing (maybe) and layout (definitely). I'm delighted to be a part of anything that Raf is rolling out.

    Mafia Variant - All this talk online reminds me that I've wanted to make a Mafia variant deck... and Guild of Blades makes that possible for a reasonable investment, now! Basically a re-skin, using some kind of theme that will have mainstream appeal (i.e. nothing fantasy, supernatural, or genre-fiction based). Not "working on" this so much as thinking about it off and on.
    • CommentAuthorDInDenver
    • CommentTimeNov 12th 2008
     # 135
    All,
    I have been working on DNAwesome. It's a game about psychologically realistic super heroes (the action should end up being over the top superheroism though). So, the emphasis is away from spandex and secret identities and more about, what do you do with super powers. The chargen is pretty freeform (similar to HQ) and the resolution is CCG-like with the outcome being about how you changed the world.
    I have an artist for the cover, but no interior art, so I am not sure what to do about that...
    Dave M
  19.  # 136
    Posted By: DInDenverI have an artist for the cover, but no interior art, so I am not sure what to do about that.
    Storn, that's your cue.
    • CommentAuthorBenhimself
    • CommentTimeNov 12th 2008
     # 137
    Excerpt from character creation section of Sleep of Reason:

    "Name three things your character believes.

    They're all false."

    Basically, it started off as a name in the back of my head that decided it wanted to be an answer to the World of Darkness. Think Magical Realism meets Espionage Thriller to gain an idea for the shape of what I visualize when I imagine the finished game, although it will probably never be because I've got a pretty bad track record with actually completing the ideas I get.
    •  
      CommentAuthorMikeRM
    • CommentTimeNov 12th 2008
     # 138
    Posted By: HituroI'm fascinated by the concept of an on-blog novel, which people can read as it's written (as opposed to the short-form fan fiction that most people write online). Does it work well for you? Tell me more (possibly in a whisper or another thread)


    Creative uses for blogs.
    • CommentAuthorgumbuckle
    • CommentTimeNov 12th 2008
     # 139
    i'm working on my first game ever. it's a gmless collaborative based on The Screwtape Letters. imagine half the players are devils and the other half are their hapless Patients who are being tempted away from the straight and narrow...
    • CommentAuthorJarrod
    • CommentTimeNov 13th 2008
     # 140
    Grimstone, affectionately called "PTSD&D" by the folks who helped in its' genesis, has survived a grueling internal playtest, and I have enough recorded session work to craft a pretty solid replay. The game concerns veterans of a world's great war, who find themselves disenfranchised by society and forced to clear out the last enclaves of diabolical riffraff to make a buck, all the while struggling with the horrors of what they've done, and what they have to do. Edgy fun for the whole therapy group!

    Gestalt, my borderline-psychotic metaphor-as-character subconscious exploration game, is a grueling, introspective wankfest, and is finally fully workable. Four weeks of playtesting have already accomplished the game's goal for the group: Everyone is psychologically exhausted, and has learned bizarre things about one another. Essentially the game has both ended friendships and resulted in men hugging each other a lot. Not sure if this one's ready for outside perusal... ever.

    I'm also writing a gamist murder opera for my friends, tentatively called "I'ma Gank Your Shit." Our first month of playtest could well be called "Dungeons and Thug Life." I shake my head as I type this.

    Three cheers for thread necromancy on this one. It's great to report in, and see what everyone else is doing in the process.
  20.  # 141
    If anybody's interested, I got the prototype for Ride! With Great Justice done last night.
    • CommentAuthorFirst Oni
    • CommentTimeNov 13th 2008 edited
     # 142
    Apocalypse Prevention, Inc. is done and simply awaiting the proof to make sure it doesn't need any other tweaking before it's up and ready for sale. I've already begun working on sourcebook ideas for the setting and a few adventures that will be available for free download on my web site.

    Work and brainstorming has already begun on the second setting to be released by my company, which is not named currently. It's more a mish-mash of ideas. But when i get more together, i'll be sure to let everyone know. :-)

    Also working on a two different card games, both still in play testing and without official names.

    -Oni
    http://www.thirdeyegames.net