Thursday, December 29, 2011

Fooling Around with Game Design

So Carcosa and Isle are out and shipping, and I'm waiting on some contributor input before moving forward with the next projects.

In this "between time" I've been doing what we all do at one time or another, fiddle around with the idea of making a completely new game. Whether it will develop into a real thing or not, too early to tell, but it's kept my interest more than similar attempts over the past few years.

If you're interested in seeing what I'm up to (and just maybe get the first look at 2014's hot release!), I'm posting my thoughts and notes in my forum here.


  1. Nice ideas. I like the time period. There is a 30 year war going on right in middle of Europ. Good stuff for adventuring.

    But skipping experience might not be such a good idea. In my player group we have this theory that being able to write something new on the character sheet after each game session increases interest and commitment in the game.

    Otherwise, it sounds like Traveller: The 30-Years War ;)

  2. Yeah, it's pretty much CTraveller in most aspects.

  3. I agree with the first two points the Marquis made.
    The 30 year war is an amazing period for a game. Story-wise, there's a bunch of stuff going on. It is a time period that has been mostly ignored by fantasy gaming.

    I also think that including some sort of advancement system is a good idea. I'd like to be able to say that advancement of "THE STORY" is the only reward I need. But in reality, it does feel kind of weird when your character doesn't become more adept at adventuring as time goes on. At least when participating in a campaign.

    I've never played Traveller, so I can't really comment on that.

    Any how, I do hope you finish this game. It sounds like it's gonna be a hell of a lot of fun to play.

  4. Don't fool around, try to do your best.