Yesterday I wrote that it was still a bit too early to talk about my projects. Today I think it’s already time to reveal at least some details to you, my dear readers. Yes, I made a lot of progress yesterday. It seems my creative juices are flowing.
First I have to admit that I don’t have one but two projects for NaGaDeMon this year. I thought this might increase my chances of at least getting one project done this year. Let’s hope it doesn’t achieve the opposite instead.
The first thing I am working on is Galaxy Core, the rules I wrote for NaGaDeMon 2012. The game used a d% for task resolution, which didn’t actually make that much sense, so I am now reworking it to a “d20 roll under” core mechanic. I also want to generally simplify things. If you are interested in what Galaxy Core looked like in 2012, feel free to check it out on the Stargazer Games website. Any feedback is highly appreciated, by the way!
The second project is … *drumrolls* … Warrior, Rogue & Mage Pocket Edition. It has been a couple of years since I last worked on anything WyRM-related and it felt way overdue. The Pocket Edition will be a simplified version of an already simple game. The first thing I did was to throw out skills and talents and rework the magic system. There’s no mana anymore, but there’s some backlash if spells fail which cause damage to the caster. I also made some major changes to the combat system. Overall I try to make things simpler, while keeping the spirit of the original game. This is actually harder than I expected, and it may take some while until it feels right. This new edition of WR&M will also be released under a more open license than the original game. It will – if I ever get it done – be my gift to all the WR&M fans out there. So stay tuned!
November is a special month for all budding game designers. It’s the NaGaDeMon, the National (or rather interNational) Game Design Month. A couple of years ago, Nathan Russell had the awesome idea to riff on the concept of NaNoWriMo, but give it a gamer-centric spin.
The idea behind NaGaDeMon is to create, write about, and playtest a game during the month of November. It doesn’t have to be the one game to rule them all, but as long as it works and the whole process is fun, you’ve “won”. There are no special prices, no prestigious awards, but the warm and fuzzy feeling that you created your own game in that limited time.
I’ve worked on NaGaDeMon projects myself over the years, but alas most of them weren’t really finished. I already have some ideas about a game to work on this time, but it’s way too early to write about. But I might be reusing some old ideas. I hope that’s in line with the official NaGaDeMon rules. So what are your plans? Have you already started working on your project? Please share your comments below!
This blog has existed for over 6 years now. Back in August 2008 the RPG blog community has looked quite different from today. Blogs were nothing new – even back then – but there were way less active roleplaying blogs back then. It was in the same year – at least if I remember correctly – that a couple of people got together and created the RPG Bloggers Network.
The RPG Bloggers Network was meant to be more than just a simple RSS aggregator. The idea behind the RPGBN was to create a real community and provide readers with easy access to high-quality articles. Back in the day getting accepted to join the community felt like an honor. It also had a very noticeable effect on the traffic your blog received.
In addition to that there really was a community back then. The members tried to read other members’ blogs regularly and there were real discussions going on. Sometimes the whole RPGBN picked up a certain topic and ran with it. These early days of the RPGBN brought us RPG Blog Carnivals, two volumes of the Open Game Table (an excellent blog post anthology), and several other exciting community-driven projects.
Over time the RPG Bloggers Network grew and the high standards of the early days were lowered. This was a good and a bad thing. It was great to see many more bloggers join in, but it also made it harder to maintain a feeling of community. Back in 2008 the RPGBN felt like a family, but this changed quickly. Things started to get downhill when the original maintainers of the RPGBN stepped down and sold the network. One of the reason they left their baby behind is probably that it became extremely hard to keep things running. The technology behind the main site was terribly broken and the community was probably not that easy to handle either. Continue reading The Times They Are a-Changin’