I've continued to work on the setting summary. Rather than edit the first post (again) I've decided to post the next version of the setting. Since I don't currently stream my design, this is the closest you can get to design-in-real time.
I am working on making a default ready-to-play setting for Karma in the Dark. Other design projects have been put on pause while I jump fully into this revision.
This is something I've been considering for over a year but put off for various reasons. The rulebook will continue to support making your own world with the world creation chapter, but that will be optional rather than required.
I've been turning around ideas about the default setting for a long time. I want to hold onto touchstones of a dystopian, oppressive world counter balanced by fantastic magic and technology. Perhaps the biggest (and maybe divisive) choice was to leave earth for the default setting. I've felt restricted by concepts of traditional cyberpunk and want to explore similar themes in a different way. That suddenly became easier when I stepped into the broader speculative fiction space.
Below is a draft of the current concept. It is still open to significant change and reworking. (For example, this write-up has already been redone three times today).
This is just a brief peek at a current prototype.
As I mentioned in my update post, I've been reworking/rethinking my idea of mixing Dungeon World with the teenage-superhero vibe of Masks to make a game about being heroes-in-training. Think Fable 1, especially the short interlude where you were training in the Heroes' Guild fighting beetles and bandits.
I want to combine this concept with my burning desire to have a game designed for West Marches style play, by which I mean you can have a different group of players every week but still have a sense of progression individually and within the larger world narrative. In addition, I want a game with minimal GM prep...inching towards the realm of a GMless game. The idea is to make picking up and playing the game as easy as possible, with as little extra time investment as possible.
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.