"It's a very, very dark world you describe. . . but there are surprising moments of light."
The concept of this game started out very simple: I want to play Shadowrun with the mechanics of Blades in the Dark. That took a sidestep when I decided I wanted to play Shadowrun 1E (my childhood experience) with Blades mechanics. As I began to re-read the first edition rules, then all of the associated sourcebooks, the world design grabbed me in a way newer versions of the game never could.
Shadowrun was about being a SINless, someone who legally cannot participate in society.
Shadowrun was about surviving based on who you knew. . . not your money or gear.
Shadowrun was a mix of being a mercenary and an idealist, outside the system.
Very little of that flavor text translated into game mechanics in Shadowrun, so that became my new challenge: make mechanics that create an experience like the actual world design.
The first version of Karma was the hybrid child of Blades and Shadowrun. The second version started to play with a new idea: making your ideals vs. corruption matter. This third version is intended to be a much stronger step into using specific mechanics to create a specific experience.
This week I finally found myself able to define what that feel is:
You will never be forced by the mechanics . . . only tempted and punished by them.
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.