The current release of Karma in the Dark is more or less stable until I get significant playtesting feedback. I will continue to make small edits for clarity, but no real design changes for a while.
This frees me up to turn my attention to other design projects. I will focus on smaller hacks and micro RPGs for a while. I don't want to tackle another major game release until Karma is done.
Corsairs on the Dark
This will remain a small hack for Blades. It will feature 5 new playbooks, 3 new teams, and 4 ship models. The only rule changes will be simple rules for ship combat and downtime while out to sea. It will include a basic island world map with some quickstart rules to create your own tropical fantasy setting. Everything will be compatible with the Blades main game and require Blades to play. I need to finalize my write-up of the ship rules and setting creation, then I can release it.
Unnamed Mystery RPG:
I want to play around with a micro rpg that is basically the movie Clue but set in a small town or other isolated community. Players will be part of an investigative team trying to solve a crime/string of crimes that has rocked their small, contained community. New mechanics will primarily focus on giving the GM tools to create a compelling mystery and giving players interesting ways to investigate the mystery. I doubt this will use Blades as its base system; I'm more interested in looking at Tales from the Loop and/or Dogs in the Vineyard for inspiration.
This will be a micro hack, likely using Blades as a base system. The game will take place in a space opera sci-fi setting. Players will be part of a military-controlled team of psychics. The focus will be on completing missions while trying to find a way to escape the military's control. Basically scores will be super hero psychic zaniness, and downtime will be Prison Break.
This blog is where I "think aloud" about the games I'm designing, with occasional pieces analyzing other games or game mechanics. Currently, the focus is on talking through my own design process rather than presenting a polished piece on game design.
I'm known for going on tangents. The only consistent thing in my life is that I spend most of it creating things: novels, games, graphics. I love taking apart how art and games work, then reconstructing my own version from the pieces. I'm also enough of a layout perfectionist to adore eraser shields.