I've moved my main update to next Monday for when I have more time to summarize what's been happening and what's next.
For now, just wanted to say I'm fine tuning my release schedule for all of the content I'm making. The biggest change is descreasing from 2 design blogs a week to 1, released Fridays. I may throw in additional posts as they come up, but I need to cut down on the weekly output. Between podcasts, Patreon, game design, community involvement, freelance jobs, and all of my irl activities, I need to lighten the scheduled commitments for the next few months.
Very brief update.
Most of my focus this month is finalizing my main revisions of the Karma in the Dark ruleset for my new game, Crossing Worlds. My Friday design post will cover the process I've used for this revision.
A big focus has been on streamlining. I've been focusing on identifying the essential feeling I want to create with Crossing Worlds and removing, simplifying, or editing every mechanic to feed into that idea. One part of this process includes remaking playbooks.
While I like the idea of souls with flexible discipline choices, in practice I haven't seen many players mix and match between different archetypes (e.g. a player picks a Cyborg discipline and a Virtual Artist discipline). Almost everyone picks disciplines within their archetype, e.g. two Cyborg disciplines. At the same time, trying to create character sheets for every combination of souls led to a lot of paperwork.
I've decided to model the playbook layout more off some Powered by the Apocalypse games like Dungeon World: playbooks stretch over 2 pages. The first page has the essential information used by pretty much every charater; the second page lists all of the possible special abilities you can pick for your playbook (along with xp tracking).
For now, you pick a playbook and primarily pick special abilities that match it. You can pick up to 4 veteran abilities that pull from any playbook within your soul type (e.g. cyber, magic, or motral). While this limits many of the abilities to your archetype, it also opens up 3 disciplines by default, i.e. 12 different special abilities to choose.
For simplicity's sake, I've also layed out playbooks to match the vertical layout of the rulebook, so the sheets can be included in the main text.
This is a draft of the Tech Jockey playbook with the new layout.
The past few months have been a whirlwind of opportunities and work.
I've released a few small game projects along with one big release, Tides of Gold. Based on the response to Tides, and my own enjoyment in the game, I've been focused on playtesting, editing, and supporting some actual play content. This April I'm running two sessions on twitch.tv/actualplay. There is another one, possibly two AP's in the works I can't discuss yet. I've also started looking at possible publication options once the early access/testing period ends.
I've been working on a major design revision for Crossing Worlds. I am excited about the changes, but the amount of work needed is slow-going.
I picked up some freelance work. I had fun contributing to Glittercats Fine Amusement's game "More Kittens", which is an expansion on their GMless game Laser Kittens. I also took on several contracts for cultural consultation. Due to NDA's I can't say much now...but there are some interesting projects in development.
I started a Patreon to cover the basic operational costs for my design work. This was sped up by the coming changes to Patreon as well as my own need to pay for design software or devote time to more paid work. As a part of the Patreon I release a small, experimental game design each month. It's an interesting and challenging project.
I joined the project Voices at play, which is a mix of actual play podcast and TTRPG book club. It features marginalized people playing games by marginalized creators. We play a new system every two months, with weekly podcasts released, along with weekly features on marginalized creators. After we finish each system we have a roundtable discussion for the GMs and the players to discuss their experience with the game.
I've been doing some behind-the-scenes community development in several places. I can't discuss most of these projects yet, but I'm excited for the potential. There are cool things developing with community discussion, mentorship, and industry standards.
There is a theme to a lot of this... lots of work, lots behind the scenes, lots that I can't discuss openly (yet).
While I've enjoyed all of this work, I've felt scattered the last few months. I feel like my time and attention is being pulled in many directions. (In addition to the usual work, friends, family, etc.) So I've decided to try and refocus a bit.
I'm going to go back to using this website as my main hub for content. Instead of trying to manage Discord, Twitter, Itch.io, DriveThruRPG, Patreon, etc., this will be my point of contact.*
I've also decided to create a more predictable schedule for content for myself, as posted on the main page. Knowing me I won't keep to this 100%, but I want to get close.
The basic idea is:
This is schedule I can sustain and mostly reflects what I do naturally, just consolidating it down to one place.
*Patreon will continue to receive content. I will release my experimental games and related design posts there a month earlier than here.
On the Gauntlet RPG forums someone started a thread about what people want to see in the future of Powered by the Apocalypse games, and someone mentioned games that encourage safety, diversity, and empathy. The conversation got me thinking about how game mechanics encourage (or discourage) empathy. I had a project idea that never went beyond notes, that I took and expanded into a quick game jam project.
Over the weekend, that project became Knights of Remedy.
The game can be summed up in two ideas:
The game was a fun design experiment and also a chance to embrace a rainbow filled, cheerful design aesthetic.
In a lot of ways this game acted as a way for me to experiment and build new design skills: GMless, single-session, PbtA inspired moves instead of skills, and a focus on meaningful but simple game mechanics.
It is free over on my itch.io page.
Edited: Added DriveThruRPG links
Tides of Gold came out as a stand alone game. It also represents my first serious game-for-money release with itch.io and DriveThruRPG.
This was a project that was never supposed to become a full game...but people kept asking me for updates and asking questions, so I kept working on it. I'm happy with the product. I'm sure there will be tweaks in the future, but overall it's done and in a good place and it feels finished.
Which is nice closure compared to Crossing Worlds which still isn't finished.
Itch.io: free preview version + paid full version
DriveThruRPG: preview version and a paid full version
I'm experimenting with a reduced-content free version along side a paid version (~60 pages vs. ~200 pages). The game is slightly cheaper in itch.io because they offer a much higher cut for creators. I'll still get less money from DriveThruRPG with the small price increase...but I know many people prefer DTRPG for convenience/centralizing their gaming pdfs.
Here is the official summary:
Tides of Gold is a tabletop role-playing game about a crew of adventuring sailors seeking riches amidst the clash of warring trade factions, corrupt marine patrols, and monsters in the deep. There are raids, kidnappings, back-alley deals, marine cults, and above all a cutthroat game of trade to be won—if you're skilled enough to ride the storm.
You and your crew must survive being hunted, shoved out, and battered by the waves of rival pirates, wealthy merchant families, warring nations, and backstabbing patrons. Will you seize wealth and establish yourself as force in the region? How will you navigate the pull of your anchor calling you home while you dream of a greater destiny?
In this stand-alone game, you'll find:
SETTING Two generations ago, the region was invaded by mysterious Sea Raiders, not-quite human creatures who introduced Renaissance technology to an Iron Age world.
It has been fifty years since humans fought back these creatures, and in that time they have unlocked numerous secrets of their advanced technology, catapulting a mystical world into a mechanical future.
This period of peace and invention and spurred on a new level of trade and exploration. The Golden Road of ages past has been rebuilt. But the war time alliances are weakening. And now fortunes are ready to be made...or stolen.
Number of players: 3-6
Age of players: 13+
Length: 2-6 hours
Type of Game: Roleplaying Game
Page Count: 239
“War does not determine who is right — only who is left.”
I usually don't make any New Year's resolutions. This year I made two: make more digital art and explore making some quick-but-quality RPGs.
Crossing Worlds is still a huge focus of my time and energy. However, after years of working on it, it is easy to become burned out. I've tried some other game projects on the side, but inevitably, they've always become complicated, long, requiring 100+ page rulebooks. I can't really refine them without taking too much time or energy away from my main design project.
A few months ago I started reading short games by other people. Games that could be explained in 1-4 pages. I had no idea how to make a meaningful short game, but the challenge appealed to me.
In January I made I'm With You, a narrative game about relationships and community after a disaster.
For February, I made an entry for the Emotional Mecha game jam: Breach. Designed for 2-players, it is a quickplay game that explores the way war forces us to make impossible choices.
Each time I make one of these focused games, it gives me new energy to keep working on Crossing Worlds. Maybe while you wait for the next big update to that game, you'll consider checking them out.
Record Collection is a game jam where we challenge you to make a game that is based on, inspired by, or an interpretation of a music album! Simply pick an album, listen to it, and then make a game that evokes it.
Our Jam Guide Lines are as folllows:
I have been playing around with mechanics for a narrative card game since about August but never got anything to click. I came across this game jam while listening to Avril Lavigne's song I'm With You and something clicked.
This game was a blast to design and I'm unusually happy with how it turned out. It includes straightforward rules, doesn't require a GM or prep time, and includes 154 cards I designed, wrote, and illustrated myself.
Right now you can buy the print-and-play version; within the week I will be updating with a digital version to be used in Roll20 or Tabletop Simulator.
We were just a small town. Ordinary. Boring even.
Then the Incident changed everything . . .
I’m With You is a roleplaying game for 2-5 players lasting for 1.5 to 3 hours. Play focuses on relationships in a small town and how one pivotal event changed everything.
You do not need a GM or prep time; the game's unique card system will generate story prompts as you go.
Together you create a story of interconnected lives and drama similar to ensemble-cast movies like Crash or Love Actually. At the end of the game, your characters must face each other and decide if they deal with the Incident's fall out alone, of if I’m With You.
Either choice will change your character's life forever.
A quick update (since I'm too wired to sleep immediately) to say we played v5.0 on twitch.tv/actualplay. You can find a VOD here if you want to watch. We ended up doing a session 0 since everyone got into world creation. I'm excited for what everyone designed. There is also a lot of me explaining rules since creation is designed to intro many of the mechanics.
We'll be continuing play at a time in the future. Still working out schedules, but in the meantime I'll be streaming the GM side of session 0—campaign prep—on Twitch at twitch.tv/casskay. Day and time for that is also TBD, but will probably be a Sunday in the next few weeks.
You can watch me run a one-shot of the game on twitch.tv/actualplay January 4th at 6:30pm PST.
First big news: I will be running a one-shot based on v5.0 with Evil Hat's Sean Nittner, designer and wilderness survival teacher Jeeyon Shim, my friend and longtime playtester Brian, and friend and former Shadowrun GM Craig.
Second big news: Karma in the Dark v5.0 is about 80% complete. It represents some major changes.
For those who want a sneak peak at the new setting, a brief look is included below.
In the far future humanity has perfected artificial fabrication technology.
We are able to terraform planets, repopulate worlds with Earth wildlife, and produce any necessity with a fabricator.
Our planet was one terraform project of many...until our rush to gain wealth from our new world accidentally created a disease that killed more than a quarter of our population.
Our planet was placed under quarantine; our fabrication and astrotech travel tech was disabled with a kill-switch; and the Overseers placed comprehensive regulations on every aspect of our lives. They installed the Feed to supervise our compliance, an unblinking surveillance system that watches and catalogs every moment of every life.
For generations the Planetborn have negotiated for an end to the quarantine. For generations we were told to follow instructions and regulations written in “plain language”, and then faced reinterpretation whenever we filed proof of our compliance.
As for us? We are the seventh generation since the quarantine began. We know that following the regulations will never change anything. So now we need to find a new way to freedom. We need to resist.
Time for a brief update/review of everything going on behind the scenes.
November I officially took off from creative work. The first week I didn't do anything creative, the other weeks I let myself play around with some ideas in short bursts, but stopped short of any focused effort. I was feeling burned out, both from the final push on Karma and the 2-year long development cycle on that game.
My current plan is to spend December-January working on non-Forged in the Dark games. I have two I am playing around with, and I hope to finish the smaller project by end of January. At that point, depending on my burn out level, I'll move back to some bigger design projects, including my Forged in the Dark works.
Project summaries below:
Karma in the Dark:
It was released about 5 weeks ago in its v4.1 form. The response and number of downloads amazed me, especially with little to no advertisement effort. In terms of the core rules, the game is pretty much done. I'm now exploring some publication options (along with getting an actual copy-editor for typos). It will probably be a few more months before I have any final decisions on that front.
In the meantime, I've started working on the first official supplement, a detailed pre-designed setting for the game. You can see the last update post for more details. I will probably have periodic updates on this project, but the release will probably be held until I've finalized my publication plan for the game. The only new update is that I've decided on one of the new optional mechanics for the supplement, which is replacing the archetype character creation with a lifepaths like system (somewhere between Stars Without Number and Burning Wheel in terms of complexity.) Part of living in a small town is having a reputation and a family legacy, so this seemed like a fun way to tie that dynamic into a rural setting, without messing with any core mechanics in the game.
I am also continuing to look at playtesting and collecting feedback for the core game. I have a few pages of notes on small tweaks or updates, but those probably won't be incorporated until I start work on the final version.
Tides of Gold:
I need to re-layout the game in InDesign since there's been no way to get around the Scribus problems that make the document frequently crash. I also need to make some initial updates/fixes based on initial feedback and playtesting. I have plans to add a trade mini-game to replace the default faction mechanics in Blades, but that will require dedicated design focus. Right now, work on Tides is slated for the end of January or early February. I need a break before I work on another Forged in the Dark game, but once I do, it's at the top of the priority list.
I have the basic concepts in place, but I need to make playbooks. I'm currently burned out on making abilities after designing 144 abilities for Karma. So this project is currently at the back of the queue. It will definitely come afters Tides of Gold's next update.
This is a narrative, exploration game I talked about on my blog a few years ago. It is a slice-of-life type of exploration, where you learn about the hidden secrets of small communities while also exploring your own character's memories/legacy. The game is not quite GMless (at this stage), but is designed to share narrative storytelling/world-building between all players. Once I start play-testing the game on a larger scale, I may explore making it a GMless game. I'm creating a new game system for it rather than hacking an existing one, since nothing quite fits. I spent most of November testing out quick prototypes of the core mechanics. I'm going to continue to work on it over the next few months, but until I nail down the core mechanics there won't be anything to show.
In November I also returned to an old idea of a cross between Dungeon World and Masks, but this time building mechanics from the ground up. You still play as heroes-in-training, trying to build up a heroic reputation while also struggling with your own identity. The game is designed for a West Marches style of play, where the group of players changes every single week. The GM/players quickly build the scenario based on a few quick choices (or rolls), character creation happens almost entirely within the action of the game, and there is a "rumors" mechanic which helps carry stories between play sessions even as the players change.
It is designed to be quick to understand, quick to play, and offer an overall light, high-fantasy feel. (The antithesis of Karma, you might say). Like Rootless, it requires some novel design mechanics, but it also requires some world-building tools like Karma did. The ability system is very different from Karma, so creating those abilities haven't been quite as draining. I hope to have a playable test version by the end of January, when I switch focus to Tides.
With all of the design projects in the works, especially with the novel mechanics ones, I've considered streaming some of the development on Twitch. I've held back because the idea of streaming myself doing math, making rolls, and theory-crafting game loops doesn't sound interesting. But then I rewatched Hack Attack episodes and it reminded me it can helpful to see someone design in real time. So I'm still thinking about it.
A side effect of taking a creative-break in November was that I started reading more and that led to wanting to write novels again. Long before I tried TTRPG design, I used to write anywhere from 1-4 novels a year. I stopped once I started doing trauma work in my job, because the job emotionally exhausted me. But now that's I've been doing that work for years it doesn't take the same toll. The only impact here is I might go back to writing blog posts on creative writing and storytelling again, but those will go on the personal blog. Just like my return to making digital art is ongoing, but really only shows up if you follow my new Instagram account.
Overall, I have a lot of projects in that pipeline, and that's when I do my best work. It's a relief to finally have a chance to turn to projects other than Karma for a while, though the setting supplements will give me a way to continue building on that system in a contained way. I am excited to explore rural cyberpunk followed by a dark ages spin on science fiction. Overall, 2019 is looking like a good, fun year.
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