I think it was Kevin Crawford who said recently that the difference between people who design games and those who don't is the ability to do tedious work.
I've been using that quote to motivate myself this month. No interesting rules design or playtesting for me, just tedious, necessary editing of the main rules document.
The past two weeks I have been integrating my game design with the SRD. This basically means pasting the SRD, piece by piece, into my word processor, highlighting the parts that need to be changed for Karma in the Dark, pasting those unique parts into the document, and leaving notes for myself about where to come back and edit so the parts flow together.
It means v.3.0 is starting to look like a real document, but the work is slow. I think I have 1/3rd of the rulebook done at this point. I expected this to be fast since 90% of the final document already exist, either in the SRD or my unique rules, but it turns out my brain can only sustain focus for short periods of time after work.
So this will probably continue to be the next few weeks or month: the slow, tedious work of editing together two different documents.
First of all: I apologize for the radio silence. My real life job became insanely busy and I pretty much disappeared from the world for three months (to the point even my family was leaving "are you still alive??" voice messages and emails).
About 3 days ago, the official bladesinthedark.com website launched, bringing the SRD with it.
Work-life will continue to be insane until mid/late January, but this news has certainly reinvigorated my desire to return to KitD. I imagine my progress week-to-week will be small for the next month, but I plan on posting weekly updates again here to help keep myself on track and motivated.
The time "off" has allowed me to continue to test, design, and think through some mechanics. I've also been able to play and read several different TTRPGs, which has helped me get a better idea of how mechanics impact play, and how to tweak my own mechanics to illicit the intended experience. As a result, I will be making changes to the design from September which is why it isn't ready to release at this point.