I have a problem.
The problem is keeping projects small.
I pretty much just spent my entire annual vacation getting Tides of Gold to the point it can be play tested with relative ease. By relative ease I mean that I lean on the SRD for the Forged in the Dark game engine. Unlike the current state of Karma, I'm not trying to replicate the entire game system.
Tides of Gold, version 1, has been released.
The game is ready for groups to pick it up and play. It includes a full setting that includes 9 detailed ports, 50 factions, and enough world detail to spark ideas for groups, but enough empty spaces for them to make it their own. It also includes 3 crew types and 5 PC playbooks.
The rule changes from the base Forged in the Dark engine are minimal. I did that on purpose, so people could bring Blades playbooks into this setting, or take the ships of this game into the Blades setting. There are a few rule additions for sea travel and ship combat. In the future I want to add some faction-economy mechanics, but I'd like to get these initial systems well tested before I layer on anymore complexity.
Overall, I'm really happy with this release. Design wise, it pushed me in a very different direction than Karma in the Dark. While Karma has been all about exploring mechanics, this release is all about creating an interesting world that's easy for GM to adopt for their own purposes.
I also invested a lot of time in the artwork. While my skills are still developing, creating an illustrates bestiary with 20+ original monsters took me into new territory.
So yes. Now you can play pirates. Or pirate hunters. In a unique, Mediterranean inspired world.
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