Thanks to a successful Kickstarter for the new tabletop RPG, The Curse of the House of Rookwood is already available to backers as a pdf and scheduled for print late spring. In addition to the core rule book, Nerdy Pup Games is also publishing scenarios (written by a number of contributors, myself included) that explore alternate takes on Rookwood’s otherwise British Gothic setting.
I’ll confess, right now I just want to share my excitement about several new titles released in the past year or so… Let me also confess that I feel a bit biased as a fan of Modiphius Entertainment, because they’re publishing and distributing some of my favorite RPGs, all by Swedish game designers: Mutant: Year Zero, Symbaroum, and Kult: Divinity Lost.
I’ve recently become infatuated with a new-ish roleplaying game called Symbaroum. Like Mutant Year Zero, it’s the product of a Swedish game studio (Järnringen), distributed by Modiphius Entertainment, but dark fantasy rather than post-apocalyptic.
While I haven’t kept up with blogging—it’s been, what, four months since my last post about RPG development?—I have been writing, and within the past two weeks, almost every day. Progress still feels slow, but as my friend Addison keeps telling me, “One inch punch.” I’ve bounced around a lot with game development. It felt … Continue reading Tempeste: Introductions
I haven’t always been a fan of character classes in RPGs (e.g. fighter, thief, wizard), but ultimately, my issue has been with needlessly complex leveling mechanics and the over-compartmentalization of character abilities. Yes, I prefer skill-based RPGs. But even in skill-based RPGs, it’s helpful to have a guideline for character advancement and to identify a … Continue reading “Be my Angel, cuz you need me…”
Thankfully, words come easily when mentally immersed in a world with a rich and complex aesthetic: discipline, finesse, grace, guts, nuance, passion, rapport, style, tenacity. Without even telling you about Tempeste, the words above begin to give you a sense of the world and the characters who inhabit it.
I’ve never been good with discipline. (Well, never say never, right? I did manage to get through grad school and wrote a book, after all.) But I’m easily distracted, self-distracted, wanting to chase some fancy or another, or to break a rule because it’s a rule, even if it’s a rule I’ve made. Especially rules … Continue reading Fantasy requires discipline
The trick for creating the right “feel” for an RPG isn’t in the numbers as much as it’s in the words we use to define characters’ capabilities. How do we divide people up into universal attributes so we can quantify and differentiate their aptitudes? And more importantly for me—how do I implement my multiple-aspect soul concept while keeping attributes relatively simple? No one wants six to nine basic attributes, then four more special “soul” attributes piled on top of that. (Or at least, I don’t.) … I find the more stats that comprise a character, the less significant some of them become.