Wooo, well, guess who did 2/3rds of the work and busted his deadline by an entire day?
Yer lookin' at 'im.
Anyway. Here are the magical lightning guys.
I promise I'll wax poetic about these guys later. As for now, I'm burned.
Here are the little blue psychic kids from Akira. I mean, my totally original creation.
Argh. These guys are too cool for my caffeine-deprived blood to give them a proper gush. Take my word for it, they're awesome.
I'm going to take a little break and start working on the remaining three factions. Need. Coffee....
Thursday, June 7, 2018
Wednesday, June 6, 2018
Lone Wolf Fists: Disrupting the work-life balance (of the author)
Oh yeah, you thought I was done, didn't you? You thought I wouldn't put blind adherence to an unrealistic release schedule over my own health and peace of mind, didn't you?
You were wrong! Behold the first half of today's work and tremble!
First, the mutation list to whet your appetite for post-apocalyptic goodness. Dare you roll a d100 and consult this list?!
Some of these have little spark notes for the full rules in parenthesis next to them; others are in various states of being written. The very last one turns you into a little blue person like the psychics in Akira, because an entire faction of those guys is a little dream I'm bringing to light with this project.
Next, the Dharmas. What heroic destiny will you pursue in the ashes of the world?
As you can clearly see, the poison-scorched world of tomorrow is a harsh one, but it has its heroes!
Next up today, not one, not two, but three more factions. Can I write and post them all before I die of exhaustion? We shall see!
You were wrong! Behold the first half of today's work and tremble!
First, the mutation list to whet your appetite for post-apocalyptic goodness. Dare you roll a d100 and consult this list?!
Next, the Dharmas. What heroic destiny will you pursue in the ashes of the world?
As you can clearly see, the poison-scorched world of tomorrow is a harsh one, but it has its heroes!
Next up today, not one, not two, but three more factions. Can I write and post them all before I die of exhaustion? We shall see!
Monday, June 4, 2018
Lone Wolf Fists: Progress
I wasn't kidding: this thing is happening
Here are the first two work-in-progress Lores for the factions. I've got the Brotherhood of Freaks and the Emerald Kirin here. All the spots in red need content that I'll generate when mapping and developing the world (or similar later design stages)
There's the Brotherhood. I'm going for a similar splat appeal to the Nosferatu from V:tM. They rode the line between iconic and pulp beautifully.
And the Kirin. I like the idea of a faction of savage paladins fighting to return the natural world that was annihilated in the apocalypse. But... I also like them being real jerks.
I've got the other factions queued up for later in the week. On top of that, I'm revising the core Tian Shang rules for LWF; that's a big, technically difficult and extremely dull project that I'm pecking at in the background.
Stay tuned for more updates, true believers!
Here are the first two work-in-progress Lores for the factions. I've got the Brotherhood of Freaks and the Emerald Kirin here. All the spots in red need content that I'll generate when mapping and developing the world (or similar later design stages)
There's the Brotherhood. I'm going for a similar splat appeal to the Nosferatu from V:tM. They rode the line between iconic and pulp beautifully.
I've got the other factions queued up for later in the week. On top of that, I'm revising the core Tian Shang rules for LWF; that's a big, technically difficult and extremely dull project that I'm pecking at in the background.
Stay tuned for more updates, true believers!
Sunday, June 3, 2018
Lone Wolf Fists: Open Playtest (it's coming!)
Howdy everybody! I did some posting earlier this week and
got a few of you fine folks interested in my little post-apocalyptic setting
for Tian Shang: Lone Wolf Fists
Reading the excitement that the game generated got me back
to working on it. In a flurry of creative energy, I wrote down a first draft
for:
- All seven clan’s fighting styles
- Monster and Demon rules
- The goals, plots and hooks for all seven clans
- A 100-point mutation list
- Psychic rules
- Gritty wounding rules
- Mortal hero rules
- A streamlined Content Generation/Delivery method
- A new, easier-to-read rules layout with new rules
So, I’m tired! But very accomplished!
I estimated two weeks from the post date I would have a nice
document for you all to test to your heart’s content. That was about a week,
ago, and barring any significant delays I’m still pretty confident in that
figure.
When I get it done and formatted, my plan is to put it up on
Drivethrurpg.com as a little pay-what-you-want book. This way, I can track
acquisitions to see what the audience currently looks like number-wise, and
also if you want to tip a little scratch into my jar for art and editing and
layout and etc., well you can do just that.
I also plan to make a little feedback sheet for those of you
who want to sample the playtest and give me your thoughts. Everyone who does so
will receive credit for their playtesting (I mean, of course).
Look forward to it true believers. I’ll see you all in about
a week!
Friday, May 18, 2018
Making a playable fighting game
Man, so much writing done this week... Somehow. I don't know how it happened, but I wrote a pretty wicked sword martial art as well as first-draft rules for the Asura and Raksha. I feel pretty accomplished, and slightly baffled!
I'm working on some of the "playability" rules right now. That's been a fun journey.
So, the Effect Chart was the first part of this. Environmental interaction is a huge, important part of making a game like this feel dynamic and epic, while offering real strategic choices to players.
But, they can't be too weighty. Once you start getting into multiple-page-long reams of strategic minutiae (Pathfinder) you risk forcing GMs and players to memorize huge swathes of rules or constantly reference them in-game, which is a sure-fired way to kill your game's flow.
And they can't be purely cosmetic, because then they're just dead weight without any tactical substance. A fighting game without meaningful tactical choices is a waste of your time. I've read a lot of otherwise good games that hand-waved away movement and environmental interaction as "flavor", shooting themselves dead in the foot.
So they have to ride this line of simple but functional. I thought about them for, oh, about a year before I sat down to write them today. I'm pleasantly surprised with the results.
Attacks have their own "environmental havoc" chart, which tiers them by how much damage they can do to surrounding terrain. This links nicely with the "on-the-fly" scenery-filling espoused by the environment and battlefield rules, which allow GMs to add rules as needed to the descriptions of an environment.
The havoc chart led to "disaster" rules which let GMs model things like rockslides, bonfires, and collapsing buildings (y'know, things that happen when super-powerful characters unleash their magical kung-fu). Disasters unfold in stages, creating dynamic events that change the tactical landscape of a conflict.
For instance, a building starts by canting sideways in round 1, then collapsing in round 2, then finishes by spraying a huge cloud of concrete dust everywhere in round 3. Making the building collapse in round-by-round stages gives players a predictable event to respond to tactically, and presents them with a dangerous challenge that they have to address while fighting. This adds a strategic puzzle element to fights, deepening their variety.
Really large-scale disasters apply to entire areas (such as city blocks or mountain ranges). I've termed them "catastrophes" because I love that word just, so much you guys. Just so much.
The best thing? Players don't really need to think about these rules except in intuitive terms. "If I hit the building hard enough, it'll collapse. Do I want that to happen?" That's a pretty instinctual way of considering these rules, and perfectly workable. It retains the meat of the tactical decision without requiring rules mastery.
I'm working on some of the "playability" rules right now. That's been a fun journey.
So, the Effect Chart was the first part of this. Environmental interaction is a huge, important part of making a game like this feel dynamic and epic, while offering real strategic choices to players.
But, they can't be too weighty. Once you start getting into multiple-page-long reams of strategic minutiae (Pathfinder) you risk forcing GMs and players to memorize huge swathes of rules or constantly reference them in-game, which is a sure-fired way to kill your game's flow.
And they can't be purely cosmetic, because then they're just dead weight without any tactical substance. A fighting game without meaningful tactical choices is a waste of your time. I've read a lot of otherwise good games that hand-waved away movement and environmental interaction as "flavor", shooting themselves dead in the foot.
So they have to ride this line of simple but functional. I thought about them for, oh, about a year before I sat down to write them today. I'm pleasantly surprised with the results.
Attacks have their own "environmental havoc" chart, which tiers them by how much damage they can do to surrounding terrain. This links nicely with the "on-the-fly" scenery-filling espoused by the environment and battlefield rules, which allow GMs to add rules as needed to the descriptions of an environment.
The havoc chart led to "disaster" rules which let GMs model things like rockslides, bonfires, and collapsing buildings (y'know, things that happen when super-powerful characters unleash their magical kung-fu). Disasters unfold in stages, creating dynamic events that change the tactical landscape of a conflict.
For instance, a building starts by canting sideways in round 1, then collapsing in round 2, then finishes by spraying a huge cloud of concrete dust everywhere in round 3. Making the building collapse in round-by-round stages gives players a predictable event to respond to tactically, and presents them with a dangerous challenge that they have to address while fighting. This adds a strategic puzzle element to fights, deepening their variety.
Really large-scale disasters apply to entire areas (such as city blocks or mountain ranges). I've termed them "catastrophes" because I love that word just, so much you guys. Just so much.
The best thing? Players don't really need to think about these rules except in intuitive terms. "If I hit the building hard enough, it'll collapse. Do I want that to happen?" That's a pretty instinctual way of considering these rules, and perfectly workable. It retains the meat of the tactical decision without requiring rules mastery.
Friday, April 20, 2018
So much good news about Tian Shang
David is sending his introduction, along with some suggestions from yours truly, to our skilled and brilliant editor Albert Lim. We're a significant step closer to releasing act 1, because this finally completes the writing.
Speaking of completing the writing: David also sent the full text for both Tripitaka's and Wukong's lores to Albert for editing. So I'm pleased to announce that these lores will indeed be included in act 1!
In further news, I just got a Chibi commission back from Kim Kleven; an artist friend of mine (wife of Michael Klevin, the artist who drew Black River Devil in the background of this blog!) I share it here with all of you:
Yes, that is Chibi Tripitaka. I commissioned Kim to do some margin art, including her adorable Chibis, for Act 2. So these cute lil' guys will be gracing those pages.
Now, just to get the actual writing done on that act...
Speaking of completing the writing: David also sent the full text for both Tripitaka's and Wukong's lores to Albert for editing. So I'm pleased to announce that these lores will indeed be included in act 1!
In further news, I just got a Chibi commission back from Kim Kleven; an artist friend of mine (wife of Michael Klevin, the artist who drew Black River Devil in the background of this blog!) I share it here with all of you:
Yes, that is Chibi Tripitaka. I commissioned Kim to do some margin art, including her adorable Chibis, for Act 2. So these cute lil' guys will be gracing those pages.
Now, just to get the actual writing done on that act...
Friday, April 13, 2018
Tian Shang progress and new logo
I had the great pleasure of reading David's introduction for Act 1 this week. I love working with this team; it's fantastic to work with people with the kind of creativity and passion that guys like David have.
It was a more comprehensive overview than I was expecting. It went on about galactic civilization, the history of the galaxy, the caste system... It was surprisingly robust! I expected a quick 1-page tease, but as with the rules, I ultimately prefer this more in-depth treatment.
This is the LAST bit we have to finalize before layout by the way. I know we've stretched your collective patience pretty thin, dear fans, so I promise after this we're rocketing out Act 1 into your collective mitts ASAP.
In other news, our graphic designer and layout guy Victor Andrade designed the brand-new Mushroom Press Logo! Check it out:
Ain't that a beauty? Once I figure out a nice place for it on the blog here I'll hang it up like a little welcome mat.
He's got a Fiverr account set up if you're looking to get a logo designed, by the by.
It was a more comprehensive overview than I was expecting. It went on about galactic civilization, the history of the galaxy, the caste system... It was surprisingly robust! I expected a quick 1-page tease, but as with the rules, I ultimately prefer this more in-depth treatment.
This is the LAST bit we have to finalize before layout by the way. I know we've stretched your collective patience pretty thin, dear fans, so I promise after this we're rocketing out Act 1 into your collective mitts ASAP.
In other news, our graphic designer and layout guy Victor Andrade designed the brand-new Mushroom Press Logo! Check it out:
Ain't that a beauty? Once I figure out a nice place for it on the blog here I'll hang it up like a little welcome mat.
He's got a Fiverr account set up if you're looking to get a logo designed, by the by.
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