Saturday, 18 May 2013

Overwhelming Odds

I am a very sorry Warden.

To anyone who attended CanGames over the weekend and planned on checking out Killshot, I want to offer my sincere apology for canceling at the last hour and bailing on the con. Which brings us to today's topic. 

For the past couple of years, I've been mentioning some of the difficulties inflicted by the accident, but never went into details or hid behind the ongoing legal action to avoid getting into details. I think it was a way for me to avoid confronting these disabilities directly or admitting to weaknesses that have turned out to be a larger obstacle than I had anticipated. Or maybe I thought it would clear itself up in time and things would return to normal. Unfortunately, I have to admit none of those are the case and if I want to make this work, honesty is better than vague messages and there's still a chance this could happen again. 

Here goes. 

Thursday, 16 May 2013

Why Facts Don't Have Time for Traditional Print

I am the Warden!!

In my previous life, I worked in print media, an industry that has been struggling to sustain itself in the face of growing technology. While I'm of the belief that traditional print will always exist to one degree or another, it's very hard to make my case when the industry itself is constantly shooting itself in the foot. Having worked on the inside, I've seen the panicked reaction of employers and managers determined that if they simply hold on for a while until this "trend" blows over and it's the wrong reaction.

However, that's not the only issue anymore. On Monday, there was massive panic and public reaction to the report that a 10-year old girl was almost abducted in broad daylight in the middle of town. A description was announced on the radio and local police were scouring the area looking for this individual. On Tuesday, it was announced the suspect was not real and the girl made it up to cover for the fact that it was bullies at school beating her up.

I'd like to show you Thursday's edition of the local paper.


Monday, 13 May 2013

Learning From Failure (AKA Not the End of Wildpath)

I am the Warden!!

A winner has been declared in the EN World 7-Day Design Contest and it's Daughters of Lear, a storytelling game placing players in the role of actors putting on a play with, I'm guessing, heavy Shakespearean influences. Asylum didn't even rank within the top 8 of nearly 40 entries and received only 5 votes (or 6, if you count my own vote).

D'oh.

Don't get me wrong, I have no regrets about investing the time in creating Asylum or the Wildpath System behind it. First, there's still a chance Morrus will want to publish it if he found it to his liking and saw potential in it. Second, there's loads of potential for Wildpath. I may have sold the rights to Asylum, but a system is not bound by such rules and there's no mention of it being called Wildpath in the submitted text.

If you haven't had a chance to take a look for yourself, it's available through this link now that the contest is over. Let me know what you think, what works, and what doesn't. 

Monday, 6 May 2013

Asylum Needs Your Vote!!

I am the Warden and I approve this message!!

The voting has begun for EN World's 7-Day RPG Contest and it wraps up on the morning of May 13th, so start clicking, convicts. Asylum is up against 38 other competitors (a hefty field), so there's going to be a lot of material to cover. There's only one way to make this simple: vote Asylum as your top choice and pick two other worthy contenders as your remaining three selections. Or vote however you want. What's important is that you vote. It's not like it's a federal election or anything.


Saturday, 4 May 2013

7 Days: Asylum Is Complete!

I am the Warden and... phew. Hold on, I just need to catch my breath. It's been a busy week.

Ok, here we go.

I am the Warden!!

Asylum, my entry in EN World's 7 Day RPG Design Contest, has been submitted before the deadline will be ready for your vote. Because I promised to get off the computer over an hour ago, I'm going to keep this short and simple. If you want to know what Asylum is all about, go here, and you can go here to learn how the mechanics work.

This was an absolute blast to put together and I'm looking forward to Game Chef in just a couple of weeks. 

Thursday, 2 May 2013

7 Days: What Is Asylum?

I am the Warden!!

On Tuesday, I shared with you the foundation and core mechanics for what I call the Wildpath System, a storytelling device where players roll Fate/Fudge dice to build actions, reactions, and difficulties. I also stipulated that I wasn't going to share anything about the game itself - Asylum - unless there was a demand in the form of at least 5 comments/shares of that post.

Well, I think it's safe to say those conditions were met and then some. I've received some great feedback from fellow gamers out there, both friends and strangers alike, and even caught the attention of the contest's head honcho on EN World. So let's start talking about Asylum, eh?

I can describe it to you in two words. Violence and survival.


In Asylum, you and the other players are convicts sent to a deserted island in the middle of nowhere by the various Kingdoms of Thrane to live out your dying days. Once home to an ancient civilization wiped out by an active volcano, this island now houses the unwanted and undesired elements of society. Combining murderers, bandits, crime bosses, and the innocently accused all in one place, Asylum is a stewing pot of anger and misplaced retribution.

Tuesday, 30 April 2013

7 Days: The Creation of the Wildpath System

I am the Warden!!

Regular readers are probably aware of the heaping plateful of responsibilities on my plate at the moment: Killshot Reloaded, school, video editing, launching a Kickstarter, even some ongoing plans for Optional Core, but it seems all that was just not quite enough. What can I say? I'm a sucker for lost causes.

Over the weekend, I posted a note on my bulletin board titled "List of Regrets." On there are two entries: NaNoWriMo 2012 and the D&D Next Character Sheet Contest. Both of these are contests or tryouts I wanted to invest time and energy into completing, yet never did. Why keep account of such failings? Because it's how I motivate myself to add less and less to the list. Every time I add something to the List of Regrets, I feel motivated to keep something off its ruled lines of damnation.

So when EN World announced a 7 day RPG design contest, I latched onto the idea and neurons started charging up. At the very least, my entry is accepted and potentially published if Russ likes what he sees and finds potential in it. At best, I stand to pull in a much needed $1000, meaning that only thing I stand to lose is skipping another entry on the List of Regrets.

I wanted to create an original RPG that could work within 20 pages, including character creation and setting material. That meant foregoing the standard RPG mechanics (unless I wanted to use an existing system, which I did not) and trying something simpler than my usual work. Going over various notes recorded into Evernote, I found some rough concepts for a story RPG system where players do not roll to see if their action succeeds, but rolls to determines how many times they get to take over the story in a round.