I am the Warden and I remember a time when roleplaying games were cheap!!
That's right. Why, when we played RPGs, there was only one rulebook at the table shared by everyone and we liked it. We loved it! There were none of these player splatbooks, character sheets, d7s, miniatures, and such. There was one AD&D Player's Handbook, dice, pencils, and scrap pieces of paper. And that was it.
Now, as much as I'd like to rant about how publishers drove us into a cost-heavy market of product lines and residual marketing, there's only one guilty party we can truly point the finger at: ourselves. That same original AD&D campaign eventually saw the table fill up with multiple PHBs, minis, homemade terrain, individualized character sheets based on your chosen class, and more. As we got older, we got jobs and had loads of disposable income. While all of our "peers" were learning that money could be exchanged for alcohol, drugs, condoms, and bail, we used our resources to construct a massive reservoir of RPG goodness. We brought all of this on ourselves.
Monday, 21 November 2011
Sunday, 20 November 2011
Seems I've decided to juggle several balls at once this week. No longer content to balance the delicate conclusion of Shadoworld while working on building a playtest job for Killshot, I've suddenly felt the need to get some work done on Redpill as well. Might have something to do with the numbers my Matrix posts get in comparison to everything else (about a 1000% difference).
As I've said in my original declaration of this project, I'm aiming to make Redpill a truly epic free RPG unlike all the other Matrix wannabes out there but there needs to be a coherent start for curious readers to latch onto. I could spend pages and pages going on about all the history of the Matrix setting and the intention of my game design, but then you're just reading the same kind of text as every other game out there. I want something captivating right from the get-go.