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.

Thursday, 25 April 2013

Why Am I Attacking That Guy?

Insert yo broodmama jokes....NOW!!
I am the Warden and I hate video games again!!

Back story. For the past couple of months, I've returned to the world of Dragon Age. Electronically, that is, in the form of Dragon Age: Origins for the Xbox 360. It's not my first time, but I've enjoyed it immensely more than my first time out due to two simple factors. One, elves aren't the glorious immortals made out in every other fantasy campaign known to existence. And two, I'm a rogue.

Yet last night's events have threatened to derail my efforts to finish this fucking game once more by striking at my weakest point: reminding me that it's a video game. During all three efforts to take on the infamously nippled broodmother (pictured above), my elf rogue continuously changed his mind on who he was going to attack, wandering off to get into some bizarrely accurate position against a tentacle or approaching shriek and throwing my entire plan of attack on its arse. Which is exactly where all my party members ended up, except dead.

I'm not sure if it's a glitch in this particular skirmish or intentionally done to complicate matters, but it broke the veil of fantasy and reminded me that I'm holding a controller in my hands and the commands and options presented are only limited to the decision put forth by the creators of the game. It's not the first time it's happened to me during a video game and it always leads to my dismissal from the game's presence, but this one was personal. I thought we had something, Dragon Age and I.

Sunday, 14 April 2013

Name Recognition and Kickstarter

I am the Warden!!

After reading fellow OTGD Fraser Ronald post about his Kickstarter endeavor on the Black Gate site yesterday, this particular paragraph caught my eye, travelled along its corneal pathway and began feasting on the cognitive processes of my brain. In this post, Fraser's comparing his success to the success of another OTGD member, Jason Pitre, and his Spark RPG Kickstarter.

Compare the success of Centurion with the success of Spark. The difference? Jason Pitre has spent four years not only perfecting his game (puts my year to shame . . . head hanging over here) but also being heavily involved in the RPG community. That pays off when it comes time to release. He knows lots of people, and those people know his game, and they will proselytize for him. Now, I doubt Jason was only involved in the RPG community with the expectation of drawing on the community to help pimp his game, and I further doubt that his community ties were the only differences between our campaigns – Spark is a very different game than Centurion– but it helped to get the word out to people to whom his game would interest.

Publicity is a bitch. Or an asshole, depending on your preference. It's all fine and dandy to have created something, but it needs to latch on to the public's attention to grow, fester, and mature to become noticed, then appreciated, and finally applauded. It's a concentrated game of chance unless you have any combination of natural charisma, connections, money, and more importantly, time. This is something Jason Pitre had plenty of for his Spark RPG Kickstarter and kudos to him for it.

Of those four lucky charms, I have one. Time. And even then, I don't. It's the curse of hindsight to look at someone else's achievements and kick yourself for not aiming in the same direction and I try not to get caught up in doing things exactly like others. However, there are great lessons to learn from others and I'd offer no service to myself and my work if I didn't look at what these two have done (yes, Fraser, even you) and make notes.