It’s been a while since ol’ Fatbeard was able to sit down a blog. I’d love to regale you with tales about how busy the pirating life can be, but, if I had time to do that, I’d have more time to blog.
My New Year’s resolution was to keep this blog updated, but pirates are not well regarded for their honesty…
We brought Game Design: the Shafting to Fire & Ice. We sold quite a fee copies… and I lost my voice. It’s still not fully recovered after five weeks… which wouldn’t bother me so much if ChaotiCon wasn’t just around the corner… It’s the weekend of the 8th, 9th, and 10th of April if you’re at all interested. I highly recommend it. Not only will it be a good time for all those involved, but it happens to fall on the most important holiday of the year – Fatbeard’s birthday is on the 10th of April…
Work on After Earth is coming along. We switched gears mid-way through production, so we haven’t started play-testing just yet. Normally that would scare me just a little, but things fell together so nicely after change that I don’t have any doubts it was the right decision.
The book is going to have a unique format. We’re going to keep with our traditional “fluff them stuff” mind-set. I hate it when rules get in the way of a good story, and that hold doubly true when I’m reading about a setting. So the front of the book will describe the setting without going into the rules. Then we’ll cover everything from character creation, leveling up (yes, this game will be level-based), and all the things you do while adventuring… like killing things… In this part of the book we’re going to try a new approach. We’ll outline a rule and then give you the reasoning behind it… unless the reasoning is self-evident… We ran into this during design meeting. Someone would propose a rule that someone else didn’t like. The rule simplified something that is a pain in the ass in most games of this nature. Most people either decide to toss realism out the window in the name of the game. Others toss the fun out the window trying to be realistic. Once we actually heard the rationale behind this rule, not only did it make the problem go away, but it did so in a way that was simple, realistic, added to the fun of the game, AND (I emphasize because this is an important and) corrected a horrible faux pas in one of my favorite movies. It’s a win-win no matter how you look at it… but you’d never know it unless we explain the reason for the rule and tell you why it actually makes sense.
So, there are just a few more things to wrap up, and play-testing can begin. If you happen to know a botanist that might be willing to delve into the absurd, send him or her my way. It would help.