Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Monday, May 4, 2009

RPG Projects I'm Working On

My operating system is cluttered with windows this morning of the various projects I have on the go. Which means it's a good day so far, I love having too much to do, especially when it's to do with role-playing.


I recently took up some guest blogging for the Core Mechanic which is starting to make me enthusiastic. Johnathan the blog owner is a very bright guy and is managing the blog really well. This is great for me because I'm the sort who (obviously) doesn't care to do much blog management, so this lets me just concentrate on the writing and networking aspects which is what I enjoy. I can see my writing relationship with TCM being very fruitful.


This weekend I also decided that I needed to start moving ahead with playtesting Hardkore, so I took some time to work out a rough campaign outline in a setting I'm developing specifically for the Hardkore system and started reaching out to a few players to join and help me playtest. As usual everyone is quite busy, but I'm tenacious and won't take no for an answer. I'm currently putting together a playtest package for the players so that they have an updated copy of the rules in addition to any setting specific information I feel they need. It's a pretty big package, out of curiosity I opened it into MS Word so I could do a word count. Without any formatting the material is over 25,000 words and 75 pages. Wow, I've been busy.


Currently I'm working on inputting all that into an Adobe Indesign book so that the playtest document is a bit more readable. I'll hopefully have most of that done by the end of the day, right now I'm transferring over all the gun stats.


One of the things I really love about Hardkore is the attention to detail Dixon had when working on the firearms. Currently we have over 40 different firearms with comprehensive stats, our stats are so comprehensive that we actually include different stat lines for different types of ammunition that can be loaded in the gun. Not just slug rounds vs buckshot either, like the difference between a full metal jacket round and a jacketed hollow point round. All this matters because our damage system is the most realistic of any game out there. Thats where I think our niche will be actually. In gamers who want to customize and play out scenarios of war in a tabletop RP environment rather than a first-person shooter video game.


Anyhow that's a bit of an update, so I'll get back to work.