16 April, 2014

The Astral Prison

Here is a little something I've been working on.
The basic premise is an interdimensional prison asteroid, made from an ancient magic and caught in a limbo realm between Purgatory and the Astral plane. It is here that many of the most dangerous beings in all existence have been banished...

...but fueling it all, at the centre, is wealth unimaginable. A regenerating diamond capable of fueling the prison's magic for the duration of eternity. A gem that splinters off tiny fragments of itself every millennium at a rare conjunction when the stars are aligned. 

Few know how to reach the prison, and those few who do know the truth are never stupid enough to undertake the journey themselves. Instead, they send adventurers to raid the prison; they rarely expect to see those adventurers alive again.

This dungeon exists on two layers within the one page. Each a different colour, and each revealed by the application of coloured cellophane over the paper.

When characters walk into the prison, they are like the prisoners and are prevented from passing walls of any colour. As soon as they touch a mystic alter, their body phases into alignment with one of the colours. Once this occurs, they take a circle of cellophane matching that colour and overlay the map with themselves at the centre of this circle. The cellophane indicates which walls are still solid to them, and obscures the walls that they may now walk through freely. Once they reach another altar, a character may choose to touch it (thus shifting their phase alignment and colour of cellophane) or continue past.

If the a character comes into contact with one of the imprisoned beings, they cannot be reasoned with...these are psychopathic, world-destroying beings. Survival might be a possibility, but critical injury and lifelong scars will come from every encounter...and a second encounter along the way is likely to be lethal when that confrontation occurs in a weakened state.

This is a dangerous place, and the stakes are high.

I'm just refining the colours now, a one-page dungeon for this place of nightmare should be available shortly.

05 April, 2014

Taking things further

Voidstone Chronicles had a good start, but things have stagnated a bit. I've updated it now twice, in the hope that it might see some more interest.

Maybe it's time to start some more active promotion.

Voidstone Chronicles can be found here.

02 April, 2014

The Underwater Spire

Some of you may be aware of the underwater adventure, the Submerged Spire of Sarpedon the Shaper.

If not, go and have a look at it here.

I've been given the opportunity to draw my interpretation of the map, and here it is.

Now that this one is out of the way, I might be willing to accept other commissions.

30 March, 2014

Real Oriental Adventures

I've long been a fan of Asian inspired settings, I've written a few games with Asian inspired setting myself. But it's great to see someone from this part of the world giving us the lowdown on how these settings should be done right.

Alexander Osias over at Hari Ragat Games has started a series of blog posts about Building South-East Asian Settings, and I hope this post is the first in a long series. [EDIT: It's actually Dariel Quiogue at Hari Ragat Games...Alexander just shared the link]

The first post is pretty comprehensive and a great grounding point for the concept.

Good work, Alex Dariel.

(P.S. To answer the opening question in the post...the reason I haven't written more South-East Asian inspired gaming material is because of all the people screaming "cultural appropriation" in recent years.)

29 March, 2014

Back on the Hottest List

It's always nice to be on the RPGNow Hottest Titles list.

It's been a while since I've had a product there, but then again it's been a while since I've released a product. I hope that this means the experiment is working, even if it isn't then there should be a few people seeing the new mechanisms that drive this game and that might help inform further game designs in future.

Now it's just a case of waiting until the first batch of reviews come through, hopefully the game makes sense to other people and it's not just an incoherent jumble of crap.

28 March, 2014

The Experiment Has Gone Live

I don't know how well this idea will work, but unless you try something new, there's no way you can ever advance.

So, as an attempt to push the envelope, I've launched my new project over on RPGNow.

You can choose to pay a cheap price up front to help support the development of the product, or you can wait until a more polished version of the product becomes available (and pay a bit more once it's ready). I won't say too much more here, just go over there and have a look.

26 March, 2014

An Idea that needs an Application

I was driving the car today and an idea struck me...I have no idea what to do with it, or how best to implement it. So I'm throwing it out there as a concept that anyone can take.

The basic concept is that a player has a hand of cards, they play a card from their own hand and the GM draws a random card from their hand. If two characters are going up against one another, each player draws a single card from their hand, and then draws a random card from the remaining hand of their opponent.

What happens now?

I'm not sure, it's just a kernel of an idea.

Maybe a player compares the cards in some way. An action might have a difficulty, and the player needs to select a higher card to beat that difficulty...if the random card is higher still, they get an extra degree of success on their action...or maybe, if the random card is higher, they get a success but don't have to sacrifice something in the process.

At this stage, it's just something else to throw in the toolkit when I need to work on another game.