Sourcebooks, Splatbooks, and Expansions
I'm working away on the formatting for my "The Law - Dispatch Guide", which is basically the GM's guide to the game. It includes ideas for how to run a coherent investigation, how to keep things interesting, how to use equipment (and create new pieces of equipment), and a final section on relationship mapping.
The book I'll work on after this is an "Agent's Guide", which is basically the player's guide with a description of the Department of Law hierarchy, a few option character variants within that hierarchy (such as SWAT, Internal Affairs, Undercover Agents, PSI-Squad, etc.), maybe a lifepath system to flesh out a character as they are being built, and a few ideas for how games by be run outside the regular shift structure to reflect an Agent's life when they aren't on patrol.
Beyond this, I'm thinking of a series of Splatbooks to flesh out the setting, or more accurately provide tools that a group can use to flesh out the setting as appropriate to their game.
For example, the "Management Guide" would provide a variant lifepath system for Management characters, a system to quickly generate management oriented NPCs, a few pre-generated NPCs to drop straight into a scene or investigation, a guide to creating corporations (altruistic or sinister), and a few notable corporations that might exist in the setting already.
Something similar would be done as a "Street Guide" but using gangs instead of corporations, a "Cult Guide" would use zany religious groups, etc.
In addition to these, I'm tninking of a "Quartermaster's Inventory" book that follows the cyberpunk game tradition of a book filled with equipment. It'll probably be presented in the form of a catalogue, or Department evidence log.
At the speed I develop projects, this range of books should keep me going for a decade or so... I'll probably get bored and move on to something else before it's all done.
The book I'll work on after this is an "Agent's Guide", which is basically the player's guide with a description of the Department of Law hierarchy, a few option character variants within that hierarchy (such as SWAT, Internal Affairs, Undercover Agents, PSI-Squad, etc.), maybe a lifepath system to flesh out a character as they are being built, and a few ideas for how games by be run outside the regular shift structure to reflect an Agent's life when they aren't on patrol.
Beyond this, I'm thinking of a series of Splatbooks to flesh out the setting, or more accurately provide tools that a group can use to flesh out the setting as appropriate to their game.
For example, the "Management Guide" would provide a variant lifepath system for Management characters, a system to quickly generate management oriented NPCs, a few pre-generated NPCs to drop straight into a scene or investigation, a guide to creating corporations (altruistic or sinister), and a few notable corporations that might exist in the setting already.
Something similar would be done as a "Street Guide" but using gangs instead of corporations, a "Cult Guide" would use zany religious groups, etc.
In addition to these, I'm tninking of a "Quartermaster's Inventory" book that follows the cyberpunk game tradition of a book filled with equipment. It'll probably be presented in the form of a catalogue, or Department evidence log.
(Equipment Guide Inspiration)
At the speed I develop projects, this range of books should keep me going for a decade or so... I'll probably get bored and move on to something else before it's all done.
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