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Had a frustrating experience at a game shop tonight. I'd just bought the fantasy combat game "Tail Feathers" boardgamegeek.com/boardgame/17… and brought that, only to have to put it all back away because I'd forgotten one necessary set of cards out of the unreasonable number of doodads and tokens and counters it has. I'm now regretting buying it. (Also because the plastic minis are nicely detailed yet so hard to distinguish that they cry out for detailed painting that I don't have the time and inclination to do.) Afterward, I got three other people to play the pony RPG card game "Buck: Legacy" and had such a bad time we quit and I question whether I'll ever play that one again.
Looking back on my review of "Buck", I did notice some of its problems. It has confusingly written rules with nonsensical or misleading terms, heroes can get KOed by sheer luck before the player has done anything, KOed players get to sit there and watch their friends play, and if you do get the right spells/items it suddenly becomes trivial to be knocked out. What I liked was that sense of "being a fantasy adventurer rather than a collection of stats", and I still agree with that. I also still like the idea that there's an experience in between adventures, so that the life of a hero doesn't consist solely of the dungeon crawling, and dislike that this town experience is basically just an item vending machine. If there's going to be a competitive element it could be done in a way like "Dungeoneer", in which the heroes are cooperative but their players accumulate Bad Stuff points that the other players use against them like a rotating GM.
It seems like there's an undiscovered happy medium in between board gaming, PC gaming, and D&D-style RPGs. Something that takes advantage of players' imagination while providing enough detail that players uncomfortable with freeform have some guidance. Few expensive physical pieces. Simple rules. Something like... the Fate RPG but done with a mostly abstract board and cards and pawns, something like the abstract Piecepack boardgamegeek.com/image/163907… system but more thematic. At no point should players be eliminated, co-op or competitive play should be possible, and there should be the chance at a "legacy" game where a group develops its own unique recurring setting.
Looking back on my review of "Buck", I did notice some of its problems. It has confusingly written rules with nonsensical or misleading terms, heroes can get KOed by sheer luck before the player has done anything, KOed players get to sit there and watch their friends play, and if you do get the right spells/items it suddenly becomes trivial to be knocked out. What I liked was that sense of "being a fantasy adventurer rather than a collection of stats", and I still agree with that. I also still like the idea that there's an experience in between adventures, so that the life of a hero doesn't consist solely of the dungeon crawling, and dislike that this town experience is basically just an item vending machine. If there's going to be a competitive element it could be done in a way like "Dungeoneer", in which the heroes are cooperative but their players accumulate Bad Stuff points that the other players use against them like a rotating GM.
It seems like there's an undiscovered happy medium in between board gaming, PC gaming, and D&D-style RPGs. Something that takes advantage of players' imagination while providing enough detail that players uncomfortable with freeform have some guidance. Few expensive physical pieces. Simple rules. Something like... the Fate RPG but done with a mostly abstract board and cards and pawns, something like the abstract Piecepack boardgamegeek.com/image/163907… system but more thematic. At no point should players be eliminated, co-op or competitive play should be possible, and there should be the chance at a "legacy" game where a group develops its own unique recurring setting.
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May Update: Shaper of Isles, Cover Art
I got a little carried away with my solo RPG campaigns. One of them ran for about 50,000 words, and I'm now over 25K words into writing that up as a novel. I've begun posting that to Patreon ( https://www.patreon.com/user?u=5942610 ) and plan to begin posting it to Royal Road soon. The title is "Shaper of Isles" and it's inspired by "Godbound" and the NES game "StarTropics" along with some historical things. The hero is an Earthman dropped into a world of tropical islands, caught between primitive tradition and a chief who wants "progress" at any cost. He gains great magical power and helps lead the islanders to fix their problems. Can he do that in a way that satisfies everyone and preserves what they value about their own culture? Features kemono-style otter people (human+ears/tail/webbing), some transformation, a little of the "tech expert invents stuff" idea from "Rising World", and a lot of stone-shaping magic. What I'm thinking of for cover art is one of the following: -Ottery
New Release: The Rising World Company
https://www.amazon.com/dp/B0BLG7PVM8 My novel "The Rising World Company" is out! This is a sequel to "Rising World", the story of a modern engineering student who's sent to a fantasy world and becomes an inventor. He uses magic crystals for steampunk engines, and researches airships and machine tools along with spells. This sequel let Vonn go on some longer trips and begin having a larger influence, along with picking up from last book's cliffhanger. It was humbling to notice at the end that I'd used the word "just" over 300 times and most could be cut easily! Had some fun trying to work a "Wavebound" cameo into there. Something challenging during the revision was how to add some more action to the final chapters. You can also find the optional side-story "The Purpose of Wings" at https://www.amazon.com/dp/B09X6K7T7F/ . What's next? I haven't done short stories in a while. I began poking at a "Wavebound" book 7 but would like to try something short before getting heavily into that.
Free Book Weekend
Two of my books are free through Monday! They're from the "Thousand Tales" science fiction series, about liberty, AI, and games. Readable in any order. Fairwind's Fortune: https://www.amazon.com/dp/B079KZVZKS 2041: Root Access: https://www.amazon.com/dp/B09Z9VFMFS "Fairwind's Fortune" involves a woman suddenly offered freedom from all responsibility, who isn't sure what to do with it or what will make her truly happy. (See also "Crafter's Passion" for how her story touched the life of a young man living under the Social Credit System.) "Root Access" is a story of creative freedom, and people who can't stand the thought of anyone having a dissenting opinion. Looking back on the series, I want to draw a clearer distinction between two meanings of "transhumanism". I meant, "wouldn't it be cool if we had AI companions and seasteading and the option to become immortal cyborg shapeshifters". Those in power mean something far worse. As written, the books do talk about how tech doesn't fix
New Story 'Mobius Accord' on... Kindle Vella?
I'm trying an experiment: a story on Amazon's "Kindle Vella" system. You can read the first parts of my story "Mobius Accord" here for free, with more to come. https://www.amazon.com/dp/B09MT9BYHN/ This one's about an electrical engineer who starts playing a strange game that's a front for a quantum computing and cryptocurrency operation. Her character is a fox anthro experimenting with engineering and enchanting. Can she upgrade her personal AI while carving out a place for herself in the game? I wrote this a while back and haven't finished it yet, so I'm editing it and putting up what I've got to see how it does. That's the nice thing about the serial format. If you start using this Vella system, you might also be interested in the space adventure "Horizon: Salvaged Heroes" by Joel Kreissman: https://www.amazon.com/kindle-vella/story/B09878P7WV ------ For those curious about Vella itself: It's weird, man. They're trying to re-introduce the idea of serial novels. Those have a
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Sounds like something that'd be good to implement in AR, perhaps…?