Axe on stump

Chop, Chop!

I find that cutting content and ideas are always the most difficult to do as a designer.

Part of my struggle with cutting is that I’m never 100% certain I’ve made the best decision at that moment. Sometimes I have to live with the decision for a while and try to test the revised version. Sometimes the changes result in immediate improvements for clarity, and at other times it takes the project into an unexpected direction requiring further changes.

What helps me make and cope with the cuts is having a separate file with the chopped content saved as a backup. Should I ever consider a project finished I can delete this stored file of random bits. More likely I’ll keep it in a misc folder for future ideas. This reassurance helps me to manage my progress and expectations.

For my recent work with Space Station Omega, given the scope of the game, I’ve broken chapters into their own files, and then have used versions.

For the smaller NightMirror content, I’ve only needed a few different full version and now a bits file as I slowly write my way to a finished first draft.

For the two games I’m planning to take with me to Metatopia this November, I’ll be working to identify what I want to have playtested for each. At this point, I’m planning to take Dark Well and Vigilance. I’ll be weighing the strengths and weaknesses as a designer in September and perhaps (re)writing parts of the game as well.

NightMirror preview

Updates Since June, 2019

I’ve been very busy with RL commitments this summer so gaming has had to take a backseat until recently.

That being said, I did participate in Game Chef 2019 and will share more details about my experience with the game design competition in a future post.

Other than Game Chef, Corridor Games on Demand has started its relationship with the Cedar Rapids Public Library where we are running our Playing in Public events in one of the library’s meeting rooms once per month. If we have the resources we’ll try to scale our efforts. We’ll be part of an intro to gaming event this September. I’m looking forward to that.

I also had a strange obsession to work through an idea about mutant animals using a combination of DOGS and Powered by the Apocalypse. Don’t worry, it’s only 4-pages and scratched a sudden itch. If I do more with it, I’ll need to file off some serial numbers and flesh it out to make it playable.

Later in September, I’m planning to attend MinnLoCo to game with some amazing friends in MN. I’m considering running three separate yet connected RPGs during the event with the same group of players. The games are Questlandia (the world-building part), The King Is Dead, For the Queen, and then end with Queslandia (with characters). It’s an experiment of related narrative collaboration RPGs with a monarchy. We’ll see how this goes.

In November, I’m attending Metatopia for the first time. Metatopia is a game convention for playtesting and networking in the game industry. I’ll be bringing two games to have playtested.

Regarding my own game design projects:

  • I’m waiting for the next version of the Cortex Prime System Reference Guide before updating Space Station Omega.
  • I’ve returned to write and edit NightMirror in between other projects.