Colored bricks

Updates on Game Design

Aethernity

  • Play as a citizen of Aether involved in transcendental intrigue and adventure between the states of reality.
  • System: Cortex Prime

I’ve playtested a few sessions online in 2021. The game feels about 30% there mechanically and 85% there thematically/narratively.

Armageddon Accelerated

  • Start over as a second-chance soul bonded to an angelic host in this urban supernatural roleplaying game of dealing with unfinished prior life business while working for HALO to prevent the End Times.
  • System: Dresden Files Accelerated

I’ve managed a handful of playtest sessions online in 2021. The game feels about 65-85% there mechanically and 95% there thematically/narratively. A few rounds of testing should guide further refinements.

I recently began thinking about some ways to reduce some challenges with the flow of the game and was inspired by Psi*Run (again). I’ve created a simple matrix between the Fate dice results and categories. It definitely needs playtesting to see if it works.

Blood & Violence

  • A traveler’s tale wrapped in magical realism storytelling and a map-making roleplaying game between truth and reality, beauty and danger along the road.
  • System: In-house tokens and dice

I have run this game a couple of times and it’s not there mechanically yet. Part of my mind wants there to be a token economy for the Blood and a dice economy for the Violence. I feel like spending dice as tokens and rolling dice as dice would accommodate that but I’ll need to test it. In my head and heart, this game is a mixture of written and visual poetry that flows out on the map panels and the rules and during play with the journal as an artifact for players and for in-game potential. The game needs more playtesting.

Dark Well

  • “Explore the Unknown” in this modern-day paranormal conspiracy thriller roleplaying game.
  • System: In-house tokens

I was fortunate to get some wonderful feedback from a couple of great people and have implemented changes from that and the game is better for it. The recent online playtesting has confirmed some issues with probability for results and so I have a new version to test at some point.

Division Hex (formerly Shadow Hunters)

  • Join up and fight side by side with other paranormal agents in this thriller roleplaying game to counter paranormal terrorism in the world.
  • System: Genesys

Changing the name from Shadow Hunters mostly because there are a lot of things called Shadow Hunters already. Shifting the focus away from strictly hunting mutants to something wider in scope or similar to Ghost in the Shell but for the paranormal. Need to continue with Talents and scoping out the content for playtesting.

LEGENDS (formerly Feudal Fairy World)

  • Explore relationships between heroes and their world in this fantasy roleplaying game inspired by ancient myths and Arthurian Legends.
  • System: PbtA

I revisited this game to have it reviewed for an online design event. The feedback from Magpie Games was well articulated and useful. Since then I have made several changes, including the name from Feudal Fairy World to LEGENDS. We’ll see if it works or not as a brand. What’s taking the longest for me is in my revision of the game from almost completely the ground up with playbook moves and other mechanics that reinforce the themes, arcs, and point back to the world. This version is more rooted in Arthurian legends than previously and so I’ve been listening to courses and audiobooks about them for insights.

Note: As of the end of 2021, work on Legends ceased and its efforts were translated into Legends of the Realm.

Legends of the Realm (formerly LEGENDS)

  • Explore relationships between heroes and their world in this fantasy roleplaying game inspired by ancient myths and Arthurian Legends.
  • System: PbtA-inspired; hack of Unincorporated

The entire work cycle for LEGENDS was growing due to the sheer number of playbooks and moves, so when I heard about Unincorporated I saw an option to get my appreciation of the Arthurian tales as a game moving forward. I was able to create and playtest the game, which was great fun. I will revise some areas when I have time, but the game is mostly done.

Found

  • Science fiction thriller roleplaying game about belonging; as a “shared-consciousness clone conspiracy.”
  • System: In-house translated over to Cortex Prime

After getting the primer done, converted over from a prior ruleset, I’m ready to playtest this game.

I’m in the midst of a short series playtest and will update.

NetWhere

  • A science fiction roleplaying game of adventure between truth and reality with you as hackers on the run.
  • System: Psi*Run modified

This game is pretty much done for now, but I need to finalize it and then put it up on itch.io — I feel some anxiety about it, and that’s why I really should move forward on it.

NightMirror

  • A Gothic Horror game about the search for humanity and salvation through a world of monsters and madness through the lives of seekers like you and your companions.
  • System: Psi*Run with tarot cards

I have started work to create an alternate version of the rules on cards. In either case, the game is doing well in its rough form.

Secret Strike Force

  • Pulp military action roleplaying game about combating BADD and defending the world.
  • System: Cortex Prime

Due to revisiting some nostalgia, I decided to create this as a love letter to myself. I hope to run it as a one- to five-shot at some point.

Space Station Omega

  • Sci-fi roleplaying game of political dramatic action among the stars.
  • System: Cortex Prime

I’ve edited a fair amount of this game and playtested it for 10-sessions online. When I have time I will review the recordings and notes for more edits. However, I’m really more concerned about the terms of the Cortex Creator and the Cortex Codex as that will impact how far I continue to work on this game.

StarFall

  • A sci-fi post-terraforming of Earth roleplaying game about a community surviving on the unforgiving frontier of the unknown.
  • System: PbtA via Apocalypse World: Burned Over

I’ve done some editing on this but it’s a long way off in development. With a recent update to AW: Burned Over I can see that this idea may have legs.

Time & Tempus

  • Sail through time and space with Captain Tempus as one of their Crew.
  • System: For the Queen

I playtested this a few times and have feedback to contemplate before further revisions.

Vigilance

  • You are reborn as Living Laws to a community mythic fantasy roleplaying game about loss, humanity, and justice in a fallen world.
  • System: In-house dice

One group suggested a name change that was more referential to the time period around the Bronze Age. I haven’t examined this yet but will try to remain open to it should development proceed. I need to rework the mechanics. Players love the character sheets.

Reworking the Law Actions which will inform the character information more. It’s coming along.

Within Reach

  • Exploring solitary confinement with the hand you’re dealt.
  • System: LARP with cards

Nothing new on this game recently.

NetWhere RPG cover

NetWhere

A science-fiction game about the search for truth and reality.

Story – What Is NetWhere the Roleplaying Game?

IT BEGAN WITH A CRASH…

The Truth is that the world is not what it seems. Only people like you, working together with your Revelations and Net Effects can hope to change it. The Truth is what you make of it. Beware the Agents of Truth, because when we find you, Hackers, we will stop you wherever you may go, in this world, or the next.

NetWhere is a tabletop science-fiction roleplaying game about virtual reality and self-discovery. It’s inspired by stories like those found in movies such as The Matrix, Tron/Tron Legacy, Inception, and Dark City.

NetWhere’s mechanics are inspired by and require you to have a copy of Meguey Baker’s amazing Psi*Run game (from Night Sky Games, http://www.nightskygames.com). Psi*Run is a game about amnesiacs with powers, Runners, who are pursued by mysterious Chasers. You play to find out who they are, who you are, and what happens next.

Notable Differences

  • Truth: The use of Truth instead of amnesia to answer questions about the setting related to the characters.
  • Net Effects/Powers vs. Psi Powers: The base abilities for player characters, referred to as Hackers here, are called Net Effects and they are temporary enhancements rather than so-called superpowers. However, the option for Powers may exist in your game of NetWhere.
  • Bytes: Bytes introduce tokens that add a layer of mechanics for the Players and the GM to influence the game.

NetWhere’s designed as a multi-session game about Hackers searching for the Truth while avoiding capture by the Agents of Truth. Hackers are exceptional people who straddle the edge of reality between virtual worlds and whatever remains of the real world. This includes adventures that take place.

It’s your job, as Hackers to find the Truth and decide what to do with it once you’ve got it before the Agents of Truth can stop you.

Along the way, the Hackers use a Sitemap with information as they travel from node to node, and the Agents of Truth pursue the Sitemap relentlessly.

Will the Hackers learn the Truth? Will the Agents convert or destroy them?

Questions of Truth

Unlike Psi*Run, NetWhere shifts the focus of the answers (Revelations) from amnesiacs learning about themselves to hackers learning about the world and their place in it, but there is still a sense of learning about oneself by unmasking the virtual reality. Characters can discover that their bodies are plugged into a gigantic post-apocalyptic machine, or that they have been living out a life in an experimental dream world, or that they have been manipulated by hidden powers to do or not do something, or that they are part of a planned conquest in another reality.

What Is Reality?

In NetWhere, the group gets to challenge assumptions about what’s real and what can be changed, in terms of perspective or in actual manipulation from world to world.

Use the Net World(s) and Core World to explore this relationship in the game and the Sitemap to show it with multiple paths of Nodes that track where and when Hackers have experienced risks for the Truth.

Playing NetWhere

NetWhere is a tabletop roleplaying game for 3-5 players that takes about 3-4 hours to play per session. The game uses light rules, narration, and a standard set of six d6. As you play and follow the fiction of the story, you look for when your character is risking something which could change their fortune during the game. When this happens the GM will ask the player to pick up and roll 3-6 dice and collaborate on the results. At times this may reveal something about the Hacker or bring them closer to a direct conflict with the Truth.

Hackers

Exceptional people like you—not just computer geeks, good with breaking corporate firewalls—searching for the Truth; you’re determined and capable to bypass barriers between the reality of the Core World and the Net World.

Net World

The Internet. A matrix construction. A guided network of fate. A dream within a dream. It’s the place where virtual worlds come alive and the Core World, if it even exists, recedes into the background.

Online chatter says the Net World is the space where Truth lives. The realm of possibilities. The domain of reality enforcement, created and maintained in perfect source code. A code that many Hackers have died trying to glimpse.

For some, the Net World is the only reality they know, unless they are shown the way by a Hacker. Then, how can you ever go back to believing in and living in a world that feels artificial?

Core World

There are signs that suggest that this may be the heart of the Net World, the source of Truth, or the origination of everything. It may be the site of the cold hard reality which the Net World mirrors, a home to determined resistance groups, a stark heart of darkness in which humanity sleeps, waiting for someone like you to open to the light of a new Truth. Many have sought it out.

Net Effects

You’ve changed since you made contact with the Truth. You’re not sure why or how, but now you can do things in the world that you could only imagine. These Net Effects make you stronger, faster, and tougher. You know them to be part of the bleed between realities that you’ve discovered.

Be careful though as using your Net Effects can be dangerous to others. And their use can attract the wrong kind of attention.

The Truth

They say that finding the Truth can set you free. Freedom is worth the struggle, the suffering, the loss, in the name of something better.

You’ve looked for it online and in the world around you. So you seek the Truth with a compulsion from deep within your very being. Symbols and transmissions. Code bases and servers. It’s up to you to figure out how to manage it before it’s too late when the Agents of Truth stop you.

The Agents of Truth

The eyes, mouths, and hands of Truth are vigilant. They work to find and deal with Hackers, one way or another. And they are said to be cunning, indestructible adversaries. The best advice for dealing with Agents is to run and hide. If they capture you, you’ll most likely disappear from this world and the next. Your only hope is that it ends quickly.

Conversion & Salvation

Sometimes when Hackers go too far or risk too much they become the victim of their own desires or are convinced by the Agents of Truth to cease the search for the ultimate Truth. When this happens it’s never certain that a Hacker can or will be saved, but if it happens it’s usually through the work of one or more seekers.