I've started writing stuff for CAPERS Noir.
Here's a little something. Preliminary, to be sure. but fun.
I've started writing stuff for CAPERS Noir.
Here's a little something. Preliminary, to be sure. but fun.
Busy, busy, busy.
I posted a metric shit TONNE of CAPERS progress in the most recent CAPERS Kickstarter update. Check it out!
The game is written, playtested, developed, playtested some more, developed some more, playtested even MORE, and finalized. The manuscript is done. I'm looking at editing and layout planning. And I've just started creating a Kickstarter page for the game.
Assuming all goes well with fulfilling the CAPERS Kickstarter, I expect to launch a Kickstarter for Die Laughing on Tuesday, October 30, the day before Halloween. I figure it'll only be a 2-3 week Kickstarter, so if you're interested in the game, plan for that.
I've outlined what I need to do to get CAPERS Noir underway. I'll be writing a bunch of stuff for it over the next few weeks. In fact, I've already started. Four Powers developed. A bunch of general setting stuff written. More to come.
I've contacted two RPG freelancers to help with a few things. They've both expressed interest. Here's hoping they are on board for sure.
My hope is to have this CAPERS supplement in good enough shape to get some playtesters moving by mid-October, late-October at the outside.
Now back to work.
GenCon was a blast. Here's a recap in quick, bullet-point format.
A few of the big moments that will stick with me:
In case you're wondering, this is what Die Laughing looks like:
This weekend, I’ll be putting the final touches on the Die Laughing rules, based on the final round of playtest feedback. As I move toward finalizing the game, I find myself looking back on how the game came to be. I hope you enjoy the insights. It’s been a long, long road. But first...
I've been a horror fan for a LONG time. I've read many books, watched a LOT of movies, and given nearly every horror TV series a try, at least the ones I could easily get my hands on.
When I started playing RPGs, I tried out a bunch of horror games. It's not that I didn't enjoy these games. I did. I loved Vampire, both the modern day setting and the Dark Ages variant. I tried out a few others, but when playing ordinary people in horror games featuring them, I always ran into one problem.
What do you do when your character dies? Do you whip up another character? Play an NPC? Go home? In games where characters regularly die, some of the bite of losing your character was removed by the fact that you could just throw in with another character and continue on.
That said, we begin the game design journey about twelve years ago.
About a year before I moved to the Atlanta area, I took a stab at creating a horror RPG of my own. In order to deal with my problems of what happens when your character dies, I hit on the idea of creating a game where the horror story didn't focus on KILLING characters, but rather on the monster turning you INTO something. I started tinkering with ideas.
The game that became Die Laughing was initially (tentatively) titled One of Them. As in, "he's not dead; he's become ONE OF THEM!" Muwahahahah...
At this stage, the game was all in my head. I imagined it as a fairly traditional RPG. A bunch of players portray characters. A GM guides you through a horror story. At some point, your character is transformed into a vampire or zombie...or is possessed or controlled by a demon...or inhabited by a ghost. That sort of thing.
At this point, my RPG freelance career hadn't really gotten going, so I floundered a bit. This version of the game never got out of the "ideas stage."
By 2010, I had a dozen or so freelance RPG credits to my name, mostly for D&D. And I was neck deep in pretty regularly freelancing, never going more than a month or two without a project in my lap.
I had started gaining an understanding of how an RPG is put together, how it is designed. So I took another stab at One of Them.
In this iteration, I dove deeper. I actually toyed around with outlining things. Working on mechanics (d20, cuz that's what I KNEW best). I hadn't yet latched onto the idea that certain systems do certain things well and they don't always mesh well with certain game ideas. But d20 is what I knew, so I rolled with it.
It was still a traditional RPG. Players with characters. A GM running games. But this is a point where I started toying with exactly HOW a player whose character had become a monster could continue to be involved in the story being told. I started thinking of "The GM Team." When the game began, it was a GM with players portraying characters. As characters were transformed, their players became members of the GM Team.
I struggled with how to make this happen in a meaningful way, one in which these players would become part of the GM Team but not be relegated to just doing things when the GM said it was okay. I wanted more autonomy for them, but I didn't want to strip too much authority away from the GM.
I imagined a game where the players would start outnumbering the GM but as time passed, the GM Team would grow. Eventually, the final few players would feel "a turn" where they were now outnumbered by the GM Team members. I delighted in the idea of the game play EXPERIENCE this would provoke in players. It was like a horror movie/novel where by the time you get to the end, the remaining players have seen their friends turn and they have gotten increasingly desperate.
This iteration of the game fell to the ongoing freelance work I had. As I continued to freelance for Wizards of the Coast and then Privateer Press, One of Them fell by the wayside.
By 2012, the "story game" thing was happening. Fiasco came out in 2009. Other designers started creating games in the same vein, story games. These games focused on very simple rules and heavy narrative elements, with NO GM, to allow players to improvise a story.
In 2012, I played Our Last Best Hope at GenCon and then also Fiasco (my session overseen by Mark Diaz Truman of Magpie Games, who designed Our Last Best Hope). I had a blast.
Almost immediately after GenCon 2012, I started wondering if One of Them could be a story game. I contacted Mark Diaz Truman and we corresponded in email for several weeks. He was incredibly kind, helpful, and - most importantly - encouraging. I tinkered and tinkered and tinkered.
I reimagined One of Them as a story game with Mark's guidance. After several weeks of tinkering, I realized that I simply didn't have enough experience with story games to do my game justice. So once again, I shelved it.
But all the ideas I had from this and previous iterations continued to percolate in my brain.
I started work on what would become my first, published RPG, Murders & Acquisitions in late 2013.
By mid-2016, I had successfully Kickstarted the game and was on my way to publishing it (which happened in December of 2016). Once again, my mind returned to One of Them and I started toying with the idea again.
As fate would have it, the great bird of RPG design ideas had taken a dump on my head in the form of the idea for CAPERS. So I was also working on that.
As I rolled into 2017, CAPERS was well underway and in near constant playtest. In between CAPERS design, development, adventure writing, playtest packet sending, and feedback compiling, I started working on my little horror game again.
This time around, several pieces fell into place that have helped make the game a real thing.
I realized my strength lied in more traditional RPG design, as evidenced by Murders & Acquisitions and CAPERS. But what about a middle ground between traditional RPGs and story games? I hit on the idea of having archetype characters, very simple in their basics, but with a few cool choices you could make to create a character that was all yours. There would be traits for these characters and you'd roll dice to determine success or failure, not in an individual action, but in whether your succeeded or failed at an overall encounter.
I combined this with the story game basics of there being no dedicated GM. Other players would help set the scene and create challenges for players whose characters were at the core of the story for THAT encounter. This would make the game a quick-play, zero-prep kind of thing, ideal for a one-shot. And that's what I was always going for, even back in 2010. I envisioned a zero-prep game that could run in 1-2 hours based on how many characters are present.
Now that there was no GM, there was no need for a GM Team. I had lost the buildup of the GM Team to invoke dread and panic in characters. As I toyed with ideas, I hit on each player having a single dice pool for character. They'd roll all their dice for trait checks, but that pool would decrease over time. They'd SEE their character's life draining away.
Demise? Yes, demise. Your character didn't need to be turned into "one of them." The character could die. And the player whose character is gone can still influence the story because EVERYONE influences the story because there's no dedicated GM.
At some point, I watched a bunch of horror movies. Then...
I had an epiphany while seeking a cohesive through-line for the structure of the game. You're not just telling a horror story. You're creating a horror movie. This introduced a movie-style scene structure that I could use to help the players introduce scenes and propel the story, er, movie, forward. I could have a bunch of basic scene setups (determined randomly, as improvisational prompts) in the game with enough info to help the players get the scene going. Then they play it out. Then they make trait checks. Then some of them lose dice. And everything moves closer to character death/possession/transformation/whatever.
Since the assumption for the game is that most or all of the characters are going to die/whatever, let's make it funny. So it became a horror-comedy game. Most characters aren't going to survive the movie, so let the players have a great moment where they get to describe a funny, ridiculous death for their characters. The game was renamed Die Laughing.
And it's a movie! What types of people make movies? Actors (covered by players portraying their characters). Directors (I introduced a Director role that would pass around among the players so they'd have things to do when their character isn't the focus.) PRODUCERS (When your character is gone, you become a producer on the movie and "give notes" (using a Producer Point expenditure system, so producers don't overwhelm the story) and force the remaining players to do things differently, messing with the movie being told and creating humorous situations where certain characters are testing well or the effects budget has been reduced.
And the monsters? Each monster would have its own strengths and weaknesses, its own flavor. And they could be funny and weird. Each would have a special rule called a Wrap Rule (as in, that's a WRAP for Bob). These rules provide even MORE things for players whose characters are wrapped to do for the rest of the movie.
I began playtesting with my own friends and taking the game to conventions to run 1-2 hour demo playtests. It gained traction.
Playtesting continued in early 2018 at conventions. A while back, I sent it to several playtest groups composed mostly of people I don't know for fine tuning.
The randomized scene structure was revised into a three act structure where different scenes are available during different acts. Act 1 is all about setup and the initial death(s). Act 2 is all about escalation of the monster threat and character conflict. Act 3 builds the story to resolution.
I added rules for running sequels, where a surviving character can return to face the same monster again (for those players that want more than a one-shot). And I threw in some rules for creating post-credit scenes players can use to cap off their movie.
What began as an idea twelve years ago has come to fruition.
Die Laughing is a short game, in prep time, play time, and book length. It's a pretty tight system, with room for expansion material to potentially be created through some free PDFs or maybe even some slightly longer supplements that introduce character archetypes and monsters in other horror styles (J-horror, anyone?).
I'm pretty proud of the game and am looking forward to bringing it to the masses.
As I prep for GenCon, here's a very quick rundown of what non-CAPERS stuff has been going on in NerdBurger Land.
I've received all final playtest feedback from Die Laughing. Now I'm making final revisions and figuring out what the game book is going to look like. I have an artist and layout/graphic designer lined up. Just gotta confirm my editor, and we're off to the races. Kickstarter in the not too distant future. Learn more by finding me at GenCon.
I'll be attending HLG Con in Atlantic City in October 12-14. Kicking off the publication of CAPERS in freaking ATLANTIC CITY? What?!? Yeah!
(I lied. Tiny bit of actual CAPERS news. Yes, you read that right. It's looking like we'll have CAPERS out before Oct. 12.)
I just finished a little something for a game company I really like. So that was fun.
For the past six months, I've been mentoring an aspiring RPG designer through the IGDN. Yesterday, he began the countdown to Kickstarting his very first RPG, Entromancy. I've been looking forward to sharing this for a while. Kickstarting August 7.
I'm honestly not entirely sure.
Plans are formulating to create a series of short supplements for CAPERS over the course of the next many months.
First up is CAPERS Noir, a supplement advancing the core game to the 1940s and shifting focus from Prohibition (which is ended) to crime noir drama and adventure. Gangsters and law enforcement characters treading the slippery slopes of darkness and corruption, both of the world and of the soul. Additionally, this version of the world includes ghosts, Hydes, and other Victorian age monsters translated to the 1940s. The following things are tentatively on the docket for this supplement.
If you have suggestions for anything you'd like to see in this supplement, pop over to my Facebook Page and chime in.
Let's keep this one short and sweet. Here are a couple of double page spreads from the book along with a LINK to download the pages to read at your leisure.
The past couple days have seen a flurry of activity from Beth finishing up the illustrations for CAPERS. She has a couple left to nail down, but most of them are done. Here's a look at several of them.
Clockwise from upper left: A shot of Atlantic City. A gangster and a fed in a warehouse, a super-powered gangster using the hypnosis power, and a portrait of Carla "Lucky" Luciano.
Left to right: A lovely gal wielding three pistols, one with her prehensile hair. A shot of a pretty riled-up fellow preparing to open fire on a super-powered woman. A look at a scientist creating an automaton (part of one of the Alternate Earths in the GM's Toolbox chapter).
I'm thrilled with the work Beth has done on CAPERS. I designed the game (with the help of a bunch of people), but it's BETH that has really brought the world to life. Thanks, Beth!
With the most recent CAPERS Kickstarter update, I pointed backers to a Google Form where I asked them about their interest in seeing supplements for the game. So far, I've received 74 responses. I expect I might see a few more, but most of the backers who are really interested in seeing such things have probably already responded. If you're reading this and haven't yet responded, click the link to the update above and then follow the link there to the survey.
I find myself in a weird spot. When creating M&A and CAPERS, I never really planned to create further supplements for the games. A few PDFs with some cools stuff, sure, but we're talking freebies. A supplement, or multiple supplements -- which would make this a GAME LINE -- wasn't on my mind. With how well the CAPERS Kickstarter did (532 backers), I'm faced with the idea that supplements might actually be a good idea.
Here's the issue. Supplements never sell as well as a core game, even for bigger companies with more popular games. Adventures can sell okay, as can more general content supplements, but they'll only get a fraction of the action of the core game. Now, offering supplements CAN help more people find the core game, but you likely won't get THAT many new purchasers, even with a fairly successful supplement Kickstarter. I've studied some other small, indie RPGs that Kickstarted supplements, and I feel like I'd maybe get 20 or so new core game buyers from a supplement offering.
Seventy-four interested backers PLUS twenty new core game purchasers makes for a potential backer number for a supplement of less than 100. That 100 likely wouldn't actually happen, as some of the people who initially expressed interest may have their interest drop off over time.
I've crunched some numbers on the idea of creating one or more supplements of 40-90 pages. All the maths tell me that I'd need a good 100 or so backers to make it happen financially. And that would only keep me in the black. It wouldn't necessarily net any profit. That said, profit isn't THAT big of a deal on such a small Kickstarter. It's more about getting the game in front of more people who missed the initial core game Kickstarter...and satisfying the current backers. It would help build an audience with a more robust game line, but it's still a gamble.
So I'm in a weird place. I have plenty of ideas for things I could do with supplements for CAPERS, some of them my own ideas, some of them garnered from suggestions made by those who filled out the survey.
That said, I'm not ruling the idea out. I've only just begun exploring the idea. There's plenty of time to continue my research. Plus, I'll be attending GenCon this year so I'll have plenty of fellow indie RPG designers at my fingertips and I'll be able to pick their brains on the idea.
There's a pretty good chance that I'll at least give it a shot. But we'll see.
Feel free to comment on this blog post if you have any thoughts on this.
If you are, hit the LIKE button on this post.
Here's your reward for participating.
I spent last weekend at Southern Fried Gaming Expo here in Atlanta. It started as a pinball expo and has expanded to old school arcade games and tabletop. I had a developer table at the con and sold some books and talked all about RPGs. Overall, the RPG side of things is a little light. But I had a good talk with the Tabletop Director about ways SFGE can improve their RPG stuff in the future. I expect to be in touch with him more in the coming months.
CAPERS is chugging along. Beth is working on final colors for the illustrations. Mike is nearly ready with layout, to the point that we can run a preliminary print proof to see how the interior and cover are working out minus illustrations. Owen will be getting a print proof of the Moxie deck pulled together as soon as we have a few illustrations from Beth (she's working on those first). All in all, we're very much on schedule.
I'm figuring out my con appearances thru the end of the year. I'll definitely be at AcadeCon in November. I'll have a table at Monsterama here in Atlanta in October to run Die Laughing for folks. I may make it to Conapalooza in eastern Tennessee in mid-October. I may swing by PostApocalyptiCon in Tennessee in early November. And I hope to participate in GauntletCon, an online con, in mid-October. Those last three are all very much up in the air. I likely won't do ALL of them. It's a matter of my schedule and vacation/money costs associated with each.
I'm nearing a first alpha playtest of the game's vehicle chase/combat rules. Everything I need is prepped. I just need to find a few people to get on board and nail down a time. Hopefully, sometime this month.
Project Thunderhawk is built on the CAPERS Core system. But there will be differences based on rule changes important to the new game as well as genre. Here's a glimpse of some character terminology in the game.
And here's a very basic rundown of a few pieces of equipment you can use in the game.
All is in flux. Things may change. Feel free to wonder and speculate.
This blog post deals with Maneuvers & Mishaps. I've been maneuvering through the post-KS, publication phase. So far, no mishaps.
Linework is almost done. Beth is on schedule for finishing the artwork.
Mike is hard at work on layout and maps. I've been answering some questions and he'll have some things to show me this weekend.
Owen is working on the Moxie Deck layout. All in good hands.
I'm nearly finished with the PDF support material. I just have to create the pre-gen law enforcement characters (gangster pre-gens are done). Then I have to make sure everything is formatted nicely. Once I have all artwork, I'll make covers for the adventures.
You can check out some visual stuff at the most recent Kickstarter update HERE. Glimpses of artwork, layout, and the book's cover (front and back).
The new game will feature vehicle chases/combat in an important role. To that end, I've been working on a vehicle chase/combat system using the CAPERS Core card-flipping system.
I'm not going to get into the details of how the vehicle chase/combat rules work just yet. Mostly because I'm still tinkering with some specifics. Suffice it to say that there will be a card flipping mechanic involved for drivers (though it works a little differently from standard Trait Check and initiative flips).
The important part for this blog post is that there will be maneuvers and mishaps. The stuff I've developed for this might be more complex than I really want to do (or than the system really needs), but it's where I'm starting. I might scale the complexity of it back. We'll see.
But here are the Maneuver and Mishap Tables, as they stand right now.
"Chase Damage" doesn't refer strictly to the vehicle's "hit points." Rather, it's a score that represents damage the vehicle can take (you CAN shoot the vehicle, but personal weapons aren't as good against vehicles) as well as an abstract "functionality" of the vehicle/driver combo. If you run out of "Chase Hits," your vehicle is damaged probably but mostly it's just not going to keep up in the chase. If you're the target of the chase (being CHASED by others) and you lose all your "Chase Hits", your vehicle runs out of steam or you wipe out or whatever and are caught. If you're the chaser and you lose all your "Chase Hits," the target gets away from you.
Speculate away! If you look closely, there's a little something in there that hints toward what Project Thunderhawk is about. :-)
If you want to ask questions about this, you can go to...
I use this blog to talk to you, more or less one-way. I type. You read. I use the NBG Facebook page for announcements. I use my Twitter for announcements and other rambling. (Feel free to follow either and also feel free to talk at me via Twitter. I like talking to people there.)
I want the NerdBurger Games Google+ Community to be a place for discussion and community involvement for all things NerdBurgery. But I can't do it myself. I need people to help me build the community and engage in discussion.
You can go HERE to check out the NerdBurger Games Google+ Community.
Time for a few more glimpses into what's happening in NerdBurgerLand.
I've outlined a bunch of stuff for Project Thunderhawk. Mostly I focused on cool stuff characters can do in the game. Cool special abilities. The "character race" component of each character. Six "races" for sure (maybe seven or eight). Weapons for the game. Vehicles.
Also, what the three "modes of play" mean in game terms. And "monsters!"
Most importantly, I recently nailed down an idea for how vehicle chases/combat might be dealt with. I'm shooting for something that amounts to more than "kill the driver to end the chase." I'm approaching this from a cinematic viewpoint. What makes a chase cool and how can I emulate that in game rules. Making sure to give drivers interesting things to do and also give passengers fun options.
Since Project Thunderhawk will use the CAPERS Core game system (the card flipping mechanic), it'll be something I can adapt to CAPERS as well. Maybe CAPERS will get a little PDF supplement for chases at some point.
I'm building an idea that uses some of the unique possibilities inherent in using cards. The current incarnation allows drivers to draw a small "hand of cards" that they use for a sub-system that works in conjunction with the standard action sequence rules already established. This sub-system will have a "bidding" mechanic. Drivers will interact with the "action round" in a slightly different way than passengers. But hopefully it'll all mesh into a cohesive whole.
I hope to sit down with a few friends for a rudimentary playtest/brainstorm session in the near future.
There will be more glimpses of artwork coming, but here's a linework piece from Beth.
Don't they all look happy? Of course they do. They have illegal booze!
Die Laughing is in the hands of a dozen or so playtest groups to help me fine-tune the game. I should have feedback from them in several weeks. Once I have feedback, I can make adjustments, run a few playtests of my own, and then start thinking about how I can bring Die Laughing to the masses.
That's it for now.
While CAPERS moves through post-Kickstarter production, I've started developing actual RULES for the next game I'm developing, code-named Project Thunderhawk.
If you want to learn more about the very beginning of Project Thunderhawk, go back to the previous blog post. Lots of info there.
I've taken a dive into the outline and determined exactly what pieces of game rules need to be fully developed in order to run an alpha playtest sometime later this year. The outline has expanded from 10 to 12 pages. Cuz that's how game design inspiration works. :-)
Here's a very brief (and somewhat vague) discussion of what I've been developing, rules-wise. Keep in mind that ALL of this is tentative. Things may change. This is just a glimpse of where things stand right now.
Project Thunderhawk will use the same rules mechanics as CAPERS. However, there will be many differences.
For example, CAPERS has some skills in the game that were purposely called something kind of "old-timey." In CAPERS, the Conveyances skill deals with vehicles. "Conveyances" is an appropriate, 1920s word for vehicles. In Project Thunderhawk, that skill will simply be called Vehicles.
There is also a skill called "Anomalies."
In CAPERS, Moxie is a resource point system that players use to gain a variety of advantages in play. In Project Thunderhawk, "Moxie" will be renamed to something appropriate to the game setting and genre. It'll still be used for all the things "Moxie" does, but it will also be used in a VERY different way.
Characters will have this version of "Moxie" for themselves. But the GROUP will also have a pool of this "Moxie" that they can all call upon for certain things in certain ways.
This "Group Moxie" mechanic is easily the thing I'm most excited about exploring in Project Thunderhawk.
Characters in Project Thunderhawk will have "races." They're not called "races" but that's what I'll call them for now. Each "race" shares a general appearance, info on their communities predilections, as well as one or more "racial features."
I've developed the basics of six "races." I think each one is pretty interesting and should be fun for players to play. I've fully fleshed out one of them.
Vehicle chases and combat are a very important part of Project Thunderhawk. I've recently developed the very basic version of these rules. They'r'e just bullet points right now, but I'll flesh them out more soon.
When you're driving a vehicle and things go badly, a mishap might occur. I've designed the first version of a Mishap Table for the game. Fun stuff.
There will be a two-page glossary of game terms at the end of the CAPERS book. Terms that are important to understanding how the game is played. Things like Moxie, Trait Check, Reaction Check, Target Score, and Disadvantage.
Project Thunderhawk will have a similar glossary of terms, including many of these things, plus more. Project Thunderhawk includes other important terms like Construct, Anomaly, and Collapse.
The meaning of "Collapse" is VERY important to the game.
Plus, some of the terms in CAPERS don't even appear in Project Thunderhawk. There are no Powers or Boosts in Project Thunderhawk. Instead, there's some other cool stuff for characters to have access to.
There will be three modes of play for Project Thunderhawk. They're called Easy, Hard, and Hopeless.
Chew on that. :-)
Hello regular blog readers,
Final production of CAPERS is underway and all is going well. Die Laughing is currently in the hands of a whole bunch of playtest groups. These groups will be providing their feedback by mid-July.
I try to be fairly transparent with my game design work. I started blogging about Murders & Acquisitions from the very first rule set. I've continued that process ever since. While I don't hit on EVERYTHING in terms of my designs, I've endeavored to provide enough insight into what's happening that you will be intrigued with and satisfied by what I AM providing.
I will be continuing with that transparency in the future. BUT, the next game idea I have (post-Die Laughing) is in its most rudimentary stages. It's a really cool idea (I hope) and something that I'm really excited to start developing. I'm not prepared to get TOO specific with what I'm developing until I have it fleshed out further. (As with all new game ideas, it might explode - in the bad way - before launch.)
So, I'm going to be a little vague for a while. But I do want to continue with SOME level of transparency until I'm sure this game idea is ready for more specificity for all of you.
This is a code name for the next game from NerdBurger Games while the game is in the first stages of development. The word, "Thunderhawk" has NOTHING to do with what the game is actually about. It's just a name, so don't bother guessing. :-) But I'll be talking about it here on the blog on occasion.
Right now, the idea is pretty well fleshed out in my head. I've created a 10-page outline of the game. This outline is mostly organizational but it's filled with a metric shit-ton of IDEAS. Some of those ideas won't pass muster. But many of them will. I hope.
Project Thunderhawk will use the same mechanical system as CAPERS. I'll be releasing CAPERS under a very permissive Creative Commons license. Project Thunderhawk will use the system, expand some things, try out some new mechanics ideas, and (hopefully) show how the CAPERS Core system can be modified and expanded to create other types of games in different genres. I'm really excited to see how the system can be developed beyond CAPERS.
The new game is something I'm calling a "mid-apocalypse" game. Player will portray characters who are LIVING THROUGH an apocalypse in their world. There's more to it than just THAT, but that's the best description of "genre" I can put it in right now. The characters might be able to stop the apocalypse. They might not. That is an important part of what the game is about...HOW the characters interact with the apocalypse.
The "world" of Project Thunderhawk is, I think, something that hasn't been seen in many RPGs before. That is, it's not fantasy. It's not space opera or exploratory sci-fi. It's not "real world" apocalypse. It's not a supers game. It's something...quite different. It falls right in line with NerdBurger Games' "brand" of "exploring corners of the RPG landscape that haven't been explored very often...or at all."
Here's a list of some of the "cool stuff" currently residing in my 10-page outline. Some of it is fleshed out a bit. Some of it is just a line item. Some of them may disappear entirely from the game as I develop it.
Right now I'm trying to get all of this under control to the point that I can run an initial alpha playtest of the game later this year. This is what happened with CAPERS. I ran a rudimentary playtest at AndoCon a couple years ago just to see if the game mechanics and "world" had legs. It did, and I moved forward.
I hope the same thing for Project Thunderhawk. While the CAPERS post-Kickstarter process moves forward, I'll be tinkering with this new game idea. With some hard work on my part, I'll be ready to give it a spin in the not-too-distant future. If it seems viable, I'll push forward. Or maybe I'll have to re-design a bunch of it. Or maybe I'll shelve it and look at some of the other ideas I have.
But I have hope.
Just a quick heads up, in case you're interested. Post-Kickstarter, I've been having fun designing micro-games.
Plane Crash Confessional
Space Force, Assemble!
Download for free on the Micro-Games page.
Hey there NerdBurgerlings,
Just a couple quick things.
NerdBurger Games now has a Google+ Community page. It’s over HERE.
This page is dedicated to discussion of games from NerdBurger and building community. I’ll have the occasional announcement there, but only the really big ones. This page is for the players, GMs, and fans.
Die Laughing Playtesting
Die Laughing is the next game up from NerdBurger Games. It’s a zero-prep, short-play, GM-less RPG where everyone portrays characters in a horror-comedy movie. Everyone’s gonna die. It’s just a matter of when it happens and how funny you can make it. Even after your character is gone, there are things for you to do to continue to influence the story. Plays in 1-2 hours, maybe a little longer if you have a LOT of players
I’m in need of playtesters. If you’re interested, email me at NerdBurgerGames@gmail.com and let me know. If you agree to playtest, I’ll ask you to run the game 2-3 times over the course of a few months. Write down your feedback in my little feedback form and send it to me. It’s that simple.
Please only respond if you’re 100% on-board with playtesting and coordinating your group and feedback and getting it back to me in a timely manner. And please respond by midnight, Saturday, May 19th. I’d like to get the playtest ball rolling soon.
That about does it. NerdBurger Games is rockin’ and rollin’.
If you missed the Kickstarter, you can get everything the $15 Bootlegger backer level had for the same price on Backerkit right now. Go HERE.
If you have friends who wanted to see how everything panned out before getting on board, they have one more chance. Pre-orders!
Great title for a blog post, huh?
But it's an appropriate title. The couple weeks following a Kickstarter are busy, but kinda boring. They're things that HAVE to be done and done now. But they're not exciting to tell people about.
So I'm gonna tell you about them anyway. But I'm gonna keep it brief. Here's what I've been up to since the Kickstarter wrapped.
I also got the second preview edition of Die Laughing squared away in preparation for more playtesting and conventions.