Tuesday Night Gaming Update

Usually I do these posts on Facebook, but we had two really fun sessions last night and I thought they deserved larger posts.

fnm2First. We played Forget-Me-Not, a game I made that is absolutely ground-breakingly awesome and that no one plays or has heard of. If there’s a more clever scene-framing game out there, I’ve not seen it. Honest. I hate tooting my own horn, but two years after the original design, I still get impressed with how this game plays out.

Essentially the game is about a small town, and the weirdness that goes on there. It’s my homage to Twin Peaks. A young girl has been murdered, but no one seems to keen to solve it. As a result, we follow the lives of these disparate people who don’t really care about anyone but their own problems. To reinforce this, no one controls a specific character and there are 8 to 10 characters in any given story (from a deck of 18).

On the back of each character is a list of five things that each must address over the course of the game. But the true beauty of this game is the relationship grid at the bottom of each card, that points to how this character knows another…

fnm2bOnce a grid of characters is placed, the story reveals a complex grid of relationships. The replay value is through the roof.

forgetmenot2widehttp://www.drivethrurpg.com/product/131081/Forget-Me-Not-GMZero-RPG-3

The second game we played is a Protocol that I’ve not yet released:

37 volcanoVolcano God is a story roleplaying game about the final days of a forgotten tribe. Unaware of their impending doom, the tribe continues to sacrifice its people to the Volcano God in an attempt to appease the spirit within… until the tribe is no more. Characters are important members of the tribe living under the shadow of the Volcano God, doing everything they can to abate the inevitable end rushing toward them.

Even though I wrote it, I was still surprised at how well this game worked. The conflict of a tribe dealing with superstitious fears during the end times was interesting. The charts need some minor tweaks, but a couple of the players brought really smart elements into play. I don’t think the child character works as well as I’d have liked. But. I look forward to releasing this within the week.

2015 is almost half-way over

Unlike 2014 where I produced 75 products, 2015 is feeling like a bust for me. As a one-man show, Post World Games only succeeds, if I succeed. And I’ve been feeling the burnout for a while now. Granted, I’ve finished 10 protocol games so far this year and made progress on some other games, I’m not finishing like I normally do.

And that has to stop.

Today is day 11 of a 12-day camping trip. I’m in Oregon, taking a break from the road and planning the return trip home. I needed this break.

A lot.

But it took five days just to clear my head and get into the trip. And it’s been an AMAZING trip.

But now that I’m nearly home, I’m feeling the pressure to perform. As soon as I get home, I have to finish some Toolcard decks, work on an RPG, finish 10 more protocols, and start the promotions process for 100 AD.

Whew.

I’m already tired thinking of it.

To add to that work pile, I’m tackling the issue of new products for late 2015 and early 2016. Those have to be worked on, while I’m still behind on the last two GMZero games.

Not to mention Carcass 2nd edition.

So.

This is a not so exciting or fun update, but a necessary one for people who are expecting games from me. And hopefully understand why and how I spread myself so thin.

This is all my fault, but is part of how I’ve always worked.

(Did I mention we are trying to buy a house, too?)

The laptop battery is dying, so I’m going to post this now and then update people on various sites.

Thanks for continuing to follow my work. And I promise great things this year,