I usually write these up at the end of the year, but things have been chaotic around here for two months and I just haven’t gotten back into my groove. Today is January 6, and I am spending the better part of the day just writing everything that needs to be done.
In no short order, here is a bullet point list of everything that happened in 2016, followed by what is going to happen in the first quarter of 2017.
- Productivity-wise 2016 was the worst year yet (less than 30 games were released this year)
- Sales-wise, it was the best year yet (go figure)
- Praxis is probably the single-best thing I’ve ever produced in such a short time and there are still 10 more ideas for this game mechanic in the queue.
- Carcass and City of Masks are very late
- Toolcards 2 is even later
- Wendy Reischl has been helping here and there and her input has been invaluable
- Which indicates to me that this company needs one helper-monkey (“You’re supposed to be a helper monkey. This isn’t helping!”
Moving forward, the next 3 months will be focused on finishing old business. I can’t and won’t do another kickstarter until everything on my plate is done. That said:
- Carcass is 75% complete
- City of Masks is 33% complete
- Toolcards is nearly there (I really am just crippled creatively by these Archetype cards)
- After that, this year will see the release of new protocols, praxis games, a new game system called Providence, and some new RPGs by myself and some freelance writers.
- No spoilers at this moment
This is really the crappiest update I’ve ever done, but I need to buckle down and finish work. For those of you who’ve been patient, I promise the future of Post World Games is to revamp the release process so these backups in production never happen again.
One low price of $25.
Seriously? How is this confusing?
Click on the link and get some PDFs before the year is over.
I just had an idea for a contest that you can all enter. In fact, you can enter as many times as you like. Here’s how it will work.
- Play a post world games game.
- Write up a report about it.
- Post the report on your blog, as a review on drive thru rpg, or on facebook.
- Send the link to me twitter (postworldgames).
- On Dec 31, the contest closes and I select the best story from the lot.
Winner receives a limited edition, King for a Day Hardcover. Only 50 were ever printed and only 8 remain.
That was easy.
I look forward to hearing what you’ve done with the games.
We all know I hate spam. I hate marketing. I hate talking about what I’m doing.
I love making games.
So. Of course, in the middle of my 2016 schedule, I decided to spend three months making five more games.
Five more GMless games that use a new system, very different from Protocol. Sure. You can see some Protocol in there. But not really. I’ve borrowed the language of scene-framing and scene-types, but that’s where the similarities end.
In fact, my upcoming game Last 12 Hours, will be borrowing from Protocol as well.
But that’s tangential. You want to know about this project. Right?
There are five games in this series. The first is called King of Storms. That sounds suitably over the top and masculine. Right?
(Maybe Blooddrinking King of Storms of Doom would have been a better title)
And then there’s Lambs, which is only available until the end of the Kickstarter. After that… it’s gone forever.
I feel as though that should convince you to at least go check it out.
Collector edition games. I mean, really?
Board Game Geek has a series of draconian rules about what and WHAT NOT can be posted on their website, so I’m making the rules to dice crawl available here. For free.
If you don’t know what dice crawl is, it’s a board game I designed about dungeon-crawling with a fistful of dice. And yes. It actually has a strategy element. If you’re interested in learning more, you can look it up on Board Game Geek.
dicecrawl rules solo
dicecrawl rules iron man
So. I was told the old site didn’t look user friendly. And now I’m trying out this new look. I might tinker until I land on something stunning, but I think this is a better way to go to make the site look ‘happier.’
In other news, I’m developing a new GMless story-game system.
The first game will be book only and available ONLY in kickstarter format, once it’s done. That means if you don’t buy game 0 from the kickstarter, you’ll never get a copy. This will be a test of the new system. Players will be encouraged to provide feedback on the game and help shape games 1 through 10.
Here’s a look at the cover.
That’s it for now. Remember. I’m on facebook, twitter, and e-mail. If you’re not seeing it here, you can always ask me questions there.
Dying Memoryes was originally devised way back in 2006. I’d recently finished George’s Children and I was really jealous of all these new indie story games. But most felt less like games and more like Q&A exercises. After 30 minutes of setup for any RPG, you could probably write an awesome story. We needed rules? So, I decided I wanted to make a game where your character sheet was blank and you could start playing in seconds.
Well. Maybe if you started as an empty slate. But why? Does everyone has amnesia? Do they exist in a vacuum? The zeitgeist of the game came to me when I remembered Ryan Charles’ Ship of Fools game from the early 90s about people in cryogenic tanks on a dying ship. I pretty much stole the plot, added my own nuance, studied how the brain works without oxygen, and wrote a game entirely about people’s unreliable memories and will to live.
Seriously underrated game.
Black Dragon Inn will debut on Friday right here in the PDF store, and will be demoed on Saturday at conFUSE, where Jim Pinto is the guest of honor.
Black Dragon Inn is a story roleplaying game about a party of
adventurers returning from a hard-fought quest.
The dragon is dead. The town is saved. Now is the time to rejoice in
the meadhall and drink to fallen comrades. We shall sing tales of
their memories, recount their deeds, and drink until the ale runs dry.
Tonight we honor ourselves. And our fallen brethren.
Tonight, the quest is over.
But something sinister lurks inside the town of Iverdale. Someone does
not want you here. Someone wants Iverdale all to itself.
Someone wants you dead.
Characters take on the role of adventures dealing with an unseen and
malevolent foe determined to undo them. Can they survive whatever
haunts Iverdale? Or will this be their final quest?
Svázaný Rukojemníkov is a story roleplaying game about life in a shell-shocked city of historical merit, caught in the middle of a stalemate engagement between two warring armies.
The front line of the battle has shifted back and forth through the city numerous times, leaving the townspeople to be rescued by one army, only to be invaded and occupied by the opposing force in a recapitulation months later. With no end to the bloody war in sight, the city has become a refuge for those who traffick goods, while its citizens trudge through their shattered lives weighing the final cost.
Postworldgames.com is now selling pdfs.
And to celebrate, everything is 15% for… oh… let’s say 15 days. Sure. That’s easy to remember.
Also. I’ll be at Gencon, booth 1437 with Souljar Games, pimping a new board game and selling some of my perennial products. Protocol. Toolcards. Carcass. King for a Day.
Also. If you come by the booth on Thurday night at 6pm, we’ll be gaming.
Thanks for being patient with the site changes and thanks for supporting PWG.