Dying Memoryes

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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.

But what?

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.

http://rpg.drivethrustuff.com/product/125440/Dying-Memoryes-GMZero-RPG-2

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Black Dragon Inn coming this Friday!

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.

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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?

Protocol #41 is in Progress

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.
Svazany_Rukojemnikov-300x281The 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.

News

Postworldgames.com is now selling pdfs.

Woohoo!

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.

Updates Coming

Hey everyone. The site is going through a few changes. So please be
patient. We’ll be back to normal updating soon enough.

I promise.

In the meantime, I’ll be at GenCon. Booth 1437. Come say hi. Or don’t.
I’m not in charge of you.

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,

“He can’t do a Little, ’cause he can’t do Enough”

1 homeIt’s been a strange first 3 1/2 months of 2015. My work ethic is there, but my pacing is not. I’m behind on about a dozen projects and ahead on half a dozen others. No excuses. Just updating everyone on what’s going on with me.

I have succeeded in finishing the first 10 protocols of series 2 (26 through 35 are done, and two more are in editing). I’ve also converted four of the original protocols to the new format, while working on a 5th (as I type this). Speaking of, the original Protocol (Home) has been updated. I think it’s awesome.

I’m still working on Mortuary, which needs a cover, a 2nd edition of carcass, a book called Quiver, which is a collection of free games I’ve created, all in one book.

This is really turning out to be a not so good update. But it’s late. I’m tired. And I haven’t written one of these in a while.

I promise the next one will be better.

The Carcass: An Abattoir of Flies

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An Abattoir of Flies is an expansion to the critical-acclaimed ‘Carcass’ roleplaying game. An Abbatoir of Flies provides new roles, campaign rules, new tribes, powers, and a mutltude of advice on how to handle the game. The expansion also expands on the roles, providing insight on how to use them differently, and new world building questions.

The Carcass is a roleplaying story game where players take on the roles of the last members of a dying post-apocalyptic tribe. The tribal leader is dead, the community in tatters, and the future a mystery. What will become of you in this barren wasteland?

The Carcass is played over the course of three to eight hours (or more). Each player takes on the role of a character vital to the tribe. Devoid of a leader, however, each character believes himself or herself most capable of keeping the tribe alive.

Players create two characters. One is a key figure in the community and the player’s main character. The other is an NPC member of the tribe of some influence. Beyond that, the tribe is made up of dozens of people who are just trying to survive.

The game revolves around unique action charts for each character role, instead of a system of narrow ‘moves’ defining the character options. Often player expectations focus on ‘winning,’ especially with such important goals created through character design. But the interesting actions in The Carcass are not about winning, but about dramatic results.

http://www.drivethrurpg.com/product/146623/Abattoir-of-Flies-an-expansion-for-the-Carcass-GMZero-RPG-4

Once again, thanks for supporting post world games.

We now you return you to your streaming of Mad Max 2.

Convention Weekend

11518597-funny-goat-sketch-symbol-of-2015-new-yearLook what followed me home from the con. Can I keep it?

I’ll be at gamestorm this weekend, in Vancouver, WA. Gamestorm is a pretty cool con. A little cliquish, but the best in Washington nonetheless. I’ll have a booth in the dealer’s room, where I’ll be demoing 100 AD, Dice Crawl, Torn Armor, some of my protocol games, maybe a few card games, and selling all of the above as well.

Jack Cull and Alyssa Faden promise to be on hand at some point, so if those are people you like expect them to be there Saturday at the very least.

The con starts on Thursday and I’m be playing games non-friggin-stop. Find me, and I’ll teach you any game that I’ve published.

And if you’re not in the area, the question remains “why not?”