I leave for Finland in the morning. I’ll be enjoying Tracon X at someone else’s expense as I am their guest of honor this year. My first time ever being one of those.
I’ll be gone for a little over a week.
Try not to miss me too much.
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?
I just bought a house and I’m unpacking today. I’m taking time away from unpacking because I love you all so much. I has nothing to do with hating unpacking. Nope. Love. All love.
GenCon was nonstop work for me. I never left my booth, except to eat. Even at night, we were eating, drinking, and gaming. I played some Carcass, several Protocols, and demoed my new board game (with Souljar Games) every minute I was at the booth.
So, I won’t have a report on GenCon, just a report on ME at GenCon.
And you know I love talking about me.
The City. I love the tempo of the Midwest (to visit). Even the fake people are nice and the city treats GenCon attendees like rock stars. Lots of great food (and some bad). Souljar’s traditional, second-annual Ethiopian dinner was well-attended. And no one really cares what I ate. Moving on.
The Carcass. Played with a few friends of mine while everyone had been drinking. Turned silly instead of dark. We still explored the full range of leadership and story, but nothing dark ever happened. We set the game in Appalachia, but for some reason I kept seeing it as the Ozarks. We were certainly the villains of this one.
The vigilante is a jerk. That’s all I’m saying.
Protocol. We played Chemical Zoo and The Scarecrow. The former was fun and light, despite a tiger eating two chimps. James Flanagan and Carla kept pushing the fun, while I tried to bring the drama. The latter was among the scariest games I’ve ever played. Jack Cull really ramped up the terror on this one. A little bit of “Bloody Mary” myth going on in this one, along with candles, mirrors, and children pushing each other around. In the end, the story was more about the drama of forgotten children and less about the Scarecrow, which is what the Slenderman and Cropsey myths are all about.
Ryan Schoon. Ryan and I spent a lot of time talking game design and working on our new project, Mortuary. It’s going to be different, I assure you. For now, imagine my take on Apocalypse World, inside and out. All new mechanics, easy to read character sheets, meaningful choices (even when you fail), and lots of character classes. Expect news about this later in the year.
Already running out of things to talk about. Yep. GenCon was that busy.
100 A.D. I have a board game coming soon that may kick ass. I’m not sure. People seem to like it, but it’s a little arrogant for me to review it for you. What I can say is that it doesn’t play like board games you are used to and it treats politics like a power struggle. Not a punchline.
Okay. I’ll leave you to it. Next time, I’ll tell you why d7s are way better than d6s.
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.
Hey everyone. The site is going through a few changes. So please be
patient. We’ll be back to normal updating soon enough.
In the meantime, I’ll be at GenCon. Booth 1437. Come say hi. Or don’t.
I’m not in charge of you.
Usually I do these posts on Facebook, but we had two really fun sessions last night and I thought they deserved larger posts.
First. 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…
The second game we played is a Protocol that I’ve not yet released:
Volcano 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.
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.
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.
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.
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,
It’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.
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.
Once again, thanks for supporting post world games.
We now you return you to your streaming of Mad Max 2.