Friday 25 August 2017

My game designing story so far- part four


I was riding the high off Quill so I immediately wanted to create more Quill - people seemed to want it. I released the first supplement, Love Letters in time for Valentine's Day, but it wouldn't be for more than a year until I properly revisited Quill. Meanwhile other people were making cool stuff for the game. Derek Kamal released the awesome Coal and Parchment set in his Homes universe (novel and The Dig RPG). It was a cool time.

What's next? I thought to myself. Determined to burn myself out I started thinking about whether I could feasibly get a full game onto two sides of A4. More of an experiment than anything else, but one that worked out well. In Darkest Warrens became the first in my trilogy of compact games - one with OSR sensibilities without being OSR. Soon after I created Astounding Interplanetary Adventures, because I fucking love Flash Gordon.

Then I crashed for a while. I went back over my notes (I tend to keep teams of them - half finished thoughts, mechanics and concepts) and decided I wanted to get into the meat of the OSR. I'd been noodling with some mechanics that took the best parts of White Box, Black Hack, and 5e and got to work on developing those. Over a series of months I started writing and playtesting Romance of the Perilous Land, an OSR game based around British folklore.

Late 2016 I released it into the wild to generally positive reviews. It was my biggest game so far, so I told myself I deserved a rest. Did I listen to myself?

Not a chance.

Next time: Tequendria, Shadow and Ink, and Wired Neon Cities.

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