The Regiment: Colonial Marines 2.5
Saturday, February 09, 2013
The version 2.5 playtest kit for The Regiment: Colonial Marines is ready.
GOALS FOR 2.5
A slightly simpler game: I reduced the overall number of moves as well as removing some exceptional cases so it’s easier to remember and apply rules.
Fictional results for stress and wounds: In previous versions, it was easy to gloss over the effects of stress and wounds, falling back on shorthand: “Take 2 wounds.” I wanted each box of damage to have a specific effect to cue a result in the fiction.
More difficult choices: Tough choices are always fun. I revised the old push yourself move into something more interesting (I hope): Keep it together. The engagement move now accounts for details of the specific situation, including morale elements, so choices of fictional positioning have a bigger impact when making that move.
CHANGELOG
New volume of fire table: There are now 5 VOFs: Incidental, Scattered, Direct, Focused, and Concentrated.
New stress system: Each time you take stress, you choose how your solider will react to it: Flight, Fight, or Shock.
New wounds system: Wounds have locations now, and critical wounds take you out of action. There’s a critical move that determines how badly you’re injured, so there’s more uncertainty (you can’t count on a 2d pistol to not kill you).
New and revised moves: Assault now includes covering fire. Push yourself has been revised into keep it together. Help has been revised into aid. Hit the deck no longer requires a roll. New critical move. Rally is now a Sergeant move.
New and revised playbook moves: Changes to each playbook! Give them a close look. Also check out when you mark xp (upper right corner of playbooks).
Thanks for checking it out! If you give it a try, let me know here, on G+, or at the Regiment forum. As always, I'm happy to answer questions.
Labels: apocalypse world, hack, regiment, rpg
Ghost Lines v 1.5
Thursday, January 31, 2013
Just updated the Ghost Lines PDF to version 1.5. It's 4 pages now. The fourth page is:- Rumors table
- Patrons table
- City Events table
- Ghost qualities
- NPC features
Also made a few minor text tweaks here and there.
EDIT: Also updated the InDesign file package.
Labels: gaming, ghostlines, hack, rpg
Ghost Lines: 3rd Age Rail Map
Friday, January 25, 2013
Here's the map we're using in our game.
You might want to make your own, but if not, click on the preview for a printable hi-res version.
Labels: gaming, ghostlines, hack, rpg
Ghost Lines 1.1 / INDD files
Here's an updated version of Ghost Lines, now with credits, instructions on leveling up, rolling the dice, lightning-oil usage, and some minor tweaks. Thanks for the feedback, everybody! Also, if you want to hack it, do a translation, or whatever, it now has a Creative Commons license (CC BY-NC-SA). And here's the InDesign file package.Labels: gaming, ghostlines, hack, rpg
Ghost Lines: Mini-game AW hack thing
Thursday, January 24, 2013
Hey there. This is what I'm designing/running right now. It's a 3-page micro-hack based on Apocalypse World, Dishonored, and Ghostbusters.
Our World of Dungeons world got destroyed in a supernatural cataclysm, so we decided to move the timeline forward 1,000 years and play a new game. This is the result.
It might be playable by people who aren't us, who knows? I figure some of you will probably want to give it a whirl. I'm happy to answer questions.
Labels: gaming, ghostlines, hack, rpg
The Regiment: Colonial Marines
Friday, January 11, 2013
This is what we're playing right now: The Regiment, set in the universe of the Aliens film franchise. We're Colonial Marines, trying to quell a rebellion on a distant world, but something horrible has escaped from one of the research facilities! Wonder what it could be...Grab the PDF for new playbooks, weapons, vehicles, and a starter mission by Ryan Dunleavy.
We're also trying out a few new rules, including death moves and a "cinematic death" option (like debilities in Apocalypse World). Like all playtest stuff for The Regiment, this is a very bare-bones kit. You'll need familiarity with Apocalypse World and the Aliens universe to use it.
If you give it a try, or have any questions, head over to the Regiment forums and let us know.
Labels: apocalypse world, hack, regiment, rpg
The Regiment Alpha 2.1 Playtest Kit
Sunday, November 11, 2012
I made a few tweaks to The Regiment for BurningCon 2012. They were a big hit, so now you get to try them out, too.
Changes:
- New "Medic!" move that's all about the hard choices.
- New "Lead the way" move for the Sergeant that is super-badass, and gives the SGT a reason to put all those eggs in one basket.
- Operator only gets one additional move to start, not two.
- "Are you crazy?" move rolled into new move, "Combat action."
- "End of session checklist" move added.
- Advice callout box added to GM2, about not getting bogged down in planning.
- Regimental and Unit order of battle sheet added.
Labels: apocalypse world, hack, regiment, rpg
The Regiment: Alpha 2.0 playtest
Sunday, August 26, 2012
The alpha 2.0 playtest kit for The Regiment is here.Changes from alpha 1.0:
- Single-sided, 8.5x11 playbooks. A bit simpler now and ultra-compact!
- Revised and standardized advancement across all playbooks.
- Added new modern era special forces Operator playbook.
- Completely revised moves, both in the playbooks and in the basic set.
- Revised weapon ranges and damage.
- New battle plan mechanic, similar to workspace from AW.
- New unit maneuvers mechanic, to gracefully handle off-screen and NPC actions.
Coming soon, but not done yet:
- The new Unit creation sheet. You can use the old one for now, and use "profile" for "operational effectiveness" in 2.0.
Go ahead and grab it, give it a try, and let us know what you think over on The Regiment forum.
Thanks to all the alpha 1.0 playtesters and fans for your help and support.
Labels: apocalypse world, hack, regiment, rpg
World of Dungeons
Wednesday, June 06, 2012
So, I made a thing.World of Dungeons is a complete short roleplaying game that answers the question "If Dungeon World was the latest version of a classic roleplaying game, what would the original look like?"
Basically, it's Dungeon World 0E. We've been playing it for several months now, and it's been a blast. If you're a fan of classic dungeon games, or Dungeon World, or both, I think you'll dig it.
How can you get it? By helping the Dungeon World Kickstarter reach $27,000 (about $1200 to go as of this writing). UPDATE: It's unlocked! Once it's unlocked, everyone who contributes at any level gets it for free.
Labels: apocalypse world, dungeon world, hack, rpg, wodu
The Regiment Alpha Playtest Kit
Monday, March 05, 2012
Here's the alpha playtest kit for THE REGIMENT, an Apocalypse World hack about soldiers at war.- Playbooks for the Soldier, Officer, Sergeant, Medic, Commando, and Sniper.
- Moves and Weapons tri-fold.
- GM toolkit tri-fold.
- Regiment/Unit tri-fold.
http://www.onesevendesign.com/regiment/the_regiment_alpha_1_0.pdf
There's a Regiment forum over on the Apocalypse World boards. Please discuss the game over there.
Thanks!
Labels: apocalypse world, hack, regiment, rpg
Lady Blackbird
Friday, April 24, 2009

I have a new game project, a free steampunk adventure module called Lady Blackbird. It's designed as a quick-start game set, so you can run a fun game with no prep for 2-5 other people. It has rules, situation, setting, and pregen characters all ready to go. You can get the PDF at the game website (or by clicking on the button in the left column over there).
I plan to update the PDF as it gets refined in play over the next few weeks, then lock it into a final form. I also have some plans for selling a printed version of the module, as well as add-on modules with new situations, characters, and rules bits.
Stay tuned for more. And if you play, please head over to Story Games and talk about it.
Labels: lady blackbird, rpg
Little Game Chef '09: The Mustang
Thursday, April 09, 2009
I participated in Little Game Chef this year. It was fun and there were a lot of cool games in the mix. And... I won the darn thing. Which is pretty sweet. My game is called The Mustang. You can grab the PDF by clicking on the image below.
The judges said nice things about it, which I really appreciate. I think it turned out rather well. But I agree with Eero (the EVIL judge) that it's not a "game" exactly. I don't know what the heck it is, really.
Anyway, I really like Jonathan Walton's entry, Mare Caspium. You should check it out. It has Khazars and everything. That was my pick for the winner.
Here's the Game Contest Thread and Judges' Results Thread.
EDIT: Oh yeah! They had an award named for me as part of LGC. The Harper Award went to the game that used the 2-page restriction well and had good layout. The winner went to the very cool looking hand-written game, Redemption Night by M. Jason Parent.
Labels: rpg, the mustang
GHOST/ECHO Wordles
Thursday, March 05, 2009
Brandon came up with a cool idea. He took the setting words for GHOST/ECHO and made an excel sheet that randomly weights them so you can make Wordles out of them.It's easier to understand if you take a look at one.

(click for full size)
I like how the Wordle arrangement suggests relationships between the elements, as well as putting more emphasis on certain elements.
See the discussion thread on Story Games for more.
Labels: ghost/echo, rpg
GHOST/ECHO v1.1
Friday, February 20, 2009
I made a few small tweaks to the PDF.Here's the new version: GHOST/ECHO v1.1
Labels: ghost/echo, rpg
GHOST/ECHO
Sunday, February 15, 2009
I made a little micro-game experiment thing, called GHOST/ECHO. You can grab the 2-page PDF if you want to check it out.Head over to the Story Games thread to discuss.
Labels: ghost/echo, rpg
Creating Situation: Log, Map, & Spyglass
Monday, December 31, 2007
Here's the situation creation method for Codename: VALVE. The main action of the game concerns sailing the Wild Blue, exploring new places, getting into trouble, and winnning plunder. To create a situation, the players use the ship's log, their maps of the Wild, and a spyglass.The Log
First, the Captain consults the ship's log. It's printed in the book, with empty spaces after each entry for you to write some details (yes, you're supposed to write in the game book! gasp!). A log entry will briefly describe a starting circumstance for the ship and crew, like, "Crowsday, 39th of Elm. Crew sick, seeing visions. Must find a spirit healer soon." Or, "Fresh shot and powder and the guns new polished, crew spoiling for a fight."
The Map
Then, the crew picks one of the map sheets. These are navigation charts that depict a group of flying islands, with drawings of terrain and places on them, along with little notes and names for things, in the classic Tony Dowler style. Sometimes an island will be very low altitude and partially submerged in the heavyside layer.
The crew and Captain together decide where to go on the map. You're like, "We sail for the town of Silver Fall, here by the big waterfall that's going off the edge." There might be a note about Silver Fall written on the map ("Avoid the people of the Accord"). You can also check the dispatches in the book about Silver Fall. The dispatches are the scouting reports of Imperial assessors, written as brief first-hand accounts -- just enough to get your imagination going.
The crew starts out with three of the seventeen maps. More maps can be found as part of game play.
The Spyglass
Finally, someone has the spyglass. As you sail in, the person with the spyglass can look and see things. They can invent details of the place by calling out what they see: "It looks like the towers are burning!" Or they can solicit details from the other players by asking a question: "Are there supposed to be fires up in those skinny towers?" Any of the crew can respond. You can respond to a declaration with support ("On fire? The place must have been attacked by the Empire!") or with doubt, "Nah, it's probably not on fire. Those are lights to help ships land." Crew can also ask leading questions like, "Do you see any blue smoke?" or "Can you tell if the festival flags are flying yet?"
Crew can ask the person with the spyglass to check again, if anyone is obviously unhappy with what is seen. "No, that couldn't be! Check again." The person with the spyglass may pass the glass to someone else with, "Well, take a look for yourself." A crew member may also take the spyglass with, "Let me see that."
Once everyone has had the spyglass (or passed on the opportunity to have it) then you've seen all you're going to see. The Captain should note spyglass details in the ship's log.
Whenever the ship moves to a new place on the map, you check for Dangers and Opportunities. This is the "wandering monster" element of the game, which puts pressure on the crew to take their current loot and go home. They can always choose to press their luck and hunt for more loot, risking an encounter with an Imperial hunter or other calamity.
Labels: rpg, valve, work in progress
Suffering Mechanic
Thursday, December 06, 2007
I came up with a mechanic that I think is pretty nifty. It's a mashup of "Bringing Down the Pain" and Keys from TSOY, plus a touch of the Trollbabe re-roll system.Conflicts are one-roll affairs. You roll your dice, I roll mine: the highest die wins. But then...
Suffering
If you don't like the outcome of the dice roll, you can choose to Suffer. Add another die to your pool, then both sides re-roll.
When you Suffer, say how your opponent stomps on you, and check off one of your Sufferings. You have one of each, and each one, when checked, imposes a taboo on you. It also has a buyoff condition that lets you uncheck it.
For example:
Humiliation
Taboo: You may not intimidate, frighten, or otherwise impress anyone with word or deed.
Buyoff: Pick a fight with a mate who doesn't deserve it.
This is for a game project (codename: VALVE) that I've been working on lately. I'll probably post some bits and pieces like this as I go.
Labels: rpg, valve, work in progress
MAX MUST DIE
Saturday, April 21, 2007
Over on Story Games, Jason Morningstar challenged me to write a game. Here's what he said:John Harper! All right, luser, I want to see a game outta you that explicitly, deliberately isn't mechanically precise, where authority is evenly distributed. Bonus points if it looks sort of crappy. Because it'll be the anti-AGON.
Bring it!
No problem, sucka. I fear the challenge of no man*!
Here's my game:
MAX MUST DIE
First, the group has to decide who Max is. Maybe he's a pirate captain, or a gang-leader, or a US senator. Maybe Max is short for Maxine. Maybe MAX is a robot. Max should be in some position of power. Max is a real bastard, and he's going to do bad things to the characters. Sometimes you have to give Max a different name to keep your game from being totally lame (like if Max is supposed to be a Sith Lord or something). That's okay too.
Next, everyone makes a character. Making a character is easy. Grab five dice of the same color: d4, d6, d8, d10, and d12. Each player should have their own dice color. Grab an index card and write down five traits for your character. Label each trait so it matches one of your dice, like this: Sailed the Midnight Sea d8. Some of the traits should refer to some thing, person, or place in the game world.
At the top of the card, write your character's name and why you want Max dead. Also, write the color of your dice. You might need to know it later.
Carlo the BladeOnce everyone has made a character, we get on with the business of trying to kill Max.
Max killed my brother
Color: burgundy with silver numbers
Scarred from a wave demon attack d4
The Way of the Knife d6
Sailed the Midnight Sea d8
The Brotherhood of Nine d10
Rebecca is waiting for me d12
Scenes
The first player sets up a scene. Each player rolls all their dice. See which die for each player is the highest. The trait that matches that die should be part of the scene in some way, if possible. The player setting up the scene says where the action is taking place, which characters are there at the start, and what's happening in general. Characters can enter the scene later as needed.
Each scene has something to do with Max in some way. Maybe some characters meet to plot his murder. Maybe Max shows up to taunt the characters or pretend like he's their friend. Maybe the scene is a flashback to the time when Max did whatever he did to make it so he needs to die.
Each scene involves risk for the characters. Maybe they're playing high stakes table games in Max's casino in Vegas. Maybe they're having a raygun battle with Max's henchmen on top of a burning zeppelin. Maybe one of the characters is trying to form an alliance with a dangerous gang who also wants Max to die. Whatever it is, it's risky, and things might go badly for the characters.
Once you've set up the scene and played out enough of it to establish the risk, it's time to roll some dice.
Rolling Dice
When you roll dice for a risk, you roll one, some, or all of your dice. Look at the numbers to see how things go. Do you have high numbers? Things went pretty well. Do you have low numbers? Things went badly. If the numbers are in the middle, maybe it's a mix of good and bad, or the outcome is uncertain. It's up to you. Say what happens by pushing dice forward and narrating a moment of action. Narrate bad stuff when you push lower numbers and good stuff when you push higher numbers.
You can narrate all your stuff at once, or you can just do part of it, then let someone else go, then do another part, all collaborative like. Think of your dice as your script for the scene, showing your ups and downs.
The dice are linked to character traits, remember? So, if you get a high number on your d8 trait Sailed the Midnight Sea, then your character's weird experience in sailing the pitch-black waters has resulted in something good. If you roll a low number, then the trait has contributed something bad or failed you somehow. When you narrate a moment, include your trait in the narration.
There's no set standard for dice results. You have to judge them for yourself. A roll of 1 - 1 - 1 - 7 might mean utter failure to one player but to another it might mean a string of bad luck followed by a smashing success. You decide what your dice mean.
In Case of Ones
I know I just told you that you decide what your dice mean. And you do! But when you roll a 1, it's special. A 1 is something bad, right? Because it's low. A 1 is also an indication that Max is mucking around in the lives of the characters, probably framing someone for murder or burning down a village or something.
You have to give your ones away. Pass the dice showing ones to the other players. You can give them all to one player, or spread them around, or whatever. Totally up to you. When you pass dice over, you say what Max is doing to make that character's life suck more. The dice match traits on the characters you're passing them to! So, when you pass the 1 over, look and see what trait matches the die you're passing, and then include that trait in your narration of Max's badness. This is most fun when people have relationships as traits, like, I love Julia d6.
The player you're passing the dice to will probably have ideas about how Max is ruining their character's life. Listen to their ideas... they're probably nastier than yours.
Now you have fewer dice. But don't worry about that right now. It just means your character is more likely to die.
In Case of Max
There's another special kind of roll. When you roll the highest number on a die (a 4 on a d4, a 10 on a d10) you have rolled the max. Yeah, it's no coincidence that it's also Max's name. A die that rolls max is awesome because it means that you've done something to screw Max over. A die can be "low" (like a 4 on a d4) and still screw Max in some way, even though it might mean something bad for you, too.
You have to give your max dice away. Put them on the piece of paper in the middle of the table that says "Max" on it. When you put your dice on the paper, say what your character does to hurt Max, directly or indirectly. Don't hurt him too much yet. The really bad stuff comes later. Remember that your dice are linked to traits. If a die is another player's color, it's linked to that character, not yours. So, when you place the max die, you and that player should collaborate to say how Max gets hurt, and include the linked trait somehow.
This is really fun when you max a die that you're holding from a dead character (see Death, below). Because that die you're holding represents a trait from the dead guy, like, I grew up in the islands d10. Maybe it's your memory of him that gives you what you need to stick it to Max.
Next Scene!
After the risk rolls, it's time the wrap up the scene and move to the next one. A different player should set up the next scene.
Death
Yeah, your character can die. If you ever run out of dice, your character bites it. Max is behind it, of course. Say how your character dies or permanently leaves the story. Don't be too sad. Max is a bastard. That's just the way things are. He'll get what's coming to him.
Grab a new index card and make a new character. You get all new dice at this point (in a new color).
When Does Max Die?
Max might die when he has a lot of dice on his paper. Someone should look at the paper and say, "There are a lot of dice on there now." After that, Max can die. The next time someone rolls a max, they pick up all the dice on the paper and roll them. Dice that roll 1 are bad news for Max. Things go badly for him. He gets stabbed in the face, his corporation falls apart, his secret scheme is revealed -- stuff like that.
The dice are linked to traits! Yep. So when these bad things happen, look to see whose die it is, and which trait applies. It might even be the trait of a character who has died. Include that trait when you say what happens. Then give the die back to the player, if the character is alive. If not, it stays on the paper. The traits of dead characters continue to kick Max's ass from beyond the grave.
In addition, for each 1 rolled, tear the Max paper (or a part of the paper) in half. You'll end up with a few pieces of paper. The group should look at the pile and decide if Max is still kicking or not. Are there lots of little pieces, like confetti? He's probably toast. If not, keep playing.
Once Max is dead, the game is over. You finally took the bastard down. Good job.
Labels: rpg
19 Questions: Stranger Things
Sunday, February 05, 2006
These questions are courtesy of Troy Costisick, and his blog.1.) What is your game about?
Supernatural action-adventure featuring bigotry, hatred, understanding and compassion.
2.) What do the characters do?
They have prophetic dreams about people in crisis, seek out those people, and resolve the crisis (for better or worse).
3.) What do the players (including the GM if there is one) do?
Players: Create a half-human, half-demon Stranger and choose the elements of his or her Dream. Confront the elements of the prophetic dream in the world. Judge the situation, and act to create change in the lives of the people in crisis.
Directors: Flesh-out the dream elements into characters and situations. Reveal the dream in play.
Everyone playing may change roles from Player to Director during or between sessions, depending on group preference.
4.) How does your setting (or lack thereof) reinforce what your game is about?
The setting is the sprawling, gothic City of Forgotten Gods. Humans and Demons must live in close proximity in the City, which is the last haven against the Wild. The City creates a pressure-cooker situation in which the two peoples must confront each other -- with hatred and fear, or compassion and understanding. As hybrids of the two peoples, the Strangers are caught in the middle.
5.) How does the Character Creation of your game reinforce what your game is about?
During character creation, all the participants map out (by consensus) which traits are considered "human" and which are considered "demonic." This creates a stereotype for each people, which are then challenged or reinforced through play.
6.) What types of behaviors/styles of play does your game reward?
The game rewards thematic play, with a focus on Color, Character, and Situation. It provides a constant cycle of traded narration, so off-the-cuff creative descriptions are expected. It also rewards good flagging and flag-framing by Players and Directors.
7.) How are behaviors and styles of play rewarded or punished in your game?
The game ties the reward cycle to the resolution of the dream crisis. The Stranger must confront the dream, and in doing so must confront the human/demon crisis in the city. This confrontation and resolution of the crisis results in empathy for the Stranger, who then changes as a result.
PCs are rewarded through Relationships (which grant more effectiveness and additional author power) and through Empathy (which are bonus traits that grant effectiveness). PCs also change and shift along the human/demon spectrum as play goes on.
8.) How are the responsibilities of narration and credibility divided in your game?
Players have ultimate authority over their Stranger and her relationships. They also choose the elements of the prophetic dream that will then make up the Stranger's new crisis situation. Players narrate all failed rolls for their Stranger.
Directors have ultimate authority over the NPCs. They create the crisis situations (and NPCs) using the dream elements chosen by the players. They frame, start, and end scenes. The Director narrates all successful rolls.
9.) What does your game do to command the players' attention, engagement, and participation?
The players choose the elements for the situation that their Strangers will confront. Since they had a hand in its creation, they are engaged in its outcome from the start. All players are always participating, either controlling a Stranger, Directing a scene, or contributing suggestions and Color as audience.
10.) What are the resolution mechanics of your game like?
A conflict can be called by any player. A conflict resolves stakes created and agreed upon by all participants. The player who calls the conflict names a trait of one Stranger that will be tested by the conflict. Then a d10 is rolled and compared to the Stranger's Number (2-9). For human traits, the d10 must roll above the number for success. For demon traits, the d10 must roll below the number for success.
There are additional mechanics for multi-roll conflicts, re-rolls, and injury.
11.) How do the resolution mechanics reinforce what your game is about?
The human/demon split is part of every roll. Assigning traits to human or demon sterotypes during pre-play helps the players create the atmosphere of ignorance and misconceptions that exists in the City when the game starts. Strangers must resolve their prophetic dreams. Dreams don't resolve until the people in crisis have confronted their fears and desires. They can only confront their fears and desires via conflict rolls, and only Strangers can make conflict rolls. So by necessity of the resolution system, all the crisis must funnel through the Strangers.
12.) Do characters in your game advance? If so, how?
Strangers gain effectiveness via Empathy and Relationships. The Number can also shift as a result of play, moving towards human (lower number), demon (higher number) or a midpoint.
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
As the Stranger gains empathy, traits are added to a special re-roll pool that is neither solely human nor demon based, but a blend of the two. Relationships also grant re-rolls. A character with empathy for his fellow people, with connections to those around him, is more effective than a detached loner.
14.) What sort of effect do you want your game to produce for the players?
Creepiness (it's a game of supernatural and occult trappings, after all).
A sense of pride in taking the flags offered by another player and creating something they really enjoy.
The thrill of important stakes riding on the bounce of a die and the resources spent to win it.
Some understanding of fear, ignorance, bigotry, and compassion as it relates to the real world.
15.) What areas of your game receive extra attention and color? Why?
Names and places, particularly in the form of the illustrated map tiles that make up the City. Why? Because these things are used as a menu of Flags for players to choose from when presenting material for the Director to run with.
16.) Which part of your game are you most excited about or interested in? Why?
The map tiles. They are instant, powerful Color for the game, and are a great resource for Flags.
The human/demon split for traits and how they relate to a Stranger's Number. Also, the idea of a changing Number and Empathy traits to reflect the events of play.
The Dream Sheet, which is like a character sheet for the Director to use for creating situations on the fly.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
I think this game addresses bigotry and compassion very directly. Not sure if another game has done that, exactly (though it does share some thematic similarities with Polaris, Dogs, and Trollbabe).
18.) What are your publishing goals for your game?
POD books via Lulu, hopefully sometime in March or April.
19.) Who is your target audience?
The indie gamer scene and people interested in RPGs who are just starting out. Hellboy fans. Andy Kitkowski.
Well... that took way too long. But it's a pretty good questionnaire. I can see some things in a better light now. Also, I can see that my game is pretty much doing what I want it to do now, which is a nice feeling.
What do you think? Anything up there pushing your buttons, one way or the other?
Labels: rpg, stranger things, work in progress
Stranger Things playtest
Monday, January 23, 2006

If I'm feeling really saucy, I'll post an AP report, but I may not get around to it for a little while. If, you know, someone beat me to it, that would okay.
Labels: rpg, stranger things, work in progress