I have a child home with the sniffles today, so this week’s dispatch will be another adventure in micro-designing. That’s where I do the bare minimum to justify sending out this newsletter and continue my streak (which now stands at 44 straight weeks). I’m not going to lie, I’m pretty delighted and proud of myself for sticking to this… even if some of my projects remain a long way from done. But that’s not important. The process is ongoing. And I trust the process.
Project Run down
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
…
No progress.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Just a wee copy and paste. With changes to include my game’s specific language.
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When Steam Thieves suffer a consequence that a player doesn’t like, they can choose to resist it. They do so by telling the Operator, “No, I don’t think so. I’m resisting that.” Resistance is always automatically effective—the Operator will tell you if the consequence is reduced in severity or if you avoid it entirely. Then, you’ll make a resistance roll to see how much stress your character suffers as a result of their resistance.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
…
No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
…
No progress.
Note: Need to put this into a Scrivener doc, too.
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
…
No progress.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
…
No progress.
Ciao.