So what am I playing?
Glad you asked. Here's the list:
- Super Smash Bros. -- Freaking awesome.
- No More Heroes -- As great as the hype, and I love that it uses the remote in a great way.
- Mario Kart Wii -- This knocks Mario Galaxy out of the top spot.
What I like about Bros. as well as Mario Kart is the online play. Last night I was racing against racers around the world, which really made for a different experience. Yes, no one communicates, but dealing with real drivers in real time made the game even more enjoyable.
Any way here is my Wii Number: 4390 9658 6849 4825. Let's see what happens.
- Mood:
chipper
Though I have been quite about :16 that does not mean I have not been working on the game. Development is moving along very well, and if all goes well, a working playtest prototype will be available for download in a week or so. Why not sooner?
Because I still have some final thinking to do when it comes to card layout and the like. I have a very rough rulesheet done, but it is not ready for public viewing. Still, the rules are done, and I know how the game plays. I know what the end game is. More importantly I know how you win the game (i.e. how a player wins at :16).
It is the cards that are taking some time. Well, not the cards, but the layout of the cards.
Card layout is extremely important for a card game, regardless if it is a CCG or a single deck game. Good card layout should be seamless. Everything you need to know about how a card works, should be on the card. The layout should be clear, and it should not require a great deal of effort to decipher what a card does.
As much as I love GLOOM (and I freaking love this game) the game suffers due to the card layout. Granted the trick to the game is great, but the clear cards tend to wear out and scuff the printing. If you have multiple cards stacked, this tends to make quick scanning of the needed information difficult.
A good example of a game that has some truly great card design is BONE WARS by Zygote Games. Though the game can be a little complicated when it comes to assembling the various dinosaur skeletons, the card design and layout is brilliant. Each card makes the game easy to play and all you need to know is there on the cards.
Card design is important and this is where my hold up has been. :16 is not a complicated card game. However, I want to make sure that the cards are clear and tell you everything you need to know.
Now, I hear your question: "Richard, are you designing the actual cards?"
No. Not literally.
The goal behind :16 is to design a card game that we can publish. Why else would I be working on this, and planning to do a open public beta playtest of the game, if I was not hoping to publish this?
As I did with my other card games, I need to create a working prototype. In order to do this, I have to think about the card design.
So, what are the cards?
In a previous post I talked about the four card types (Life Cards, Event Cards, Rumor Cards and Paparzzi Cards). As of tonight all 110 cards that make up :16 are written.
I know what they are. I know their effects. More importantly they are balanced.
Here is the breakdown:
- Celebrity Cards (4 Cards Total)
- Life Path Cards (36 Cards Total)
- Event Cards (26 Total)
- Paparazzi Cards (16 Total)
- Rumor Cards (28 Total)
As for Ninja work is humming. Rough draft is being written. This game is coming together. However, that is for another post.
- Mood:
drained
- I have a wife who loves me
- My friends
- My health
- Mood:
depressed
Anyway, we saw Iron Man this evening.
My thoughts?
Not only did it meet, but it exceeded my expectations. I enjoyed the movie greatly, and though it was not my preferred version of the character, the Ultimate version was enjoyable.
Great movie.
DLP projection?
Awesome.
Night world.
All most forgot. Saw the trailer for the new Batman movie.
This is going to be good.
- Location:Rogue Games Chicago Dojo
- Mood:
sleepy - Music:Gotta Get Up from Here (Radio Edit)-Ellie Lawson-Gotta Get Up from Here - Single of the Week
- Mood:
shocked
- Mood:
busy
My day job has me on a computer almost all day. From writing reports, programming surveys, doing marketing research, and fielding emails and the like. Add to this the things that go with Rogue Games, some days I do not have time for what I really need to do: be with my wife, relax, design games, read and write.
Since April, I've unplugged.
Results, I like it.
Those who need to reach me, know how to reach me. So I am not out of the loop, but I am off the grid, and I could not be happier. The change has been a good one, and I think I will keep doing it as much as I can. The wonders it has had on my productivity is amazing.
- Mood:
cheerful
On Sunday, Ariana and I are getting a dog. It has been a process, but come Sunday we will be welcoming Skippy, a 2 year-old white German Shepherd into our lives. Skippy is a great dog, and not only is he smart, but has a great personality.
Skippy has been living at a boarding facility for close to two years. He has been trained (the facility trains police dogs) and wanted a home. He found a home with us. As soon as I have pictures, I plan to post them. I will also post a picture of the cat -- Selina demands equal time.
Come Sunday, things will be changing, but for the better. I am freaking excited.
- Mood:
excited
- Mood:
determined
Two books coming out this August. One for Thousand Suns and the other is for Colonial Gothic. Both books will be at GenCon. Here is the information you need to know.
Colonial Gothic: Poor Wizard's Grimoire
The World is steeped in Magic.
It is everywhere and courses through all things.
Some claim that Magic is fueled by Ether. Others claim it is a Divine gift granted to those chosen by Providence. Still others claim that Magic is not a gift, but a curse. And some claim that Magic is a tool of the Devil, created to further his Infernal ends on earth.
None of these claims comes close to the Whole Truth.
Magic is a Force of Nature, whose Secrets all may uncover with Time and Wisdom. Yet Magic is also a Danger to those unwilling to treat it with the Respect such a Force deserves.
Despite the Danger, some still dare to take up the Study of Magic and to use its Power. Even in this Modern Age, new Discoveries are made about the Workings of Magic. New Insights reveal Power many deemed impossible. Those Discoveries can be found here -- Rituals, Witchcraft, Talismans, and Relics.
Are you willing to face the Danger and uncover the Secrets of Magic?
Gothic: Poor Wizard's Grimoire
RGG 1720, $9.99
64 pages, b&w, 6" x 9"
Thousand Suns: Pilot's Guide to the Core Worlds
These are worlds of wonder.
At the heart of the inhabited galaxy lie Humanity's most populous and sophisticated planets. The dizzying spires of their cities are matched only by the complexity of their cultures, exemplifying all that is best among the Thousand Suns. The Core Worlds glitter like jewels in the crown of interstellar civilization.
These are worlds of upheaval.
Sophistication breeds decadence and power inevitably gives way to corruption. The Core Worlds are no different. With each year, these planets grow ever more self-interested and debauched. The vitality and drive that gave them command of the stars is long since gone, leaving behind only a hollow shell, ripe for exploitation by demagogues and revolutionaries alike.
These are worlds of glory.
The Core Worlds have no equals in art, commerce, technology -- or power. Idealists and cynics alike are drawn here from the farthest reaches of the galaxy, for this is where the future of the Thousand Suns is written. Whether that future is a bright or a dark one has not been decided and the actions of a daring few may yet tip the balance one way or another.
These are worlds of adventure.
The Pilot's Guide to the Core Worlds
RGG 1010, $9.99
64 pages, b&w, 6" x 9"
- Mood:
thoughtful
Those ordering the book, receive a copy of the book as a PDF free of charge. To order your copy, and get the PDF, you can click here.
Colonial Gothic: Secrets is due to hit stores in May.
If you are wondering what secrets lurk in the shadows, or, you cannot wait to start using the new information, then head over to IPR and get your copy today!
- Mood:
mellow
Busy with the day job.
Busy with life.Busy with so much stuff that sometimes I wish I had more hours in the day sometimes.
Still, I have been busy working on not only Ninja (part of the 12° Cookbook which was announced last week) as well as :16. Both games are shaping up and I could not be happier.
Right now I want to talk about :16. Tomorrow I will post some thoughts on Ninja.
I've talked a lot about the motivation and design goals working in the guts of :16. A lot of my work this past week has been defining the card types used in the game, and coming up with how they not only work, but interact with each other.
There are four card types in :16. These card types are:
- Life Cards (still up in the air with the name): These cards work in conjunction with Life Path Card. These cards give you Fame, take Fame, or add an ability that comes into play. Life Cards are played when you have them, and only one card stays in play at a time. Any new one goes on top of one currently in play. Life Cards are good and bad. Some give you a nice little perk, while others bit you in the butt. They represent the arc most have in life -- the good and the bad.
- Event Cards: There cards give you Fame, and they represent the good things that happen in life. Most Even Cards are instant, some stay in play.
- Rumor Card: These cards are playable against other players. On your Turn you can play one Rumor Card or one Event Card. Rumor Cards allow you to "attack" your opponent and harm their efforts to acquire Fame.
- Paparazzi Cards: Unlike Rumor Cards, Paparazzi Cards effect you, not other players. You must play a Paparazzi Cards as soon as you draw one.
As to what's next, I am going to come up with the rough cards. It is my hope to have a working prototype ready by the end of May. With this, it is time for anyone interested, to play. I plan on demoing this at <b>GenCon</b> this year, and will have a copy on the giveaway CD we will have at the booth.
I still wonder if I am missing something? Maybe I will type up all the cards, and post them this week.
- Mood:
creative
Ok, this might take the cake.
Penis theft panic hits city.Wed Apr 23, 2008 1:06pm EDT
By Joe Bavier
KINSHASA (Reuters) - Police in Congo have arrested 13 suspected sorcerers accused of using black magic to steal or shrink men's penises after a wave of panic and attempted lynchings triggered by the alleged witchcraft.
To read the whole thing, click here.
There has to be an adventure in here somewhere.
- Mood:
busy
So the past few weeks I've mentioned that there is another project that both Coming November 2008 the 12° Cookbook.
So what is the 12° Cookbook?
Glad you asked.
Using the rule system driving Rogue Games’ Thousand Suns and Colonial Gothic, the 12° Cookbook is a complete gaming product offering different ideas and settings. It is a chance for both James and I to test new ideas and new settings. Though stripped down to their bare essence, the games found in the 12° Cookbook are complete and ready for play.
So what is in the first book?
Ninjas and far future espionage have in common.
The inaugural edition of the 12° Cookbook will contain two games, one should be familiar to most, and another that is something that's been in the works for a couple of years. These games are:
That's right,
Why?
Because I freaking love it.
In Ninja, players assume the roles of ninjas. Pulling inspiration from history, anime, magna and mythology, Ninja is high octane action centering on martial arts, amazing feats, and humor. Focusing on not only Clan unity, but Family rivalry, Ninja has player's working to not only preserve their Clan, but further their family goals. Many are the dangers that the Clan faces, and sometimes this danger comes from within.
So there you go. I am excited about this product, and the reason is not just because of the cool games, but because this is a chance for
Another reason I love this product is that one of our goals
In all, this is the playground and we want to share it.
- Mood:
determined
Find out Colonial Gothic is a 2007 ORIGINS AWARD SEMIFINALIST.
No joke, check out here.
Nice way to start the day.
- Mood:
chipper
A lot of cool news this week coming dealing with Rogue Games.
First up, Colonial Gothic: Secrets is printing now, and will be at the warehouses on May 1, and out in the stores. Once I get word that the setups are done, pre-orders will go live. This book, I must say, I love.
Secondly, in regards to the announcement of Reality Deviant Publications doing a True20 conversion. This is something James and believe in as well. For us, it has always been about games. We want as many people as possible to play our games. For us, the setting, as much as the rules, is important. Our agreement with Reality Deviant Publications allows us the opportunity to introduce our gaming style to a whole new group of gamers. Colonial Gothic is a game that means a lot to me, and I want as many people as possible to play this setting. I, and
Thirdly, Colonial Gothic: Poor Wizard's Grimoire is in editing. This is a slick little book. In addition
Finally, we have another product on the schedule for November of this year. I will talk about this later.
- Mood:
accomplished
(Chicago, IL) – April 22, 2008 – Rogue Games is pleased to announce they have entered into a licensing agreement with Reality Deviant Publications to convert Colonial Gothic to the True20 game system!
"I’ve always wanted to write speculative fiction and RPG supplements dealing with this exciting period in American History," said David Jarvis, president of Reality Deviant Publications. "The War for Independence provides so many great opportunities for adventure. Throw in elements of the supernatural, and you add another exciting element to this tumultuous period. Rogue Games have done this fantastically with Colonial Gothic. I can’t wait to combine this dark setting with the outstanding True20 system."
Combining the real world history of the American Colonial Period, and adding in supernatural horror, Colonial Gothic is the world only a few know that exists. Magic is real; Agents of the Occult and Supernatural stalk the night. To make things even worse, the events of the revolution has engulfed the colonies making life even more unpredictable.
"Colonial Gothic is a game that I have been playing and designing in one form or another for close to twenty years," said Richard Iorio II, president and co-owner of Rogue Games. "I am pleased beyond words that people have enjoyed this take on the period, as well as enjoyed learning the secret history of the New World. I am excited that more people, who might not have known of the game, will have an opportunity to play it."
This agreement is only for conversion rights. Rogue Games has numerous plans for Colonial Gothic and has a full slate of product schedule to be released this year (Colonial Gothic: Secrets due out May 2008). In addition Colonial Gothic is supported by the New World Almanack (http://www.rogue-games.net/neworld.html) an ever growing free online source of background and game information designed specifically for the game.
About Reality Deviant Publications
Reality Deviant Publications is a small press publishing company whose focus is on producing a variety of RPG games and supplements for various game systems including True20 and the Ogl/D20 system.
For more information visit http://realitydeviants.wordpress.com/.
About Rogue Games
Based out of Chicago, Illinois and with an office in Toronto, Canada, Rogue Games is dedicated to creating games that make you think, laugh, and more importantly make you want to play. For as long as they can remember The Rogues (Richard Iorio II and James Maliszewski) have enjoyed not only playing, but designing games. The Rogues live by one simple motto: Games so good they sneak up on you.™
Contact the Rogues at info@rogue-games.net for more information, or visit www.rogue-games.net.
- Mood:
grateful
On the shelf is this brown booklet, 8.5" x 11". In red, superimposed over a sketch of a rocky bad land is the following:
The First Fantasy Campaign by Dave Arneson
Though Blackmoor would go on to be one of my favorite settings, it was the publisher, Judge's Guild that would go on to define my view of what a gaming supplement should be.
Robert Bledsaw was the founder of Judge's Guild, and it was Bledsaw, more so than Gygax, who influenced me in my approach to design. That may be a surprise to must, because do not write in that style, I avoided (for the most part) writing a lot of material for D&D. However, it was the approach to game supplements that influenced me.
A Judge's Guild product was one that filled you with gaming desire. Page after page of little bits of information that did not force you to flesh them out, the encouraged you to do so. A Judge's Guild product was one that brimmed with possibilities, and they shimmered with the power of imagination.
Yes, some of Judge's Guild product was rough. Looked through the Game Lens of 2008, they appear amateur. Judge's Guild was garage, in the sense the products were done because of the passion the creator's had.
My gaming collection has ebbed and flowed as I grew up. Each year as I grow older, I get rid of more and more. However, it is my Judge's Guild product that I still refuse to get rid of, and that is due with the power these products have.
Robert Bledsaw, the founder of Judge's Guild, has passed away. In the year that has seen the passing of Gary Gygax, the hobby that I so dearly love, has lost another deity.
This passing, much like Gygax, has left me gutted.
- Mood:
sad
There is going to be a live-action movie, and I really have had no hope that it will be good. The picture of Snake Eyes made me a little more happier. Yet, let's face it, nostalgia though it might be a blanket, is a smothering blanket. Very few things from the childhood is able to withstand the harsh light of adulthood. Often, the memories of youth delude you into thinking things were better than they were.
Then this picture was posted:
This is Rachel Nichols as Scarlett.
Damn blanket, I am being smothered.
- Mood:
listless
ROB LIFELD GETS BIBLICAL
Two questions come to mind:
- Is this actually going to see the light of day?
- What. The. Hell?
- Mood:
surprised
