Showing posts with label Introduction. Show all posts
Showing posts with label Introduction. Show all posts

Tuesday, April 12, 2016

Overview of Play



Got the taxes mostly figured out yesterday, so I spent most of today working on an introductory play overview.

Tuesday, March 31, 2015

The Creation Myth of the Republic: Part V


And just as the wandering god finds a degree of happiness, the jealousy and betrayals begin. This, of course, will not end well for anyone. :)

Monday, February 23, 2015

WarStrike: Something Not So Awful?


Over the last week, I've noticed that we've gotten a crap-load of hits from the forums (paywalled) over at SomethingAwful.com. So being a curious monkey, I snuck over to see what the discussion was all about.

Nothing I saw there surprised me all that much. But I realized that it's been so long since the project started, that people who come here for the first time don't understand some of the basic design decisions that we made back then (or what's happened to other competing projects since). So I'll take this opportunity to shed some light on why we're approaching the design of the game in the way that we are, and shed a little more light on where we're planning on going.

Monday, February 16, 2015

What You'll Need To Play: Part 2


Here's the last 2 pages of the 'What You Need' section. Next I've got some more ideas on grenades to write up before tomorrow's testing.

Friday, February 13, 2015

The Creation Myth Of The Republic


Take the basic creation myth of the ancient Greeks, mix in a little modern cosmology, darken the origins/character of the creator, add a dash of female empowerment to his betrayal, and you've got how the Republic's Church of Man (or CHoM for a wink to Herbert fans) thinks that the universe came to exist. Which is to say that they think all of creation was screwed (quite literally) from the beginning. No, they're not a very happy people. :)

Tuesday, February 5, 2013

Rules Introduction: Welcome To M42! (Ver. 0.5)


Much as I'd like to concentrate on the Visibility/Shooting rules right now, it's pretty much impossible. The Wife is out of town, the kids are sick, and I've got workmen (finally) banging around fixing the bathroom flood damage from 4 months ago. So instead of getting frustrated every time I'm interrupted, I'm going to instead update some of the easy stuff. The old rules that just need some tweaks to update them to the current mechanics. Then I can get them up on the list of links at right, so that folks who are new to the project aren't totally lost. :)

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