Now the game and its core mechanics use what I call the "Wild Card System" where character values range from 0-10, with Jacks, Queens, and Kings initiating redraws; Aces are always successes. The funny part I thought it up quite by accident when looking at a suit spread out before me from the deck. Instead of thinking in terms of a score going from 1-13 (13 cards in each suit) I thought about groupings and thus the Wild Card System was born.
The next step (aside from editing) is some serious play testing before it even gets to the stage of a campaign. I'd like to see how all of the mechanics fit, everything from character creation to combat.
Once that is completed I anticipate making the text more friendly (I'm not the worlds best writer, but I try), and from there getting it ready for graphic design. The ultimate goal is to get it to a point where it can be printed via Lulu or other print on demand formats., then after a period of time, PDF. I don't anticipate getting rich from this, but I think a selling it for a nominal price will be well worth it. All without a Kickstarter? Outrageous.
In any event here is the latest, 2.0 Alpha. Alpha is a bit of a misnomer as its well developed. My guess is that I've probably missed some spots where it calls for a roll of the dice rather then draw a card.
Latest version to download here:
http://www.mediafire.com/download/7a8af92n22hno92/Hurled_into_Eternity_9.pdf
EDIT: Ive also done away with Icebiter Games, from now on produced by Restless Rust Monster Publications.
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