I know I’ve been away for a bit, but I have been diligently working on my game, Hurled into Eternity.
Over the last few weeks I ran into several snags with it and “went back to the drawing board.” I didn’t revamp the game totally, but I excised the d100 mechanic and brought it to be fully based on a deck of cards. The Judge (GM section) still uses RPG dice for random events, but they are not critical to the game.
Now the game and its core mechanics use what I call the “Wild Card System.” Character values range from 0–10, with Jacks auto fails, Queens 50/50, and Kings auto success. Aces are always successes with extra bonuses. The funny part is I thought it up quite by accident while 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 together, everything from character creation to combat.
Once that is completed, I anticipate making the text more friendly (I’m not the world’s 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 selling it for a nominal price will be well worth it. All without a Kickstarter? Outrageous.
In any event, here is the latest: Alpha. (Alpha is a bit of a misnomer as it’s pretty well developed.) My guess is that I’ve probably missed some spots where it still calls for a roll of the dice rather than drawing a card.
Latest version to download here.
UPDATE: I’ve also done away with Icebiter Games. From now on it will be produced by Let it Beagle Media.

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