Design Diary

Ghost Ship: Attack of the Drones

Posted on

While a ship piloted by Ghosts can react quicker, travel further and need far fewer resources than a human-piloted vessel, a physical presence is still required for a crew to perform most of the tasks people are willing to pay big money for. The game’s solution for this is drones. A robotic shell housing a […]

Legacy

Legacy: Family Example of Play

Posted on

The part of Legacy I get the most questions about is the interface between the Family and Character levels. We’re working on ways of making this more flexible in Legacy 2e, but for the current version I try to stick to two ideas: 1) The Character has de facto control over the Family’s operations. 2) […]

Legacy

Legacy: Character Example of Play

Posted on

One of the things I’ve often been asked for with Legacy is an example of play. It’s been a while, but I finally made time! This example focuses in on character mechanics and combat – I’m also going to write up some family-level play. Machine dawn Here’s the initial situation. Our party of characters is […]

Design Diary

Ghost Ship: Marking Time

Posted on

Space is big. You just won’t believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space. – Douglas Adams, The Hitchhiker’s Guide to the Galaxy One of the big barriers to human space travel is just […]

Design Diary

Ghost Ship: Character Basics

Posted on

Ghost Ship‘s characters are in the rare position of being purely virtual entities, which means that they don’t have many of the stats that characters often do. Instead, their abilities are defined by three things: the intrinsic strengths of their mind, their background and memories, and the stresses they have come under. The first two […]

Design Diary

Announcing Ghost Ship

Posted on

With What Ho World and Wizards Aren’t Gentlemen out to backers for reading and playtesting I’ve started working in earnest on one of my backburner concepts. My next game is one I’m calling Ghost Ship. Here’s the pitch: It’s the near future. After your death you woke up in a computer, a brain scan activated […]

Legacy

The Fifth Season and a perpetual apocalypse

Posted on

I’m currently reading NK Jemisin’s The Fifth Season – winner of last year’s Hugo Award – and it’s excellent if exceptionally grim. The basic gist is that it takes place in a land constantly wracked with extreme geological turmoil. Society has been shaped by the constant pressure to survive, such that people count the regular […]

Design Diary

What Ho World deck printing update

Posted on

What ho, Production is still moving apace on What Ho World – it’s nice to see it getting progressively closer to completion! What Ho World deck proof I got my physical copy of What Ho, World! from DriveThruCards today. Overall I’d say I’m very happy with it, especially as what little damage there was from […]

What Ho World

What Ho World: Playtest Report

Posted on

It was the introductory meeting for Oxford University RPG society today, which gave me a great opportunity to see how people who never roleplayed before enjoyed What Ho, World. Overall, it was very positive! We spent a lot of the session laughing, and every character had a fun plotline. We had a blackmailing butler accumulating a […]