I've been back on Aeranos for awhile now. What started as a concerted effort to update and finish the massive spell list, has evolved into thoughts on revising the Warrior Adept abilities too. Isn't it funny how efforts to finish something lead to creating more
work? Funny in a, "Hey, I think I'll hit myself in the forehead with
this hammer" kind of way.
...Where was I? Ahh! Right! The spell list!
270 listed so far out of a total 400! Crazy, right? A few of those 270 just have brief descriptions instead of full rules (like maybe 20), but still, I had no idea the list had become so massive, and still miles to go before I sleep.
On top of that, the Adept techniques are becoming more like spells too, to aid in my parallel paths for warriors and spellcasters concept. Still nowhere near as massive of a list (thank the gods), but still probably around 100-150 techniques spread over five levels.
________
In other Aeranos news. I've started up a writing project based on my group's Aeranos adventures. Sort of like the Adventure blogs, only more in depth and short story like. I picture it a heavily illustrated novella format, but it's all still real formative. I'm only a few pages into it, but if I can make the writing keep pace with the bi-weekly sessions I'll be happy. Only time will tell.
Wednesday, September 11, 2013
Monday, May 6, 2013
I'm still here!
Just a quick update to let everyone know I'm still here. As often happens, that thing called life has taken me away from any heavy designing at the moment. Even though there's a lot of "not" happening with my games, they are still on my mind and I hope to get back to them soon-ish.
Right now my Aeranos RPG is warring with Gravcraft for dominance in the pecking order.
Right now my Aeranos RPG is warring with Gravcraft for dominance in the pecking order.
Tuesday, March 5, 2013
Whats New?
Gravcraft:
Currently working on updates to the rulebook and cards, and playing around with new cardstock mini designs. Looking forward to another gamestore playtest soon-ish.
I've gone back and forth on how polished my playtest set needs to be. After seeing the games at Ghengis Con, I'm back to thinking even my PT set needs some bling and artistic appeal, therefore I'm delving into Blender 3D to come up with some craft models and working on things like card art, even if it doesn't end up being the final.
Currently working on updates to the rulebook and cards, and playing around with new cardstock mini designs. Looking forward to another gamestore playtest soon-ish.
I've gone back and forth on how polished my playtest set needs to be. After seeing the games at Ghengis Con, I'm back to thinking even my PT set needs some bling and artistic appeal, therefore I'm delving into Blender 3D to come up with some craft models and working on things like card art, even if it doesn't end up being the final.
Monday, February 18, 2013
Ghengis recap
Well... that was a fun weekend. Back at work after three days of gaming at Ghengis Con in Denver, and it was a blast. Checked out some sweet board games on Friday, including a cool indie title called Police Precinct from Commonman Games. I didn't get to play it, due to demo-ing GC Racer, but it looked like fun, and the bling around his table, including police lights and crime scene tape, gave me great ideas for drawing interest to my game next time. (Who wants to dress in the gravpilot suit next time?)
On Saturday we played in two different RPG sessions, Savage Worlds / Agents of Oblivion, and Pathfinder / Citadel of Flames. The first was very cool, thanks largely to Jeremy, our excellent GM. For those unfamiliar with the setting, you're basically secret government agents dealing with the supernatural and future-tech issues that lie beneath modern society.
I played an ex-Spetsnaz soldier in a group sent to investigate strange time disturbances. Without going into the details, we did all the great spy stuff, travelling from the jungles of North Vietnam, to Paris, Monte Carlo and Britain. We battled robotic thugs, had clandestine meetings with quirky double agents and played baccarat with high rollers while sipping shaken martinis. Even taking into account all my horrible rolls, I had a great time.
Our Pathfinder session was less stellar, but some fun was still had playing an honor-bound samurai named Hayato. Nothing happened in this game to make me re-fall in love with D20, but that likely had as much to do with the DM as the system.
Played more board games, like Dungeon Lord and Goblins Inc., checked out some well painted minis and of course got in a few more demo playtests of Gravcraft Racer, including a game with a great kid named Miles, who turned into a rabid dog when I sent a rocket his way, and literally spent the rest of the game determined to destroy my craft! It was GREAT! Thanks Miles! I enjoyed seeing anyone get that into my game, even if it meant crashing and burning.
I got lots of great feedback, made some small tweaks to the system that may become permanent after a little more playtesting, and in general had a great time demo-ing. Thanks to everyone who played, and if you happen to read this, I'd love to get some online feedback.
Also wanted to give a quick shout-out to Michael at Clay Crucible games, Joel at Omni Miniatures and the folks who produced Cave Evil. All great indie games I checked out and talked with this weekend.
Gravcraft-wise. Everyone seemed to have fun. The main tip I came away with was MORE DAMAGE. That said, the later games we implemented a system that did damage to systems and weapons. I think it turned out nicely, but more testing will need to be done to be sure.
Anyway, that's the basics. Back to the grind. Thanks for reading along.
On Saturday we played in two different RPG sessions, Savage Worlds / Agents of Oblivion, and Pathfinder / Citadel of Flames. The first was very cool, thanks largely to Jeremy, our excellent GM. For those unfamiliar with the setting, you're basically secret government agents dealing with the supernatural and future-tech issues that lie beneath modern society.
I played an ex-Spetsnaz soldier in a group sent to investigate strange time disturbances. Without going into the details, we did all the great spy stuff, travelling from the jungles of North Vietnam, to Paris, Monte Carlo and Britain. We battled robotic thugs, had clandestine meetings with quirky double agents and played baccarat with high rollers while sipping shaken martinis. Even taking into account all my horrible rolls, I had a great time.
Our Pathfinder session was less stellar, but some fun was still had playing an honor-bound samurai named Hayato. Nothing happened in this game to make me re-fall in love with D20, but that likely had as much to do with the DM as the system.
Played more board games, like Dungeon Lord and Goblins Inc., checked out some well painted minis and of course got in a few more demo playtests of Gravcraft Racer, including a game with a great kid named Miles, who turned into a rabid dog when I sent a rocket his way, and literally spent the rest of the game determined to destroy my craft! It was GREAT! Thanks Miles! I enjoyed seeing anyone get that into my game, even if it meant crashing and burning.
I got lots of great feedback, made some small tweaks to the system that may become permanent after a little more playtesting, and in general had a great time demo-ing. Thanks to everyone who played, and if you happen to read this, I'd love to get some online feedback.
Also wanted to give a quick shout-out to Michael at Clay Crucible games, Joel at Omni Miniatures and the folks who produced Cave Evil. All great indie games I checked out and talked with this weekend.
Gravcraft-wise. Everyone seemed to have fun. The main tip I came away with was MORE DAMAGE. That said, the later games we implemented a system that did damage to systems and weapons. I think it turned out nicely, but more testing will need to be done to be sure.
Anyway, that's the basics. Back to the grind. Thanks for reading along.
Saturday, February 16, 2013
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