games

[Conpulsion] Children's games

Pooka's picture

Okay, I've tried to broach this subject on two different threads, but it seems to not be as pertinent to those topics as I thought.

So, Joe M. and I both like the idea of running some games geared specifically towards kids. Anyone else interested?

Would it be better to run those as a part of the standard Con (if possible) or part of the GOD? I know a few kids that are likely to show up that I work with, who really enjoy RPGs but never get to play them with me. So we'd have a few players, just from me.

Games

It's all about games when it comes down to it. Below are listed recently published games by collective members:

a|state

Hope and despair in the darkest of dark cities.

The essence of steampunk?

Malcolm Craig's picture

So I've been doodling around with ideas for doing a small, seampunk style game. First off, I've never actually believe that steampunk exists at all as a literary sub-genre, but that's another matter. It's a handy tag to use fr this, because everyone pretty much has an idea what it means.

So, in single words or short setences, what do you see as the essence of steampunk? I'll start things off:

Revolution
Brass
Smog shrouded cities
Babbage computers
Frock coats

Cheers
Malcolm

[Retailer Page] Started, Needs Work!

Malcolm Craig's picture

I've started the Retailer page that we talked about at Games Expo, listing the various retailers who now carry our stuff.

Not sure if I've captured them all. The page is not yet linked to anywhere else, prefer not to do that until we have it all shipshape. We also need to have ome form by which retailers can contact us as a group: yes/no?

You can view the page here

Cheers
Malc

Demos

Below you will find links that will allow you to download quickfire demo packs for the games produced by members of the Collective Endeavour.

Can you have too many examples?

Andrew Kenrick's picture

Over here Geoff made the comment "can you have too many examples." I'm sure he meant for the remark to be rhetorical, but I'm actually curious about whether it's true. So, can you have too many examples in a game?

Although I think the more the merrier, my gut reaction tells me that there must be some sort of tipping point, a critical mass where the game gets way too bogged down in trying to give examples for everything to the point where they just end up obscuring the rules.

I've been having a major rewrite/restructure of Six Bullets this weekend, and have tried to give an example or two for every rules point, and every application of a rule.