Hi folks,
the comments on the last thread were great. There were some serious missing pieces, stuff that was on the character sheet but not in the rules and some just very unclear things.
So I went away and did some tweaking.
Submitted by Matt on Tue, 04/03/2008 - 00:15.
Hi folks,
the comments on the last thread were great. There were some serious missing pieces, stuff that was on the character sheet but not in the rules and some just very unclear things.
So I went away and did some tweaking.
Submitted by Matt on Mon, 04/02/2008 - 21:30.
Hello all.
I've been busily mashing away at the keyboard this past week or so to get a very rough draft of Lost Gods (08 version) live. I've put it on Google Docs, largely as I think this is a good location for collaborative work of this type.
Submitted by Matt on Tue, 29/01/2008 - 19:20.
I was reading Andrew's figures and realised I hadn't posted anything since 2006. So here's all of 2007 for Covenant.
IPR 32
Cons 20
Direct to retail 8
Lulu 2
So a total of 62 for a 2nd year product. No surprises, IPR and Cons are the heavy hitters.
-Matt
Submitted by Andrew Kenrick on Mon, 31/12/2007 - 21:55.
As I've mentioned elsewhere, I got the rather wonderful Delta Green: Eyes Only for christmas. For those of you without the appropriate security clearance, Delta Green is a modern setting for Call of Cthulhu which draws heavily on conspiracy theory and urban lore and melds it seemlessly with the Cthulhu mythos. It's my favourite setting, ever. It is, in short, a work of art and remains John Tynes' finest work.
Submitted by Malcolm Craig on Fri, 28/12/2007 - 02:29.
(Crossposted to Storygames)
Submitted by Matt on Tue, 23/01/2007 - 21:03.
So, my current project, a way off being playable, has a working title of Enlightenment and Entropy. It's a game about people and cities. Its setting is a decaying, enlightenment era, fantasy city of spires and squallor, where the protagonists emotions impact reality. Think Rats & Gargoyles meets Morecock via China Mieville.
The character sheet is a map of the city. You assign your four stats to neighbourhoods, and their fate is linked to together. Your characters also have emotional traits, some negative, some positive. So do city areas. Players are pushing for one of the cosmic forces to reach its trigger point, and thereby define the setting's future.