malcolm craig
Submitted by Malcolm Craig on Sat, 30/12/2006 - 12:44.
So, the setting design challenge is now finished. It's far from perfect. hell, I wouldn't even call it an alpha-version of a game setting. However, it does achieve what I set out to do: create a world where revolutions and political action could take place. I'm quite sure that Joe will reel back in horror at what I've done with Contenders and I'm fairly certain that the modifications to the mechanics will actually need some playtesting in order to get them actually working properly.
All the above being said, there is some good stuff in there (well, in my opinion anyway). Maybe not enough to warrant taking the game and its ideas any further, but certainly enough to warrant the time spent on it.
Submitted by Malcolm Craig on Sat, 23/12/2006 - 13:24.
Well, my entry for the setting design challenge is nearly done. So, here's another excerpt from the text, looking at various aspects of the society and culture of Ghastport.
Cheers
Malcolm
Policing, Crime and Punishment
The stricture of the post-war peace treaty mean that Ghastport is severely limited in the military forces it can have. This even extends to the police force, leading to some interesting situations…
When the monarchy was in power, they kept tabs on their enemies and political agitators through the 1st Bureau of Public Affairs, a not so secret secret police agency of some repute and few morals. With an ease that amazed observers, the 1st Bureau neatly segued into the post-war set-up, becoming the Committee for Social Order, or simply The Committee. An entirely plain-clothes operation, the Committee keeps a wary eye on revolutionaries and agitators of all stripes, reporting back to their masters in the government.
Submitted by Malcolm Craig on Sun, 10/12/2006 - 13:44.
So, work progresses on my entry for the Transatlantic Setting Design Challenge. I decided ona bit of a name change. UnRealpolitik was crap, so in keeping with using the Contenders mechanics to run a political game, I've simply entitled it 'Revolutionaries'.
Some people might know I've had a game called Everlasting Empire on the back burner for quite some time now. I've been troubled by how to make the game actually work. I was pondering the use of Gregor Huttons excellent, elegant ERP system for the game. However, a moment of inspiration came on the platform of Hounslow Tube Station on Sunday after Dragonmeet. Thanks must go to Gregor for providing this inspiration.
So, I've started writing up my first thoughts on the mechanics of the game. As a side note, the mechanics will be a D6 dice pool based system rolling over a fixed target number, against successes gained by the opposition.
Submitted by Malcolm Craig on Thu, 23/11/2006 - 18:33.
So after mulling over the concepts behind the Transatlantic Setting Design challenge, I need to sit down a collect some serious thoughts on the matter.
Submitted by Malcolm Craig on Fri, 17/11/2006 - 17:17.
So, I've decided to take part in the first Transatlantic Setting Design Challenge. What this is, in essence, is a design contest focused on setting, rather than producing a complete game with mechanics. Anyone that knows me will know that I'm much better at producing setting material than mechanics, so this is ideally suited to me! Please feel free to laugh when I come last!
The first choice is to decide what system you are going to use for your setting. yes, this is part of the competition: integrate a cuirrently existing system with the your setting. So I chose 'Contenders'. And my game will have absolutely nothing to do wih boxing or physical fighting. Nothing in the slightest.