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Still working on your game?

PostPosted: Sun Aug 08, 2010 8:45 pm
by madunkieg
Just curious who's still fiddling with their game, or if the contest left you exhausted? If you are still working on it, what have you been fiddling with?

Making a few mods to MLC. Match tests are changed have a little more strategy to them. Technology is changed so mainstreaming modded tech makes more difference to play. Also thinking about adding player narrative control after modded tech mainstreams, but I haven't got that figured out yet. Character creation and brand design is being tied to things like former professions to give help inspire people who suffer from blank-page-block.

Re: Still working on your game?

PostPosted: Mon Aug 09, 2010 7:46 am
by SheikhJahbooty
I've been distracted by incisions on my abdomen, but I have done some stuff.




Re: Still working on your game?

PostPosted: Tue Aug 10, 2010 3:34 pm
by JasonP
Truth, Inc. is undergoing a much needed rewrite after which it will be two PDFs with a Lulu print option: Truth, Inc. Blueprints which will contain all the chargen and setting ideas, and Truth, Inc. 2110 which is focused on how to run/play the game. Playtests are ongoing, which are solid fun so far ;)

Re: Still working on your game?

PostPosted: Tue Aug 10, 2010 5:36 pm
by lastres0rt
Anticipation of Grad School is currently making my plans for working on the RPG go by the wayside. Buffering the comic and finishing up commissions before school starts takes priority, after all.

On the other hand, I'm working on some rules revisions already, and I aim to have the printed, revised version of the RPG ready for print sale by March 2011 (The next big round of conventions). Sometime between now and then some free time ought to emerge...

Re: Still working on your game?

PostPosted: Sun Aug 15, 2010 9:41 pm
by vulpinoid
Just letting everyone know that I'm definitely still working on my game.

I've got some plans to do an expanded version of the game with some pages on how to create a campaign based of a session of FUBAR, some alternative character generation ideas, and a more coherent character development/experience system. This will be available as a stand-alone supplement, or combined with the basic FUBAR rules as a printed book (with about 48 pages or so).

I'm also looking at expanding the basic concept beyond the cyberpunk and into other genres where the revenge motif is common. I've looked at a musketeer/french type setting, a western setting and a few others. Each of these setting ideas will come with a range of character trait cards suitable for the setting (and to spark the imagination further), a few typical location ideas, some genre specific kickstarter scenes and a couple of specific simple rules to help the game reflect the genre more accurately. Nothing too complicated, because the game is still designed to be a minimal preparation experience where characters are developed through the course of the storytelling.

FUBAR will get its first convention exposure in October, a couple of intense sessions with a variety of different players should let me get a good feel for where the game's real strengths and weaknesses lie.