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I have been trying to pick up some rpg related writing gigs but no success at this point.  I have worked on some additional ideas for my own game.  Right now, I am adding rules for making your own organization and a random chart for investigative actions.  Real life doesn't have half a dozen cops or detectives working on one case full time.  Things have kept me from moving as fast as I like:(
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My story "Origins of Twilight" has been accepted in the online edition of Abandoned Towers.  I have to sign and send a couple of copies of the contract.  It ended up being for "exposure" only but I worked the story from the top down.  Kelly (editor of A.T.) was awesome in terms of getting more out of my story.

That is the third story published now.
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Sorry I haven't posted in a couple of weeks but my access to the internet has been limited.  I have continue working on my latest pen and paper RPG.  I wanted to share the writing journal I made so far.  It isn't the soul of wit but it does show what I have worked on up to this point.  Of course, I'll have to take all of the personal asides out or certain people won't look at me in the same way again.  Mostly, they had me griping about people's demand on my time.  So, if there are spaces where there wasn't much...I'll let you insert your imagination here.   I am up to about 90 pages and I haven't even included any art yet.

 

5-2-09: Started this writing journal. I started the corruption section.


 

5-3-09: continuing same section


 

5-4-09: Could not get to game...went to missy's mother's house.


 

5-5-09: Still working on magic section. May change skill system to have attribute rolled for bonuses and skill point give auto success points.


 

5-6-09 to 5-7-09. I finished the spell section and corruption section but I still need to do the cursed items and re-voice parts of it.


 

5-8-09 to 5-13-09: I worked on adding more suggested TNs and SFX for some of the skills.
 

5-14-09 to 5-19-09" Limited rewriting of material. So far, I took enough care of "Minor redo designer spot, add sponsor section" to mark if off list. I will just have to cut and paste to complete it once Internet is restored. Pretty close to checking off number 8 on the list.


 

5-20-09: I revoiced and reedited the demon making chapter. I need to add more NPCs and then I can check off number 8 on my list of things to do.


 

5-21-09: I redid the equipment chapter. Another one checked off of the list.


 

5-22-09: I added to some of check off list number 6. I haven't decided on how to incorporate magic into the mix along with having a formal interviewing process other than what the social combat rules already state. I think the clue sections are okay but I'll have the editor take a look at them as well.


 

5-23-09: I drifted over into making more TNs and SFX for the character creation chapter. I am done with the Physical section for skills.

Last few days up to 5-28-09:  Personal life issues again.  Mainly, I picked up some odd jobs in order to supplement my income.  I have some more ideas for the combat section.  I am focusing on firearms since my game is set in the modern era.  The Myriad system (which I am using since its license is free) has a real basic setup but I feel a few more additional options will really round off the game without bogging it down too much.  I am going to redo the social combat system so that it lines up with the section on terror.




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I offered a discount, which started at www.rpgnow.com.

It is offering my rpg, Divinity, for over 33% off.  So, it has worked out and I wanted to share the discount with everyone...rather than just those who happen to subscribe to one newsletter.

If this isn't enough for ya, there is another one for those who want to take the full plunge and buy everything for the Divinity RPG at one low price...in other words, buy the core book at full price and get all of the supplements for free.

Click here for this offer.

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I published Divine Quests and I sold some copies, which is very cool.  I am sorry for the long pause between postings but I had some horrible financial circumstances tied into some depression.   Anyway, I am over that and I want to concentrate on what I am doing now and in the future.  I have continued with the short story market, no new publications but I did receive some detailed rejections.  If you haven't submitted stories, you should know that most rejections are along the lines of "we don't want it.  Please try again"...except some of them don't even do that much.

My next rpg in the works is set in the near future.   Magic has just been rediscovered, demons are starting to come back and the players are somehow in the know.  Investigation will be a key part of the game as well.  

Working title:  Cursehunter

Words:  37000-38000 (and counting)
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 I wanted to report on two previous posts.  I am actually getting one of my short stories published in August.   I will link to it once the new issue comes out.  (Sorry if I am being a bit secretive, I don't know the protocol for making annoucements of this nature).  Additionally, I am starting to receive my fair share of rejection letters as well.

RPGwise, I am getting ready to release Divine Quests in a few weeks.  It will be an adventure "seed' supplement for anyone playing a game in which the players are gods/goddesses.  As always, it will be a PDF only product available at www.rpgnow.com and www.drivethrurpg.com.  I also bought some art for Destroy All Evil (DAE!).  I am thinking ahead and getting it while I have a few extra dollars in the bank account.

Anyway, some excitement for me in the beginning writer stage.

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First of all, I am posting background questions for any character writeups.  I will approve them and if approved, I will stat up your character.  After that, here are the following rules to help run this better.
1.  Please put IC in front of statements if you are playing In character.  If you want to make comments outside of the game, please put OOC in front.

2.  For now, I will take suggestions for game starters and I will also look at the writeups for inspiration.

3.  I may say your character is too powerful or inclusive.  Additionally, I might make tweaks to make it far for anyone else.  

4.  If you are interested, please make an effort to post at least every other day, unless you inform me ahead of time. I can make allowances for vacations and emergenies.  Additionally, if you want out, tell me.  I won't be offended  but I need to know so I can keep things moving.

5.  Standard language rules.  Nothing offensive or vulgar.

6.  Disclaimer:  I made a PDF of this game available for purchase but I am not trying to get people to buy it.  I will tell you anything needed for play.  Additionally, if the game goes well, I will give active participants a free download.  However, it will be a while before that offer is formally made since play by post games move slower than true tabletop.

1. How did they come into being? The group

may be: of shared kinship (first couple/family

pantheon); created by another Divinity; born

of a divinity and a mortal parent,

spontaneously born (a random event brings

about their birth), created by mortals (devices

or strange arcane rites has given them

powers.), merely a "cog in the Omniverse

machine" or created in some other way not

listed here.

2. Does the Divinity have relations and allies?

If so, who? If not, how have they survived for

so long? Relations and allies can serve as

sources for scenarios. I.e. they can get in

trouble, want a favor (initiated by either

party), offer alliances with other previously

unknown groups, etc.

3. Who are their enemies? No Divinity can

exist for very long without making enemies,

either directly or through their relations with

other beings. For enemies, there might have

one powerful one, several weaker ones, an

equal(s) with many minions on their side,

mortals under the protection of another

divinity, or beings from another part of the

Omniverse. Finally, having enemies gives the

Overseer possible plot hooks when creating

scenarios.

4. Where is their home dimension? What is

the Divinity’s domain like? What would

mortals think of it? How accessible is it to

other beings? Does the Divinity like exploring

other parts of the Omniverse? Are there parts

of the Omniverse that they do not like to

visit? Why? What would mortals think of it?

Is home similar to that of the mortals or not?

5. What are their virtues and vices? What

areas of existence do they excel in and which

areas do they struggle with on a continual

basis? What makes them mad? Happy? Sad?

Does the character even feel emotions? If not,

what is their purpose for existing?

6. What are the Divinity's hobbies? Do they

like to play games or does their idea of fun

involve practical jokes? Do they need constant

 

challenges or do they like a well-ordered

Omniverse they can watch in a relaxed

atmosphere?

7. How do their followers communicate with

them? Do they have to go through a mortal

representative? Are there rituals involved?

How does the Divinity keep prayers from

distracting them too much? What strictures,

if any, are there on mortal behavior? How do

they judge who is worthy to have their

prayer(s) answered?

8. Remember to use the portfolio and role

types for inspiration as well. A well-written

background is a helpful source for adventure

ideas.

9. Finally, please do not let a single set of

questions limit role-playing possibilities. Feel

free to come up with additional questions.

 

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1.) What is your game about?**

 

Destroy All Evil! (DAE!) is about simulating the 80s’ horror TV series that were in on TV.  Certain shows will be apparent as I file the serial numbers off.  Additionally, they add certain things in common such as humor, moralistic tales, and just enough fear/conflict to make things interesting.  The theme is corruption and trying to deal with it.

2.) What do the characters do?**

 

The characters are people who the forces of goodness have chosen to show the light.  They can see the true nature of the universe and they are given the mandate to save the lost, purge the wicked and destroy all evil.  Find lost relics; kill evil beings, save the innocent, purge wickedness.  

3.) What do the players (including the GM if there is one) do?**

The GM takes the classic role of presenting all of the foes and challenges for the PCs to deal with in the game.  The players respond with their actions and they go back and forth from there.

4.) How does your setting (or lack thereof) reinforce what your game is about?

 

The setting is a simple one.  It’s set in the post-modern era, so that examples of corruption are easily found and seen.  Someone or something shows the PCs how the forces of evil are corrupting the world.  The PCs should always be reminded that evil is afoot, both big and small.  All of the missions deal with corruption in one or another and purposely have just enough moralism to aid with the theme.

5.) How does the Character Creation of your game reinforce what your game is about?

 

The characters are not supermen; they are aided by the supernatural but they do not get a lot of help.  The temptation is there to accept help from any possible source.  The more overt powers are only available by accepting pacts with darkness.  There are a few special abilities available that are good but they only deal with fighting corruption.

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

 

It rewards people who help others in the long term and who are directly involved in the action even though they do not get any short term rewards.  Of course, it also rewards people who accept corruption in the short term but they pay in the long term.  Having others do your dirty works cuts them off for any sort of reward.  

7.) How are behaviors and styles of play rewarded or punished in your game?

 

"Staying in character" will be rewarded through chargen but being tactical within the framework is important.  There is freedom to do anything but their special knack only works within staying in character.

8.) How are the responsibilities of narration and credibility divided in your game?

 

The GM has most of the narration and credibility in the game.  However, the PCs are responsible for their own actions.  Additionally, they have limited control over the setting due to providence points.

9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

 

The setting encourages the GM to show the PCs what their actions are doing for the present and the future.  There are special rules which ask for the players to participate in the game.

10.) What are the resolution mechanics of your game like?

 

Fortune based mechanics with d6s.  2-5s equal a success while 1s and 6s are failures.  Sometimes dice are added or subtracted due to magic or providence.

11.) How do the resolution mechanics reinforce what your game is about?

 

The players are not in complete control of their actions.  Their best attempts can sometimes fail.  It is easier to see that more is better and the forces of darkness encourage this attitude.

12.) Do characters in your game advance? If so, how?

 

XP gives them changes in their abilities/skills.  Their visions should be resolved and past actions should come back.  I.e.  if they saved the kid in one adventure, then the GM should have providence usage involves having them come on stage and helping them.  However, the amount of advancement is just enough for them to see that evil seems to be gaining on them.  

13.) How does the character advancement (or lack thereof) reinforce what your game is about?


Any large changes should only result from accepting darkness in their life or dealing with their own lives.  Gaining small abilities gives them hope that destroying all evil is possible while seeing ordinary people gain extraordinary abilities from pacts via spirits, creatures or items shows why corruption is insidious.

14.) What sort of product or effect do you want your game to produce in or for the players?

 

I want enough dark comedy to give laughs and insights.  I want them to see something like “greed is bad” but in a way that is both dreadful and delightful.

15.) What areas of your game receive extra attention and color? Why?

 

How corruption works in magic and cursed items.  Providence is another area.  They are emphasized because the players are being reminded they are part of a far greater struggle than their own lives.

16.) Which part of your game are you most excited about or interested in? Why?

 

I actually like the corruption rules in the game because it really reinforces the theme of the game.  Additionally, I want the sort of humor I see in those shows translate into other people’s play.  The comedy shouldn’t be overt but if people laugh at some point, I wouldn’t mind a bit.  I don’t want to tell them how to run their game but I want to be able to open up and get the tone real quick.

17.) Where does your game take the players that other games can’t, don’t, or won’t?

 

I want the game to take players to play where things are never 100% completely resolved.  For instance, they can’t destroy cursed items.  They hear the whispers of temptation even after they are dealt with.  Evil beings come back and good people always need help.  In other words, their job is never done and you can never escape the past.

18.) What are your publishing goals for your game?

 

I want to make this a commercially viable project.  In other words, I don’t plan on getting rich but I want to at least get the money back that I put into it.  Hopefully, this game can develop its own line of products and delight many people.

19.) Who is your target audience?

My first take is anyone who likes a bit of dark comedy with their horror or 80s’ horror TV.  I could also see people who play other horror games liking this one.  The age of my audience is teen and up.  I can’t see six years old playing it without their parents doing a fair amount of clean up.

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I took a few weeks off of here to write some short stories.  I have ten of them submitted to various web publishers.  Just starting out, I'd figure I would save on the postage.  Additionally, some of them promise to give you at least a few lines of critiques and a relatively speedy response time.   The tales vary between fantasy and horror.  The muse strikes and I answer it with the genre of the moment.

In order to keep going, I want to make my submission record public so that everyone can see my progress.  I am sorry that I haven't mastered Livejournal yet but the first column is where I submitted and the second column is the date I submitted.  In other words, I submitted one short story to Sofawolf Press on 5/27/08.  The pattern repeats all the way into the bottom.  

Anyway, wish me luck.

Submission Sites

Sofawolf Press
Alienskin Magazine
Alienskin Magazine
Whispering Spirits
Flash Me Magazine
Opinion Guy's Speculative Fiction
Story Station
Demon Minds
Tales of Zombie War Z


Submission date    
5/27/2008
5/26/2008
5/28/2008
5/27/2008
5/31/2008
6/2/2008
6/3/2008
6/6/2008
6/16/2008
                                                             

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I just want to post a quick announcement about AGES Gaming.  There is going to be a slow-down on the games produced.  To be frank, I am concentrating on writing stories although I will continue to work on games.  Part of it comes from waiting on WEG's D6 system...is it going to be released a free game system (in terms of license) or not?  Another part of this decision is trying to find the right balance of writing creatively and writing for RPGs. 

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Name: agesgaming
Website: My Website
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