I’m slowly nearing completion on my latest
project (though still a few months out from publication) and I’m
already looking ahead to my next game-related endeavor. My writing
schedule, such as it is, must accommodate my other roles in life. I
manage to regularly work on projects despite the constant guilt that
such activity neglects my household duties, innumerable homeowner
projects, and the responsibilities of a father to an inquisitively
sharp third grader. The start of a new year has me recovering from a
month of preparatory activities for the yuletide holidays and an
occasional pilgrimage to visit distant family. My productivity wasn’t
helped by recovering from sickness both after the holidays and late
January’s inadvertently “plague-themed” birthday party for an
acquaintance, in which most guests fell ill in the following week.
Yet the days are getting longer, my schedule’s returning to some
semblance of order (as much as the Lords of Chaos will allow), and my
gaze turns once again to game-writing projects at hand an in the near
future.
Despite what sometimes seems like still a
monumental task before me, I already find myself looking forward to
my next project. It’s part of priming my imagination and the work
portions of my brain. If I start thinking about it now, I’ll be
ready to tackle it when I find time to work on it in earnest. So I’ve
compiled a short list of near-future projects, both for my own
edification and yours, Loyal Reader, in an attempt to put substance
to my often wandering imagination and focus:
Trapped in the Museum 20th Anniversary
Edition: Goodness gracious me, has it really been 20 years
since I first published the Trapped in the Museum solo adventure? I
first released this Risus-powered missive in 1999 (with the
gracious permission of S. John Ross for use of his game system). I
was recently laid off from West End Games’ bankruptcy and freelance
writing full-time to make a “living.” It was the beginning of
what I still call the “Desperate Freelance Years.” I can’t
recall what I was thinking, since at the time I had no way of finding
much-needed monetary gain from it, with e-storefronts like RPGNow and
DriveThruRPG yet to come into being, myself having only a grudging
understanding of the interwebzes, and my promise to make it available
for free to use the wonderfully intuitive Risus game engine.
My work on The Asturia Incident led me to contemplate how to
better parse the OpenD6 combat system into a more playable gamebook
format (at least from the concept of the programmed adventure writer)
and the result – outlined in “Streamlined Combat for OpenD6 Solo Gamebooks” – inspired me to try it out revising Trapped
in the Museum. I will cautiously admit this seems to me like a
“softball” project: revise an existing text with some new
mechanics, give it a new graphic design, and offer it for sale online
and in print-on-demand (see below) and market it to the solo
roleplaying gamer community and D6 System enthusiasts (if I
can find them after their migration from the doomed Google Plus). And
I’ll keep the original Risus version available for free on
the Griffon Publishing Website.
Print-on-Demand Titles: I’ve made my
recent titles (Panzer Kids Deluxe, The Greydeep Marches)
available for print-on-demand sales through Lulu.com; but I really
must take the time and focus to prep my past titles for sale and
fulfillment through this service. I turn to Lulu for print-on-demand
services for a few reasons. The publisher interface seems far easier
to use than other e-storefront sites (and even then provides a good
measure of frustration for an old dog like me). As a consumer,
though, I prefer using Lulu’s frequent discount codes, especially
those combining free shipping...and I want my own customers to enjoy
that advantage, too. Certainly Heroes of Rura-Tonga seems the
easiest of these projects; I’ll admit Pulp Egypt needs a new
cover, though what or how exactly I’m not sure. Titles like
Schweig’s Themed Dungeon Generator and Operation Drumbeat
aren’t very long, but might appeal to some if presented as
“workbooks” with blank pages of dungeon table forms and
Kriegstagebuch pages so players can write in their physical
book and not simply print out loose sheets (though individual
preferences may vary). I face some technical difficulties finding and
updating old files, but overall this is a different kind of challenge
than developing and writing an entire, decent roleplaying game
supplement.
The Infinite Cathedral: I really
should bring this idea, long simmering on the back burner of my mind,
to final development and publication. The idea went through several
format iterations. I’d initially planned it as traditional huge
gaming setting supplement, then, looking toward the Patreon subscription model, a smaller core book with frequent yet smaller
installments. Now I’ve become wary of publishing through Patreon
because I’m not sure I want the commitment of time and focus to
learn a new platform and because I’m not sure I want that degree of
active engagement with a constant time commitment. Right now I’m
veering back to the core sourcebook idea, though with the aim of
producing smaller supplemental missives (giving me the freedom to
further explore the setting in more manageable doses at my own pace).
I’ve had The Infinite Cathedral setting in my imagination for quite
a number of years, but never had the time to really devote to it.
Maybe now’s the time.
Greydeep Marches Ideas:
I really enjoyed developing and writing The Greydeep Marches OSR-compatible, system-neutral setting and – despite it’s
relatively disappointing sales and its swift fade into obscurity in
the flood of product at DriveThruRPG – I find my imagination drawn
back to its seemingly basic medieval fantasy flavor with mystery,
danger, and dread lurking just beneath the surface. I’m
particularly tempted by the idea of developing a short supplement
detailing a medieval fair at the heart of the region (the
halfling-dominated Greenfields Township), with plenty of intrigue and
adventure potential lurking beneath the fair’s festive facade. I
can draw on elements from the main setting for inspiration and
engaging encounters with connections to the greater region (and
hopefully further misadventures). Like the original setting I’d
develop it so enterprising gamemasters can port it to their own
preferred settings and systems. I casually explored the medieval fair
setting in an earlier Hobby Games Recce post (“Playing at the Fair”) and in the process sowed a seed of inspiration for further
exploring the Greydeep Marches. I’ll also admit that in the back of
my head I have the vague urge to develop a short campaign centering
on the Cult of the Lurking One in the Croaking Swamp, though I will
let that simmer on the back burner, coalescing into something more
tangible over time.
Other Bits: I have a whole mental file of
projects I might develop, though they’ve not yet reached the
critical mass of imaginative potential and enthusiasm for me to
pursue yet. I have an idea for another OpenD6 solitaire
gamebook, this one less tutorial and more expansive, with a pulp
theme set in, of course, Egypt in the 1930s. I have some basic
elements and an urge to use the streamlined combat system I devised,
but the overall plotting still needs to come together (unlike the
current solo project, which was fully developed in my head before I
embarked on the writing and mechanics). I’d hope to collect and
repackage many of my past short stories from disparate anthologies
into one volume all my own (with the working title Mad Dreams of
Memnon); I wish I had more time and energy to focus on
transposing onto the electronic page the new short fiction
possibilities I frequently explore in my fertile imagination. Do I
resurrect an abandoned project like my beloved but unrealized
Maxwell’s Egyptian Diary (originally intended for Castle
Falkenstein, now for porting to some unknown Victorian vehicle)?
And so I’ve droned on about all these potential
projects and not attended to any in the span of writing this missive.
Perhaps it’s one of my all-too-frequent exercises in thinking out
loud (so to speak) and indulging in writing about games for Hobby
Games Recce without actually writing games. I’ve tried to step away
from this blog more than once the past few years, yet I see it as a
means to stay connected to the gaming community and find some
hopefully positive engagement with fellow gamers and fans, especially
in the absence of frequent publications released into the cacophonous
deluge of product drowning the interwebzes. Time to hike back to the
Hermitage at the Edge of Oblivion and get back to work.
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