Who wants to be our NICE backer on the Homunculus Assembly Line? We're sitting at 68 backers and over 25% funded.
We're 4 days in and nearly 25% funded!
If you want a variety of cool new art and RPG content from a diverse crew of artists, delivered in a handy home-made zine format, check out the Homunculus Assembly Line, on Kickstarter now!
I'm keeping an eye on the union-busting situation at Kickstarter, and taking my cues from the organizers, who are not yet calling for a boycott.
In the meantime, consider checking out: https://www.kickstarter.com/projects/briecs/homunculus-assembly-line/
Just a reminder to check out the cool experimental RPG art zine, Homunculus Assembly Line, on Kickstarter today!
The cheapest way to get unique, hand-drawn art from me right now? Back the Homunculus Assembly Line at the $40 level.
Wanna see something strange and new as six illustrators mash their brains together to fill a zine with new art and RPG content?
Check out the Homunculus Assembly Line now on Kickstarter!
What does this do for the game? Why make this change?
It makes for more compelling "stories", in that the News and Terrain will always work in conjunction (e.g., if the News says there's legendarily bad weather, the terrain will be covered in water). Enemy vehicles will also be more suited to the terrain (e.g., no more encountering amphibious vehicles in fully dry areas).
By cutting randomness, Engagement difficulty will be more consistent, and player choices will matter slightly more.
Each campaign will be presented on a single playing card sized "campaign card" with the introductory text and questions on one side, and the News list and Engagement information (final terrain and selected enemies) on the other.
Assuming the layout accommodates that (though I am pretty confident it will).
This is a change from having a single campaign with randomized News cards, randomized terrain, and an encounter list that specified enemy strength but not which particular vehicles they'd use.
I'll have the rules for playing in that mode in the game still, but it will no longer be the default play mode.
It's been a while...
Let's talk about the changes I'm making to Roar of Alliance, my game of pulp WW2 tank crew action:
I'm re-working the game to feature multiple campaigns (rather than just one) with fixed orders of News cards and pre-determined terrain to match specific vehicle lists for the opposition.
Some clear, calm nights means a few new night photographs.
The Turn PDF is available to backers through BackerKit! It will go up for sale on DriveThru, Itch.io, and more later this week!
Print production starts soon!
If you want to pre-order Turn (a game of rural shapeshifters and quiet drama), you're running out of time! Get it before the price goes up with the final release!
Talk about win and loss conditions in tabletop RPGs Show more
Most of the RPGs with explicit terminal win/loss conditions are designed for one or two sessions of play.
Roar of Alliance works a bit more like a Legacy-style board game. Played over 4 to 6 sessions, the fiction has time to evolve as characters change and the game slowly builds in complexity and difficulty until a final climactic encounter.