Only a couple of days to go until No Dice debuts at Beer & Pretzels. I'm really looking forward to taking some games out for a trundle. Justin, Mrs Monkey and myself had a war council last night and it all is looking quite exciting. I think it's fair to say that hopes are high for this enterprise. Sure we won't be filling a Global Stadium Tour any time soon but I hope people can get behind what we're trying to do here.
One thing that struck me in the paper-riffic character sheet production bonanza that took place yesterday was that we really do have a vast array of different rules and features that swap around in a dizzying number of ways to create an awesome powerhouse of role play variety.
It was part of the design all along that there would be a Vanilla system onto which features would be bolted as suited the needs of the scenario but I never expected there to be so many subtle shades. For example Con of the Dead is the exemplar of cheap and cheerful, four character records to a sheet of A4, 8 stats, a suit, a character name. Extremely efficient.
At the other end of the scale Marauders: Pirates of the Kamuri Kandam has 12 stats and a whole separate grid for fighting. Shadow Cities two meters for combat (ranged and melee and a huge wash of skill slots). Revelation Point, our slasher one off, employs a completely gimmicked system for making Slasher one offs where injuries are micromanaged and obssessed over much as they are in the genre they attempt to emulate.
Despite what could be a dizzying array of different rule sets the system remains, at heart, pretty simple. The scores on the sheets are only ever chucked in when needed. In fact there are sub variations of the rules for certain situations, the Marauders one off we're taking to B&P has almost no role play in it, well, very little that would require role play tests. In response I've stripped the 12 attribute skill grid out of the one off sheets and presented players with a character history and a fighting style.
Anyhow, all of this variety is intended to impress and I hope it does. After this piece of work we're looking forward to a launch party next week and then, well, the launch. A rest can't come soon enough to be honest.
Word of the week has been traction. What we're all really hoping is that this product will create some space for us to get some traction, buy a little time to do the work and get on with writing up the twelve books we've got planned so far (not counting anthologies of one offs). I predict a lot of hoarsely telling people that if they had a good time please to spread the word in the immediate future.
Oh well, off to think about fliers to hand out this weekend...
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