Visited London at the weekend to stay with gamer Mike. I got the double pleasure of playing his Tron lightcycle tabletop game, which is a real toy experience, and running a PULP game for Mike, Nick, Rob and Vicky.
They opted for Western style and we produced a slice of fairly moody frontier drama. The characters created weren't high toned enough for spaghetti Western, or silly enough for heroic Western, although Nick's Riverboat gambler did seem to fit into any of the above.
We elected, due to time restraints, to generate characters on the fly and that worked out very well indeed. I'm really happy with the fact that PULP is becoming the most invisible of all of our systems in terms of the dichotomy between support and absence.
On the way home with Justin had a big discussion about the way that No Dice is going and what we might like to do to plan for the future. I'm surprised to find that I am having difficulty viewing any level of corporate involvement as any kind of help at this stage. One day I would love to use what I've learned to design a game with a "proper" games company but I'm not sure that any of our current projects would benefit from the involvement of the wise and wonderful in the world of RP. After all we still have acres of niche to exploit getting PULP RP and the Core System into the homes of gamers everywhere mostly down to the failure of everyone else in the world to really fill the narrative void. This is down in no small part to a corporate model which believes such things to be, at best, too risky to be viable.
I'm also enjoying the Robin Hood act, being generous, being crazy, trying to claim the market with kindness. I'd say it hasn't paid off, except it's starting to. That's what's enormously encouraging. People are coming forth and saying that No Dice is "a good thing". I wouldn't want anything to interfere with that currently.