E-RPG General Development

Well, now that I got this army thing cleared up I have been able to refocus back onto my projects. Things are going good. In this article I’ll be discussing two of them: Desecration and Romp.

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So I’ve been quiet. As some may know, I was laid off of work about two months ago. Ironwood and E-RPG have never been on a scale large enough to provide me with enough income to not work full time. Furthermore, my full time job paid very well. It had to. I am, or was, the primary income for my family. In fact, my wife working part time is only to bring down some debt we accumulated largely through the medical hardships placed on us by my youngest daughter’s spina bifida. So it is safe to say my income provided solely for the entirety of our 4 person household, not to mention a sizable child support payment for my son. Getting laid off hit us hard. However, it did open our eyes. The my success in my industry was largely dependant on the housing market. I didn’t realize until the current market how badly that could shape things. Personally, I didn’t like my work enough to continue on for much longer, and definitely not another 15 years starting at about 2/3 the pay I had worked so hard to get to. Truth is, I want something different. And with no jobs available for any more pay than 2/3 of what I was making, I think it is a good time for a change. However, change isn’t easy, and some sacrifices must be made to do it.

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Last night we continued with the private testing for Desecration. As testing goes, I couldn’t have hoped for a better run than this adventure has proven. After surpassing the initial opening pitfalls, the adventure has proceeded perfectly. Each component has so far proven to meet each design goal. That is no small feat, considering the nature of RPGs, where every player hopes to get something different out of the game, and so they contribute to the story in much different ways. With the unpredictability that players always bring to an adventure, it can often surprise even myself how easily these designs, and the E-RPG system itself can handle it.

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Its the Fourth of July. Its a holiday for the United States, and a proud one. It is a day of barbecue and fireworks. For me, it is still a work day. And I have a lot of catching up to do.

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This is cross-posted from a new sticky in the Fantasy Sagas Development Forum. (more…)

This weekend we ran another phase of testing for Desecration. This time it definitely feels like the adventure is coming together. The players felt much more involved based on their general reaction to each encounter and challenge. Furthermore, some plot devices I was questioning have revealed themselves to be good choices in the long run. This was largely due to the fact that my current testing group is not playing a “standard” adventuring party. This makes the testing a little more difficult, but ultimately more rewarding. (more…)

A few weeks back IronwoodNexus.com has a “More in May” banner that is actually still up. It promised a few new things coming up this month. With less than three days left to go, I can only hope that I can meet that deadline. (more…)

Sorry for the batch of quiet there. Changes are happening with Ironwood and that means busy busy for yours truly. We are moving some things around to different sites, and we have some products almost ready for press that we will be releasing this month (hopefully). So, in this entry I thought I’d run down some of the site changes, and why they are happening. Next entry will host the information on new products. (more…)

So I got my proof of Modern Sagas (I think that was mentioned in another post). I looked it over, made a pile of corrections, and reprinted the PDF to once again be looked over to update the free download. I also sent it to the editor and am watching my emails anxiously for updates. So what’s new? Well, quite a bit. (more…)

I’ve been playing RPG’s for a while. Not necessarily a long while. I’m not one of those guys who can remember getting into the original Dungeons and Dragons, or even liking AD&D. I got into it somewhere in the 90’s. So granted, its not a really long run. However, it was long enough at that time to notice how fundamentally flawed so many games seemed to be. It really bothered me how certain aspects of the games were simply there for the sake of the designer. It was like a flawed retelling of how things were. Games were mostly designed with the developer’s idea of how it should be represented. The problem I had with this is that most of the time it seemed like the rules for things were generally just made to get a result that fit within the scope of the world. Then, they would make sure that my character would have to fit within their pre-determined idea of what the game’s reality should be. (more…)