Descration

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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This is cross-postedĀ 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…)

Well, as the title suggest, it has been a busy weekend. It started through the week, as things were developing towards the weekend itself. An Ironwood Nexus Community Member, Ralph, posted some suggestions for a game aid that I developed. I took on the roll of both Project Developer and Executive Officer this week, and I prepared for the first play test for a Fantasy Sagas Game in almost a year. It all led up to yesterday, when it all came together.

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I just got a batch of new artwork from Marco Morte, the illustrator for our upcoming Desecration adventure. Check them out and enjoy!

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Many adventures are about dungeons, or epic events. Some are about political drama, or secret cults. Others are about people. Desecration, on the surface, is a rescue mission. The quest, and the adventure the players discover take center stage. However, the driving force behind the adventure are the NPC’s. In this article we are focusing on 3 of these. In particular, we are focusing on the NPCs that the characters will be tasked to rescue.

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