Many villages, especially further away from larger towns and cities, contain a Hedge Witch of some sort—whether they're just a local guardian of the Old Faith, or they're actually attuned to the Winds of Magic, and have gone untrained and unnoticed by the Colleges of Magic...
Whilst everyone in the Warhammer world would have been blessed at some point, and most of them often and repeatedly, few would encounter true blessings in their lives (and very very few multiple times throughout their lives). But the big thing to note is: believers think that every blessing they receive is a true blessing...
Also, don't worry, I'll post write-ups of all the characters once they're finished and we get started.
These questions are optional, of course, but they act the same as the Extra Little Worldbuilding Questions, but for player characters, rather than the GM. It's a good idea for GMs to come up with their own pointed (and loaded) questions for their own campaigns, so that they better fit the themes, but I hope my list gives you some inspiration.
- Who are your parents? Where are they now? Do they know what you are? Do they know where you've been sent? How do they feel about that?
- Do you have any siblings? Where are they now? Which ones do you remember fondly? Which ones bring up complicated feelings? Anger? Jealousy? Hatred?
- Who was your best friend? Where are they now? Why aren't they here with you?
- Who was your worst enemy? What did you do to them to inspire them to follow you? What lengths will they go to to get payback?
- What dream did you hold, that now slips through your fingers? Is it gone now, forever? What would you do if presented the chance to get it back?
During this process, I've been thinking about some worldbuilding questions that rarely come up in guides to flesh out a settlement. These are pretty minor things, and not every settlement needs them all answered, but having an idea of them will help you stretch the verisimilitude of wherever the PCs go. Also note that for larger settlements - towns and cities - you can answer these per district or neighbourhood.
- Who cuts the people's hair?
- A barber;
- The lord's ex-manservant;
- A communal hair-cutting circle;
- Everyone's Nan?
- Who pulls teeth when they break or hurt?
- A barber-surgeon;
- The bartender (because they have a heavy door and string);
- They get in a brawl at the tavern;
- The local priest of the healing god?
- Who maintains the well?
- A young chap with nothing better to do;
- A chartered guild of well-workers;
- The guards;
- A retired mason?
- Who settles disputes?
- A travelling judge;
- Whichever outsider merchants are in town;
- A Mafioso;
- The lord's children, learning their command?
- Where do people go when they want to relax?
- A back-alley dice game;
- A local pub;
- A drug den;
- A serene garden?
- Who do people turn to when they have a problem?
- A local crime boss;
- The constable;
- A wise village elder;
- A kindly priest?
- Who does everyone know you can rely on and trust?
- An honest bar fly;
- The bouncer at the pub;
- The sergeant of the guard;
- The Robin Hood-esque local pick-pocket?
- Who does everyone revile or make fun of?
- A known thief;
- A disgraced ex-guardsman;
- The noble lord;
- The opportunistic mayor?
You and at least two others (there is no maximum) are an entire religion, throughout its timeline - from inception, to corruption and subversion.
Your religion is growing. It will do great things... Before it is twisted, and made rotten. We play to see it fester.
The first player describes a moment of SPIRITUALITY: a fact about the religion at its founding.
//Thou shall not kill.
The second describes a FABLE that explains it: written long after, it obscures the spirituality from morality into rote learning.
//St. Cain didn't kill the sinner, but cut off their hands, feet and tongue so they could never sin again.
The third describes a MISINTERPRETATION: long after the fable is written, how is it subverted and corrupted for personal gain?
//King Auger cut out the tongues of all non-believers, stating they were now, or would become, sinners. He declared their exsanguination was God taking their deaths into Her own hands.
A player who hasn't described a Spirituality begins again. New Spiritualities must reference or retaliate to a previous Myth or Misinterpretation.
//Suffer not the sinner to live.
The religion stagnates when everyone has misinterpreted something.
//Religion fades when spirituality is forgotten.
here (and put it on my portfolio here).
If you play it, let me know!
Some good stuff happening over at RPG YouTube right now. Matthew Colville began by discussing Losing in an RPG, and +John Harper followed it up with an add-on/challenge to that topic. I've posted both below, but also expanded on John's wisdom, based on how I've seen, run, and played games for the past many years.
This isn't to suggest that you shouldn't enjoy winning, but rather to encourage you to also enjoy losing, because even when you lose you can create great story. The Force Awakens would be a worse film were Han not killed (as gut wrenching as that was). Boromir wouldn't be as interesting a character had he not sacrificed himself. A Game of Thrones would not have been as compelling if Ned wasn't decapitated.
However, to cap this all off, I'm still a firm believer in what +Adam Koebel has now popularised: killing a character is the least interesting thing you can do to them. They can lose, and sometimes death is the logical result of a loss, but more often than not you can scar them, or defeat them, and allow them to live (and struggle) another day for a better story down the line.
Finally, regular readers may not that it's been a month since my last This Week - this has been somewhat intentional. I've needed a break, to refuel and to reorganise my thoughts. It's been very needed, and I feel a hell of a lot better after it all. I should be getting back into regular programming soon!
In the mean time, I've cooked up a mini-supplement called Remnants of War which focuses on the Unity War from the setting - a war fought between the frozen state of Skovlan, and the rest of the Empire, which lasted either 36-years, or 102-years, depending on how you count these things...
The supplement features a new Crew type: Legionnaires, as well as detailing the Imperial Military as a faction, and giving a few new bits of gear for military types, including ghostly weapons, Faraday Armor, and grenades.
|(Image from the Imperial War Museums, edited by me.)|
|(Image from Global Game Jam.)|
I don't know the theme (yet, obviously, and I won't be posting about it until Hawaii Jams too), and I don't have a team (yet: if the following sounds good to you, and you're in Melbourne, HIT ME UP!)
What I do have, is ambition. I want to create a roleplaying game that takes no more than 15 minutes to play (including character creation, if any) that covers at least half of the following diversifiers (sort of like mini achievements that make the games more intriguing):
- Don’t say a word (ESA Sponsored)
- A multiplayer game that requires communication between players, without relying on text or voice.
- Local Lore
- Incorporate a local urban legend, myth, lore, or history into your game.
- Game Legacy
- Each playthrough of the game affects the next.
- Crowd Control
- Your game must be played by 8 or more players.
- Time Lord
- Your game offers variations based on the time of day it is played.
- To me, to you
- The game must have a single playable character that is controlled by two players.
|(Image from accessibility.blog.gov.uk.)|
If I smash through the above guide, I then want to start moving through this Accessibility guide, again, going from Basic to Advanced as time allows, and where applicable.
Can it be done? I guess I have 48 hours to find out...
Once the game is done, I'll share it for free here for anyone to use and play!
If you missed Session #1, please find it here!
|(Image from Mike Schley.)|
Asimi scaled the front of the building, attempting to get to the top landing - in and out - with the baby. However, when she made it to the second story, a raven flew onto the perch she was hanging from. At first it cawed and danced back and forth, but when Asimi tried to shoo it away, it nipped at her ear. Arkaeous sensed magic emanating from the house and the bird, and shot at it with his Eldritch Blast, but the bird evaded and flew away. Seconds later, a great wind and a grim presence, spread over the area and threatened to tear Asimi away from the building and dash her against the ground. She managed to pry open the window shutter and slip inside to relative safety.
|(Image from Wizards.)|
Inside the house, they discovered that all the rooms were dark. Everything seemed in good repair, but abandoned. Quickly, they began to ascend the central staircase to reconnect with Asimi, but on the way Mizhena inspected some of the wall hangings and moulded plaster scenes decorating the walls. Each one at first seemed beautiful - depicting scenes of youths dancing among orchards, or animals frolicking in the forest - but the longer Mizhena looked, the more darkly twisted they became. The youths weren't dancing, but fending off bats as they bit at their hands and faces. The animals weren't frolicking, but running from hungry wolves. Further, the more she looked at these scenes, the more she became convinced she heard them - the fluttering of bats wings, and the howling of wolves.
|(Image from missquitecontrary.)|
The party reached the third floor, where they discovered that the well-kept nature of the lower two floors did not reach the third. Thick dust, as if from centuries of disuse, covered everything. The floor was rotten and spongy below their boots, and the walls were faded and damaged from mould. Furthermore, they were confronted by a black suit of armour fashioned with a wolf's head helmet. Asimi moved to investigate, and the armour animated and began to attack. The fight was short but brutal, ending in an incredibly frustrated Rowena striking the helmet from the gorget, and destroying it entirely. Asimi recovered some valuable-looking armour shards and they pressed on.
|(Image from enjin.)|
Mizhena continued to investigate the wall mouldings, and discovered a scene of writhing snakes. As she stared at it, she began to hear hissing and, pressing her hand into the wall discovered that it was a secret door that slid back to reveal a staircase into the attic. Without wasting time, the party journeyed upwards.
Upstairs in the attic, the wear and tear on the house was even worse. Cobwebs covered every surface, and the air around them was heavy with dust, spores, and the stench of ancient death. The party discovered a door held closed with a padlock that had rusted and fused into a brittle clump. With little effort, Mizhena was able to push into the room.
|(Image from Andre Govia.)|
The party began to investigate the room when Arkaeous reached for the toy chest. A ghostly hand reached out to stop him, and the party were startled by the apparitions of Rose and Thorn. Arkaeous examined the ghosts and found them to be entirely different from the illusions - these were real, yet good-natured, undead.
The ghosts talked to the party, and told them that they had been locked in here by their parents, and had starved to death. Their parents spent a lot of time in the basement of their house, and must have forgotten about them. They also talked about their baby brother, who they revealed was stillborn. Further, as they talked, the party realised that the baby wasn't in fact their full brother, but their half-brother - a bastard child of their father and the house keeper...
|(Image from Wizards.)|
When they tried to leave, however, Rose and Thorn became scared. They didn't want to be left alone again, and pleaded with the party to let them come with them. This, naturally, meant they needed to possess two of the party members. Feeling compassion for the children, Arkaeous and Rowena agreed to have Thorn and Rose possess them respectively. Whilst the two of them retained their own minds, they began to become agitated - Arkaeous became frightful, and Rowena became bossy (even more so than usual).
The PCs travelled back to the ballroom and played the notes. As each note chimed, apparitions were summoned into the room. First of twirling aristocrats, dancing to the tune. Second of a caped and regal figure, standing in the doorway to the room, looking in balefully. Third of a massacre, of the caped man moving blindingly fast throughout the room tearing throats and bowels from the revellers.
|(Image from Halloween on Earth.)|
The party made it to the bottom of the stairwell, and found themselves in a rough-hewn, clay-cut warren. They followed the sketched floor plan they had created by copying the dollhouse, and discovered the family's crypt. Inside, they laid down the bones of the children, and Mizhena gave them their final rites. A hush fell over the party, and the spirits of Rose and Thorn left Rowena and Arkaeous. The children were at rest, but the monster - the thing in the basement - and the constant chanting they could hear remained...
|(Image from megalithic.)|
Continuing on, the party came to a ritual room, dominated by a wooden statue of a man with pale skin and striking angular features - the same man they saw in the vision who butchered the revellers in the ballroom. With one hand, the statue held the collar of a wolf. In the other, he held a misty-coloured orb. Around the room were pillars upon which hung chains from which dangled the broken remains of a score of sacrifice victims.
|(Image from Tribality.)|
The party, nearly broken and exhausted, slumped to the floor. They would set camp in this room, defend the doorways, and rest for a few hours before they pressed on into the Death House.
Edited by Amelia Sarif.
As I mentioned last week, I had never really intended to play Curse of Strahd so soon after Ameshirel: A World Undone, but found myself in a state of 'No Campaign Madness'. I collected a good group of friends, we made adventurers, and set off into the lands of Barovia.
This is their story.
Note: If you're intending to play in Curse of Strahd you shouldn't read this series. Whilst I've changed a great many things, and tweaked it like any GM will, this write-up will still give away many many spoilers for those wishing to play the game.
|I had to get into a Strahdy mood. It may have gone too far...|
- "Rowena" (formerly Jane Hull), a Human Paladin of Sharess – the Goddess of Seduction and Life's Pleasures. She's a vain, jealous person, who wants to evoke beauty and joy in the world... So long as it includes, and is somewhat focused on, her. Played by Alex.
- Asimi Naftikos, a Human Rogue and former Ship's Girl, turned Mutineer, turned High Seas Pirate, turned Treasure Seeker. She's a greedy, treasure loving adventurer, through and through, who wants to seize enough riches to purchase her own ship. But she has a heart of... perhaps not gold, but something shiny. Her pirating ways are dominated by a desire to stand up for the rights of exploited sailors working under terrible captains and overly affluent merchants. Played by Amelia.
- Battle Sister Mizhena, Stalwart of Tempus, a Human Cleric of Tempus, the Foehammer. She's proud and boastful, and quick to action. As the good Lord Tempus demands, she's fair in a fight, eager for adventure, with a lusty desire for glorious battle! Played by Danny.
- Arkaeous, a Tiefling Warlock, addicted entirely to the magic gifted him by his patron – a terrible Pact Devil, beholden to the Demon Queen of Spiders Lolth! In his heart, he yearns for atonement for terrible sins he has committed in the lust after his magic, but yet he is unwilling to give up the baleful energy coursing through his body. Played by Sam.
|Danny knows of the Forgotten Realms. Mention of Strahd and Lolth does not a confident Danny make!|
Though at first they feared a necromancer, or other such evil, the adventurers were only able to find five lonely zombies in the woods. Dispatching them easily, and after weeks of searching, they concluded with the Father that their job there was done. Still, the mysterious, and thoroughly dated, ruffed clothing they wore, and the lack of evidence from where they came, continued to confuse everyone in the sleepy little hamlet.
|(Image from Wizards.)|
Arrigal pleaded with the party to hunt down the werewolves before dawn, whilst he sought out his caravan. The party – foremost Rowena – distrusted Arrigal, and wanted to either go with him to his people, or to await the morning. Arrigal, however, was sly, and produced reason after reason to lure them into the woods. Unable to confirm their suspicions about Arrigal - and unwilling to let innocents be slaughtered, they set off... Not without first extracting promise of payment in treasure from Arrigal.
After many hours of walking, they became enshrouded in mists, first ankle, then knee high. Arkaeous determined that the mists were supernatural, and that they were growing behind them, preventing them from turning back. The party was now certain that they had been betrayed, and that they had been spirited away into a land unlike their own.
|(Image from Dragon+.)|
|Pardon the orc and gnoll - we proxy a lot of our minis!|
The third, larger werewolf sprung on this opportunity, and dragged the fleeing werewolf away, preventing it from hesitating and getting back to Emil as he was cut down. The screaming werewolf transformed back into a human, a woman, and fought the large wolf dragging her away – confusing and building mystery for our heroes... Which was somewhat resolved when, picking over the corpse of Emil, they discovered a wedding ring with the name Zuleika etched into the band. With a dead werewolf on the road, and two very living werewolves somewhere ahead of them, the party didn't have time to rest.
The momentary peace was punctured when Asimi stumbled upon a skeletal rider atop a skeletal horse, fully animated, watching them from the woods off the road. The rider looked to have once been a knight, given its torn and destroyed clothing, and the barding on its horse.
|(Image from Tribality.)|
|(Image from Wizards.)|
Tip #1 – Be a Fan
Tip #2 – Develop a Voice
Tip #3 – Don’t Begin with a Finished Backstory
Tip #4 – Build Connections
Tip #5 – Ask Leading Questions
Tip #6 – Relinquish the Spotlight
Tip #7 – Take a Turn GMing
Play More Games!
This means either you make a monster so bullet-spongy that they can survive for long enough to act enough times to be compelling, or all your monsters become piles of goo before they get a chance to show why they're cool. The bullet-sponge tactic also has the short fall that often the amount of hp to damage a monster does is off-whack. Either they present no issue for beefy PCs (like Paladins or Barbarians) or they one-shot-kill weaker ones (like Bards or Wizards). This results in weird stilted combats...
One obvious solution to this is adding in Mooks - tiny monsters that surround the big one, and are threatening only in numbers. Mooks in a combat-heavy RPG are awesome - they give the PCs something to fight whilst presenting less of a challenge. They're meat shields for the bosses, and act as pockets of fiero for our heroes. It gives them the chance to throw their arms in the air and yell like the crazy Gnome Barbarians that they are (Flick, I'm looking at you!)
Great! Sorted! Except now you have to run combats with 20+ minis on the field, and a ridiculous amount of book keeping besides. But, as I said last time, 5th Edition is very easy to hack - and hack we will! Below are my rules for using Mooks by turning them into Squads.
|I know it's technically Warhammer, not DnD, but just appreciate the awesome, ok?|
Squads of Mooks
- Firstly, find the monster stat block you want to turn into a Squad. Anything squishy works well - generally creatures that will go down in 1-2 hits from your PCs.
- Next, decide how many you want in the Squad. This number becomes their "Magnitude".
- Now, make a mini-base, or use a proxy model, that would be of equal size to all the monsters together. So a 3x3 for 9 medium creatures in a Squad.
- This base moves and acts as a single entity.
- Give the Squad a special Action:
- Divided Attacks. The Squad may make up to Magnitude divided by 3 (minimum 1) melee or ranged attacks each turn, so long as they target different opponents with each attack. If they have fewer viable targets, they may direct their attacks towards the few they have.
- Give the Squad two special Features:
- Squad Combat. The Squad attacks together, and even though some may miss, eventually one blow's going to get through. If the Squad fails to hit an opponent with an attack, they deal half damage instead of missing entirely. The Squad loses this feature if their Magnitude is reduced to 1.
- Stand Together. Whenever the Squad takes damage equal to or in excess of their hp, they immediately lose 1 Magnitude, and replenish their hp. Whenever the Squad would be the target of an effect that targets multiple creatures, instead have it effect that amount of the Magnitude. If this is damage, simply multiply it by the amount of targets. If the effect is a condition, count it as temporarily reducing the Magnitude of the Squad by that many targets. The Squad loses this Feature if their Magnitude is reduced to 1, fully or temporarily.
- And that's it! Now you've reduced a large group of Mooks into a single 'creature'.
- I've been running Dungeons & Dragons 5th Edition for about 2 years now in a campaign called Ameshirel: A World Undone.
- I hate Dungeons & Dragons.
Legendary Resistance (3/Day): If the <creature> fails a saving throw, it can choose to succeed instead.This ability is given to a number of monsters - basically anything that's considered a stand-alone boss fight. The problem is, with Dungeons & Dragons's weird combat system, stand-alone monsters aren't really feasible. The PCs will have infinitely more chances to act than them, making their super powers only useful a fraction of the time. And the amount of crazy PC abilities means they'll whittle it down before it's acted more than once or twice. So we see Dragons, and Vampires, and Demons, etc, all sporting this rule.
Why is this bullshit? Well, because spellcasters (and Monks) rely on saving throws for a lot of their abilities. These same classes also rely on limited resources (spell slots, Ki points, etc). They also, usually, don't get to do much in their turns except cast a single spell, or whatever.
So when you have the Wizard dutifully wait around until it is finally their turn (because combat in this game takes forever), and then to use their favourite spell, which they get to do for, maybe, 10 seconds in a 4 hour session, you pull this shit out. It tells the player that, no - in this case, for no apparent reason, your awesome ability didn't work. Doesn't matter what kind of saving throw, either.
White Dragons are massive, so they can probably resist Constitution saving throws. However, they're also described as being stupid. They're also, as I mentioned, massive! So it's arguable to say they can't dodge all that well, nor hold onto their wits like others can.
This rule decides to shit all over the lore, and just tell the players that, in this case, the monster is OK.
It also becomes a war of attrition. The spellcaster has 3 spell slots? Well Legendary Resistance has 3 uses. Looks like you're not getting your spell off - Tim the Enchanter. Oh, what's that, you DO have a 4th slot? Well we could either let you just use your damn spell, or we could waste 3 rounds of combat until the monster has no more charges left. Because that sounds fuuuuuuuuun.
I haven't ever used this ability against my players. And I never will. It sucks... Unless we can fix it.
Fixing Legendary Resistance
1) We give it specific saves it can bolster.
2) We make it a bonus, not a trump.
3) We make it a strategic choice.
I believe every character a person makes is a little bit of them. Maybe just a tiny detail - but in some way, from heroes all the way through to villains - our characters reflect who we are.
I recently started watching Season 2 of Marco Polo, and the first two episodes begin with a pretty big bang. This bang inspired me to write an article. This article will have spoilers of a sort, but I'll keep the details out of it. The keen observer will be able to figure out what's happening, so if you care about that sort of thing, turn away now.
I'm also going to make random conjecture, and suggest possible endings to the show without having seen the end of the Season, so take everything I say about the show's events with a grain of salt.
I'll also be throwing around the term good a hell of a lot. By good, I don't mean the opposite of evil. I mean "well-rounded", "interesting", "engaging", "dramatic", "exciting"... Basically, I mean a character that you'd want to read about. You may hate who they are, but not how they're told, or the story they force into existence. By good, I am assuming that you want your roleplaying characters to exemplify the traits I mentioned above. If you don't, ignore everything I'm about to say...
Good Characters Have Motivations
Good Characters Have Limits
Good Characters Make Choices
I recently began watching House of Cards for the first time, and by doing so my mind started ticking with ideas for roleplaying games (incidentally, this is my benchmark for whether a TV show is good, so add my stamp of approval to HoC). My main brainwaves came as a revelation on how 'attacking' can work in political intrigue, so below I've listed out a few examples of what I noticed.
Note: This post has some super-minor spoilers from Season 1, though I've left character names out of it and am replacing them with placeholders (let's say, Sam and Jean). I'm also obscuring the sequence of events and the specifics, so you should be fine if you haven't seen the show yet. Also note, I'm using Fate Core Skills for the skill/characteristic examples. Luckily, Fate is so broad it should be very easy to translate them into appropriate examples for your chosen system. However, if you are playing Fate, you could just as easily use all these instances to Create an Advantage.
Example 1Sam sits down across from Jean in her house. Jean is framed by a beautiful and expensive couch, with walls surrounding them featuring their accomplishments.
Here, Jean could 'attack' Sam using Resources - her wealth, reach and prestige - to make Sam feel invalidated or out of his league. Sam would resist with Will to see if he is swayed by these trappings.
Example 2Jean offers Sam a drink of very fine and aged Whiskey - an incredibly potent and sophisticated variety.
Here, Jean could be setting a passive obstacle for Sam to overcome, with Sam needing to test his Physique to not cough and splutter when he takes a sip. If he does, he'll show his unsophisticated palette! (Heaven forbid he do so!)
Example 3After taking the sip, Sam wants to unhinge Jean by mentioning something they're ashamed of in their - or their parents' - past.
Here, Sam 'attacks' with Lore, attempting to remember dirt he learned long ago, or perhaps to flashback to some research he did before the meeting (in a manner similar to Blades in the Dark's fine Flashbacks). Jean resists with Will to prevent herself from being put out by this remark.
Example 4Jean's partner walks into the room, and Sam decides to use this chance to cut the meeting short. He stands - and being a rather handsome and 'well made' individual - makes a subtle yet provocative twist of his waist to show his posterior to Jean.
This, believe it or not, is an attack! Sam attacks with Provoke, and Jean resists with either Will - to resist the temptation to sneak a glance - or Stealth - to sneak a glance without being noticed. Her choice. Either way, if she fails, then her partner will notice and become jealous - a vulnerable position to be in!
ConclusionAs you can see, in political intrigue games, the concept of an attack becomes a lot more free form - essentially, anything that gets your opponent, or any one for that matter, to start doing something differently counts.
I hope this list has been valuable and useful for GMs and players alike! If you have any more examples you'd like to share, especially from other media sources, please let me know in the comments section below.
- System: Fate Accelerated.
- Style: Period Political Intrigue.
- Method: Zero Preparation; Player’s Create the Setting (at the table).
The System: Fate Accelerated
The Style: Period Political Intrigue
The Method: Zero-Prep, Player Setting
Fate Accelerated is an amazing game that can be taught in minutes, and can be extended out to infinite settings. It does seem, however, to be limited in the play styles it supports. If you’re looking for crunch or tactics, look somewhere else. You will not find that here. This is a system about flexibility without forsaking depth.
I have a lot to discuss, but not enough time to discuss it all. So, I am going to give it all in dot points for possible later discussion!
- My group finished Marienburg: Sold Down the River. It was awesome, and I intend to let you know more about it. It involved a prison break, a fight with undead elves, summoning a dragon, and a whole lot of death.
- I started another game, called Ameshirel: A World Undone, which is currently being run live in a Hexcrawlly sort of way. Check it out on Obsidian Portal (as I've actually managed to convince my players to update it!) It is using Dungeons & Dragons 5e, which is a new and strange experience for me.
- I'm now running a game using Fragged Empire, an indie RPG in development that was successfully Kickstartered a little while back. It is being posted up in Vod form on Another Dungeon, so check it out!
- I got a new job! I now work for EA Firemonkeys in Melbourne, and am an actual paid Game Designer in full now. No more split titles here, no sir! I'm having a lot of fun, and working on Real Racing 3 for iOS and Android. You should check it out, because it is one of the best racing games on mobile.
- I'm still planning Verum Arbitus, and it should be launching in a few weeks. Very excited!
- I've been playing in lots of games, recently, including a Cthulhu Horror game using a hacked homebrew system, and a Terry Pratchett meets The Office meets Better Off Ted style game. Very odd, but loving it.
- I've been watching a crap load of itmeJP's YouTube channel, especially Steven Lumpkin's West Marches and Adam Koebel's Swan Song. Check them out.