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Since I wrote the blue book I have run maybe 15 games of Soul's Calling - 3 at Indiecon, a one-shot in Middlesbrough and about 11 sessions of a campaign in Newcastle. I've also done CharGen with some other folks.
I have now accumulated 21 pages of notes on changes I want to make to the core book, including over 100 individual tweaks.
God knows how long it will take me to implement all these changes, most of which I consider absolutely necessary.
Suppose the bloody thing is then available in 2016. What do I call it? 1st edition? That's what it really is.
Would it be better named Omnifray 2nd edition? Too confusing I think; besides, the Omnifray name was meant to suggest that it was a versatile system including for miniatures combat, and although Soul's Calling is versatile and allows for miniatures combat, some of that versatility has been sacrificed, and the game has a new guiding philosophy which I think sets it apart from Omnifray and makes it much more of a specialist game for a particular kind of game experience.
Would it be pretentious to call it Soul's Calling 2nd edition?
I think I have to call it 1st edition but will my rather limited demographic realise how much more polished it is than its previous iterations?
What about Soul's Calling: Perfected Edition. Not perfected as in perfect, but perfected as in finalised, polished etc.
Or Soul's Calling: Evergreen Edition?
That might be tempting fate.
1st edition it is?
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- Playing: Iron Kingdoms
- Running: Savage Worlds, Hot War
- Planning: Deadlands, Lot5R
Omnifray wrote:I have now accumulated 21 pages of notes on changes I want to make to the core book, including over 100 individual tweaks.
For anyone following this, this has now risen to 41 pages of notes on changes I want to make, including over 170 individual tweaks. (173 at the last count, but that includes changes to page-formatting and adding an index as one change each.)
I have now reffed about 16 sessions of the campaign I'm running up north. Now that there are 7 of us (ref, a-ref and 5 pure players), it is inevitable that we don't always have everyone together for a session - I've run a few sessions where there have only been 6 of us, and I think maybe one where there were only 5 of us since our group got so large. Most sessions are about two and a half hours long, occasionally longer, occasionally shorter; much as I would love longer sessions, it's hard finding the time.
To me, even 40-odd hours of gameplay so far seems quite substantial - and then I read on another forum about someone hitting a TPK after 27 sessions and thinking it had killed off a game that was looking promising in its early stages! 27 sessions = early phase of the game?? I wish things worked so easily for me. Mind you, I have played in long-running LARPs where I have attended as many as maybe 90 or 100 sessions in a group small enough for the plot to be visibly continuous and joined-up from start to finish and which you could possibly call a single campaign (and more sessions of games set in a continuous game-world but with too much chopping and changing of characters to think of it as really a continuous campaign). But for me 40 hours of gameplay within a single continuous campaign is a relatively mature stage of the campaign, even if at the same time there are so many unanswered questions and so many areas where the party have, I think, hardly even scratched the surface of what's there for them to find.
Two of the group are playing characters with new magic that I've only just written the rules for (one PC has just one entirely new spell, and the other has IIRC four or five entirely new spells). Some of this magic has come about as a result of thoughts about playstyle prompted by online discussions and introspection, so they do things that I haven't personally seen in RPGs or fiction (though at least most have fairly close analogues that I can think of).
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