The game designers / writers / artists alliance
Let me brief: We, are all a bunch of creative people, but we all have our shortcomings; either if it is lack of time, little experience, artistic skill (or lack of), typesetting skills, writing, just pick yours. I as a Spaniard who lives in Spain may have a few more with my English and my ability to attend conventions or launch anything on kickstarter. We are in the long tail of a small market, and we can hardly produce a game a year at great personal cost; and let me not get started about marketing. A labour of love, yes, we do it because we love doing it, but What if we cooperate in a...
Read MoreThe Infinity Road: a free setting
I have made up my mind to make The Infinity Road a free setting; free as in free speech and as in free beer. Reasons? A price tag Turns out that selling a game it’s much more than simply hanging a price tag from it. There are increased costs: both monetary and personal. On the monetary, I would have to hire an editor, which can mean a few hundred of dollars, then a cover, another hundred, at the very least, and the interior art. Then there is the advertising, taxes and a plethora of small things. In other words, I would consider myself fortunate to produce They Infinity Road on less...
Read MoreThe Infinity Road: Update
OK, so the Infinity Road is progressing nicely. There are almost 50 pages of main matter written, without illustrations, just text, tables and some white space. It is now 17,000 words and its structure is complete. Right now, however, it’s a mess of Game-Master notes. There is a lot to do in the way of editing and fleshing out, but it is already usable. Anyway, let’s take a look at the structure of the book Table of Contents Introduction, where it introduces the world of The Infinity Road Characters, discussing how to create new characters for the Infinity Road and how to...
Read MoreThe Infinity Road: The waif entry
“I just don’t know how it happened; Allan and me, we sneaked out from the… place the… wo’khouse and Allan said that he didn’t like London any mo’. And he didn’t wanted to go to no town either, so we went to the station. Had no money, none of us, so we paid with our wits and sneaking in an onion ca’, which was all the right, ’cause they tasted good. And then, near a forest, somewhere north of Luton, the train stopped fo’ somethin’ and Allan said “I like this place, Georgy” –that’s me– “we’ll live ‘ight...
Read MoreSafe Havens
Version 1.0 CC -by Miguel de Luis, minimrpg.com What So, let’s say that you are in the middle of a campaign and then your player-characters have been through 23 fights, 4 chases, short-changed a dozen inn-keepers and they have just learned who’s the big bad guy and his evil plots. Or, for whatever the reason, they have bitten more than they could chew: two party members gravely injured, their best weapon locked and an evil horde have the heroes locked on their sights. That is when a safe haven could come handy. But what’s a safe haven anyway and how could we make it work...
Read More