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Indie Game Design
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The aftermath of the 24-hour RPG
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Topic: The aftermath of the 24-hour RPG (Read 1451 times)
MPOSullivan
Member
Posts: 149
The aftermath of the 24-hour RPG
«
on:
August 16, 2004, 04:55:38 PM »
Heya everybody.
Plotdevice recently asked what he should do with his game, Sin/Zen, in this post over
here
,and i think it's a good enough question that maybe it should have its own thread.
so, what should a person do with their 24-hour RPG when the 24 hours is up?
working from experience here, i find that the crunch of creativity that comes out of the process is incredibly helpful. that first twenty-four hours really serves up a great platform from which to do more work. After that beginning step you should hopefully have a completed system and an over-all idea pretty much ding to be explored and fleshed out.
My game for last year,
Criminal Element
, has been through a number of revisions over the past twelve months and change and is most likely going to be assembled into a printed game for next year's gencon. this will mean much more than the thirteen pages of original text, alot more art, the whole kit and kaboodle.
but that isn't the only path to take. some people leave the game be as is, no changes or alterations are ever made. some have started to make mini-suppliments for their games i believe. hell, one person has started to make a little publishing empire out of his (Phil Reed, i'm talking to you buddy!).
I would suggest though that you always keep the original document accesable. see where you came from, your humble roots, as it were. and it also kinda preserves the sanctity of the original project too, as cheesy as that sounds.
so, lets see what other people think. What are all of the other 24hour Game makers doing with their projects? what are their plans? and what do they think should come next for the project as a whole?
laters...
Logged
Michael P. O'Sullivan
--------------------------------------------
Criminal Element
Desperate People, Desperate Deeds
available at
Fullmotor Productions
Jediblack
Member
Posts: 39
The aftermath of the 24-hour RPG
«
Reply #1 on:
August 17, 2004, 01:13:24 AM »
Quote
What are all of the other 24hour Game makers doing with their projects?
Hi, I'm the KaffeInsomnia author... what am I doing? Simple! I'm trying to extract the system from my rpg and write it down clearly. For every choose made I'm writing a sidebar that explains why, what aim and so on...
Final target is to create a very light universal system and write many modules or settings on it. Next projects are a Dune rpg, a dark fantasy setting, a steampunk setting and a magic stand alone module.
So workwork!
See ya, Da
Logged
These flowers of darkness will help my mind not to forget my past.
Lathan
Member
Posts: 30
The aftermath of the 24-hour RPG
«
Reply #2 on:
August 17, 2004, 10:47:50 AM »
I've been playing Blood Royal over IRC with friends, and using the things we've done to change and polish the system (so far, we've had a blast with it, even with a player cancellation and not enough characters for murderous chaos). I'll be honest here -- the original mechanics were
crippled
. I've settled on new rules, which work well. I'll be adding some more rules for things like bribery and sneaking around, length of the day, special events like grand balls, dead characters haunting the living, and so on.
It's very much a living project. When it's done (hopefully soon) I intend to put up a "light" playtest/freebie version, and then maybe sell the game for money. I'll be a starving college student in a month and a bit, I may need it...
Gordon
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philreed
Member
Posts: 203
The aftermath of the 24-hour RPG
«
Reply #3 on:
August 21, 2004, 02:25:38 AM »
Well, I took my 24-hour rpg and expanded it.
The boxed set (running low now) is available:
http://www.creationcrash.com/modules.php?name=catalog&file=product_info&cPath=23&products_id=45
Logged
------------------------
www.roninarts.com
Simon W
Member
Posts: 191
The aftermath of the 24-hour RPG
«
Reply #4 on:
August 22, 2004, 11:46:08 PM »
Ok, I have just finished revised my non 24 hour rpg
Barbarians of Lemuria
and am just awaiting some artwork, so I have time to look at some other projects.
Next on the cards is to completely revise my 2003 entry
1940-England Invaded
and I will be working on this for the next month or two.
Then it's a couple of sourcebooks/supplements for
Lashings of Ginger Beer & It's a Dog's Life
, before looking again at my two entries for 2004,
Dreamscape
and
Have-a-go-Heroes
.
Looks like I'm gonna be a bit busy!
Simon W
http://www.geocities.com/simonwashbourne/Beyond_Belief.html
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jdrakeh
Member
Posts: 120
The aftermath of the 24-hour RPG
«
Reply #5 on:
August 22, 2004, 11:47:49 PM »
Daemonskrieg, Simon! You promised... ;)
Logged
Sincerely,
James D. Hargrove
Simon W
Member
Posts: 191
The aftermath of the 24-hour RPG
«
Reply #6 on:
August 22, 2004, 11:51:20 PM »
Whoops,
Daemonskreig
will follow shortly after or in between, honest!
Simon W
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Simon W
Member
Posts: 191
The aftermath of the 24-hour RPG
«
Reply #7 on:
September 03, 2004, 11:16:13 PM »
Revised version of 1940 - England Invaded now posted at the 24 Hour Games Group (1940 - England Invaded v3)
http://games.groups.yahoo.com/group/24HourGames/
also here if you are not a member of the group
http://1km1kt.net/index.php
Have a look and let me know what you think. I'm stil fleshing out the sample setting and scenario ideas.
Simon W
Logged
jdrakeh
Member
Posts: 120
The aftermath of the 24-hour RPG
«
Reply #8 on:
September 08, 2004, 06:34:33 PM »
I plan on revising Roguelike (implementing several suggested additions/revisions) for commercial sale, but it may be a while - Formless and AGENTS are taking precedence at the moment.
Logged
Sincerely,
James D. Hargrove
PlotDevice
Member
Posts: 67
The aftermath of the 24-hour RPG
«
Reply #9 on:
September 08, 2004, 11:34:52 PM »
At the moment I plan to do exactly nothing with mine. Maybe farm it for ideas for the next bunch of projects... :)
Logged
Evangelos (Evan) Paliatseas
"Do not meddle in the affairs of Ninjas, for they are subtle and quick to radioactively decapitate."
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