I have no effing clue why these sheets are so damn impossible to find online. I looked pretty much everywhere I could think of looking, but could only ever find the 2nd Edition sheets. So I took the time to scan the ones out of my own actual print copy of Adventures on the High Seas, and after compiling them I have uploaded them here for you to use.
It’s official: Cannibal Contagion is almost complete – it is in a “release candidate” stage of near-final development. After this weekend’s session, I can see exactly what minor tweaks need to be done to make this game ready to go. It does exactly what I want it to. With a good month of focused editing, art assembly, and formatting, it is entirely possible that I could have a handful of copies to pimp out by this year’s Gamestorm convention. I’m thrilled by this notion, but I also understand that if at any point I feel like I’m rushing it, I’ll step back and wait until after the con. I don’t want to publish a rushed game, as that would just piss me off, and I’d be pretty ashamed.
This excites me, and gives me a feeling inside that both turns my insides to warm, pleasant putty while chilling my bones with apprehension. I felt this very same sensation when I got my very first piece of commissioned artwork for the game from Vero and Leo. I’ve watched a project which started largely for me as a method for distracting myself from heartache over an ex-girlfriend morph into a great goal of actually accomplishing something with this over-abundance of fluctuating creative energy. Soon, hopefully soon, I will see tangible results. I just have to make sure and frequently remind myself: be patient, don’t rush this, yet don’t coddle it either. It will be ready when it’s ready.
Speaking of this weekend, Saturday’s “serious” Cannibal Contagion session was one of the best I’ve ever played with these rules – a session of a caliber that exceeded even that of the much-loved “Spaghetti Monster Must Die!” first session ever. The revamped Crazy-Go-Psycho rules worked almost flawlessly, and after only a few minor tweaks will be exactly how I want them. It was good to see the mechanics applied to a scenario with a more serious, less tongue-in-cheek theme, as it proved to me that such an approach to this system is very feasible. All in all, the session was just plain awesome – so awesome, in fact, that I’ll be fully fleshing out that scenario and making it available as a free downloadable demo scenario at the time the game is launched.
Anyway, to further entice you with the new rules, I’ve uploaded a one-page special preview of the newly-redesigned character sheet. Download it here. As of now, the playtest rules are being taken offline. The Draft 5 Revisions are mostly staying in as finalized rules, and the online rules available until now are a bit defunct. Massive thanks to all of the testers who helped me bring this game this far!
I just now posted the two-page PDF of the Quad “Quick and Dirty” RPG on the Quad Page. It’s designed as a game you can print on the front and back of a sheet of paper, fold into your wallet, and play just about anywhere and at any time. Check it out and let me know what you think.
After a good deal of in-house testing and rules clarifications, I have the external Playtest Rules draft uploaded and ready to go. If anyone has a group that is open for a session or two of some quick pick-up zombie-survival gaming, please download this, give it a read, and let me know what you think. Included in the document is a sheet with a list of a handful of specific questions I have regarding the game play, and I’d greatly appreciate it if any playtesters would return to me with their answers after playing.
Update 1/6/2009: The playtest rules have been taken offline, and the “open playtesting” stage of development has ended. Thanks for your support!