I’m posting this as an open query to whoever might be reading/enjoying/testing the Cannibal Contagion Playtest Rules. Do any of youb think that there should be more example text in the book? What kinds of examples, and what parts of the text need clarification?
I’ve updated the draft with two more quick-charts, one for random Agsomafas and the other for random Tragic Flaws. So far I’ve only got thirteen of each. If you have more ideas for some generic “stock” examples, comment and let me know.
Update 6/11/2008: Added second sets of Agsomafas and Flaws to the list Read More »
I’ve been updating the character creation system of Cannibal Contagion to fix some issues brought up in some recent playtests. More specifically, I’ve been writing out an optional fully-randomized character creation process, which includes a handful of draw tables. With the draw of a handful of cards, the entire character can be created from scratch. These tables will also serve as examples for folks seeking ideas on their own Flaws, Archetypes, and Agsomafas. I’m posting the current list of 52 archetypes here for comment and discussion. These are pulled entirely from movies, games and comics of the zombie-survival genre. Read More »
I had this idea the other day, about a really awesome new setting for a game. That idea then led me to another idea, involving a continuous series of versatile, off-kilter, and system-independent game settings, with hooks and leads and possibilities galore. I’m gonna try my hand at working on something like that here: the Desolate Destinations project. Each Desolate Destination is a self-contained game setting which has no specific system in mind, intended to be portable to just about any genre- appropriate campaign setting you currently use.
I’ll kick this project off with the setting idea that got my mind wandering in this direction in the first place: the Great Galactic Graveyard, or “Yesterday’s Armada.” The basic premise: somewhere out in deep space is a massive graveyard of ships and space stations. Hundreds of thousands of them, perhaps even millions, all floating around in the dead of space. The ships vary greatly in age, some decades old, some recent, some hundreds, even thousands of years old. No one really knows. Some ships have inhabitants, some have horrors, some have cultural treasures of civilizations no one understands or even remembers anymore. Perhaps this massive floating graveyard is all that exists of the great civilizations of the ages, all of which are now reduced to little more than the crumbling husks of wasted hubris. Read More »
In this post I mentioned some changes I was making to the rules involving Infection, Crazy-Go-Psycho rules, and a few other things. Those changes are now live, with an additional 11 pages of content and formatting going into making the rules more cohesive and flowing. As always, download them here.
After the last playtest and a lot of deliberation and fiddling over the weekend, I’m making some big changes to the rules, mainly in the form of mechanical consolidation. Essentially, I’m modifying the Infection and Crazy-go-Psycho rules to bring them more directly in line with the rest of the system, so they feel less like modifications and more like integral chunks of the core rules. Read More »