Hebanon Games is an indie game developer dedicated to fun, supplemental releases for various pen-and-paper RPG systems.
Showing posts with label freelancing. Show all posts
Showing posts with label freelancing. Show all posts
Tuesday, June 9, 2015
RPPR Game Designer's Workshop 7: Multitasking Mayhem
Ross and I got together to update you all on our progress and talk about one of the major aspects of being a writer: dealing with multiple projects at once. Multitasking is a hard skill to learn, but once you master it, it pays off! We talk about keeping our noses to the grindstone, the benefits of doing multiple projects at once, and other topics. We also talk about Red Markets and Ruin.
Listen here.
Sunday, November 2, 2014
RPPR's Game Designer's Workshop: Playtester's Progress
Believe it or not, I am still alive and working on games. Things have been uber-crazy the past year and seem to only be accelerating. You can hear more in-depth updates about my life and game design in the latest episode of RPPR's GDW: Playtester's Progress.
For those of you not of the podcast bent, here's the "too long; don't listen" update on Hebanon Games.
Personal News
Hebanon Games is no longer in immediate danger of going under because it's CEO and entire workforce (i.e. me) starved to death. After an insanely long and arduous job search, I've finally found another teaching position at a school I'm very happy with. The kids need my help, the staff shares my goals, and I'm rewarded for my efforts. It's all-in-all a vast improvement over my previous full-time job, and it pays much better than the hodge-podge mixture of part-time/night-shift/freelance work I'd been surviving off of for the past year.That said, the commute to my new job is over an hour (one-way), and I'm working under a bigger course-load than I've ever experienced before. The crippling poverty and depression are alleviated, but they've been replaced with a hectic schedule geared away from game design. It's a good thing overall, but production has slowed and will continue to crawl at a snail's pace until the summer.
Time to write full-time again will come though, and I wouldn't have made it long enough to get there were it not for people continuing to support my work by buying into the No Soul Left Behind Kickstarter, purchasing The Devotees, and promoting No Security in print. While that money isn't enough to buy healthcare or anything, it was literally the difference between having a home and being turned out into the street on multiple occasions. I can't thank all of you enough. I never intended this stuff to be a full-time gig, but the fact that it supported my family for the most difficult year of our lives is something for which I will be eternally grateful.
Red Markets
I've been working on my baby this entire time. While progress is slow and piecemeal, I'm light-years closer to completion that I was at the start of this little project. The rules have gone through five rounds of playtesting. At this point, the game runs a mean one-shot, and I've played several successful randomly-generated and designed scenarios with a variety of groups. The rules aren't perfect, but they are definitely at the "tweaking" phase rather than the "throw out and despair" phase.I have fun running Red Markets, and my friends have fun playing it. That's closer than I could have ever imagined being even six months ago.
Right now, the rules are in "Caleb-ese" (chick-scratch notes that constitute the bare minimum I need to remind myself of things I already know). I'm in the middle of drafting them into legible chapters that other people can use to teach themselves the game. From there, I'll be playtesting the macro rules (campaign play, roleplaying incentives, character advancement, etc) with the RPPR group and distributing a closed Beta playtest to some fans on the forums.
From there, it's just a matter of drafting the macro rules and all the setting material. Then we are ready to start the commercial and art direction stuff required for the Kickstarter.
How long will that take? Well, see the employment stuff above: next year at the absolute earliest, and that's dependent upon scoring a lighter course-load for next year and a productive summer. What I can say is that the project will get done; I've progressed far enough and seen enough potential in Red Markets that failure is no longer an option.
Freelancing
The only real sad part of getting this new job is having to cut back on the work I take from other companies. I love working with people like Arc Dream and Posthuman Studios, and I was originally planning to use GenCon to increase the stable of clients in my freelancer files. I'm having trouble enough finding times to meet current commitments though. I'll be taking jobs as they come from my current collaborators, but I'm going to hold off on working in any more systems until I get Red Markets done.Everything Else
I hit up GenCon this year and it was the best ever...just like every other year. I also got some great testing done at Springfield GAME this year. In general, I'm looking to increase my convention presence this summer and into next year, perhaps producing an ashcan draft of Red Markets to sell at the IGDN booth and/or running the design gauntlet that is Metatopia.I'm getting really into board and card games, making pie-in-the-sky plans to throw my hat in that arena after Red Markets.
I'm still on the twitterz at HebanonGCal. I mainly talk about game design stuff, so give me a follow without fear of hearing about what I ate that day.
RPPR is great as always. I don't get to play nearly as much as I used to, but I'm trying to get in on a game with the guys at least once a week still. GDW with Ross is stimulating as always, and I often ponder doing another, two-folks-talking podcast in the traditional format, but I can't decide on a topic.
Anyway, that's anything and everything. Thank you for continuing to follow Hebanon Games. We'll keep you posted as we can, and I hope y'all are still around when we have something to show for all your time and devotion.
Thursday, July 24, 2014
Kickstarter: No Soul Left Behind
If Hebanon Games has been quiet for awhile, it's because I've been on an employment rollercoaster for the last six months. I've got a new teaching contract for this upcoming year, so after some initial adjustment time, things should be returning to the same production schedule that got No Security out the door. Maybe next up will be Red Markets, or maybe I'll pick another freelancing job at GenCon, but I should be financially stable enough to begin creating with some regularity soon.
I'm eternally grateful to the RPG companies that shoved some work my way during these rough times. Posthuman, as always, is great to work with. The main brunt of my writing force has gone behind a project for Arc Dream called No Soul Left Behind.
NSLB is the first campaign and sourcebook for Greg Stolze's Better Angels. The system setting is a world where supervillains get their power from being possessed by demons. In order to appease the little bastards, players have to perpetrate acts of evil. Go TOO evil, and your soul gets dragged to hell. But if you do acts of meaningless, hollow villainy -- like carving your name in the moon or ransoming a monument -- you keep the demon in check and get to enjoy your superpowers a bit longer by wallowing in the moral grey area.
No Soul Left Behind takes this premise and moves it into an inner-city charter high school. Not only do the players have to figure out the mystery of their powers, they have to appease their hellspawn while trying to keep their struggling community alive. It's my 200+ page magnum opus on educational policy reform, moral conundrums, and absurd social satire.
You can listen to AP's of the whole campaign over at my ever-loyal partner RPPR. The book is crowd-funding on Kickstarter currently, and I'd really appreciate any support the fans of Hebanon could provide. In addition to, you know, helping the thing actually exist and enabling me to get paid, I think the book is easily the best thing I've ever written. It's a campaign quite unlike any other and works with a great game system everyone should try. I'd really love to see it get out into the world and find an audience, so any help y'all could provide would be greatly appreciated.
Thanks for your time. Expect my report from GenCon soon!
Wednesday, April 23, 2014
Eclipse Phase: The Devotees

Hebanon Games isn't dead, despite what this blog might otherwise indicate. I've been very busy doing some freelancing work, trying to find a new day job, and picking away at Red Markets over the past few months. One of the results of all that quite time on the blog is The Devotees, the latest scenario from Eclipse Phase. The guys over at Posthuman Studios were nice enough to let me write for them based on the strength of the Know Evil campaign over at RPPR, and they were nicer still when they allowed me to turn in a draft nearly two times longer than what they wanted :-P. It went out to KS backers a few weeks ago, but the print and PDF bundle is now available. That's 27 glossy color pages and a mini-campaign's worth of gaming for $10!
The Devotees deals with the shadier side of Firewall as agents are tasked with investigating an X-threat on Legba, the heart of the ego trafficking syndicate Nine Lives. It makes for two-to-three nights of gaming full of transhuman espionage, voodoo, and existential horror. Give it a read and let me know what you think in the comments. Better yet, write a review for DTRPG!
Hopefully, I'll have more to post soon about the fruits of my long blogging absence. Thanks for following us here at Hebanon and stay tuned.
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