Well, some parties start a little earlier than others. Caleb got more than a little overzealous and launched Party Fowl early, so here we are! The game you've heard so much about is now live!
Hebanon Games is an indie game developer dedicated to fun, supplemental releases for various pen-and-paper RPG systems.
Tuesday, May 22, 2018
Monday, May 23, 2016
Red Markets Kickstarter is up!

The day has come. Let's see if all this hard work has been worth it. The Red Markets Kickstarter is now up.
If you're here to see what the game is all about, you can find my developer diaries below. Thanks for the support!
Thursday, May 5, 2016
RM Update #10: Like Mad Men, but With Much Cheaper Drinks
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| A couple of weeks ago, that was me back there, sending up a flare for proofreaders |
So. Much. Ad copy...
If you aren't aware, ad copy is all the writing for the game that has no demonstrable benefit the quality of the game. In order to sell the product, you have to describe the product. And in order to do that, you have to both include enough information that the customer actually knows what they're getting, while simultaneously condensing ideas down into the shortest of possible statements to compensate for the human attention span.
This means you end up writing the same damned thing, over-and-over, bouncing back and forth across a spectrum of drafts that can range from Russian-novel long to something that is no more than screaming the name of the game (RED MARKETS!...so how many can I put you down for?). And you never know where it needs to be cut or where it needs to be expanded...ugh.
Anyway, that's how I'd describe the last few weeks of writing: ugh. I'm very glad I don't have to do advertising every day for a living. It's awful. Combine the impossible task with my tragically Midwestern allergy to self-promotion and makes for a rough month.
But it's over!
The ad copy is done, or as done as it is going to get. I'd rather give Medusa an eye exam than look at those paragraphs again. The trailer has been scripted and recorded. I've got all the art over to Ross, who is kind enough to be making the trailer. As of now, I'm just waiting on the video and some art assets for the text (stretch goal banners, fancier heading, etc). The press list is assembled, and the whole campaign is built. If I didn't mind going up without some fancy visuals, I could launch the campaign today.
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| Not that I'm eager to get started or anything... |
I'm not fooling myself here. I know keeping the word circulating about the Kickstarter will be no easy task, and I know I'll be trading financial anxiety for fulfillment hell if we're lucky enough to fund. But even acknowledging how long the road ahead is going to be, it's a relief to think about a time in the near future when there is nothing to focus on save getting the book done. No more constantly promoting it. No more waiting long, quiet months for more feedback to roll in. No more seeing how much money I can skim off my paycheck next month to pay for art. I might soon have a bank account dedicated to Red Markets, with the funds ready to hire out whatever work I need. All my time not spent on staying alive or on the day job can be solely dedicated to getting the game done.
God, that sounds nice.
So, to sum up, the last few weeks have been all about promotion, but I've finally hacked away enough at it that I can get back to the real task at hand. The pre-KS hasn't been all bad though. I've done a lot really fun podcast interviews lately: Misdirected Mark, Insert Quest Here, and Legends of Tabletop, to name a few. I look forward to the many more I have scheduled.
But talking on a microphone isn't words on the page, and that's the only metric that ultimately matters. I better get back to it then.
Thanks for following along with the updates. I hope to see you on Kickstarter May 23rd!
Wednesday, April 6, 2016
RM Update #9: The Return of RPPR, So Many Spreadsheets, and a Kickstarter Date
| Not shown: The part where the marker runs past the whiteboard and the figures slowly morph into the yellow sign. |
"No." I reply, taking a swig from my third energy drink with the desperation of a man lost in the desert. "Mr. Stokes is just planning his Kickstarter. I'm fine." I crush the empty can in my fist. "Everything. Is. Fine."
"OOOooookay," she says. "Want me to get some red yarn from Home Ec. so you can string it across the room until the pattern appears?"
"...Yes. Yes I do."
We're all about the spreadsheets here at Hebanon Games of late. I got the last price quote I needed; now it's time to plan the campaign. You lay out all your quotes, scale them down to minimum viable product, scale them up "beyond your wildest dreams," fill in the gaps between, and then decide where the stretch goals go. At least that's what the first couple of hits on Google told me to do.
Don't look at me like that. I'm a professional.
So while the cogs of game writing have ground to a halt, I've pulled the starting cord on the business engine. It's mathematical smoke, black with overlapping figures and furious cyphering, chokes the atmosphere out of my every waking breath. I can no longer remember what the air tastes like without its stink; I fear I will be poisoned if I leave the cloud's inky embrace.
| Caleb: "Sadly, I can't yet afford the rent on a crazy conspiracy bunker. Assistant! Add it to the list of stretch goals!" Assistant: ... (assistant still does not exist) Caleb: "You dissapoint me." |
The Kickstarter Cometh
With all this preparation being done, I'm ready to gamble on a Kickstarter announcement: the Red Markets Kickstarter will launch no later the Monday, May 23rd. I'll have been off school a week then, giving me time for last minute troubleshooting. It's theoretically possible we might launch sooner than that: the auspices of Kickstarter statistics suggest that the closer you can get to the beginning of May, the better your chance of success. If we do go a little earlier, it won't be more than a week, and I will be shouting it on every piece of social media I possess.
But going early presumes everyone finishes preparations early, and everything goes perfectly with the timing. This, I doubt.
Any later than the third week in May and we risk closing too soon to GenCon. It's possible to run a successful KS at GenCon, but the probabilities are not on the side of a new IP. So if we delay past that date, we'll have to push the campaign to next school year. But I don't think it will come to that. There's still plenty of wiggle room in the schedule, and I'm about as committed to the May 23rd date as one can be.
RPPR Re-animates
We'll be talking more about the KS planning on RPPR's Game Designer's Workshop. Our most recent episode, dealing with project management for publishers, just dropped yesterday.
If you've been following the site, you may know that RPPR has experienced technical difficulties in the extreme of late. You can listen to an update about the Sisyphean nightmare that is web-hosting here, but suffice it to say the snafu is finally figured out. Now that the site's back up, the RM Kickstarter has it's main promotional platform back and we can move forward. Plus, everyone that's yet to hear the good word can catch up on their APs of The Brutalists campaign.
And So It Begins...
That's where we are at. And now I've got to get back to work. There's no cutting corners or "letting the Market work it out" on this one. The next few weeks will determine whether the last four years of my life were tragedy or comedy, so I'm off to triple check the math and agonize over ad copy. Wish me luck, and thanks for your continued support of Red Markets. Here's hoping to see you on the 23rd!
Wednesday, March 23, 2016
RM Update #8
| Truly, there can be no finer an image to encapsulate the concept of economic horror |
In addition to all the work I did last week preparing for playtests that didn't happen (both got cancelled and rescheduled, but time spent in preparation wasn't spent on content creation), this happened at the beginning of the week. Stopped at the light, then quickly found myself being thrown towards it.
I'm fine. It was about as amicable as fender-benders get. Still, it was not what I was looking for in my life right now.
I've spent the last 16 hours dealing with various garages, car rental services, and insurance companies just so I can get back to work and continue one of the busiest work weeks of my life. And my troubles are nothing compared to Ross and RPPR's. The hosting service decided to downgrade and throttle the bandwidth without warning, and now they're trying to hold the site hostage for a higher price. It's not something I have any capability to help with, but Ross is my friend...a friend who happens to run the primary promotional tool for the game I've invested four years of my life in. So...you know...it's stressful, and I feel like a jerk for being stressed about it at all because my anxiety has to be NOTHING compared to the pain this must be in Ross's ass.
(By the way, for the few people that criticize Red Markets for being unfair to big business and unrealistically assuming corporations would not have the best interests of people at heart during a zombie apocalypse...might I direct you to the company currently trying to bilk a one-man small business for more nonexistent money? I mean, I know Ross is quite the fat cat, what with all that RPG podcaster cheddar. Perhaps they couldn't resist their own rational self-interest in the zero-sum game of high-yield podcast brokerage.)
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| "First we take over RPG Actual Play podcasting, then the model train miniature sign production industry, and then...THE WORLD" |
This is a roundabout way of saying I've gotten nothing done this week. Nada. Fuck all. And it's extremely depressing.
If you freelance write for any amount of time, something happens to your brain. It doesn't happen when you're writing as a hobby or as a side business; I felt stressed when parts of No Security were late, but I still felt like a worthwhile human being. But, the second you start linking your creativity to your very survival, the change is something you can't shake. Even after heading back to the day job, a pillar of your identity remains chained to your productivity.
You measure your worth in words per day, in pages drafted or revisions made. Zero progress means zero worth. It's not rational, especially when so few have invested in the product, but that connection can be haunting. I can work a sixty-hour week, clean my entire house, take care of my family, and answer a library's worth of email...and I still end up feeling like some useless sloth that's been sitting in front of the TV for a month, naked and covered in Cheeto dust.
I hate wasted weeks like this one. They drive me nuts. It would be enough to make you quit, if another wasted week weren't going to drive you that much more crazy.
Anyway, that's the update...for whatever it's worth. They can't all be winners. Here's hoping next week goes better.
Thanks for reading.
Monday, March 14, 2016
RM #7
Hello!
I apologize for the longer than usual absence. If that looked like the inevitable death of the blog, I understand. I've certainly invited that conclusion in the past.
But I'm still here! Still working! I just had the flu!
But, you know, I REALLY had the flu. To say that production dipped as I fever-dreamed the RPPR group trying to break into my home and kill me would be an understatement. Couple that with the end of the quarter (grades are due) and the 2-3 chapter a week revision cycle seems doomed from the start, in retrospect.
But progress has been made. The only section from the beta release that still needs revision is Negotiation. After that, the entire player section will be ready for the Kickstarter.
I've also been doing some pricing. Between print costs, editing, layout, art, and the variables that effect all those numbers (softcover vs. hardcover, B&W vs. color vs. glossy), there are a ton of estimates to collect and collate. I've just about got all the information I'm going to be able to gather in one place, at which point I'll start planning out the campaign's reward tiers and stretch goals.
Then there's promotion, of course. Ross and I recorded another Game Designer's Workshop about art direction and project management. The APs for The Brutalists -- our flagship playtest campaign -- keep on getting a healthy response. I'll also be running two important playtests for other podcasts this week. As always, time spent running the game means time not writing the game, but I've got to make sure the jobs I put forth show off all the best parts of the game; for these potential new fans, I won't get another chance to pitch Red Markets.
With all these other responsibilities, I'm starting to realize I might not be able to get the game entirely revised before the KS launches. I'm confident I can finish up within the first week of the campaign and still get some setting writing done inbetween answering FAQ's, but I'm going to have to switch into sell mode soon. Writing ad copy takes infinitely longer than games rules despite being a fraction of the length, and that's to say nothing of the research that needs to be put into a promotional plan. It'll be a photo finish as is, and I can't imagine how hopeless the whole thing would seem if I hadn't long ago given up the idea of having the game completely sewn up before launch.
All you can do is keep chiseling away at it. Thanks for following along, dear reader. More updates soon!
I apologize for the longer than usual absence. If that looked like the inevitable death of the blog, I understand. I've certainly invited that conclusion in the past.
But I'm still here! Still working! I just had the flu!
But, you know, I REALLY had the flu. To say that production dipped as I fever-dreamed the RPPR group trying to break into my home and kill me would be an understatement. Couple that with the end of the quarter (grades are due) and the 2-3 chapter a week revision cycle seems doomed from the start, in retrospect.
But progress has been made. The only section from the beta release that still needs revision is Negotiation. After that, the entire player section will be ready for the Kickstarter.
I've also been doing some pricing. Between print costs, editing, layout, art, and the variables that effect all those numbers (softcover vs. hardcover, B&W vs. color vs. glossy), there are a ton of estimates to collect and collate. I've just about got all the information I'm going to be able to gather in one place, at which point I'll start planning out the campaign's reward tiers and stretch goals.
Then there's promotion, of course. Ross and I recorded another Game Designer's Workshop about art direction and project management. The APs for The Brutalists -- our flagship playtest campaign -- keep on getting a healthy response. I'll also be running two important playtests for other podcasts this week. As always, time spent running the game means time not writing the game, but I've got to make sure the jobs I put forth show off all the best parts of the game; for these potential new fans, I won't get another chance to pitch Red Markets.
With all these other responsibilities, I'm starting to realize I might not be able to get the game entirely revised before the KS launches. I'm confident I can finish up within the first week of the campaign and still get some setting writing done inbetween answering FAQ's, but I'm going to have to switch into sell mode soon. Writing ad copy takes infinitely longer than games rules despite being a fraction of the length, and that's to say nothing of the research that needs to be put into a promotional plan. It'll be a photo finish as is, and I can't imagine how hopeless the whole thing would seem if I hadn't long ago given up the idea of having the game completely sewn up before launch.
All you can do is keep chiseling away at it. Thanks for following along, dear reader. More updates soon!
Tuesday, February 23, 2016
RM Update #6
Hello all! It's time for my weekly accountability confession.
I finished revising Character Creation this weekend. I always knew it was going to be the chapter that required the most drastic revisions, but, boy howdy, was it a monster. It's easy to forget how central any character creation system is to the mechanics of the game, but revising, adding, deleting, and proofing 20K words of it was certainly a reminder.
It's understandable. Players need information to make the character they want to play, and that information includes everywhere the character sheet touches the mechanics (spoiler: every mechanic is touched upon...that's why it's the character sheet). You've got to provide a quick reference to all those different rules without burying the text that actually get the process done. Meanwhile, you've to to recognize that the majority of potential players go for the character generation chapter before any other part of the book, so you've got to refer to all these mechanics without sacrificing so much setting information that the rules lose context and make the game seem too crunchy to a random customer.
It's an impossible task, and I will most assuredly fail it in the eyes of many readers (it's almost as if RPG players are opinionated or something). But I've slaved over it for two weeks now, using the playtest feedbacks from hundreds of people. If it doesn't work for someone at this point, it's certainly not for a lack of trying.
The above picture is actually out of date. I burned through the revisions in the Upkeep chapter yesterday inbetween taking a picture of my whiteboard and writing this post. The short section on accounting options was always going to be easiest to revise, but I didn't anticipate it would go that smoothly.
I'm working Casualties and Vectors now. As it involves adding a whole bunch of rules (Abberants weren't ready for the beta playtest, but they need to be there for round 2) in addition to revising, this chapter will probably take about as long as Character Creation did to finish. What's after that? There's not much to change about Humanity, so that will go quickly. But then Negotiation is another monster rewrite.
Thus far, I'm happy I've been alternating super-difficult revision with easy tasks that amount to little more than copy editing. Doing the easy stuff first would make rewrites like the Character Creation seems impossible. Conversely, doing all the crappy work first begs for burnout. It's all a matter of tricking your brain into doing the actual work, and I'm very grateful I had a few book-length projects under my belt before starting this thing.
Ideally, I can get the revisions done before the end of Spring Break. If I can manage that, It'll give me two months to plan the Kickstarter and write the worst part of all: ad copy. That's going to be agony, but schedule and snow days willing, I'll be able to get it done early enough that I can cleanse my palette by writing setting material for a few weeks before my every waking second gets hijacked by begging for retweets and answering backer questions.
Okay! That's all the new fit for print. The first playtest campaign -- The Brutalists -- is still being posted up at RPPR. For more "thrilling," hit me up on Twitter @HebanonGCal.
I finished revising Character Creation this weekend. I always knew it was going to be the chapter that required the most drastic revisions, but, boy howdy, was it a monster. It's easy to forget how central any character creation system is to the mechanics of the game, but revising, adding, deleting, and proofing 20K words of it was certainly a reminder.
It's understandable. Players need information to make the character they want to play, and that information includes everywhere the character sheet touches the mechanics (spoiler: every mechanic is touched upon...that's why it's the character sheet). You've got to provide a quick reference to all those different rules without burying the text that actually get the process done. Meanwhile, you've to to recognize that the majority of potential players go for the character generation chapter before any other part of the book, so you've got to refer to all these mechanics without sacrificing so much setting information that the rules lose context and make the game seem too crunchy to a random customer.
It's an impossible task, and I will most assuredly fail it in the eyes of many readers (it's almost as if RPG players are opinionated or something). But I've slaved over it for two weeks now, using the playtest feedbacks from hundreds of people. If it doesn't work for someone at this point, it's certainly not for a lack of trying.
The above picture is actually out of date. I burned through the revisions in the Upkeep chapter yesterday inbetween taking a picture of my whiteboard and writing this post. The short section on accounting options was always going to be easiest to revise, but I didn't anticipate it would go that smoothly.
I'm working Casualties and Vectors now. As it involves adding a whole bunch of rules (Abberants weren't ready for the beta playtest, but they need to be there for round 2) in addition to revising, this chapter will probably take about as long as Character Creation did to finish. What's after that? There's not much to change about Humanity, so that will go quickly. But then Negotiation is another monster rewrite.
Thus far, I'm happy I've been alternating super-difficult revision with easy tasks that amount to little more than copy editing. Doing the easy stuff first would make rewrites like the Character Creation seems impossible. Conversely, doing all the crappy work first begs for burnout. It's all a matter of tricking your brain into doing the actual work, and I'm very grateful I had a few book-length projects under my belt before starting this thing.
Ideally, I can get the revisions done before the end of Spring Break. If I can manage that, It'll give me two months to plan the Kickstarter and write the worst part of all: ad copy. That's going to be agony, but schedule and snow days willing, I'll be able to get it done early enough that I can cleanse my palette by writing setting material for a few weeks before my every waking second gets hijacked by begging for retweets and answering backer questions.
Okay! That's all the new fit for print. The first playtest campaign -- The Brutalists -- is still being posted up at RPPR. For more "thrilling," hit me up on Twitter @HebanonGCal.
Monday, February 15, 2016
RM #5
This week's lack of progress is brought to you by Death and Taxes: specifically, because I feel like the former (flu) and had to do the latter.
Taxes are a bit of a nightmare for me. I make wages that could best be described as "rock-bottom middle class." When my freelancing work provides extra income, it typically has to go out the door the instant arrives; as an example of what I'm talking about, go read the entire book I wrote to pay for a single trip to the ER. You can't really setup auto-deduct for 1099-MISC freelancing checks, so you end up having to pay dearly for all that RPG work at the end of the year. This makes taxes really expensive and annoying, as you're scrambling through boxes of receipts so you can deduct your home office and anything else you use to run your "business" of one employee.
Still, I got some writing, podcasting, and art direction done...just not to really warrant an announcement. In the meantime, you should go read Laura B's blog. Laura's the editor of Red Markets ("God knows he needs one" says everyone who read the beta). She's also working on really great projects of her own, novelizing some of RPPR's more popular games. She introduced herself at GenCon by handing me a beautiful self-published edition of Wages of Sin, and now she's into her third draft of a novel based on The Dangers of Fraternization. Go give the lady some traffic. Her work deserves it.
Taxes are a bit of a nightmare for me. I make wages that could best be described as "rock-bottom middle class." When my freelancing work provides extra income, it typically has to go out the door the instant arrives; as an example of what I'm talking about, go read the entire book I wrote to pay for a single trip to the ER. You can't really setup auto-deduct for 1099-MISC freelancing checks, so you end up having to pay dearly for all that RPG work at the end of the year. This makes taxes really expensive and annoying, as you're scrambling through boxes of receipts so you can deduct your home office and anything else you use to run your "business" of one employee.
Still, I got some writing, podcasting, and art direction done...just not to really warrant an announcement. In the meantime, you should go read Laura B's blog. Laura's the editor of Red Markets ("God knows he needs one" says everyone who read the beta). She's also working on really great projects of her own, novelizing some of RPPR's more popular games. She introduced herself at GenCon by handing me a beautiful self-published edition of Wages of Sin, and now she's into her third draft of a novel based on The Dangers of Fraternization. Go give the lady some traffic. Her work deserves it.
Wednesday, February 10, 2016
RM Update #4
Howdy y'all.
I've not accomplished much on the revision front this week. If I'm being honest, I never could have kept up my previous level of productivity. Twas always a dream.
Grading ate a bunch of my writing time...and then XCOM 2 came out: a combination which is equivalent to a figure skater taking a lead pipe to the knees of sweet lady productivity.
But it's not a complete loss. I've pledged not to waste anyone's time with the latest RPPR playtest (though we are having fun). I'm always going to come to the table with something fresh to test. This week, it's the playmats.
Playmats for Red Markets are the definition of emergent play. Providing a physical drop sheet for token tracking the character sheet never occurred to me, but then Jace uploaded his to the forums (see above). Within a week, I had three other playtest groups telling me they were using them. It was a demand the mechanics were making that I'd been deaf to, for some reason. The use of physical tokens such as coins or poker chips seems to really help a certain type of player have fun, and the thematic synergy of literally spending coins on your rolls is just too good to pass up. I made up my own prototypes this morning and we'll give them a shot tomorrow.
I've also made some revisions as well. I've got a hard copy of the Character Creation rules full of annotations, but I've only made it to about page five entering the revisions electronically. This chapter was always going to be a nightmare: multiple sections -- tough spots, derived stats, retirement -- have changed completely due to playtest feedback. It's just short of a front-to-back rewrite of biggest mechanics chapter in the book. The only revision task between here and the KS Beta version that's harder is taming the Negotiation chapter, but that's a subject for another time.
Anyway, back to work. Thanks for keeping updated.
I've not accomplished much on the revision front this week. If I'm being honest, I never could have kept up my previous level of productivity. Twas always a dream.
Grading ate a bunch of my writing time...and then XCOM 2 came out: a combination which is equivalent to a figure skater taking a lead pipe to the knees of sweet lady productivity.
But it's not a complete loss. I've pledged not to waste anyone's time with the latest RPPR playtest (though we are having fun). I'm always going to come to the table with something fresh to test. This week, it's the playmats.
Playmats for Red Markets are the definition of emergent play. Providing a physical drop sheet for token tracking the character sheet never occurred to me, but then Jace uploaded his to the forums (see above). Within a week, I had three other playtest groups telling me they were using them. It was a demand the mechanics were making that I'd been deaf to, for some reason. The use of physical tokens such as coins or poker chips seems to really help a certain type of player have fun, and the thematic synergy of literally spending coins on your rolls is just too good to pass up. I made up my own prototypes this morning and we'll give them a shot tomorrow.
I've also made some revisions as well. I've got a hard copy of the Character Creation rules full of annotations, but I've only made it to about page five entering the revisions electronically. This chapter was always going to be a nightmare: multiple sections -- tough spots, derived stats, retirement -- have changed completely due to playtest feedback. It's just short of a front-to-back rewrite of biggest mechanics chapter in the book. The only revision task between here and the KS Beta version that's harder is taming the Negotiation chapter, but that's a subject for another time.
Anyway, back to work. Thanks for keeping updated.
Tuesday, February 2, 2016
RM Update #3
Hello all! Update time.
The Combat chapter is revised and sent off. I'm still working on the Materialism chapter, but the beta-text is revised to fit the newest iteration. I'm also fixing copy errors as I find them (thanks proofreaders!), but I'm probably creating as many new ones as I fix.
Deleting and changing stuff is easy; adding stuff slows the process down. New rules need testing, of course, but increasingly less so as the process goes on and you learn the quirks of your own system. The difficult part is working those new rules into the larger outline: do they fit best under another heading or require their own section. If it's the latter, where does that section fit in the order? How does it fit into the hierarchy of importance that a style guide locks you into?
A lot of my writing time went into rules for selling excess gear (a ubiquitous demand from playtesters) and completely rewriting the rules for Haul and Refresh. I also had to add a section on Weird Damage (suffocation, falling, etc) to Combat before I sent it off. That was strange to write; I'm not sure I've ever used such rules, as written, in any system I've ever run. The stakes are always so high when rules like that come into play, and they're such outliers that stuff like poison damage is always hard to find. I usually just make something up to keep the game moving. I certainly hope players of Red Markets do the same, but you can't put yourself in the book to run games for everyone that buys it. Some folks want a deeper investment in system mastery, I suppose, and the game is crunchy enough to justify it.
I've still got to add in vehicle rules, but that's taking longer than expected. The section needs to be short, but it also can't integrate entirely into the rest of the gear list like I'd initially hoped. That means writing a separate set of conditions for vehicles altogether, but one short enough to prevent a chapter that's already the largest in the book from becoming unwieldy. Couple these concerns with the fact that I've never read a set of vehicle rules I actually liked, and it makes for slow going.
If you're wondering what this struggle looks like, imagine me typing angrily while repeating "I will not remake Autoduel. I will not remake Autoduel. I will not remake Autoduel..."
I'm also busy with the usual logistical stuff: art direction (though a minimum because my artists are on point), licensing, pricing, playtesting, promotion, etc. At the pace I'm going, we'll make the current schedule, but it's going to be a grind. It always is, I guess, but there comes a point where you realize exactly how much is left to do. You feel it in very human terms -- hours spent alone without friends or family, invitations turned down, bleary eyes burned by computer screens, the feeling of looking at your words and hating them -- and that's the point I imagine most people stop. It's a crushing realization, and I'm glad I had it before on other projects. It's easier to overcome once you know you can overcome it.
So that's where we're at. Once the current chapter is done, I'll move to the top of the book and start marching revisions down the page. Then I need to get a website cooking and ready to go once we get some graphic design elements to establish a look. I imagine backers are going to want a better track-out link on the Kickstarter updates besides this janky blog.
I'll keep you updated if you keep my accountable. Thanks for the continued time and attention!
The Combat chapter is revised and sent off. I'm still working on the Materialism chapter, but the beta-text is revised to fit the newest iteration. I'm also fixing copy errors as I find them (thanks proofreaders!), but I'm probably creating as many new ones as I fix.
Deleting and changing stuff is easy; adding stuff slows the process down. New rules need testing, of course, but increasingly less so as the process goes on and you learn the quirks of your own system. The difficult part is working those new rules into the larger outline: do they fit best under another heading or require their own section. If it's the latter, where does that section fit in the order? How does it fit into the hierarchy of importance that a style guide locks you into?
A lot of my writing time went into rules for selling excess gear (a ubiquitous demand from playtesters) and completely rewriting the rules for Haul and Refresh. I also had to add a section on Weird Damage (suffocation, falling, etc) to Combat before I sent it off. That was strange to write; I'm not sure I've ever used such rules, as written, in any system I've ever run. The stakes are always so high when rules like that come into play, and they're such outliers that stuff like poison damage is always hard to find. I usually just make something up to keep the game moving. I certainly hope players of Red Markets do the same, but you can't put yourself in the book to run games for everyone that buys it. Some folks want a deeper investment in system mastery, I suppose, and the game is crunchy enough to justify it.
If you're wondering what this struggle looks like, imagine me typing angrily while repeating "I will not remake Autoduel. I will not remake Autoduel. I will not remake Autoduel..."
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| Wha? NOOOOOOOO! |
So that's where we're at. Once the current chapter is done, I'll move to the top of the book and start marching revisions down the page. Then I need to get a website cooking and ready to go once we get some graphic design elements to establish a look. I imagine backers are going to want a better track-out link on the Kickstarter updates besides this janky blog.
I'll keep you updated if you keep my accountable. Thanks for the continued time and attention!
Sunday, January 24, 2016
RM Update #2
I've kept a blogging promise exactly one time! Yay!
It was a productive week on the Red Markets front. I wrote a contract for freelance work (not exactly poetry, but necessary), and I gave notes on another piece of incoming art. I finished the gear list that I was working on in time for the start of the new playtest campaign. We stated up a nifty little enclave on Thursday night and made characters. The concepts are all a little "fraggle-rock" right now, but that's how every campaign starts out with the RPPR crew.
I didn't get a chance to revise the entire Materialism chapter like I'd hoped, but other parts of the book got done. I added the rules for enclave creation into the core book by adapting and expanding on the previous "Campaign Playtest Addendum" writing. I also finished the MBA Rules.
MBA Rules will probably be stretch goals, as they are not essential to the core gameplay of Red Markets. Basically, it's the advanced, optional stuff for players that really want to get into the nitty-gritty of the economics rules. Thus far, the chapter contains rules for running a small business, investing (basically playing the stock market in the zombie apocalypse), working a double (two jobs at once), pro bono (doing jobs for free) and loans. I had rules for everything drafted up except loans. It was bothering me that the section was incomplete, so I finished off MBA instead of diving into the Materialism revisions. That's the haphazard method by which drafts get finished. At least for me.
For this week, Materialism revisions will likely have to wait a little longer. I need to get a chapter laid out and a template established before I can price how much the book will cost per page. I feel silly paying someone to do that with Lorem Ipsum when I could get post-Beta revisions entered into a chapter and have the graphic designer use that instead. The gear chapter is a bad choice for the job (too many stat blocks to be a representative sample, for readers or for my accounting needs). That means I'll have to fast-track another chapter for revision so I have something to give the graphic designers.
Right now, I'm thinking Combat. After the chapter detailing the Profit System, it's the one that's changed the least as a result of playtest feedback. The Profit System explanation is probably too short to constitute the 20-page sample chapter I want done before the KS, so it looks like Combat it is.
We'll see if I can get it done with school starting back up after a week of snow days. It'll be tight. Wish me luck!
It was a productive week on the Red Markets front. I wrote a contract for freelance work (not exactly poetry, but necessary), and I gave notes on another piece of incoming art. I finished the gear list that I was working on in time for the start of the new playtest campaign. We stated up a nifty little enclave on Thursday night and made characters. The concepts are all a little "fraggle-rock" right now, but that's how every campaign starts out with the RPPR crew.
I didn't get a chance to revise the entire Materialism chapter like I'd hoped, but other parts of the book got done. I added the rules for enclave creation into the core book by adapting and expanding on the previous "Campaign Playtest Addendum" writing. I also finished the MBA Rules.
MBA Rules will probably be stretch goals, as they are not essential to the core gameplay of Red Markets. Basically, it's the advanced, optional stuff for players that really want to get into the nitty-gritty of the economics rules. Thus far, the chapter contains rules for running a small business, investing (basically playing the stock market in the zombie apocalypse), working a double (two jobs at once), pro bono (doing jobs for free) and loans. I had rules for everything drafted up except loans. It was bothering me that the section was incomplete, so I finished off MBA instead of diving into the Materialism revisions. That's the haphazard method by which drafts get finished. At least for me.
For this week, Materialism revisions will likely have to wait a little longer. I need to get a chapter laid out and a template established before I can price how much the book will cost per page. I feel silly paying someone to do that with Lorem Ipsum when I could get post-Beta revisions entered into a chapter and have the graphic designer use that instead. The gear chapter is a bad choice for the job (too many stat blocks to be a representative sample, for readers or for my accounting needs). That means I'll have to fast-track another chapter for revision so I have something to give the graphic designers.
Right now, I'm thinking Combat. After the chapter detailing the Profit System, it's the one that's changed the least as a result of playtest feedback. The Profit System explanation is probably too short to constitute the 20-page sample chapter I want done before the KS, so it looks like Combat it is.
We'll see if I can get it done with school starting back up after a week of snow days. It'll be tight. Wish me luck!
Tuesday, January 19, 2016
New Strategy: Red Markets Progress Updates

My crappy history of blogging is a matter of public record. Let us not belabor the point any longer here.
EXCEPT... it is looking like Red Markets plans (established previously here) are still on pace for a late March/early June crowdfunding campaign. I find myself in the unenviable position of being caught up on work, while being desperately behind on digital presence to promote aforementioned work. I really don't want to get Red Markets polished only to launch the Kickstarter to silence because I appear online as a digital ghost with all the credibility of a Nigerian prince.
So, since nearly every ounce of my time is thrown at Red Markets, let's make the blog part something easy enough for me to keep up with: short updates on what I'm currently doing for Red Markets.
I figure this fits in well-enough with the our podcast's educational focus that some of you might be interested. And even if you aren't looking into game design yourself, Hebanon Games has always been about radical transparency: showing off my crappy first drafts is about as radical as it gets.
Weekly updates on what I'm furiously typing during my lunch break is what you can expect over the next few months. I'll try to get at least one out a week. But before then, we should probably have a brief recap on what has gone on
- We have 16, soon to be 17, completed pieces of art ready to show off in the Kickstarter.
- I'm working on a contract for some talented graphic designers that want to do layout for the book. We should have 20 pages of complete text to show off what the final book will look like if we make the color stretch goal. I'll also be using this layout to plan for the printing costs.
- RPPR has begun posting the playtest campaign we used to get the beta ready for release: The Brutalists. Listen to what the game kind of plays like, excluding those thousands of revisions I'm currently making.
- After four months and over 200 downloads of the beta. I received over 50 playtest reports and about as many hours of recorded audio. Thanks so much for the feedback! Without the help of RPPR fans, I could never hope for so many playtesters for a game as "indie" as Red Markets.
- The changelog I've compiled from the reports just exceeded twenty pages. It is now the itinerary that consumes my every waking moment.
- We've started post-Beta revisions. I've run a couple of one-shots to test major rules changes, and Ross starts a campaign Thursday. I'll actually get to play my own game! We'll use this campaign to hash out some of the more long-term stuff, like advanced "MBA rules" and advancement economies.
What have you done to Red Markets today?
I always begin my iterations of Red Markets on the gear list. I know it seems counter-intuitive to start with items that are so dependent on core mechanics, but I find that a stat block serves as the most condensed rules reference I can make and keeps the focus on the game's theme of materialism. Here are my goals:
- Edit out some old quality tags that snuck in from Alpha iterations
- Add in new quality tags to reflect post-beta rules changes
- Reorganize from alphabetical to alphabetical by type (weapons, armor, tools, etc) to assist in reference
- Respec the stat block to reflect changes on the characters sheet and a vertical orientation for the A4 print layout
- Add upgrades that add utility and depth to character creation and advancement
- Alter prices to alleviate
- Add in some more near-future equipment to help build setting into the character.
- Add short descriptions of the gear outside the stat block, especially for Red Markets specific equipment. These descriptions will be necessary for players that haven't listened to me ramble on about this shit for the last four years. The text will also be necessary if we can afford to put example art next to each entry (probably a pipe dream, but planning for the best is planning for the worst when it comes to Kickstarter.
Here's an example of what it looks like
This is by no means a complete list. There will probably be a couple of rounds of testing new gear in the current playtest campaign, but I'm trying to finalize a format. My hope is to finish this (currently 30+ pages long) list by Thursday so that we can incorporate the new stuff into the new campaign. I've already made my one-armed, one-legged negotiator, "Half-off," in preparation for the test.
What's Next?
Well, probably this...
That's the length of the beta draft. With the now completed GM chapter and MBA Rules (advanced economic stuff for heavy users), it's probably more like 125K right now. All of that text needs to be revised for the following issues...
- Laura, my brilliant new copy editor, has made effort to curb my capitalization addiction. With a new style guide in hand, I have to reign in some of the inconsistencies that naturally result from writing something over the course of years.
- Rules changes are like stones thrown in the pond. Some very fundamental rules changes resulted from the Beta, and even small alterations have ripple effects across 100K+ words of text. I've got to revise what I know needs to change now, and leave blanks for what I'm still testing.
- Writing be hard y'all. Me words grammers ain't so good maybe times.
After the gear list is done, I'll start revising the Gear chapter (explaining rules related to equipment more in depth) while the changes are still fresh in my mind. From there, I'll start revisions on the core mechanics (Profit System in the beta) and move through the draft from there.
Alright! Update complete! Keep me honest out there, and thanks for your continued interest in Red Markets.
Saturday, July 18, 2015
GenCon Presence
I'll be all over the place this GenCon networking, running playlists, and generally having fun. I like to stay mobile and fluid in most of my scheduling, due to the notoriously flaky nature of most gamers and the sheer insanity of a convention that size. If you're looking for me, the only places and times I can commit to are the seven panels I'm speaking at this year. Here's the info for any who are interested.
Introduction to RPG Design - Thurs. @ 9 AM (Crowne Plaza Penn. Stn. B)
Guests: Jason Pitre, Caleb Stokes, Andreas Walters
Description: We'll present the fundamentals of roleplaying game design. Interested in hacking or reskinning a game? Want to design your own RPG system from scratch? Let us help you get started.
Guests: Caleb Stokes, Ross Payton, Rob Boyle
Description: Talk with Caleb, Ross, and publishers about how to get started writing for games. With a few tips, you could be barely scraping by just like the pros! The goal of RPPR's GDW podcast has always been educational. To that end, Ross and Caleb will do their best to give advice on "breaking into the industry" in a post-Kickstarter age. The conversation will focus on the more logistical, legal, and mundane business of freelancing in RPGs. On the publisher side of things, Adam Jury and Rob Boyle from Posthuman Studios are dropping by to lend their expertise. Prepare to be demystified, warned, clued-in, and tipped-off about the path to seeing your work get included in games. Questions are welcome and encouraged.
Guests: Caleb Stokes, John Kennedy, Ross Payton, Jack Graham
Guests: Ross Payton, Caleb Stokes, Fuzzy Dan, Steve Radabaugh
RPPR Game Designer's Workshop: Live Episode - Fri. @ 1 PM (Crowne Plaza Penn. Stn. C)
Guests: Ross Payton, Caleb Stokes
Description: Ross and Caleb continue their proud tradition of screwing up in real time. Lend your questions and comments to a live episode as the pair gives updates on Red Markets, Ruin, and other game projects. More specifically, Caleb will be doing playtests of Red Markets at GenCon, and No Soul Left Behind will be for sale at the Arc Dream booth. Ross has news about Ruin. Both have news about current freelancing projects and plenty of advice for aspiring game designers in attendance.
Game Designer's Workshop: Everyday Hustlin' in the RPG Industry - Thurs. @ 11 AM (Crowne Plaza Penn. Stan. A)
Guests: Caleb Stokes, Ross Payton, Rob Boyle
Description: Talk with Caleb, Ross, and publishers about how to get started writing for games. With a few tips, you could be barely scraping by just like the pros! The goal of RPPR's GDW podcast has always been educational. To that end, Ross and Caleb will do their best to give advice on "breaking into the industry" in a post-Kickstarter age. The conversation will focus on the more logistical, legal, and mundane business of freelancing in RPGs. On the publisher side of things, Adam Jury and Rob Boyle from Posthuman Studios are dropping by to lend their expertise. Prepare to be demystified, warned, clued-in, and tipped-off about the path to seeing your work get included in games. Questions are welcome and encouraged.
Scary Parrots: Weird Horror in RPGs - Thurs. @ 1 PM (Crowne Plaza Penn. Stn. C)
Guests: Caleb Stokes, John Kennedy, Ross Payton, Jack Graham
Description: Horror gaming can go beyond Lovecraft and tentacles. Sometimes the most frightening moments in RPGs can come from obscure references and mundane moments. Surprise your players from a new direction! The panel will include Caleb Stokes (No Soul Left Behind, No Security), Ross Payton (Base Raiders, Zombies of the World), John Kennedy (Demonworld), and Jack Graham (Eclipse Phase). The title "Scary Parrots" refers to an RPPR game in which the players completely forgot about the plot and focused on a parrot THAT COULD NOT BE. Rather than dismiss the moment as a one-off, this panel will explore the unexpected places that the GM can exploit for terror. Between other writers of The Weird, discoveries in neuroscience, and philosophical thought experiments, this panel will provide a ton of original plot hooks and little disquieting scares to throw at your players.
Education & Games: With, In, and How to - Fri. @ 11 AM (Crown Plaza Victoria Stn. C/D)
Guests: Ross Payton, Caleb Stokes, Fuzzy Dan, Steve Radabaugh
Description: What advice can educators provide for teaching game rules to players? How about using games to enhance education? And what about the portrayal of education in games? This panel covers it all and more. Caleb Stokes is an educator and RPG writer. He frequently uses games in the classroom for a variety of purposes, and he recently worked with Arc Dream to publish No Soul Left Behind, a campaign book for the game Better Angels set in a charter high school. Ross Payton has written extensively for Monsters and Other Childish Things, and he's been teaching rules to players for twenty years. Steve Radabaugh is a high school teacher and creator of app games like Dungeon Marauders and the upcoming dice game Fey Ball. Come ask questions about how to include education in your game setting, or find out which games and game design principles work great in the classroom.
RPPR Game Designer's Workshop: Live Episode - Fri. @ 1 PM (Crowne Plaza Penn. Stn. C)
Guests: Caleb Stokes, Ross Payton
Guests: Ross Payton, Caleb Stokes
Beyond Lawful Good and Evil: Ethical Concepts in RPGs - Sat. @ 11 AM (Crowne Plaza Victoria Stn C/D)
Guests: Caleb Stokes, Ross Payton, Andreas Walters, Shoshana Kessock
Description: How do you build a character with staunch ethical principles without stopping a game dead with the dreaded my-character-wouldn't-do-that problem? Do RPG systems imply ethical philosophies? Should they? Caleb Stokes (No Soul Left Behind), Ross Payton (Base Raiders, Andreas Walters (Baby Bestiary), and Shoshana Kessock (Living Game Conference) discuss ethical concepts in characters, in game worlds, and at the level of design. Bring your questions and curiosity.
The Case Against Fun: Social Critique & RPGs - Sat. @ 1 PM (Crowne Plaza Penn. Stn. C)
Guests: Caleb Stokes, Ross Payton
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| See you there. Try not to scream or get crushed. |
Tuesday, June 9, 2015
Red Markets Update
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| NOT the final product. Though already gorgeous, the cover is still a work in progress. |
I am terrible at blogging because, when blessed with the time and energy to write, I work on Red Markets. When I have the time but not the energy, I write perfunctory emails to an expanding pool of freelancers and collaborators...working on Red Markets. When I have neither time nor energy enough to write, I talk to Ross on our podcast...about Red Markets. This leaves little left for blogging.
The benefit of all this shameful non-promotion is that 60,000 words of Red Markets are DONE. The entire player chapter is completed, and while changes will still occur, every rule included has undergone five iterations of alpha playtesting. RPPR is currently in the midst of playtesting extended campaign play (listen to us talk about it here). Furthermore, the freelance writing gigs stealing time away from Red Markets are now complete (listen to the struggle here; read the books that resulted: Firewall and No Soul Left Behind).
So, aside from the day job, things are all-Red Markets, all-the-time over here at Hebanon Games. I'm drafting the GM chapter as the long-form playtest continues. I'm using the additive format of most RPG books, where core rules reside entirely in the player section and the GM chapter sticks to tips, alternatives, and exclusively behind-the-screen functions. This means the GM section should be markedly shorter than the 60K of other rules language. Though we won't be having enough to sell an ashcan at Gencon, there should be enough to start a beta playtest around August for those willing to hack through a Word document.
Which isn't to say Red Markets is only text...
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| He's a chipper fellow that won't let being declared homo sacer keep him down. |
You've probably already noticed the cover image up top. That's by the magnificently talented Kim Van Deun. She's very enthusiastic about the project, and I'm thrilled to be working with her. Similar praise is owed Patsy McDowell. I've been using his concept sketches in this post and as the face of numerous RPPR GDW episodes. The final piece that resulted is great, but I'm saving it for the KS. Similarly, I'm eager to get some illustration work from long-time collaborator Ean Moody, but he's already contributed by designing the most thematically consistent character sheet I could possible imagine.
THINGS TO COME
- June-July: Finish GM section. Commission more promotional art.
- August-September: Closed-beta goes out to other groups.
- August-December: Caleb drafts as much setting material as possible.
- December-January: Playtest reports come in, revisions are made.
- February: Kickstarter planning begins in earnest. I need to build another website in something better than Blogger or Wordpress.
- March-ish: Kickstarter launch. Open-beta goes to all backers.
- Sometime before the heat-death of the universe: a book is born
A lot can go wrong with that timetable, but we are literally as close as we've ever been. I'm hopeful and motivated. I hope you guys are as excited as I am.
I'd promise to keep you informed on this blog, but that's probably a lie. The best chance of keeping update are to follow me at @HebanonGCal and keep listening to RPPR's Game Designer's Workshop.
P.S. As far as I can tell, "Ex Terrorem, Lucrabamur" translates to "out of terror, we profit."
RPPR's Game Designer's Workshop 8: Big Playtest, Big Problems
Red Markets is now in campaign playtesting, so this episode covers what we’ve learned about the game since the campaign began. Hear about the enclave I helped create and what kind of jobs we’ve done. Issues that have arisen solely from campaign issues have appeared that were invisible during one-shot playtesting.
Listen here.
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!
Saturday, May 10, 2014
Game Chef 2014
Ross Payton and I decided to participate in Game Chef 2014. You can find the theme and ingredients at the link. We've got one week to make this a game! Here's what we came up with.
We camp up with an idea using Absorb +
Sickle + Wild. Right now we are just titling the game after the theme: “There
is no book.”
The basic idea is that a supernatural creature has entered
your home. It can take any form, but it likes to disguise itself as common
objects. In most homes, that means the best camouflage is books, DVDs, or
something similar (There is no book). It absorbs the traits around it and hides
until it is time to strike. The goal is to find and destroy the specific object
the creature is masquerading as before it can absorb the traits of the players,
kill them, and run amok in the world. But every question and false guess the
players make gives the creature more ammo to imitate them and escape.
Mechanically, it’s ISpy and twenty questions with a supernatural horror twist. The goal is that it will be good for pick-up-and-play in almost any home.
In the first round, the GM defines the play area and puts glyphs (symbols representing ingredients of the contest) on random items in the play area. For instance, if using a bookshelf and 3 players, the GM would slap 3 post-it notes on 3 random books.
Mechanically, it’s ISpy and twenty questions with a supernatural horror twist. The goal is that it will be good for pick-up-and-play in almost any home.
In the first round, the GM defines the play area and puts glyphs (symbols representing ingredients of the contest) on random items in the play area. For instance, if using a bookshelf and 3 players, the GM would slap 3 post-it notes on 3 random books.
Then the players get to “code” the magic spell to look for
certain traits. So the player with the corresponding sickle glyph might put his
on a book with the same color cover and say, “One of the defining traits is
color”. The person with the star glyph might put theirs on a book by the same
author as the one with a star already on it and say, “one of the defining
traits is author.”
Once that’s done, the GM asks the players to close their eyes
or turn away. He decides which of the items is actually the creature. Then
everyone gets 3 tokens and can begin the game.
Players can spend tokens to do one of two things. The first
option is to eliminate options based on a trait. So the player established
genre as a trait, she might say, “So me a book that isn’t the right genre.” The
GM then turns a horror novel the wrong way on the shelf. If someone else asks
the same thing later, the GM can’t pick another horror novel, but they can
eliminate a romance novel or something else the creature isn’t hiding as.
The other thing a token buys is that it can let the player
ask a yes/ no question based on the established traits. “Is the book part of a
series?” wouldn’t work unless the trait had been established with the glyphs,
but “Does the book have a black cover?” would be fine considering previous
examples.
Players can ask clarifying questions for free. Things like
“would you call this a horror novel” or “what color would you call this book’s
cover.”
The horror aspect comes in because the book can spend tokens
back. The book can turn over a choice that’s been eliminated by giving a token
back to the person that asked. The book can make any notes a character takes go
missing, forcing the player to rely on memory. Lastly, we’re going to write a
list of questions the creature can ask back to the players as the hunt goes on:
does it bleed? Can it feel pain? Is it afraid? Etc. The GM roleplays this and
keeps the pressure up as the game goes on. It also provides the ability to work
the game into other RPGs by making it a sort of mini-LARP where the spell’s
side-effect means characters have to answer yes/no questions truthfully, just
as the creature is forced to do.
Finally, when all the tokens have been spent, each member of
the group has one guess each. They put their elder sign glyph on the object
they think is the creature. If someone gets it right, they win. If nobody
guesses it, they lose.
We’re also thinking about adding a time limit to each section and maybe a third stage of the game akin to werewolf/mafia where the object has already pulled a “Thing” on one of the PCs and it becomes a matter of stopping it before the creature picks off the rest of the group.
We’re also thinking about adding a time limit to each section and maybe a third stage of the game akin to werewolf/mafia where the object has already pulled a “Thing” on one of the PCs and it becomes a matter of stopping it before the creature picks off the rest of the group.
What do you guys think?
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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