[spacerpunk] wake up in the morning feeling like j-kirk

Tuesday, June 22nd, 2010

A mashup of Ke$ha/Tik-Tok and Star Trek TOS? This is spacerpunk.

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[spacerpunk] does your scene suck?

Tuesday, June 22nd, 2010

via ndp and others, an old punk rock PSA: if your scene sucks it’s because you suck.

If the game gets published, I should totally redo this poster to show off the spacerpunk cliques.

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Seattle + GPNW + Spacerpunk

Tuesday, June 22nd, 2010

I had a fabulous time visiting Seattle and GoPlayNorthWest. GPNW is a con run by a great crew, and basically is a model for getting a good con up and running.
Aside from being run by Epic Heroes, they get kudos for finding a fabulous and comfortable venue. The con took place within a local house [...]

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Spacerpunk: Which mechanical direction?

Monday, May 24th, 2010

I have a cute resolution system for the current iteration of Spacerpunk, but prior to having more playtests for the game, I’m questioning the system I have. In brief, I’m wondering if something more “vanilla” would be appropriate.
What I have right now: you have a single core trait that you use to overcome obstacles, and [...]

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Playtest: Spacerpunk

Wednesday, February 24th, 2010

Played Spacerpunk (the oracle/cards version) for the second time at StoryGames Boston, and had a great time. The tone was light/gonzo (matching the players). A player suggested it fit into a sort of “Who’s Line Is It Anyway” kind of play and was rather low-key fair. However: I did like the kind of fiction the [...]

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Spacerpunks and Authority

Tuesday, January 19th, 2010

I stumbled across the cards I made for an oracle-driven Spacerpunk setting (and rules), and I took a chance to revise it. I’ve been revisiting some assumptions.
I realized that I wanted to avoid having a powerful Imperium kind of organization in space, simply because I didn’t want a supercompetent/superpowerful entity crowding out the kind of [...]

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Spacerpunk: with oracle driven content, characters, and resolution

Tuesday, April 7th, 2009

Made progress on this: spacerpunk, in the form of index cards and oracles.
There’s some quick summary of the world up there, but what I think is interesting is oracle-like resolution of conflicts in the system. Combat have a set of possible results (depending on the kind of combat). Outside of a fight, characters are a [...]

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Impatient game design from Dev Purkayastha.

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