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Earth Delta: Alpha Edition 1.2! |
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Written by Lizard
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Saturday, 27 February 2010 20:32 |
Earth AD -- Alpha Edition 1.2!
No, you didn't miss Alpha 1.1. That was the "internal release" where I changed the name. :)
This release is 66% larger than the prior release, jumping from 30,000 to 50,000 words, and at least some of those words aren't contained in overly long, overly repetitive rants about game design or redundant over-explaining of concepts and rules. Some of them. I wouldn't say most of them, but some of them.
Full details on what's added after the break.
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Last Updated ( Monday, 08 March 2010 22:22 )
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Earth AD: Alpha Edition 1! |
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Written by Lizard
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Saturday, 27 February 2010 20:32 |
Earth AD -- Alpha Edition 1!
OK, it's here. I finally said "To hell with it." and just did what every good publisher does -- burn what's on the hard disk and call it a release. Assuming I do this right, there should be a PDF file you can click from here. Download it, read it, enjoy it, then post to this article to tell me how great it is what needs to be changed. Please remember this is a very early alpha draft of a system still being heavily designed.
Click the glowing radiation symbol!

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Last Updated ( Saturday, 27 February 2010 20:47 )
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Written by Lizard
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Saturday, 13 February 2010 21:59 |
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Gamma World was one of the earliest RPGs I played... perhaps the fourth? Fifth? I think it went AD&D, Traveller, Metamorphosis Alpha, Gamma World. Anyway, Gamma World, or GW, may have gone through more editions than any other game. It's always had a devoted hard-core fan base, but it has had trouble sustaining an edition over time. This is because it can be played as anything from wild-and-wacky-goofy fun to grim-and-gritty struggle for survival, and early editions were very unclear about how it was "meant" to be played. The rules were often vague and usually horribly unbalanced, but, like so many things, somehow, bad design became twisted by memory into a feature, and people, including myself, have nothing but fond memories of the insanely impossible characters we rolled up, who often ended up dying in ways as random as their creation.
I was one of the people who worked on the D20 edition of Gamma World, which had a very clear design goal and ethos and "how it was meant to be played", which, unfortunately, didn't jibe with how people remembered the game or how it was thought of. In my opinion, it was only a near miss, not a failure -- what was needed was more variety in character creation and longer lists of mutations and options. But that's past.
I have been tooling around with ideas for a 4e-based "Mutants and Mayhem" style game, doing what I like to do, which is take old-school ideas and attitude and blend them with modern, well-designed rules systems. This mostly remained a mental exercise where I pondered issues of game balance and how to handle various aspects, all while keeping it as compatible as possible with 'baseline' D&D, opening up the world to easy import of monsters with minor reflavoring as needed. Then WOTC announced they were doing their own Gamma World, so I figured there was little need for my project. Then I learned more about WOTCs Gamma World, and stopped thinking, and started writing, because there is a need. WOTC is basically doing Gamma World as a goofy comedy beer-and-pretzels, play-it-when-your-D&D-game-is-cancelled thing. I think it can and should be more than that.
So I've spent my copious free time over the past two weeks hacking together some core rules. I'm still hacking, but it's starting to take shape. I'm trying to decide if I want to post them to this blog as I write them, develop a full document and ask for playtesters, or what. We'll see.
(This is also why posting here has been even more sparse than usual.)
FWIW, here are my official Design Goals:
· Create a game which is balanced and playable. This isn't a beer-and-pretzels game (though it can be) or one where you create "wacky" throwaway characters. Nor is it one where random luck determines if you're useful. One of the Unchanged is just as powerful as a winged grizzly bear with laser eyes.
· Allow for the playing of winged grizzly bears with laser eyes.
· Be balanced with standard 4e rules, so there's minimal work involved in taking creatures, or characters, from this game into D&D. |
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Written by Lizard
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Saturday, 27 February 2010 20:18 |
Not Dead. Really
This is what's weird. I haven't posted anything for weeks... but I've been doing more game design than I've done in a long, long, while. Specifically, I've been working on "Earth AD", the post-apocalyptic mutant mayhem guidebook for 4e, and it's up to 30K words. I keep meaning to decide "Now's the time to start gathering feedback", but then I decide I need to do just one more section.... stub out one more bit...
Well, pretty soon, it ought to apper here. I'm still wrestling with "Post chapters as articles" or "Post the whole damn thing as a PDF". Probably articles, even though that's more of a pain for content management purposes, maybe with a PDF link, or something. I dunno. "Coming Soon", as the saying goes.
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Written by Lizard
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Thursday, 04 February 2010 20:13 |
The Carven Spires
Seen through a scrying mirror, or from some other secure vantage point, this layer of the Abyss possesses some measure of eerie beauty. It is a realm of tall, graceful, spires of stone, in a dozen shades of tan and orange and brown, straining towards a sky of the palest blue, rarely seen through the flowing streams of yellow clouds. The spires are marked by endless twists, circling them, cut into them in a variety of never repeating patterns, some deep, some shallow, some symmetrical, some chaotic. Shadows in the rocks hint at caves cut even deeper into the stone. There is a ceaseless low whistling noise, not enough to be bothersome at first. The air thickens with distance, so the true size of the layer is unguessable, but from your presumably safe viewing portal, the column-laden landscape goes on forever.
Then the whistling picks up, and you see something, or someone, scrambling along one of the narrow ledges which form around each spire, the consequence of whatever force carved it. The figure moves rapidly, too rapidly to be safe, its feet slipping and nearly sliding from the precarious foothold as it struggles to move, clinging against the rock. It's not at all evident what is causing its panic, as the ledge is reasonably safe so long as caution is maintained, but it grows ever more frantic as the whistling increases in volume. Yellow mist begins to stream in, moving quickly now, and then the storm comes, a gale of golden-hued fog that whips around the spires, blocking all vision for a moment.
Then it retreats, and nothing remains of the struggling subject of your scrying except a rapidly collapsing pile of bones, and the narrow path on which he walked is carved a little deeper.
The acidic winds move on.
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Last Updated ( Thursday, 04 February 2010 21:22 )
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