Most of the older entries on this blog are fiction, about my fantasy city of Teleleli and its wider world.
More recent posts tend to be about my attempts to get my writing published. In particular, I’m writing a game based on the Gigacrawler setting by Zak Smith.
I’ve been waiting on feedback for the draft of my game.
However, I haven’t either gotten the amount of feedback, or generated the amount of buzz, that I’d hoped.
It also cost more than I expected to send the drafts out.
So I’m considering doing the game as software. It would, at least, be easier and cheaper to get drafts out.
I got my first playtester feedback today. So I’ll try to start work on a new draft soon. As well as correcting things that playtesters point out, I have several new game elements that I want to add.
It’s about 75,000 words.
I’m going to try to get playtesters through Zac Smith’s blog.
All human-made objects eventually become sentient, due to their contact with human life-force. However, due to the quantum nature of their existence, they are unable to move or speak when humans–though not other creatures–would detect them.
Non-human creatures such as fairies and trolls generally prefer to live far apart from humans, so as not to be tormented by the unceasing Babel of their objects.
Vampires, who must live among humans, construct sound-proofed boxes in which they rest as much as possible. This probably accounts for the belief that they sleep in coffins.
In Gigacrawler I’ve added a section where the characters engage in jousts.
I wanted to use something like the Chainmail jousting rules–a ‘rock paper scissors’-style mechanic where you and an AI choose from a menu of options, which are combined to give you the result.
However, I soon found that there’s a problem with it. Some of the choices are inferior to others, regardless of what the opponent chooses.
Aiming point CP is always equal to or better than aiming points DC and DF. Similarly, ‘Steady Seat’ is better than ‘Shield High’.
I don’t know anything about jousting, so I can’t say whether the results are realistic. If they are, I’d imagine that in real jousts CP (in the center of the shield) would be where you tried to aim, but that this wasn’t always possible. So in game terms you’d be rolling, and CP would be the result if you were successful. The same for your stance.
However I liked the variety of results, so I ended up tweaking the table and using it.
I’ve actually finished the jousting section, but I thought of some ideas for things that could happen afterwards which I’m writing now.