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What's next?

After Otaidokan I have been a bit out of the grid game-wise. It's not that I have been doing nothing, quite the opposite: I am collaborating now with not one or two but three blogs (one about 90s TTRPGs, other about 90s Magic the Gathering and another one about old video-games) plus posting here and running a PBP campaign of Super Space Knights in Comunidad Umbria. Add a family and regular work to that and you will get an idea why is hard business to bring new material every couple of months XD.


Anyway, I haven't been unproductive at all. I have currently quite a few half developed projects. Otaidokan was done because I joined a game jam with a deadline that forced me to finish a bunch of ideas and concepts that had been filed for years. I should probably do the same with any of the following (names are provisional):

PRINCES OF MIDKNIGHT

I discovered recently the android version of the Lords of Midnight video game, a little 80s masterpiece with a strong Tolkien influence. In LoM, the player has to rally the disperse forces of the Realm of Midnight to face the evil Witchking and his Doomguard. The game takes place in a HUGE map of more than 10.000 locations and is a mixture of strategy and adventure as you can send characters to destroy the Ice Crown that gives the bad guy his powers. I liked it so much that I ended reading the novels that came out recently (not high literature but nice enough). I decided it could be an interesting concept for a TTRPG where the main plot and mission are pre-stablished and the PCs have to put together an unlikely alliance against an overwhelming force. 

As I like to keep things simple, I plan to make it very similar to Otaidokan or Space Knights: 10-12 pages long, PbtA engine and a few moves. I have discovered that almost anything will work well as a World of Dungeons hack. 

LAST STAND

This is a tower-defence type board game where a bunch of Space Knights have to defend a position surrounded by the enemies against waves and waves of attackers. I created a rough prototype, put some miniatures on it and was tested in Easter. The game is very simple and uses a poker deck to randomly generate the enemies (the type of card indicates in which sector the enemies appear and the number tells you how many). The game ends when the 2nd Joker card pops up. 

So far, it's easy, fast and quite addictive but still needs to have its difficulty tested a bit more. 

PLANETS

Over the years, I have made many versions of a 4X game of colonising and managing space civilizations. With each version I have learned new things and everything goes through simplification and simplification: if you are GM-ing one of these, all extra detail are going to mean more work for you. So, if you want the game to finish, it has to be easy to play (and put a turn limit, that makes WONDERS).

The latest and simplest version was made a bit as a joke just using emojis and playing through Whatsapp and turned to be quite a decent game with two possible actions (attack/colonize and defend) and a number of them relying in the number of planets you control. I have run PBP games of this in Comunidad Umbria and the system works well and is simple enough to add small twerks like special missions and different types of planets. All in all, this could fit in a couple of pages. 

And those are some of my pending projects. 

Now, how are you doing?

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I don't know Lords of Midnight but I like fantasy themed games. The 10 pages format works well for me: it allows to put a lot of information without being bogged down by clumsy rulesets. 

I will keep an eye on this. 

It's the sweet  spot for me. Less than that and I struggle to fit everything. More than that and people won't read it. 

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Tapletop rpg where you control whole armies instead of individuals in a never ending cosmic war.