I'm thinking of the first non lore /"lore" book to have like 5 different settings. Each in a different genre. To showcase the games flexibility. And then afterwards bring out books that have like "lore modules " with each time a example one shot. But to make them all stand alones. You could have connections but thar shouldnt be the main focus.
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Outrun, outspend, outmaneuver — capture 3 X tiles to win. Play a friend online, locally, or vs AI.
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Time is always running out — How STRAIN's round tracker works comments · Replied to BeKerr in Time is always running out — How STRAIN's round tracker works comments
Time is always running out — How STRAIN's round tracker works comments · Replied to BeKerr in Time is always running out — How STRAIN's round tracker works comments
The setting is open ended at the moment. Except for the lore regarding bursting( that would be for another devlog)
It's a system that can be used in any situation. A lore book is something i'm still debating.
On the one hand not committing makes it open ended let the players fully decide.
On the other hand I have enough to create a world if I want to.
At the same time I was also playing with the idea that if I can get enough following it could be interesting concept to make it a joint endeavor. writing the lore with the players and GM's making it canon somehow.
I'm open to suggestions.
