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clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?
Hi, I write RPGs both as a freelancer and my own material for self-publication. My biggest game is Base Raiders, a FATE superhero RPG about claiming superpowers for yourself and dungeon crawling abandoned superhero and villain bases. I set up a website here http://www.baseraiders.com/about/

I've also done a bunch of freelancing over the years - Eclipse Phase, Monsters and Other Childish Things, and a bunch of d20 stuff - my writing credits are http://www.slangdesign.com/portfolio/

I do a tabletop RPG podcast called Role Playing Public Radio. If you're interested in game design, we do a series called Game Design Workshop - it started with my friend's journey to create a full RPG. He wound up publishing Red Markets, which began here http://slangdesign.com/rppr/2013/09/game-designer-workshop/game-designer-workshop-episode-1-concept/

I'm currently working on a horror RPG called Ruin The theme is architectural horror - think House of Leaves, Silent Hill and Control.

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clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?

Len posted:

Tell me more

I've talked about it on some of the podcasts - I can dig up links. Basic idea is every PC is a traveler who checks into a hotel and walks up in a labyrinth that looks like the hotel at first. They can't leave the structure and doors will open up to pocket universes. Everyone is there for a reason and the key to escape is figuring out why. Some features:

Character creation during game play - you just start the game and the first scenes set up who you are and why you're traveling. You progress from there.

Collaborative narrative creation - vignette scenes allow flashbacks to flesh out PC backgrounds and set up found document back stories.

Crafting mechanics to build supernatural weapons and tools

Newest feature is architectural conflict resolution - the Structure is a bit like Inception/Dr. Strange - you can shape the labyrinth to a degree but so can the monsters. I haven't gotten too far on this yet but it's going to be a map-making system - trap your opponent in impossible architecture while they try to do the same to you.

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