Good morning everyone!
This morning I got up, got dressed, had some breakfast and had a scroll through my twitter feed from last night.
This is pretty much the same I do every workday morning, however unlike most workday mornings, this time I saw something that encouraged me to write a blog post.
The tweet was by a fellow wargamer and was commenting on games and their almost requirement to give at least one female character an ability based on seduction.
This got me thinking, and I was very pleased to link to this person my in-development files for CRYPTS as this is an example of a game where none of the female characters have these sort of abilities.
But then I think about this in more detail; why is it I have not included a seduce ability in the game?
I look at the basic monsters in the game, the 'Beasties'. Now most of the beasties are actually non-gender defined. This is for many reasons:
Firstly the aim of the game is for ease of access using your own models. If a person has a tonne of female goblins they want to use as Imps, who am I to say that these can't be used because Imps are male?
Secondly, some of the Beasties are animal like, so gender doesn't really come into it.
Thirdly who cares? If you're being attacked by Imps I doubt you're going to take the moment to perve on their boobs before chopping their heads off.
************
Next we have the bosses.
The first boss is Rach'Noir the Queen of the Skittering Shadow.
Now Rach'Noir is the only openly solo female boss (so far) but her abilities reflect her super-spider-like form rather than her being female. She attacks from a surprise vantage point ambushing the players from within her web, she scuttles at breakneck speed across the encounter and cocoons her prey. These abilities have nothing to do with her being female and everything about her being Queen Spider.
Next up is the Skeleton King. Now this guy is male, but there is no reason why players can't turn it around and make it the Skeleton Queen.
This guy's abilities are not based around him being male, but him being the ruler of the undead as he buffs his horde of skeletons and steals the life force of players.
So why did I make Rach'Noir female and The Skeleton King male? Simple really, I called on classic fantasy tropes; the brood mother and the undead lord. It has nothing to do with gender portrayal and bias and everything to do with what I feel tells a better narrative.
Next up is The Butcher. A giant demon who eats people for breakfast.
Now it's worth stating that at this point Demons in this game appear to be genderless. Now by that instance I don't mean I have not defined their gender, but they have none. No reproductive organs at all.
If this is the case then they would obviously not have the most obvious gender defining attributes: a penis or breasts, as both are a little pointless without reproduction and child raising.
Last but not least we have The Demon Seed and Nanny.
Now the Demon Seed, a child of unknown gender who's abilities are focussed on the combination of it being both a tentacled monster, but also a baby.
Nanny in comparison is the Seed's protector, having a high toughness and health pool she is super hard to bring down. She may be portrayed as a fragile female nanny (with a monstrous side) but her gameplay representation is one of a tough hombre.
************
So this is what I did for my game, but I have to be honest, at no point did I think "am I representing women in a fair and balanced way?".
To me if I started going down that route, I would be doing my game a disservice. This is not an attempt to grab female players, and to be honest I don't think I have to worry about that at all. If you listen to my podcast attached to this blog you will see that two of my playtest group are women; my wife Sarah and our friend Vicky.
Now both of these women are 'strong' women using the modern meaning, they both have well paid jobs (my wife is actually better paid than me) and they don't take any crap from anyone make or female. Both of these women have played my game and not once has the issue of gender arisen. If it did then I would listen, but not because they are women, but because I value their opinion. The same applies to my other play tester Will.
You see, this is just how I look at stories and games. I honestly don't care if it portrays a man or a woman in a compromised or sexist way. What I care about is that they are portrayed in a believable way:
Are there strong men and women in real life? Yes. But there are also weak ones.
**********
In the past (possibly not on my blog however) I've thrown around the phrase "true equality" or as I see it, where a person is based on their qualities and flaws and gender, race, religion, sexuality etc doesn't even come into it.
I understand why some believe that positive action and representation is a step forward, but it is important to remember why you are showing that character in the way you are. Are you presenting the lead as a strong female because that character fits the story or because you have a point to prove and a chip on your shoulder?
I'm not creating this game because I want to make a political or social statement, I'm doing so because I want to tell my story and have players experience that with me.
With this in mind let's just go back to the original point: the portrayal of female characters as seductive in table top games:
Have I done this? No.
Would I do this? In this game, where people are adventuring in dark and dirty environments, almost certainly not! Who wants to get jiggy surrounded by giant spiders?
What about in another situation? It all depends on the story. If the story calls for a character who uses their sexuality as a weapon be it male or female then yes I will and woe betide anyone who dares to challenge my motives.
************
You see, ultimately we all have our own agenda and opinions. Some think that men are better than women, some that women are better than men.
Some on the other hand think that we're all shit and you know what? Frankly I just want to tell an enjoyable story at the end of the day.
On that note, stay safe and with hope I'll see you Cryptside.
- Your friendly neighbourhood Doctor Loxley
Tuesday, 11 March 2014
Thursday, 6 March 2014
Last Carriage: A CRYPTS Short Story
Thoughts clashed and collided, memories from a childhood that was not her own as Marisa dreamed amidst a deep sleep. Marisa was not a fan of the day, of the constant questioning and emotional blackmail she received from her mother.
It seemed on an almost daily basis Marisa would be reminded of her age and how by the time her mother was of that age she had already bore two children to a well respected gentleman. Despite all of this Marisa continued with her own plans of self improvement.
Every night Marisa dreamed of mystical beings, of creatures older than the land itself with a wisdom and knowledge unmatched by any of the frauds she had met through her travels across Europe and Asia. Everywhere she travelled she encountered sages and wise men, all of then claiming to harbour secrets of the unknown. Every one of them were selling their own brand of snake oil.
It was these dreams that pulled Marisa on her current journey. She as certain that her destination was not like those she had been to before, that the settlement of New Fairbank would answer all her questions and all she would need to do was surrender herself to the will of the shadows in her dreams.
************
The train was dark, all of it's lights extinguished as it travelled it's night time journey across the desert wastes of California. There was only ever one reason anyone travelled this route and it was the same reason for everyone on board the train. They all, each and every one were travelling to the final stop of the line, the last bastion of human decency and civilisation before embarking on the two day long coach ride towards the coast where New Fairbank awaited them with grim foreboding.
The train itself, known by it's operators as "The One-Way Express" consisted of only six carriages towed behind a pitch black engine. No one ever seemed happy to ride on board the train, and only an extreme few ever seemed to make a return journey, earning the locomotive it's name.
The handlers of the train were always very careful. They made sure that the stringent rules were always followed to the latter:
Rule 1: Do not speak to the passengers.
Rule 2: Do not make eye contact with the passengers.
Rule 3: Do not attempt to steal from the passengers.
Rule 4: Never allow anyone to attempt to ride in the 6th carriage.
Rule 5: Under no circumstances attempt to gain access to the 6th carriage.
There were rumours as to what was the function of the 6th carriage. Some thought it belonged to a wealthy aristocrat who paid handsomely for his privacy, others that it was used to transport stolen relics salvaged from the crypts below New Fairbank. If anyone was to ask about it however the most common answer was along the lines of it being used to house the bodies of the last workers who asked stupid questions.
***********
It was from outside the 6th carriage that Marisa stood, her dreaming self speaking with a voice inside. It spoke to her of terrible monsters that awaited her in The Dark Below alongside the wonderful wealth of knowledge she would find.
The voice spoke of many things, including it's love of the modern age, of trains and carriages, of steam and gun powder and of it's many pilgrimages it would take from it's home below New Fairbank, the silent private coach rides while taking great care to avoid the damaging rays of the sun, all so that it could ride on the great locomotive again.
***********
As the One-Way Express pulled in to it's final stop and the automated gas lamps began to ignite themselves Marisa was awoken from her sleep. To begin with she was unsure if she was still dreaming, the sounds of men lifting heavy goods and supplies onto the coaches outside sounding muffled from within her carriage.
Marisa gathered her things. It wasn't much, a small suitcase, an umbrella and a folded envelope, and clutching them tightly she stepped out of the carriage and away from the train. In doing so she found herself catching a glimpse towards the last carriage of the train. Unlike the other five it was not illuminated by gas lamps and Marisa couldn't help but notice the coach that was pulling up behind the train in line with the rear door of the sixth carriage. Like the carriage the coach had darkened windows and the only light being the bare minimum for the driver to see. Straining her eyes in the dark Marisa tried to make out the face of the driver and peering past the dull lights and dim gloom she was sure she could make out inhuman features. It was then Marisa felt a large hand on her shoulder.
"This way me lady" insisted a gruff voice and turning in the direction of the voice she met the gaze of the man who the large hand still resting on her shoulder belonged to.
He was a tall man with red hair and a barrel chest. He was pointing towards the nearest of the three well lit stage coaches that waited for their passengers to move from the halted train into their waiting seats. Marisa noted how each of the coaches were slightly different, the nearest one accompanied by two horses with little in the form of curtains and a very rough looking interior. The second one was nicer, with four horses and apparently un damaged furniture. The last coach, the one furthest away had no horses. It's exterior was gilded in gold and silver while it's brightly lit interior was plump and velvet. In the place of horses a large machine stood covered in gears and pistons all of which were attached to three very large wheels that sat in a row.
Marisa had never seen a Steam-Coach before, and in the back of her mind amidst the awe she felt, she remembered something she had heard before but could not pin point where. Of trains and carriages, of steam and gunpowder and how she too was in love with the modern age.
- Your friendly neighbourhood Doctor Loxley
It seemed on an almost daily basis Marisa would be reminded of her age and how by the time her mother was of that age she had already bore two children to a well respected gentleman. Despite all of this Marisa continued with her own plans of self improvement.
Every night Marisa dreamed of mystical beings, of creatures older than the land itself with a wisdom and knowledge unmatched by any of the frauds she had met through her travels across Europe and Asia. Everywhere she travelled she encountered sages and wise men, all of then claiming to harbour secrets of the unknown. Every one of them were selling their own brand of snake oil.
It was these dreams that pulled Marisa on her current journey. She as certain that her destination was not like those she had been to before, that the settlement of New Fairbank would answer all her questions and all she would need to do was surrender herself to the will of the shadows in her dreams.
************
The train was dark, all of it's lights extinguished as it travelled it's night time journey across the desert wastes of California. There was only ever one reason anyone travelled this route and it was the same reason for everyone on board the train. They all, each and every one were travelling to the final stop of the line, the last bastion of human decency and civilisation before embarking on the two day long coach ride towards the coast where New Fairbank awaited them with grim foreboding.
The train itself, known by it's operators as "The One-Way Express" consisted of only six carriages towed behind a pitch black engine. No one ever seemed happy to ride on board the train, and only an extreme few ever seemed to make a return journey, earning the locomotive it's name.
The handlers of the train were always very careful. They made sure that the stringent rules were always followed to the latter:
Rule 1: Do not speak to the passengers.
Rule 2: Do not make eye contact with the passengers.
Rule 3: Do not attempt to steal from the passengers.
Rule 4: Never allow anyone to attempt to ride in the 6th carriage.
Rule 5: Under no circumstances attempt to gain access to the 6th carriage.
There were rumours as to what was the function of the 6th carriage. Some thought it belonged to a wealthy aristocrat who paid handsomely for his privacy, others that it was used to transport stolen relics salvaged from the crypts below New Fairbank. If anyone was to ask about it however the most common answer was along the lines of it being used to house the bodies of the last workers who asked stupid questions.
***********
It was from outside the 6th carriage that Marisa stood, her dreaming self speaking with a voice inside. It spoke to her of terrible monsters that awaited her in The Dark Below alongside the wonderful wealth of knowledge she would find.
The voice spoke of many things, including it's love of the modern age, of trains and carriages, of steam and gun powder and of it's many pilgrimages it would take from it's home below New Fairbank, the silent private coach rides while taking great care to avoid the damaging rays of the sun, all so that it could ride on the great locomotive again.
***********
As the One-Way Express pulled in to it's final stop and the automated gas lamps began to ignite themselves Marisa was awoken from her sleep. To begin with she was unsure if she was still dreaming, the sounds of men lifting heavy goods and supplies onto the coaches outside sounding muffled from within her carriage.
Marisa gathered her things. It wasn't much, a small suitcase, an umbrella and a folded envelope, and clutching them tightly she stepped out of the carriage and away from the train. In doing so she found herself catching a glimpse towards the last carriage of the train. Unlike the other five it was not illuminated by gas lamps and Marisa couldn't help but notice the coach that was pulling up behind the train in line with the rear door of the sixth carriage. Like the carriage the coach had darkened windows and the only light being the bare minimum for the driver to see. Straining her eyes in the dark Marisa tried to make out the face of the driver and peering past the dull lights and dim gloom she was sure she could make out inhuman features. It was then Marisa felt a large hand on her shoulder.
"This way me lady" insisted a gruff voice and turning in the direction of the voice she met the gaze of the man who the large hand still resting on her shoulder belonged to.
He was a tall man with red hair and a barrel chest. He was pointing towards the nearest of the three well lit stage coaches that waited for their passengers to move from the halted train into their waiting seats. Marisa noted how each of the coaches were slightly different, the nearest one accompanied by two horses with little in the form of curtains and a very rough looking interior. The second one was nicer, with four horses and apparently un damaged furniture. The last coach, the one furthest away had no horses. It's exterior was gilded in gold and silver while it's brightly lit interior was plump and velvet. In the place of horses a large machine stood covered in gears and pistons all of which were attached to three very large wheels that sat in a row.
Marisa had never seen a Steam-Coach before, and in the back of her mind amidst the awe she felt, she remembered something she had heard before but could not pin point where. Of trains and carriages, of steam and gunpowder and how she too was in love with the modern age.
- Your friendly neighbourhood Doctor Loxley
Wednesday, 5 March 2014
Bio Syndrome - A Kickstarter to watch?
Good Wednesday everyone!
So last night while lounging around after my studying session in prep for my next exam I stumbled across an interesting Kickstarter.
The game in question is called: Bio Syndrome

Now, there are a couple of things I find very interesting about this KickStarter.
For starters the rules are already available as free downloads, and the plan is to keep them freely available.
This KS Campaign does not involve a line of miniatures being created other than a couple (literally two) being made exclusively for this KS, instead you are to use your own models for this game.
Finally this KS Campaign is offering (other than the limited sculpts) no physical products, only digital rewards.
************
So let's look at this and break it down.
1). Making the rules freely available in their finished state. This is a bold move and one that I can not help but support, after all I am looking to do something similar with my own game.
I have yet to download these rules, but intend to shortly and have a look through.
It is this sort of confidence that I really like. It shows the creator believes in what they have created and is willing to make it freely available to all.
2). No miniatures.
Now for a tabletop miniatures game this is super bold, but again a sentiment I can truly appreciate myself.
Like many people out there I've been gaming for a couple of decades and in that time I've collected a fair few models and games.
Part of the reason for that is I love playing different games, always searching for the X Factor to make me settle on one as 'the' game for me.
The problems settle in when so many games require an investment of £50+ to start up with that game. After a while those £50 add up and you're left with a tonne of models that you're hardly using.
By allowing you to use your own models the game is removing that block, it says "don't worry if you just spent £300 on a WFB army, you can use that with our rule set!"
Of course they are offering limited models, the first of which's concept art really speaks to me:

Now obviously we have no idea how this will turn out, but just as the game asks you to proxy other systems into it, I can see this model being a great proxy for other games.
3). No Physical Rewards ( other than the limited sculpts).
So this game uses cards, I'm not entirely sure how they work as like I said I have yet to read the rules, but they appear to be upgrade cards.
What does this mean? It means they are not looking to produce hard copies of the book(s) or cards but instead via digital distribution allow people to download them and print them off themselves.
This way costs can be sent away from physical manufacture and into creating original unique artwork and better exclusive sculpts etc.
What is more, it also means their startup costs are a lot lower than your average campaign, only $1k in this instance, and I am pleased to say that they have already, in less than a week, surpassed that.
************
So what are the concerns with all of this?
You see, as my work on CRYPTS has taken a back seat to my exam (next due 5th April) I've began looking at the meta of the game and what external factors can effect it.
For starters I know that in a lot of cases gamers are 'selectively lazy'.
I know how that sounds, and I choose my words carefully.
In many cases in a small number of ways we are the opposite of lazy, spending hours and days on models and terrain, but in other cases we 'can' try and cut corners, and it is my opinion that things like equipment cards is one such corner.
This is why when it comes to my game equipment cards is one thing that I am really factoring in from a manufacturing point.
- But then CRYPTS is a card heavy game, with the loot deck consisting of 60 cards by itself we are looking at a good number of cards to be printed, cut and sleeved.
Is the same true for games with less cards such as Malifaux Upgrades and 40k Wargear? If you were given the choice of buying professional upgrade cards or print & play ones, which would you pick?
**********
All in all I think this is a game that we should all watch. It's the underdog here swinging in from the outside, but on the off chance it swings above it's weight it has the potential to change our expectations on what a tabletop game needs to offer.
On that note, stay safe and I will see you Cryptside.
- Your friendly neighbourhood Doctor Loxley
So last night while lounging around after my studying session in prep for my next exam I stumbled across an interesting Kickstarter.
The game in question is called: Bio Syndrome

Now, there are a couple of things I find very interesting about this KickStarter.
For starters the rules are already available as free downloads, and the plan is to keep them freely available.
This KS Campaign does not involve a line of miniatures being created other than a couple (literally two) being made exclusively for this KS, instead you are to use your own models for this game.
Finally this KS Campaign is offering (other than the limited sculpts) no physical products, only digital rewards.
************
So let's look at this and break it down.
1). Making the rules freely available in their finished state. This is a bold move and one that I can not help but support, after all I am looking to do something similar with my own game.
I have yet to download these rules, but intend to shortly and have a look through.
It is this sort of confidence that I really like. It shows the creator believes in what they have created and is willing to make it freely available to all.
2). No miniatures.
Now for a tabletop miniatures game this is super bold, but again a sentiment I can truly appreciate myself.
Like many people out there I've been gaming for a couple of decades and in that time I've collected a fair few models and games.
Part of the reason for that is I love playing different games, always searching for the X Factor to make me settle on one as 'the' game for me.
The problems settle in when so many games require an investment of £50+ to start up with that game. After a while those £50 add up and you're left with a tonne of models that you're hardly using.
By allowing you to use your own models the game is removing that block, it says "don't worry if you just spent £300 on a WFB army, you can use that with our rule set!"
Of course they are offering limited models, the first of which's concept art really speaks to me:

Now obviously we have no idea how this will turn out, but just as the game asks you to proxy other systems into it, I can see this model being a great proxy for other games.
3). No Physical Rewards ( other than the limited sculpts).
So this game uses cards, I'm not entirely sure how they work as like I said I have yet to read the rules, but they appear to be upgrade cards.
What does this mean? It means they are not looking to produce hard copies of the book(s) or cards but instead via digital distribution allow people to download them and print them off themselves.
This way costs can be sent away from physical manufacture and into creating original unique artwork and better exclusive sculpts etc.
What is more, it also means their startup costs are a lot lower than your average campaign, only $1k in this instance, and I am pleased to say that they have already, in less than a week, surpassed that.
************
So what are the concerns with all of this?
You see, as my work on CRYPTS has taken a back seat to my exam (next due 5th April) I've began looking at the meta of the game and what external factors can effect it.
For starters I know that in a lot of cases gamers are 'selectively lazy'.
I know how that sounds, and I choose my words carefully.
In many cases in a small number of ways we are the opposite of lazy, spending hours and days on models and terrain, but in other cases we 'can' try and cut corners, and it is my opinion that things like equipment cards is one such corner.
This is why when it comes to my game equipment cards is one thing that I am really factoring in from a manufacturing point.
- But then CRYPTS is a card heavy game, with the loot deck consisting of 60 cards by itself we are looking at a good number of cards to be printed, cut and sleeved.
Is the same true for games with less cards such as Malifaux Upgrades and 40k Wargear? If you were given the choice of buying professional upgrade cards or print & play ones, which would you pick?
**********
All in all I think this is a game that we should all watch. It's the underdog here swinging in from the outside, but on the off chance it swings above it's weight it has the potential to change our expectations on what a tabletop game needs to offer.
On that note, stay safe and I will see you Cryptside.
- Your friendly neighbourhood Doctor Loxley
Tuesday, 4 March 2014
The Developer's Diary aka "How the professionals do it"
Greetings friends!
Before we begin today I would like to address you all to http://gamerslounge.coda.net this is the podcast run by my good friend Bill.
Some of you may know him from his appearances on my hobby podcast Hobby Sofa, others may know him from his own projects such as his blog and of course the before mentioned podcast.
Now while I wanted to take this opportunity to talk about a recent feature that has started on this podcast:
The Developer Diary
In this segment in Bill's cast (and as stand alone episodes too) Bill sets a single question to his panel of game developers, including such questions as How did you go about picking the size of board for your game? and How does storyline compare to gameplay when it comes to you designing your game?
I would seriously recommend giving this a listen.
You see, if you sat through and read all of my UnPublished Game Designer's Blog posts, then it may be of super interest of you to see how the professionals do it when it comes to designing their games.
I think I will end this post quickly with a quote from the organiser of this himself, as he explains what all this is about so much better than me:
And on that note, stay safe and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
Before we begin today I would like to address you all to http://gamerslounge.coda.net this is the podcast run by my good friend Bill.
Some of you may know him from his appearances on my hobby podcast Hobby Sofa, others may know him from his own projects such as his blog and of course the before mentioned podcast.
Now while I wanted to take this opportunity to talk about a recent feature that has started on this podcast:
The Developer Diary
In this segment in Bill's cast (and as stand alone episodes too) Bill sets a single question to his panel of game developers, including such questions as How did you go about picking the size of board for your game? and How does storyline compare to gameplay when it comes to you designing your game?
I would seriously recommend giving this a listen.
You see, if you sat through and read all of my UnPublished Game Designer's Blog posts, then it may be of super interest of you to see how the professionals do it when it comes to designing their games.
I think I will end this post quickly with a quote from the organiser of this himself, as he explains what all this is about so much better than me:
The Developers corner is an 8 part series of segments where Bill has picked out a series of questions to pose to game developers. Three game developers participate in this first series, Toby from GCT, Romeo from WWX, and Dave from BHG. In these three developers we have a new but established game (Bushido), a newly launched game (WWX), and a game still in development (No Future). All three game designers talk about how they tackled the specific scenarios presented in their games.
- Bill Anderson
And on that note, stay safe and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
Is it a bird? Is it a plane? No! It's the CRYPTS test forum!
Good Tuesday everyone!
Today I am here to talk to you about some stuff I did yesterday on my commute home.
I am of course talking about the new page that you can find on this blog, it is of course the CRYPTS Test Forum.
So what is the point of this?
Well it occurred to me that what I really need is some discussion going on among those who are even remotely interested in this game.
So I created this forum using the free software from proboards, and all in all I think it turned out alright!
**You know, I commented before on the power of the modern internet on wargaming, it's the same here. Anyone remember back in the day where the only way to get a free message board was to use Bravenet, which didn't actually let you create accounts, you just typed in whatever you wanted your username to be displayed as for that post? Damn things have moved on!**
So what do I want from you?
You'll notice that I have split the testing board down into different categories, this is so that each part can be discussed separately, or all together in the testing main board.
So with little adieu, please pop to the site: http://crypts.freeforums.net create an account and start giving feedback.
Yup that's right, I've decided that in order to maximise feedback I need to move from closed testing and into open testing. Chances are it will be the same people reading stuff over, but on the off chance I can get some extra feedback, I welcome that with open arms.
**********
As an FYI, I welcome vacuum feedback. You know the kind I mean, you haven't played a game, maybe not even read all the rules or cards, you've just read a few bits in an information vacuum. This is all welcome!
And on that note, stay safe and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
Today I am here to talk to you about some stuff I did yesterday on my commute home.
I am of course talking about the new page that you can find on this blog, it is of course the CRYPTS Test Forum.
So what is the point of this?
Well it occurred to me that what I really need is some discussion going on among those who are even remotely interested in this game.
So I created this forum using the free software from proboards, and all in all I think it turned out alright!
**You know, I commented before on the power of the modern internet on wargaming, it's the same here. Anyone remember back in the day where the only way to get a free message board was to use Bravenet, which didn't actually let you create accounts, you just typed in whatever you wanted your username to be displayed as for that post? Damn things have moved on!**
So what do I want from you?
You'll notice that I have split the testing board down into different categories, this is so that each part can be discussed separately, or all together in the testing main board.
So with little adieu, please pop to the site: http://crypts.freeforums.net create an account and start giving feedback.
Yup that's right, I've decided that in order to maximise feedback I need to move from closed testing and into open testing. Chances are it will be the same people reading stuff over, but on the off chance I can get some extra feedback, I welcome that with open arms.
**********
As an FYI, I welcome vacuum feedback. You know the kind I mean, you haven't played a game, maybe not even read all the rules or cards, you've just read a few bits in an information vacuum. This is all welcome!
And on that note, stay safe and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
Monday, 3 March 2014
Vapourware: A CRYPTS Kickstarter
Greetings friends!
Don't worry, I am not starting a Kickstarter. For those unfamiliar with the term; Vapourware is often used to refer to something that doesn't exist, it's a figment of your imagination or just all hot air, ergo vapour.
So over the past year I've had quite a few (actually a surprisingly large number) of people who have looked at my game CRYPTS: A Weird West Dungeon Crawler and the versions before it and said:
(More or less)
Of course in this instance, I am often being myself (a man who knows nothing about actually getting a game published) talking to someone else who also doesn't know anything about getting a game published. So really the first statement is wrong.
Here's how the statement should read:
Do you see the difference? For starters it's removing Kickstarter out of the equation as without any of the other stuff, even a Kickstarter campaign would fail.
Ok, perhaps at first glimpse it sounds like I'm being a little harsh, so let's break it down a little.
Designers: These would undoubtably be needed. Yes I am heavily involved in designing the game at the moment, but I wouldn't have gotten this far without other people with great ideas. They at least deserve a share of the money.
Artists: Even if the KS Campaign is partially designed around hiring an awesome artist to create awesome book and card art, no one will look at the campaign with words alone, and stock images gives the wrong impression of a finished product. At the very least concept art is a must.
Proof Readers: come on, you've all seen it on this blog. My spelling and gramma sucks!
Marketers: How many great idea Kickstarters have failed because of poor marketing?
And Play Testers: Come on, do I really need to explain this?
Convinced? Ok so I am sure I have missed a tonne off, but it all goes to show that I am in no way ready to push out an ill-conceived Kickstarter for this game.
*************
But what if, just if, I was going to do one? What would I offer? How would the CRYPTS KS go?
Honestly, I have no idea.
Yeah I know... But after doing a quick (ongoing) poll over twitter I've noticed some things are interestingly common.
For starters people are interested in originality and imagination, something that I would hope those who've played my game would say it contains (however I can see that it is influenced by a large number of other things, and so it would be quite easy for someone to say it was a rip off of 'X' [hell, it's a weird west dungeon crawler, id be super surprised if no one said it was a rip off of Shadows of Brimstone]).
Next people are interested in getting a good quality product, something they can actually get their hands on.
This is something I agree with, so many KS campaigns have put me off by offering only e-documents and downloads below the $60-$100 mark, the only problem, I don't know how possible this would be.
What I do know is that with the aim of the Compendium to feature in paper form almost everything you need to play (excluding terrain and models) with a deck of Beasty cards and a deck of loot cards, then this would with hope feature as a lower end pledge, with higher ones including terrain (cardboard tiles? Maybe).
Of course there would be the .pdf option, but that wouldn't be for very much, as the owner then needs to spend even more on ink, paper and time.
Of course, there does also appear to be a lot of people who enjoy getting a tonne of stuff.
This is something I don't really agree with and something I would not want to promote myself.
You see I've seen plenty of KSs where they offer (for example) $300 worth of stuff, for the cost of only $100. This is great if you want that stuff, but more often than not you do not want this stuff and it ends up going on eBay.
This is my problem with the system. Now I know I can not control what other people do with purchases, but it is my hope that people buy what they want because they want to play with it, not because they are hoping for resell value.
************
I've also heard a lot about early release of rules systems, maybe printer friendly version of the QuickStart rules, this would be done before the end of the KS Campaign so that people can see the rules before they pay for anything.
Maybe this is screwing yourself over as it gives people the opportunity to say "this is not for me" which they may not if they had yet to actually read the rules, but the way I see it, in these situations the backers need to know that the game they are getting is for them.
Perhaps I'm completely wrong, and this is wholly based on an assumption, but I would expect people who have seen/played the rules would be much more inclined to invest (and invest more) if they know that they like it, where as they may be less inclined if info is withheld.
***********
It's a difficult place to be in, and I need to remind you all, this is just musings here.
But before I leave you I would like to ask, what would you like to see from a CRYPTS Kickstarter?
On that note I will bid you all good day with wishes to stay safe and that I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
Don't worry, I am not starting a Kickstarter. For those unfamiliar with the term; Vapourware is often used to refer to something that doesn't exist, it's a figment of your imagination or just all hot air, ergo vapour.
So over the past year I've had quite a few (actually a surprisingly large number) of people who have looked at my game CRYPTS: A Weird West Dungeon Crawler and the versions before it and said:
Dr Loxley, you should put this game on Kickstarter! If you were able to get some money behind it and able to get it created professionally it would be really good.
I'd buy it!
(More or less)
Of course in this instance, I am often being myself (a man who knows nothing about actually getting a game published) talking to someone else who also doesn't know anything about getting a game published. So really the first statement is wrong.
Here's how the statement should read:
If you could get some financial backing including a team of designers, artists, proof readers, marketers, play testers and all the other stuff involved and then have it published professionally this could be a really good game.
I'd buy it!
Do you see the difference? For starters it's removing Kickstarter out of the equation as without any of the other stuff, even a Kickstarter campaign would fail.
Ok, perhaps at first glimpse it sounds like I'm being a little harsh, so let's break it down a little.
Designers: These would undoubtably be needed. Yes I am heavily involved in designing the game at the moment, but I wouldn't have gotten this far without other people with great ideas. They at least deserve a share of the money.
Artists: Even if the KS Campaign is partially designed around hiring an awesome artist to create awesome book and card art, no one will look at the campaign with words alone, and stock images gives the wrong impression of a finished product. At the very least concept art is a must.
Proof Readers: come on, you've all seen it on this blog. My spelling and gramma sucks!
Marketers: How many great idea Kickstarters have failed because of poor marketing?
And Play Testers: Come on, do I really need to explain this?
Convinced? Ok so I am sure I have missed a tonne off, but it all goes to show that I am in no way ready to push out an ill-conceived Kickstarter for this game.
*************
But what if, just if, I was going to do one? What would I offer? How would the CRYPTS KS go?
Honestly, I have no idea.
Yeah I know... But after doing a quick (ongoing) poll over twitter I've noticed some things are interestingly common.
For starters people are interested in originality and imagination, something that I would hope those who've played my game would say it contains (however I can see that it is influenced by a large number of other things, and so it would be quite easy for someone to say it was a rip off of 'X' [hell, it's a weird west dungeon crawler, id be super surprised if no one said it was a rip off of Shadows of Brimstone]).
Next people are interested in getting a good quality product, something they can actually get their hands on.
This is something I agree with, so many KS campaigns have put me off by offering only e-documents and downloads below the $60-$100 mark, the only problem, I don't know how possible this would be.
What I do know is that with the aim of the Compendium to feature in paper form almost everything you need to play (excluding terrain and models) with a deck of Beasty cards and a deck of loot cards, then this would with hope feature as a lower end pledge, with higher ones including terrain (cardboard tiles? Maybe).
Of course there would be the .pdf option, but that wouldn't be for very much, as the owner then needs to spend even more on ink, paper and time.
Of course, there does also appear to be a lot of people who enjoy getting a tonne of stuff.
This is something I don't really agree with and something I would not want to promote myself.
You see I've seen plenty of KSs where they offer (for example) $300 worth of stuff, for the cost of only $100. This is great if you want that stuff, but more often than not you do not want this stuff and it ends up going on eBay.
This is my problem with the system. Now I know I can not control what other people do with purchases, but it is my hope that people buy what they want because they want to play with it, not because they are hoping for resell value.
************
I've also heard a lot about early release of rules systems, maybe printer friendly version of the QuickStart rules, this would be done before the end of the KS Campaign so that people can see the rules before they pay for anything.
Maybe this is screwing yourself over as it gives people the opportunity to say "this is not for me" which they may not if they had yet to actually read the rules, but the way I see it, in these situations the backers need to know that the game they are getting is for them.
Perhaps I'm completely wrong, and this is wholly based on an assumption, but I would expect people who have seen/played the rules would be much more inclined to invest (and invest more) if they know that they like it, where as they may be less inclined if info is withheld.
***********
It's a difficult place to be in, and I need to remind you all, this is just musings here.
But before I leave you I would like to ask, what would you like to see from a CRYPTS Kickstarter?
On that note I will bid you all good day with wishes to stay safe and that I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
A Weekend of Zombie Killing & Thievery
Good Monday all!
So I've had a very good weekend spent playing lots if video games!
On Friday in the UK the game Thief was released and thanks to the AMD Rewards Program I was able to get a copy on day of release through Steam.

So far I've played about 2 hours of gameplay and I don't think I'm in a state to review yet, but what I can say is that I really enjoyed the time I did spend playing it.
Next up game my gameplay on Saturday:

Yup my wife and I resumed our game of RE5 which we originally began back in 2010 (uh huh, roughly 4 years ago).
After 4 years we finally completed the game, and I was met with this:

(I don't know if this will work, but it's Chris Redfield punching a boulder, possibly the stupidest thing I've ever seen - ok the picture doesn't work... Check out: http://stream1.gifsoup.com/view/147409/chris-redfield-vs-boulder-o.gif )
So we completed that, and then come Sunday continued with RE6:

Now this game has received a lot of flack over the past while, but I've been super enjoying it!
Currently we have completed Leon's campaign which apart from Leon's terrible hair, was super fun. We're now playing Chris' campaign and it's also fun!
Last but not least in the evening we've got:

Sniper Elite: Nazi Zombie Army!
This is a super interesting game for me.
For starters it allows for 1-4 players to play together, so me, my wife and our friend Jay can play together.
It is also (I found) super tense.
The game seems to grab you by the balls and forces you to try and out think the waves of incoming Undead.
Sounds easy right? Outthink Zombies?
Yeah... Maybe not.
At some point soon I'll be writing a review of this game, but for now let me tell you, compared to games like RE & L4D etc it is the first time I actually felt tense and 'scared'.
Anywho, I hope you had a good weekend, I know I did!
Take care and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
So I've had a very good weekend spent playing lots if video games!
On Friday in the UK the game Thief was released and thanks to the AMD Rewards Program I was able to get a copy on day of release through Steam.

So far I've played about 2 hours of gameplay and I don't think I'm in a state to review yet, but what I can say is that I really enjoyed the time I did spend playing it.
Next up game my gameplay on Saturday:

Yup my wife and I resumed our game of RE5 which we originally began back in 2010 (uh huh, roughly 4 years ago).
After 4 years we finally completed the game, and I was met with this:

(I don't know if this will work, but it's Chris Redfield punching a boulder, possibly the stupidest thing I've ever seen - ok the picture doesn't work... Check out: http://stream1.gifsoup.com/view/147409/chris-redfield-vs-boulder-o.gif )
So we completed that, and then come Sunday continued with RE6:

Now this game has received a lot of flack over the past while, but I've been super enjoying it!
Currently we have completed Leon's campaign which apart from Leon's terrible hair, was super fun. We're now playing Chris' campaign and it's also fun!
Last but not least in the evening we've got:

Sniper Elite: Nazi Zombie Army!
This is a super interesting game for me.
For starters it allows for 1-4 players to play together, so me, my wife and our friend Jay can play together.
It is also (I found) super tense.
The game seems to grab you by the balls and forces you to try and out think the waves of incoming Undead.
Sounds easy right? Outthink Zombies?
Yeah... Maybe not.
At some point soon I'll be writing a review of this game, but for now let me tell you, compared to games like RE & L4D etc it is the first time I actually felt tense and 'scared'.
Anywho, I hope you had a good weekend, I know I did!
Take care and I'll see you Cryptside!
- Your friendly neighbourhood Doctor Loxley
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