Bloggin' with AscentStudios

Join Alex's epic journey as he experiences the trials, tribulations, thrills and chills as an RPG designer...

Name:
Location: Portland, Oregon, United States

Thursday, August 25, 2005

/RESET

OK. So don't let it be said I don't listen to the fans out there, now that I know more than 3 of you (that's right - I know there's at least FIVE of you right now!) are reading this flippin' thing. I have a massive post underway re: my amazing trip to Singapore and Hong Kong, but it's so hard to encapsulate, especially when you've been totally consumed by a project like 10kB. But, you demanded your semi-bi-weekly-I-can-get-to-it posts so here it is.

Gencon was good. Surprising, but good. I was already bummed considering I had to cut my annual side trip to see two of my best friends in Chicago, so I went with low-to-middling hopes of hanging out with some friends and trying to have a few business meetings. I ended up finding 30 friends from college waiting and only 1 business meeting on something totally non-Spycraft related. Quite frankly, I was suprised and yet totally happy with the outcome. This year has been pretty much shitty for the RPG industry - little innovation and heaps of timidity from publishers and lots of trouble resulting from the class-A fxck ups by distributors such as Osseum and Studio 2 - and the pall was palpable out on the floor of the show on Thursday and Friday which seemed too quiet. But by Saturday and Sunday, things were at full force, there was excitement, and it seems the population of attendees just about doubled.

Stuff I Saw at the Show I Totally Dug:
Spycraft 2.0 selling out - twice: Yep. I was right, it's that fxcking good. I'm so glad to see the fan reaction as strong as it has been. I love you, RPG.net!
The Forge booth: those guys are way cool and that was the place I saw the most excitement about making and playing games the entire show.
Abberant Entertainment's Rezolution 2175: A neat cyberpunk game heavily inspired by WARMACHINE's mechanics, but taking the best parts of that game, Confrontation, and Cyberpunk 2020 into a single game. I'm stoked to play, and already thinking of becoming an Adjudicator for them.
Justin Achille's mohawk: He looked just like Travis Bickle from Taxi Driver. Plus I think he tried to kick somebody's ass, just in keeping in character.
Degenesis: I met Klaus, an German artist from Fanpro over at the booth this year, and aside from being a totally awesome guy, he showed me this game he worked on over in Germany. It's gorgeous, and quite possiblely the coolest post-apocalyptic RPG I've ever seen. No, it IS the coolest PA game I've ever seen. Fanpro should be translating it in time for Gencon next year, and I'm calling it early as the game to watch in 2006. God I hope it plays well, but I'm still getting it. Download the german version of the game for FREE in the "Downloaden" section over at their website - http://www.degenesis.de.
Descent from Fantasy Flight: Heroquest lives! Plus it's designed by Kevin Wilson, brilliant designer, friend, and co-creator of little games like Spycraft and Doom: The Board Game (amongst many others).
Apotheosis and Hordes: Privateer Press, who has continued to impress me over the last 3 years since I stumbled across them, has some fantastic plans for the future. Apotheosis, the newest expansion for WARMACHINE, is hands-down the best product they've ever made - fantastic fiction, excellent plotting, inspired game design and an addressing of many of the built-in frustrations I've had as a player thru its mechanics. Hordes, the newly announced companion game/sister line is essentially Barbarian WARMACHINE, where giant monsters working for shamanistic warlocks do battle with one another or any faction from Western Immoren. Gorgeous sculpts, seemingly tight design and lots of excitement. I'm really happy for them.

More later. I'm going to try my hand at more small updates rather than fewer large ones. Let's see how this works.

0 Comments:

Post a Comment

Subscribe to Post Comments [Atom]

<< Home