Here are our events for Gen Con Indy 2012. I'm running far fewer games this year, so make sure to register early to secure your seat. Hope to see you there!
Unity Underground
RPG1233437
Give Up the Ghost
Thursday, 8:00 pm
Marriott
: Indiana Blrm C
: 1
RPG1233440
Resonance (BRAND NEW scenario for 2012)
Friday, 8:00 pm
Marriott
: Indiana Blrm C
: 4
RPG1233438
Give Up the Ghost
Sunday, 9:00 am
Marriott
: Indiana Blrm C
: 1
Don't Walk in Winter Wood
RPG1233446
The Strangers
Saturday, 8:00 pm
Marriott
: Indiana Blrm C
: 2
May 15, 2012
March 30, 2012
General Update
So, I blogged about Crash Mandate earlier, but we're probably overdue for a general update, so here goes:
Don't Walk in Winter Wood
A few Kickstarter backers have asked about our progress on DWiWW. We're almost done! Right now I'm waiting for George finish off a few files, then we'll be going to print and posting up the final pdf for the backers. This project has taken WAY longer than I initially expected, and I do feel bad for that, but in truth pretty much every delay we've had has been because we were improving something about the text or the presentation. I'm very happy with how it's turned out and I can't wait to hold the finished book in my hands and (more importantly) get it out to our backers.
Unity Underground
I'm still plowing through the layout work for the gamma playtest documents. I've also been continuously working with Deseo on new artwork for the game (his recent stuff has been particularly great). In terms of logistics, I recently decided to push back the date that I was originally planning to launch the Unity Kickstarter. I'm now looking at October of 2012. My goal is to continue to build on my fairly large stockpile of Unity material so that once we launch the game we'll be able to follow up with supplements and various other support in a timely fashion. Also, having learned a lesson from the Winter Wood Kickstarter, I want to have things as close to "finished and ready to go to the printer" as possible by the time we launch.
Radio Underground
Cassie and I are making plans to start up a monthly podcast to chat about our games, interview some cool folks, and generally try to build more of a community around what we're doing. It's still a bit early to have much to say about this, but it's something that we're pursuing.
That's it for now. Thanks for reading!
Don't Walk in Winter Wood
A few Kickstarter backers have asked about our progress on DWiWW. We're almost done! Right now I'm waiting for George finish off a few files, then we'll be going to print and posting up the final pdf for the backers. This project has taken WAY longer than I initially expected, and I do feel bad for that, but in truth pretty much every delay we've had has been because we were improving something about the text or the presentation. I'm very happy with how it's turned out and I can't wait to hold the finished book in my hands and (more importantly) get it out to our backers.
Unity Underground
I'm still plowing through the layout work for the gamma playtest documents. I've also been continuously working with Deseo on new artwork for the game (his recent stuff has been particularly great). In terms of logistics, I recently decided to push back the date that I was originally planning to launch the Unity Kickstarter. I'm now looking at October of 2012. My goal is to continue to build on my fairly large stockpile of Unity material so that once we launch the game we'll be able to follow up with supplements and various other support in a timely fashion. Also, having learned a lesson from the Winter Wood Kickstarter, I want to have things as close to "finished and ready to go to the printer" as possible by the time we launch.
Radio Underground
Cassie and I are making plans to start up a monthly podcast to chat about our games, interview some cool folks, and generally try to build more of a community around what we're doing. It's still a bit early to have much to say about this, but it's something that we're pursuing.
That's it for now. Thanks for reading!
Crash Mandate ALPHA
My son and I have been collecting Transformers toys for about six months now. The other day, I was messing around with the idea of creating a simple miniatures game that would allow us to fight little skirmishes with our growing collection of badass robots. I looked into a few different games, but didn't really find what I was looking for. So, I wrote up some rules and tried them out, tinkered, then tinkered some more. Long story short, I tinkered with that kernel of an idea until I ended up with a completely different hex-and-counter wargame with its own setting.
So here I am with the alpha playtest draft of Crash Mandate. Feel free to check it out and let me know what you think. It should be playable, but you'll have to provide your own counters and hex map for the time being. I'll be testing this a bunch in the near future and blogging about the results.
My goal for the project is to create a casual hex-and-counter wargame that could be played over the course of a lunch break on a smallish table. I'm still feeling out the setting, but right now it's sort of a posthuman mash-up of Battletech and Transformers (with a bit of American Civil War thrown in for good measure). I've also been revisiting my Federation Commander stuff and trying to pull some of that "historical grognard" tone into the writing. It's been fun.
More soon!
So here I am with the alpha playtest draft of Crash Mandate. Feel free to check it out and let me know what you think. It should be playable, but you'll have to provide your own counters and hex map for the time being. I'll be testing this a bunch in the near future and blogging about the results.
My goal for the project is to create a casual hex-and-counter wargame that could be played over the course of a lunch break on a smallish table. I'm still feeling out the setting, but right now it's sort of a posthuman mash-up of Battletech and Transformers (with a bit of American Civil War thrown in for good measure). I've also been revisiting my Federation Commander stuff and trying to pull some of that "historical grognard" tone into the writing. It's been fun.
More soon!
February 09, 2012
Building Steam
Our various projects are moving along at a good pace. Here's what we're up to:
Right now we're in the midst of crowd-proofing Don't Walk in Winter Wood with our backers on Kickstarter (which is very helpful, but sort of feels likes giving a speech in my underwear). We'll be sending the files off to the printer very soon. I estimate that we'll be shipping our Kickstarter orders in March, which means that we'll likely have the game ready for general orders sometime in April.
George did a fantastic job with the layout.
Unity Underground
For the last month or so I've been revising my Unity manuscript and doing layout for the gamma playtest release. I'm happy to announce that, if our eventual Kickstarter campaign goes well, we're now planning to publish the game as a boxed set. The core set will consist of three 32-page booklets and I'm just about finished laying out the first booklet. We're hoping to have the playtest docs up for download in sometime in April. The Kickstarter campaign will follow shortly thereafter.
Here's a mock-up of what the booklet covers will look like.
Layout work-in-progress.
That's it for now. Thanks for reading!
January 07, 2012
2012 Update
Happy new year!
I'm excited about 2012 because Red Moon is finally going to have actual, physical products available. I haven't really had a game (of my own) on the market since around 2009 when KNRPG Productions fell apart. I can't wait to get our stuff back out there.
That said, here's what I'm working on right now:
Don't Walk in Winter Wood
Aside from a bit of schedule slip (my fault, btw), the DWiWW project is going very well. George is currently working on the layout. We're planning to post an update/layout preview for our Kickstarter backers around the 15th and hopefully release the final pdf toward the end of this month. The print version will follow soon after, and both versions will be available for regular orders as soon as we've taken care of our Kickstarter peeps.
Unity Underground
I took a pretty long break from Unity to work on DWiWW, but I've started working on it again with fresh eyes. I had a few ideas on how to streamline the game and I'm currently working on implementing those changes. I'm giving myself until March to get the Gamma playtest document ready. I've also started working with Deseo to finish off the remaining art. Basically, the gamma will be a fully laid out, everything-except-the-art version of the game. The plan is to release this document as a free pdf while simultaneously launching the Kickstarter to fund the printing. This way you guys will be able to check out the near-final version of the game to see if it suits your fancy.
Other Projects
I've got a bunch of other projects in the pipe that are in various stages of development: Haunted Arms is a dark fantasy rpg (kinda similar to Diablo in setting and tone). Santa Muerte is a vampire hunting rpg set in post-apocalyptic Mexico (From Dusk Til Dawn meets John Carpenter's Vampires meets Rifts World Book One meets Japanese console rpgs). Both of these use and expand on the Run and Gun Engine (the system from Unity Underground). I've also kicked around the idea of doing a book of scenarios for Don't Walk in Winter Wood, but I think I'm going to wait for a bit, see how the game is received, and put out a poll to see if there would be sufficient interest.
Also, I almost forgot: a few weeks ago I put up new product pages for both Unity Underground and DWiWW. Hopefully, these are a little more streamlined and attractive than the previous pages.
More soon.
I'm excited about 2012 because Red Moon is finally going to have actual, physical products available. I haven't really had a game (of my own) on the market since around 2009 when KNRPG Productions fell apart. I can't wait to get our stuff back out there.
That said, here's what I'm working on right now:
Don't Walk in Winter Wood
Aside from a bit of schedule slip (my fault, btw), the DWiWW project is going very well. George is currently working on the layout. We're planning to post an update/layout preview for our Kickstarter backers around the 15th and hopefully release the final pdf toward the end of this month. The print version will follow soon after, and both versions will be available for regular orders as soon as we've taken care of our Kickstarter peeps.
Unity Underground
I took a pretty long break from Unity to work on DWiWW, but I've started working on it again with fresh eyes. I had a few ideas on how to streamline the game and I'm currently working on implementing those changes. I'm giving myself until March to get the Gamma playtest document ready. I've also started working with Deseo to finish off the remaining art. Basically, the gamma will be a fully laid out, everything-except-the-art version of the game. The plan is to release this document as a free pdf while simultaneously launching the Kickstarter to fund the printing. This way you guys will be able to check out the near-final version of the game to see if it suits your fancy.
Other Projects
I've got a bunch of other projects in the pipe that are in various stages of development: Haunted Arms is a dark fantasy rpg (kinda similar to Diablo in setting and tone). Santa Muerte is a vampire hunting rpg set in post-apocalyptic Mexico (From Dusk Til Dawn meets John Carpenter's Vampires meets Rifts World Book One meets Japanese console rpgs). Both of these use and expand on the Run and Gun Engine (the system from Unity Underground). I've also kicked around the idea of doing a book of scenarios for Don't Walk in Winter Wood, but I think I'm going to wait for a bit, see how the game is received, and put out a poll to see if there would be sufficient interest.
Also, I almost forgot: a few weeks ago I put up new product pages for both Unity Underground and DWiWW. Hopefully, these are a little more streamlined and attractive than the previous pages.
More soon.
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