DMfitzgerald's blog

Design of The Dead

The expanded map for Dead Things is done and on DriveThru. One more piece and the orrigional stuff I set out to get up will be done. After that I have rough outlines for Character Cards and the Bad Deck.
If you like lots of room for your zombies to shuffle around you can find the expanded map here:
 http://rpg.drivethrustuff.com/product_info.php?products_id=99494

Design of the Dead

So I have finished the backlog for the Dead Things supplements. These are parts of the game that I had originally envisioned being the main game. The idea was to have 3 mini games linked together to form one big one. I still like that idea and may put it into a later supplement. However I have finally finished what I started with the last part, "Tonight We Hit the Lab."
You can find it here: http://rpg.drivethrustuff.com/product_info.php?products_id=98767

Design of the Dead

Okay, Dead Things is up and running as well as 2 supplements (I've been busy).Most of the mechanical details have been ironed out and now were off and running.
You can find the link to them at the end of this article.
Lets Talk about the HUGE zombie elephant in the room....Are zombie movies/games really about zombies? In a lot of cases they're not totally about the living dead and in most cases those who have forgotten that lose something when it comes to making a good simmulation.

Mechanically Speaking #4 Final Rules and Varients

Final Rules and Varients
Once the rules were set it was time to send it out for playtest. The testors gave it good reviews soI prepped it for publication. Skirmisher Publishing agreed to use the game in their magazine every thing looked good. Then I got the news, the Move Deck mechanic wasn't going to work in the magazine, there wasn't any room in the magazine for the cards. This was a tough decision since I was so married to the card mechanic, it was the heart of the game. Could I let it go and if I did what would I use?

Mechanically Speaking #3

Design notes on the game Dead Things.

Mechanically Speaking #2

This blog is primarily dealing with the decisions I made to building the game Dead Things.

Turn Order
One of the first things I wanted to do was to make this a game where you are playing against the system not each other. The problem with that is using a normal turn order puts the game at a disadvantage since the players can out think most program based turn orders, or they get too complicated. Using the Move Deck allowed the players to have an idea of what is going to happen, but not anything they can plan on too much.

Mechanically Speaking #1

Mechanically Speaking #1
I can’t remember my own address….However ask me about a game mechanic from an obscure 70’s D&D variant and I can give you several pages on it. I love game mechanics.
So I was thinking about zombie games, there are some good ones, but most don’t represent the genre as we see it in the movies.  So I decided to make a zombie game, but I wanted to correct the errors I saw in the earlier games.

Blocked!

When I'm in "Writers Block" it hurts. Nothing is worth writing and nothing is worth finishing. Ideas that seemed great just yesterday look like crap today. Face it your "blocked."

I'm a "so-so" writer....writers block sucks but it really bothers me when I'm blocked about my D&D world. I've been running along time and I get annoyed when I can't come up with something new for my world.

Okay....I'm here...is this thing on?

I'm not going to do the standard intro cause it doesn't "Really" tell you anything about me. If I tell you I've been playing D&D for a million years all it says is that can't find anything better to do.

So as a GM/Writer let me tell you what I like and you can determine if I'm worth reading.

What I like:
I like "cliff hanger endings" for individual parts of a run.
Most of my regular D&D runs end in cliff hangers.

I like journals from lost expeditions.

I like twists in what everyone thinks is really happening.

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