Progress, progress, progress. I should really take a tip from Rob Lang and not even set deadlines. So I won’t set deadlines anymore. But so far, I’m nearing completion of the alpha. I got some new ideas for content and incorporated them (doubling the amount of available perks in the Alpha) and have nearly completed the monster section of Expedition. Part of the challenge of Expedition was making monsters unique and fun, as well as coming up with the implied “faction storylines.” The flavor text of each monster contributes to a kind of implied storyline about the faction that you can use to get you started on using it. There’s no actual implied setting though, and my plans to supply a sample town and dungeon will unfortunately have to be cut for now.
It was somewhat difficult to create new and interesting abilities, because I tried to model a lot of the common “status condition” stuff like “you got knocked down!” and such with the Strike system. So the typical monster design of “monster deals x condition!” with its attacks doesn’t really work – everyone can deal conditions, and it works under a unifying system.
The most time-consuming part of this whole exercise has been the section on GMing. It always is. I don’t consider myself too good a GM, so I’m always rather paralyzed about what advice to offer in these sections. I’ve struggled along, tried to present the bare bones I think is necessary to know about the game as a GM, but there will likely be holes. With feedback I can hopefully write a section in the Beta that is more helpful to the GMs who (hopefully) try the game in the Alpha.





