Grim Metal Bedlam (mar 13th devlog)
Took several days off from stress and needing to recalibrate my sense of self. I am thinking of writing the last few days… maybe some short stories in the setting? Don’t know yet. The only thing holding me back is a feeling that it’s in vain all of it.
The other reason when developing a setting when you share something it sets in stone to most readers when the best setting grew through iteration and slowly slotting together the stones of the castle.
Some of the older stuff like wayward bound or the brutal song of aziel Bartholomew hit certain vibes I am chasing but is also missing a sense of place. That only comes from time spent developing the world in its detail. I just need to spend more time working on it, but sometimes I will spend a day or two working on something and not share it. Other times will share a lot of crap I should not share (like really rough in development [borderline notes] kinda stuff)
The sad truth is, is that after had a decade with some long form short stories and a novella and lots of nonplaytested unfinished games… the setting is still more a frame work of flavors and thoughs towards science fantasy then a traditional setting. I thought the living ship wizard tusk would be like my Dune/Arakies a place to focus on narratively but the problem it works for star punk the theme of rebellion is so central to that rpg. And at its core hope is not central to the setting it is very Grim Dark in the sense it is persistence in-spite of not because of reasoning.
My framework approach is to leave a lot of place blank to fill later or to allow creativity on player level… though when I say player I mostly mean myself. Since it is a framework for me to imagine and play and explore a series of vibes.
I guess the core of this project is trying to make an analogue dwarf fortress as far as the table top games though. Designed from the ground up to create small inerrant narratives only… using toy solders instead of video games.
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