Not every post on this blog needs to be about Fantasy Infinity. Last week’s big Final Fantasy news got me thinking about my relationship to the series over the years. So this seems like a good time for a bit more of a personal entry. This is part one of what will probably be a three part series (plus or …
Fragments on Aperion
This time, I thought I’d post on a topic I’ve been kind of neglecting – the default setting, Aperion. Also, please take some time to gawk at the second-coolest piece of artwork Sheldon has done for me to date, on which I promptly bestowed the tongue-in-cheek title “Another Day at the Office”. (He liked it and I think that’s now …
Example Ability Descriptions
So earlier today, I finally got finished with the (preliminary, good-enough-for-the-playtest-edition) layout for chapter 2 of the Character Reference. That brings that book up to 97 pages. 50 of those half-size pages consist of ability descriptions, covering 211 abilities in all. That’s a lot of options for building unique characters; I can think of RPGs that use twice the space …
Example Destiny Wheel
You know what? I’m just going to leave this up here and let people wonder what it is. Comments, whether guesses on this or remarks about any other aspect of Fantasy Infinity, are most welcome. The only substantive thing I’ll say for the moment is that this is a playtest version of this diagram, thrown together by me via Lucidchart.com. …
Core Rulebook Intro
Writing an introduction to this post would be kind of redundant, considering it is itself an introduction. So let’s cut right to the chase. Here’s the intro to the Core Rulebook as it currently stands. 0.0 Core Rulebook Intro This should give a pretty good idea of what the playtest document will be like as well as explaining, in more …
Character Sheet 2.0
(Actually, it’s more like 6.0.) I don’t know about you, but one of the first things I do when picking up a new RPG is look at the character sheet. Very few things can tell you more about a system in such a small space. Plus, some of them are just plain cool in their own right. That’s one reason …
Fast. Good. Cheap. Pick Two.
One of the – in my opinion, very few – useful insights to come out of “management theory” (broadly construed) is summed up by the famous expression “Fast. Good. Cheap. Pick two.” Though it most often gets applied to software development, I can think of very few domains where this expression doesn’t apply, and tabletop game design is not one …
What the future holds
First of all, as you can see from the featured image on this post, things on the art front have moved along very nicely since my last post! And, there’s much more where this came from, but as you may have noticed, at this early stage I’m playing my cards relatively close to the chest. That will be changing. I …
Character sheet
Okay, it’s time for the first real teaser for the actual game. Here’s a playtest version of the Fantasy Infinity character sheet, with spaces for recording everything you need to keep the game moving at its characteristic lightning pace!
Concept Art Previews 2
Here is another piece from Sheldon Dawson, a candidate for the cover painting for the first Fantasy Infinity boxed set. This piece is crazier than a busload of giraffes, and had me grinning from ear to ear when I first received it. I hope you enjoy it as much as I do!