Opinion sought

image

image

image

image

image

Morning all, I have my coffee so we can begin.

Just a quick update, actually seeking your opinion. Over at google + I posted some images. I’m going to replicate it here as well. The following six images are by three artists. Which of them, first second or third, do you prefer and why?

Posted from WordPress for Android

Leave a Comment

Filed under Development, Musings

Freelancer.com, you beauty!

Morning all, I have my coffee so we can get started.

 

It’s a quick post this morning, just to let you all know I’ve posted my artwork commission on Freelancer.com, and so if you or someone you know is looking for some work in the illustration field, head on over to Freelancer.com and place a bid.

 

Also, issue 2 of D6 magazine is out today. The reason I mention this is I’m starting articles for inclusion on issue 3. It’s a free, fan based magazine about all things OpenD6, so check it out.

Leave a Comment

Filed under Development

The power of the spreadsheet

Morning all, I’m getting another coffe but we can get started.

So, I’ve been working fairly hard on the game, and I’ve made some important psychological milestones. I’ve designed all the fighter sized craft that I have graphics for. This means that the factions have a technology base to build on, and it’s the craft that players will most likely start with.

It’s also momentum, and that can be a powerful motivator. See, because I designed the ships in a spreadsheet, the initial setup allows for quicker design of bigger ships.

I’ve also finished the map of the galaxy, and imported all the quantum gates (or jump lanes) into another spreadsheet, that will be able figure out travel times for every system. Combined with the rules I’m designing for domains, it means that I’m starting to get significant progress.

So now I start planning releasing some of the info for the setting, with some rules and stats for advertising.

Posted from WordPress for Android

1 Comment

Filed under Development

Back on the wagon

Morning all, I have my coffee so we can begin.

It’s been a long time since I posted an update on Dominus 6. I’ve had a lot on my plate, and my new wife would not take kindly to me working on an RPG when wedding preparations were coming thick and fast. That’s all done though now, and I’m back working on the game, putting pen to paper and actually writing stuff. I’ve revised my style guide, contacted a few artists for quotes and started serious work on the Rulership aspect (which I’ve been conflicted about whether to include it or not).

One of the good things about taking a break, it gives you a chance to think about things and incorporate new elements into the material. For example, I went to Phuket for the honeymoon, and found a wealth of inspiration to bring into the game.

So, a short and sweet update, to let you know that I’m still powering on, and working on bringing Dominus 6 to light.

Comments Off

Filed under Development, Musings

When Real Life Comes First

Morning all, I don’t have a coffee but I need to press on.

As you may have noticed, I haven’t posted in a while. I’m currently away from home due to work, and will be for a couple of months more. Where I am now Internet signal sucks, and I’m busy with work.

I still however, am thinking about Dominus 6 and advancing the project. I’m updating my Style Guide, ready to approach some artists about concept work. I’m also going to advertise, and try and attract some artists to me, rather than only seek them out. We’ll see what happens.

I’m thinking about character concepts and templates for inclusion, and about some adventures that could be introductory to the setting. I’m also keeping up (as much as I can) with the hobby, and for those of you that haven’t seen it check out D6 Magazine, released by Wicked North Games. I don’t have the link with me, but remember Google is your friend.

I imagine all projects suffer delays and setbacks, particularly when you have a full time job supporting it, so never fear. Dominus 6 has been in development for a while now, and won’t be going away any time soon.

That’s all.

1 Comment

Filed under Development

Learning from Setbacks

Morning all, I have my coffee so we can get started.

After the mid week break that was Australia day (and how good is a public holiday Wednesday), I got an email from Gabriel. He said in a very short email that he couldn’t complete the commission, and sent me everything he had already completed.

Gabriel, for those new to the blog, was an artist I commissioned to draw a character image of each of the factions of Dominus 6. Commissioning Gabriel was a big push for me to seriously work towards publishing Dominus 6, and the work that he had done was fantastic in helping develop the setting. Getting another perspective was helpful in validating the information that I was sending. Seeing the art that he came up with was telling me that I was communicating the ideas of Dominus 6. That it wasn’t just something in my head, but a concept that could be given form and shared with someone external to the project.

But, he cancelled. To be clear, I bear no ill will. He is perfectly within his rights to do so, as the contract I drafted stated. He sent me everything he had completed, and I’m glad he told me upfront rather than having to chase him down about it.

I’m still bummed about it though, as I know have to find another artist. I liked his style, the gritty hardened edge of his work appealed to me and suited Dominus 6.

So, what have I learnt from the experience. Firstly, I’m really glad I paid him in installments. I’ve already paid for about 1/4 of the commission, and got about 1/4 of the commissions work. Plus, it also gives me the knowledge that I’m doing the right thing and I know I’m a reliable business partner.

Secondly, I learnt what I actually want in my character images. I’m now in the process of updating the Style Guide that I sent Gabriel, to include the developments in the project since sending it to him. I’m also going to incorporate a lot of the email traffic between us into the Style Guide to get across more clearly what I’m looking for.

Thirdly, I learnt that Dominus 6 is bigger than one guy. The fact that Gabriel pulled out and my immediate thought was “okay, time to get someone else” shows me the commitment and belief I have in the project. I don’t know why he pulled out, but I do know he was very excited and commited at the commissioning of the artwork, and to me that says that I have something of value. I have something that other people can get onboard.

Finally, I’m a firm believer in what ever doesn’t kill you makes you stronger. I have five pieces of artwork at various stages of completion, which I think I could easily find a use for. I have experience in talking to an artist to convey my ideas and desires to. My Style Guide which is a multi-media presentation of the setting is going to be updated. I’m convinced I’m in a stronger position, and don’t regret the experience at all.

So, if anyone knows a good artist wanting some work, please leave a comment with a link to a portfolio. Back on the horse, onwards and upwards, and insert cliché here.

That’s all.

1 Comment

Filed under Development

Inspiration from a Day Spa….

Afternoon All, I have my coffee so we can get started.

So, it turns out that I’ve been getting a bit preachy in this blog over the past couple of entries, and that wasn’t my intention, so I’m going to write about the weekend I had, and show in two circumstances how inspiration strikes me and hopefully you can take something from it.

This weekend I went to a Spa treatment. Yes, before you start, they took my man card and injected me with girl germs as soon as I got there. While I was on the massage table though, in the low light room having hot stones pressed against my back, I started thinking which of the groups in my game would do this? Which of them are indulgent enough to have this as a profession? What would they be called? What would they do? What wouldn’t they do? As you can see, an entire line of questioning arose from something I was doing anyway. By keeping Dominus 6 in my head, and just thinking about it, another part of the world opened up before me.

In another example, and something that I find inspires me alot is music. A particular track or composition just imparts so much imagery and feeling that words are incapable of expressing. So, I was surfing the web, when I came across a remix of the Unicron theme. An orchestral arrangement. I remembered the dread, the fear, the awe that the music inspired. I wanted that in my game, and had the group that needed a bit of something. A couple of days later, I have a new ship, new characters, a new location, and a whole new aspect of Dominus 6. All because I wanted something that invoked that particular piece of music.

I keep my eyes, ears and more importantly mind open. I find I never know when inspiration is going to hit.

That’s all.

Leave a Comment

Filed under Development, Musings

Why system matters

Morning all, after a brief problem with my phone (memory full my buttocks) I have my coffee, so we can get started.

In the process of wanting to develop an RPG, I went through several system permutations. I looked at the old Storyteller system from White Wolf, back in version 4 I think when it was a fantasy setting I looked at D&D 3E (back before 3.5), other times I ignored system entirely.

So why did I go with OpenD6. Two reasons really. Firstly, is that its under the Open Gaming License that most of us are familiar with as it was the D&D 3E and later 3.5. This means that the majority of the rules are already created, and a working and tested system is available for the setting. It also means that I incorporate other elements into the basic rules, and other people can incorporate my rules into theirs.

Only this morning, I saw a tweet that linked to a blog, saying from a couple of sources that Pathfinder, the OGL system had outstripped sales of 4E D&D. It seems that the OGL has overcome the “glut” of publishing back in the early 2000′s, and through some clever industry models is succeeding where the biggest company in the industry is failing. This to me proves the success of the OGL model.

Secondly, and more from the heart, is that I simply love the OpenD6 system. I love the cinematic and over the top feel of the system. It is not a game were you count coins to purchase your next meal, it’s a game where only you can stop the evil empire from destroying the galaxy. It’s a game of larger the life characters, and encourages larger than life action.

That’s why I want to use the OpenD6. The system and its intrinsic permutations, either openly or subtley, influence the way your game is played and perceived, thereby influencing the game itself.

Now, as my creative consultant would point out, Australia has a bit of a tradition of system-less games, particularly for Live Action games. While I’ve always liked systems in any setting, what I think a those that subscribe to the “system-less” style is that it isn’t system less at all, but the system is unknown. The system becomes whoever can persuade the GM to their side.

You see, to be truly system-less, you would need to do everything yourself. No abstraction at all. That is, ladies and gentlemen, what other people normaly call life. I want to play a game. I want to pilot starships, or shoot fireballs, or conquer empires. That requires abstraction, which to be internally consistent requires rules. A rules system. Otherwise you might as well be telling a yarn.

So, hopefully I’ve given you some good arguments as to why a rules system matters, and why it can be one of the most important choices that an RPG developer will make.

That’s all.

Leave a Comment

Filed under Development

Moving from a Hobby to a Business

Morning All, I have my coffee so we can get started.

Yesterday I got a comment from a mate that said developing an RPG is an idea that many of us in the hobby have. I tend to agree and disagree with that point. I think a lot of gamers have the idea to make a game themselves, but I think very few want to actually make a business out of it.

Part of the process I’ve undertaken is to do some market research, industry analysis and other study of the RPG market. What I’ve found consistently is that in order to make money from RPG’s you can’t treat it like a hobby, but like a job. This advice is echoed in general writing columns and other fields. I, like many other gamers, always thought about the idea of publishing material. I thought “wouldn’t it be kewl if my stuff was published” and considered being an RPG writer to be a dream job. What I didn’t do was actually take concrete and measurable steps to achieving this goal.

I can point to two things that galvanized my intentions and drove my actions, that are kind of linked together. The first, was shopping for an artist to commission for Dominus 6. This involved me actually preparing a concept paper (or “style guide” as it became known) to show someone completely uninvolved in the process what I was trying to achieve. The second invovled registering as a Sole Trader for taxation purposes. So, not only was I spending money to develop Dominus 6, but I was telling the Tax man. The Tax man is very particular about people registering, and making sure that you actually intend to make a profit for the activity your registering for.

Now, this doesn’t mean that Dominus 6 has become just a job for me, and the hobby as a whole has lost its allure. What it means is that I’ve got deliverables that need to be met. I’ve got business activity statements to lodge. I’ve got expenditures for the project that I need to document, and someday claim back. It’s not just a hobby or a pet project anymore, it’s a part time profession. That is something that motivates me, that gives me external pressures to continue with the project after I become less interested.

So, my question to you, is if you’re planning to write for an RPG, to publish something to add to our beloved hobby, what are you doing about it today? What about tomorrow? What’s stopping you, and what are you doing about it?

Next time, I plan on discussing why I choose the OpenD6 system, and the effect that a system can have on a project.

Oh, and before I forget, I have to thank my creative consultant for picking up the fact that in my last post I spelt Fiancee with two n’s. Not a great sign of a writer, but a really apt example of the need to review and edit anything.

That’s all.

2 Comments

Filed under Development

An Introduction and Purpose

Morning All. I have my coffee, so we can begin.

After discussion with my creative consultant (also known as my beautiful fiancee), I’ve decided to begin blogging the development of my science fiction tabletop game product, Dominus 6.

What?

Let me start by talking about Dominus 6. It’s a science fiction setting for the OpenD6 ruleset. Its about noble houses struggling against each other in the dark age after the fall of the galactic power, the Dominion. Its about epic conflicts between armies millions strong being carried by ships kilometres long. Its about the lengths and breadths people will go to gain an edge over the competition whether it be through cybernetics, genetic modification or extreme discipline. Its about the follies and triumphs of people, the wants and needs of humanity. It contains a way of playing OpenD6 in a LARP setting. It contains a rules system for governing empires.

It’s a labour of love. It’s no where near finished.

Hence the blog. The idea came about when I saw a post at RPG.net regarding Avalon Games punching out a Sci Fi e-zine, and calling for contributors. I responded, and told my creative consultant who suggested that I write a series of articles about designing and building an rpg product from scratch. I already had my own idea about writing some fiction from Dominus 6 for the e-zine, but I liked the idea.

What I intend to cover is all aspects of designing and producing Dominus 6. From game design issues and inspiration sources, to how I deal with external suppliers such as artists to produce the vision that I’m looking for. Speaking of art, over to the left you’ll see a menu titled “Dominus 6 Contributors”. There you’ll find Gabriel’s blog, the guy I contracted to develop the initial visual look of Dominus 6. I’ll be talking about that process later on.

I’ll be talking about ideas that I have, investigations I make, things that I buy (like the small armoury of Nerf blasters I’ve collected for another post), problems I have and solutions I find. I’ll answer questions you have, and talk with you about the design process. Maybe you’ll find something that will help you out. Maybe you’ll get the inspiration to produce your own work.

So, I look forward to sharing the process with you.

2 Comments

Filed under Development