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Showing posts with the label Skrap Packs

Skrap Packs Release!

   Skrap Packs cover After a few years of development, my other games  Skrap Packs is now available for purchase as a print and play!   Thank you all for your support over the years, from playing the game at conventions or inquiring when the game will be available. This release features artwork on all cards, along with diagrams for how they, the character sheets and the general play area can be understood. Cards are laid out for print on a 8.5 in x 11 in. sheet of paper, in a 3 x 3 grid to print 9 per sheet. I also included a similar grid for card backs that can be used if you wish to include them. Get the Game Here In addition to this print & play, I am working to get a  Tabletop Simulator  version up and running, and both more mundane cards, and a sci-fi-themed set of artifact cards available as well this year. Depending on how well this digital release does, I'd like to look into a physical release in the future similar to something like the box for ...

2023 Summer Games Update

Hi folks, quick updates on the status of my games. I was able to show off Skrap Packs at Break My Game recently and was able to figure out some aspects I wasn’t sure how to codify. The rules are written, and now I’m trying to cut them down from 17 pages to something more manageable. I’m looking to post the game on sale online sometime before the end of the year. For Alter Arms , I’m tweaking some special abilities still but otherwise on track. I want to get the setting stuff fleshed out more. Regarding upcoming public games: I’m running at AwesomecCon in Washington, DC at as part of Games on Demand June 16 - 18. I hope to see you there!  

Post-MAGFest 2022 Playtest Report

  MAGFest 2022 was a great experience! I learned more about encounter balance for both Alter Arms and Skrap Packs, and met a number of wonderful people with some great stories to tell through the games and feedback to provide. With Alter Arms , the main feedback I got was in terms of learning the system and encounter balance: Coming into the game with characters with at least one advancement can be fun when multiple special abilities are applied to actions, but it can be overwhelming for new players learning the new system. The different kinds of actions a character can take, the bonuses they can create for themselves and their allies, and managing the pressure their characters are under can be a lot to take in all at once. What I've found by comparing the MAGFest 2022 playtests to other playtests is that the game is easiest taught in steps: at PAX Unplugged I brought characters in before they had any transformations or special abilities. They were left to solve problems with just ...

2021 PAX Unplugged Games On Demand Playtests

  A photo of a Skrap Packs playtest by one of the players  Thank you to all the playtesters at PAX Unplugged 2021, Games on Demand for a very busy weekend! It's always great to have a game, but I also got some great feedback: ALTER ARMS Alter Arms playtesters at PAX Unplugged 2021 During Alter Arms, players pointed out that not all of the character archetypes were as beneficial for players as others.  For the sake of clarity, I'm going to explain the character archetype move rules in a way that doesn't require full knowledge of the system. Character archetypes are subclasses for characters that give them access to moves that mechanically reflect the functionality of different members of a team you typically find in team henshin-hero shows like Super Sentai, Sailor Moon, etc. They are important because they give characters access to unique actions that can: A) Allow them to lower their own or another character's drama ( in this system, instead of characters losing  hi...