Posts Tagged ‘indie games’

Blog name change

March 18, 2012

This blog has a new name: Antherwyck House Games. It’s the same blog, fundamentally; all the old posts are still here, and it will continue to be largely about DragonQuest and about indie games. But it is now going to be linked from the new website (coming soon), and is going to become an official part of Antherwyck House. Announcements and discussions of new projects will be posted here.

We’re never going to be a high volume publisher; this is a side-line for us. But, after the fundraiser for the Wilderness adventure, it became clear that there was still an audience for DragonQuest materials, even though it’s been nearly a quarter century since anything was last published. We’re looking to become the source for that small audience.

We’re plotting a release schedule for our first year. The present plan is to have one new title per quarter, and we’ll see how that works out.

We may also get more heavily involved in the development of a retro-clone for DragonQuest. Retro-clones are re-written rules that are compatible with an existing game. The core concepts of the game remain, but they are written in new language, so that they do not fall afoul of copyright law. A lot of old-school games are getting this treatment. Having a free retro-clone of DragonQuest would make it easier for new players to discover the game and try it out.

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More Microscope

May 7, 2011

Haven’t played it, but I did take the step of buying the game, so I’ll do something Microscope-y at some point (I hope. Despite all my best intentions, I’ve never been able to do anything with The Riddle of Steel, so maybe nothing will happen with this, either.)

A number of the reviews have talked about the world-building aspects of Microscope. Reviewers who generally like this kind of thing seem to like Microscope. (Some new reviews and discussion are at Story Games.

I had a conversation with Thor about the idea of incorporating some kind of mapping in with the history. The short of it: he talked me out of it (and for some good reasons). Much of it comes down to managing the technical problem of keeping maps.

We’ve used historical volumes as references for games before, and we’re well familiar with the kind of book that has 20 different maps of the same area showing the ebb and flow of borders or migrations or the like over time.

But since the game can move back and forth in time, if it is late in the game when it is suddenly now established that there is a range of Mountains out in the Western Plains, then there’s a problem. Now you have to add a feature to all the maps, since those are going to be timeless. But what about a pass through those mountains that was discovered only many years after the mountains were first discovered? What about a railroad that was now cut through? And when you get to the case of a small trading post that was set up a few miles away from an outpost fort that later came to be an important regional center before the wells dried up and it faded back to being little more than a ghost town, then you have your work cut out for you. It’s not impossible, but it’s awkward and unappealing.