It Slices! It Dices!

A Quick Q&A: Progress Report?

1) What does Illegal Gods do that no other existing game does? What makes it unique?

When I was first designing the game, a heck of a lot that other games don't, but, as time has gone on, it's been crowded out with others' ideas. That's the problem with slow-cooking. On the other hand, God-Merchants, Soul Jockeys, and maybe the HSEL are the first three things that come to my mind. I think of it mostly as a pirates-in-space game with religion added. Preacher pirates in SPAAAAACE. Erm.

What is holding you up in your minigame, "The Four Queens"?

Trying to work out a mechanic that isn't so self-contained as to make a great card/boardgame, and allowing narrative to have an influence.

What other RPG irons do you have in the fire?

My ACNW games, of course. I took out the Lonesome October style LARP as I need another GM for it, and about 20 people for it to work the way I want. Aurors Gone Wild is about ready to launch. I just need to fill in some final information and I'll be happy there. The Reclaimers! which I think of as a Shadowrun game 'gone twisted,' (you play in a world of mutants and magic and try to dig up the future) is being nudged and massaged, if not in any playable form yet.

And computer RPGs? Boardgames?

Still playing Arcanum. About to take on Arronax, or whatever his name is, presuming we can, um, get back to him. That's kind of awkward when you move into the next room and teleport somewhere else and there's a hanging plot point. Still, the designers have been vaguely smart about it so far...