[Blowback for $1K] Progress report!
Happy new year, folks! I just wanted to give everyone an update on my progress.
Timeline
I am 49 days away from my first deadline: a polished playtest document. I’m halfway through writing it, and I’ve done some more playtesting, including a really fun game with Epidiah Ravachol, Emily Care Boss, Vincent Baker, and Ben Lehman earlier last month. We recorded the session, and it’s been useful to play back and help me figure out how to word exactly what we’re doing. I actually want to have the document finished by the end of the month, so I can get a bound copy printed up for personal use at Lulu– Vincent did that for the MC Guide for Apocalypse World, and it seems really useful to have an easily-portable, take-notes-in version, especially before running it at Dreamation.
That reminds me: we’re running it at Dreamation! There’s a new “Playtest” track this year, so if you want to play, please sign up as a playtester when you register for Dreamation. I think if you playtest enough games, you get in free, just like a GM. So there you go! Comment or email me if you do– if I understand correctly, the GMs choose who play in their games, and I want to make sure everyone who wants to play Blowback can.
Budget
I’ve spent $27 on media for a trailer I’m putting together, $46 on art (including the cover), $14.50 on printing costs, and $20 on JiffyCon attendance, for a total of $107.50, leaving a total of $892.50 for the rest of the project. The next expenditures I see are probably art-related; I’m not sure if I’m going to count Dreamation expenses toward the total or not. Dreamation’s pretty inexpensive for Two Scooters as cons go, since we don’t have to pay for hotel space and GMs attend free. There’s still meals, the gas to get to Jersey, etc.
Game Progress
A lot of good things have been happening with the game. The things I’m most excited about right now are The Agency’s tools, including a consequence pyramid that restricts the GM and allows him to “unlock” new tactics and complications when characters fail rolls. One of the pieces of feedback I’ve gotten the most is that failure needs to happen more often, so I’m messing with probabilities a little. People are always initially concerned that Analysis will drag on too long without a mechanical limit, but when the game begins, the psychological impact of seeing The Agency collect all dice that don’t go to the players seems to limit things nicely. (Emergent details like that make me really happy.) So far the games I’ve played have skewed a good deal darker than Burn Notice, but the stories have been satisfying and each game has ended with players wanting to play again.
Which means the next trick is to get a multi-session game going..
