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Abe Kwiatkowski
981 followers -
Gamer, Gourmet, Geek
Gamer, Gourmet, Geek

981 followers
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Abe Kwiatkowski's posts

I'm looking at doing online collaborative fiction again and am eyeing Storium as a place to be. Anyone currently active there or have experience?

Been thinking about game design, likely because I have started working with a new rules system for the game I am running. Also likely because I have seen many good discussions about RPGs in the last few months.

One of the major items in my mind is the move by many designers to streamline mechanics and reduce elements that are more about bookkeeping and less about creating story engagement. Usually this is a good thing. For example, I think the new 7th Sea system of chopping off XP and using Stories for character advancement is a great way of getting players and gamemasters to focus on stories the group enjoys rather than trying to blindly guess what will keep everyone's attention.

But one area I think recent designs have been doing too much reduction is in equipment. I don't need to quartermaster every bit of string a group has, but things like signature equipment, significant inventions, and even a new impressive array of weapons can add a lot to a story. Am I alone in missing the "wonderful toys" factor of RPG design? I'm hoping to start seeing the possibility of games where signature equipment may be as important as the rest of the character stats, and come with their own elements of affecting stories beyond the enhancement of skills.

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I've read most of the Robby Reyes Ghost Rider from before Secret Wars, and am very happy to see him being added to the MCU. I also think Ghost Rider works better in serial story format than in stand alone cinematic movies, much like Daredevil.

So, I'm watching some old 90s movies, and I'm starting to realize why we are seeing nothing but remakes, adaptations and sequels for anything that isn't "serious" drama and a decent chunk of comedy.

Consider some of the most original film stories made from 1982 - 1997. Write down a list of 5 as a challenge. Then answer the following questions by checking IMDB:

#1) How many of those movies have their production studio still in existence? (Production, not distribution)
#2) How many came within 20% of their budgets? (or actually made a profit)
#3) How many have good critical reception from that time?

Now, of any titles that appear in 2 out of three of those categories, how many have been remade, have sequels, or are slated for remake?

I'm not saying that this actually justifies constant remakes and rehashes, but consider the risk inherent in investing in making original content for the big screen.

Working on running my first 7th Sea game ever with the new 2nd edition rules I got from my Kickstarter backing. I've been needing some viewing to get me into the mood and mindset for campaign creation, and here's what I've been watching so far:

Three Musketeers (multiple live action versions, including the recent 2011 one with airships)
The Scarlet Pimpernel
Brotherhood of the Wolf
Cutthroat Island
Victor Frankenstein (Not swashbuckling, but for inspiration for Eisen based stories)
Casanova

Treasure Island isn't on the list because I see it more as a coming of age tale rather than swashbuckling/1600s/1700s action. Anyone have any other titles to look for?

I have been working on and off on a Fate powered edition of Ghostbusters International, and the project has spawned some extra creative material beyond what the original texts had to offer. I have started writing a section about alternate timelines, essentially extra ideas for how Ghostbusters could be played and some notes on how to adjust mechanics to fit the new theme. Most are based on common fandom imaginings (Steampunk Ghostbusters based on the cosplay trend, an Animated Series setting, etc).

However I wanted to post up the start of the one I invented myself and wanted to get some reactions & requests for anything that should be fleshed out more.

Ghostbusters 2084

The future is a place of megacorps, neon, cybernetics, and virtual reality. But high tech progress has done nothing to diminish the paranormal. If anything, it has just made it more insidious.

Ghostbusters 2084 is a cyberpunk variant of the GBI concept, imagining a world that has dealt with all sorts of worldwide outbreaks of spiritual and demonic entities for the past hundred years. By this point the study of Parascience is seen as a reputable goal of anyone in higher learning, though it is still a realm wrought with unexpected results and highly conflicting theories. So, what of the Ghostbusters on the 100th year of their founding?

Ghostbusters International has found itself the target of numerous hostile takeovers, as well as attempts to wrest market share of paranormal defense contracts away from their domination. The result is Ghostbusters International having a reputation as a relic of a bygone era, one which wastes too much effort on pure research and allows too much freedom for its franchisees.

Ghostbusters are now maverick contractors, a network of agents for hire which will handle supernatural problems too risky or outside of the realm of the newer defense services. Outside of the view of the public they continue to do research and experimentation which falls outside of the standards of most Parascience labs, thumbing their noses at the conventions of academia which once shunned them and has no co-opted their work.

But as society has moved forward, so have the ghosts and restless dead that are the byproduct of the living world. Cyberdemons rise out of the technological castoffs, Netspectors haunt virtual spaces in servers, and the ancient horrors once worshipped as gods grow more enraged as humanity comes closer and closer to eclipsing their power.
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I have been working on and off on a Fate powered edition of Ghostbusters International, and the project has spawned some extra creative material beyond what the original texts had to offer. I have started writing a section about alternate timelines, essentially extra ideas for how Ghostbusters could be played and some notes on how to adjust mechanics to fit the new theme. Most are based on common fandom imaginings (Steampunk Ghostbusters based on the cosplay trend, an Animated Series setting, etc).

However I wanted to post up the start of the one I invented myself and wanted to get some reactions & requests for anything that should be fleshed out more.

Ghostbusters 2084

The future is a place of megacorps, neon, cybernetics, and virtual reality. But high tech progress has done nothing to diminish the paranormal. If anything, it has just made it more insidious.

Ghostbusters 2084 is a cyberpunk variant of the GBI concept, imagining a world that has dealt with all sorts of worldwide outbreaks of spiritual and demonic entities for the past hundred years. By this point the study of Parascience is seen as a reputable goal of anyone in higher learning, though it is still a realm wrought with unexpected results and highly conflicting theories. So, what of the Ghostbusters on the 100th year of their founding?

Ghostbusters International has found itself the target of numerous hostile takeovers, as well as attempts to wrest market share of paranormal defense contracts away from their domination. The result is Ghostbusters International having a reputation as a relic of a bygone era, one which wastes too much effort on pure research and allows too much freedom for its franchisees.

Ghostbusters are now maverick contractors, a network of agents for hire which will handle supernatural problems too risky or outside of the realm of the newer defense services. Outside of the view of the public they continue to do research and experimentation which falls outside of the standards of most Parascience labs, thumbing their noses at the conventions of academia which once shunned them and has no co-opted their work.

But as society has moved forward, so have the ghosts and restless dead that are the byproduct of the living world. Cyberdemons rise out of the technological castoffs, Netspectors haunt virtual spaces in servers, and the ancient horrors once worshipped as gods grow more enraged as humanity comes closer and closer to eclipsing their power.

Right now I am working on a rules system for Fate that represents special equipment, with a subsystem for invention of equipment. While I often agree with the idea of Stunts representing equipment, in this case it's for a game idea that revolves heavily around fringe/mad science. There it feels important that the "toys" get more attention.

Currently pulling some ideas from the Atomic Robo RPG and Venture City, both by Evil Hat Productions. But I'm wondering if anyone has come across any other Fate Powered products that give some more mechanics attention to equipment. Comments & questions welcome, both for thoughts for/against equipment rules and if anyone has done some interesting work in this area.

Do you like the Fate Core RPG system? I do, I think it's one of the best toolkit systems developed for tabletop gaming and the first time I have felt comfortable attempting to create new mechanics for a system someone else had built.

Right now I am working on a rules system for Fate that represents special equipment, with a subsystem for invention of equipment. While I often agree with the idea of Stunts representing equipment, in this case it's for a game idea that revolves heavily around fringe/mad science. There it feels important that the "toys" get more attention.

Currently pulling some ideas from the Atomic Robo RPG and Venture City, both by Evil Hat Productions. But I'm wondering if anyone has come across any other Fate Powered products that give some more mechanics attention to equipment. Comments & questions welcome, both for thoughts for/against equipment rules and if anyone has done some interesting work in this area.

New job starts Monday! Love the time I get to work on projects when I'm not working, but that is completely counteracted by the stress of making every dollar count and the general depression of not contributing something productive to society.

I'm also hoping that the work/life balance will be stable enough to keep writing and working on creative projects. We will see.
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