If you're interested in chatting about the game:
Located in the maze of dungeons between Upper and Lower Cities, the Trophy Room is the largest known (has anyone actually seen it?) collection of skulls, skeletons and taxidermied animals in the entire City. Some of them originate from before the Fall.
>> some were brought from the outside
>> off-world artifacts
>> from the Shattered Moon
>> and beyond
Some outcasts from the Biologists claim that some of the trophies are still alive in huge vats, operated by the keepers bound by the ancient oath.
***
I've come up with an idea for this place about three years ago, when I started to work on Pain again, after years of hiatus. But it doesn't end there!
As I mentioned in this post, most entries in the description of the setting will have a short random tables, called the Emblems. In Trophy Room's case, I went much farther. I made a table of random trophies. A d% table. And I managed to finish it in one and half days!
Here are the first 20 entries from the table:
If you enjoy my work, consider dropping me few coins on Patreon. I will post a full table there!
Things are getting better for the game. I took an over 2-months break from working on the game (here I explained how I managed to get back on track) but now I enjoy designing new stuff even more than before.
GENERAL PROGRESS
And all of this within one week! Which brings us to the second part of the report, which is...
THE PACING
I enjoy working on this game alot. But I enjoyed it before - and burned out. Now I must keep the right tempo and not strain myself too much. Now I try to create something new every day - but not too much. Also, I don't push myself. Right now I'm not bound by any deadlines - so I exploit this fact, haha!
Quick advice to all of you - IF YOU EVER COME UP WITH AN IDEA TO CREATE A D666 TABLE WITH AT LEAST TWO SENTENCE DESCRIPTIONS FOR EACH ENTRY - DON'T TRY TO FINISH IT IN ONE MONTH!
If you enjoy my work, consider dropping me few coins on Patreon.
Update: my Patreon is no more. I am not a consistent content creator, so it's quite unfair to charge people money for just waiting.
So, I decided to give it a try. I'm not very good at self-promotion, I'll keep it simple - if you enjoy my work here (and here as well), please consider droppin me few coins. The money will most likely circle back into the community.
I will still post new stuff on both my blogs, but I want to spam the Patrons with much more info - many texts I currently write for Pain (and probably also for the Void Blade), as well as both finished artwork and WIPs of them.
Actually, the page (blog) for Pain RPG is up for quite some time, but I only recently started to fill it up with some information. I will post there mainly artwork and excerpts from the rulebook (however bear in mind that all the texts are prior to proofreading). Enjoy!
Also, as you can probably see, you can also find the link in the navbar.
I knew it would look like that. It's like playing games with my mental issues - and cheating to win, haha!
I plopped into a creative abyss with Void Blade. I managed to write several pages of text and random tables and made two full pages of laid out artwork and text. And created half of a map. And then I hit a wall, again.
Guess what happened next...
After half a day spent in brawling with depression (played ADOM, had an amazing run, got torn into shreds by Cat Lord), my brain was immediately filled with an urge to work on Pain instead. And it actually worked - currently I'm filling the gaps in the descriptions.
Also, I realized that there is a significant flaw in my mindset - it's like a clearly visible pit in front of me, and it's filled with manure. And I still hop into it, each time.
I often thing "I must do this", "I must do that". And that's okay. Life forces us to do things all the time. And in many cases, it's rather wise to do some things. But - at least in this case - the problem is not that I must design some less-fun stuff, like equipment lists and monster stat blocks. The problem is that it took me DECADES to figure out that it depends solely on me HOW I will make these things. How I will design them and how I will present them in the rulebook.
What does it mean for the game? From your perspective - not much. From my point of view - everything has changed. And I must hack out the significant portions of the manuscript, and rework it. But it will be fun.
Two posts in a row? I must be outta my mind!
I knew that I will need to take a rest from writing Pain. But it seems that it will be longer than two months - I'm still quite burned out and overwhelmed by the work that still must be done (writing-wise - I'm not even thinking about the artwork yet!). Luckily, I feel much better nowadays.
I think there's something seriously wrong with me - even when I feel burned out, I still MUST create something. Always. It's bigger than me, and much more powerful than my laziness, haha.
I was thinking about making some third-party Mörk Borg stuff (thanks, guys, for the amazing license! I think I will add something very similar to Pain, once it's done) for the last few months. And now, when I hit the wall with my own game, it is time to make it.
So, welcome to Void Blade - a Dead World hidden inside the Dying World.
There will be six new classes, six new monstrosities, tasty random tables and a map, even more convoluted than the map in the MB rulebook!
I don't want to share too much info for now, as it's always possible that I'll hit yet another wall or that my depression will kick in once again and delay everything. Maybe I should apologize for it in advance? :D
Okay, that's it for now, maybe except one more mockup (this time I work both on images and text simultaneously) - please ignore the fact that it is slightly cut on the bottom edge - it is just a mockup after all.
Oof. I missed the March update.
Well, I took a break from designing the Pain and writing the rulebook. After completing a huge, d666 Sync Omens random table (216 entries, whew!) I was totally burned out. But I feel like I should be able to work on it again.
Why I took a break? Because I could. I have no deadlines and no commitments. I made no promises. And I believe that's the only way to make this game as good as it could be. To minimize the stress associated with the project and maximize the fun.
That's why there will be no Kickstarter campaign for the game.
I do believe that I could do it right. Calculate everything properly, manage to print and deliver the game in time. But I will be honest with you - even the thought about the responsibility is scaring the shit out of me. There are way too many variables which aren't dependant on me. Hell, we are living in the interesting times. Everything can become worse literally every single second. And I couldn't even imagine the levels of stress I'd experienced during the KS campaign and after it.
I'm battling depression for years. And one of the most important things I learned about the daily struggles with mental illness is that stress is making everything worse. And stress + depression could easily make everything spiral out of control. And it could issues with any aspect of fulfilling the campaign.
Okay, that's one extremely chaotic post! To make things even more convoluted, I will end it right here!
Feel free to ask any questions or express your opinion about my decision (or current weather, haha) either here or on my MeWe account (I stopped updating FB Ortix profile some time ago, as FB sucks ass).
Yup, entire ruleset on one page. Of course I expanded it in the Pain manuscript, which by the way is now over 110 pages long. Still, even though I slowly see the end on the horizon, it's still relatively far away.
And then I must make the artwork :)
For the last two days we were working hard to figure out what Character Classes we want to include in the game. So, after almost boiling our brains due to the overheat, we came up with the following list. They both fit the game world perfectly and also are full of its dark atmosphere.
I think it's a pretty good post for the 700th blog entry!
CHAOS WARRIOR [to embrace the Machine's corruption]
DEATH CULTIST [follower of the Assassin's philosophy]
DOOMED SENTRY [I've seem too much on the surface, time to delve down]
ENLIGHTENED PILGRIM [in a search of Wisdom of the Depths]
FORLORN AVENGER [going to the Depths Below to avenge his fallen ones]
INSPIRED ARTISAN [and inspiration lies deep under the City of Pain]
LOST MOON SAGE [the Crimson Ones must be punished for the Moon's destruction]
LUCID DREAMER [they need my ability to dream]
MASTERLESS GUARDIAN [looking for a purpose, down there]
REPENTANT SINNER [salvation thru service for the Seekers]
RESTLESS CHRONICLER [someone have to write it down]
ROGUE TINKERER [in a search for the Artifacts]
SHADOW ARCANIST [not all magic is demonic, although all magic is destructive]
VERMIN SPY [servant of the deity known as the Chaos Rat]
XENOLOGIST [not all life is extinct... but all life is dangerous]
I started working on the current iteration of the game in May 2018, while the first concepts began to appear in... 2005. But for the first time in countless millenia, I feel really full of energy for the game.
So, today I have a big announcement!
I've finished working on the setting! 99% of the world's descriptions are now ready. I worked on it on a daily basis and even reduced my roaming thru the local forests to focus on Pain ;)
Of course, there's still much to do, namely:
Also, this time I will do a proper proofreading of the game. I want to release it in physical form (as premium as possible!), so I want to make it as perfect as I am able to.
More info really soon!
Oh, and I think you'll be interested in seeing the list of actual content made so far! Here it is:
INTRODUCTION
THE UNLIFE
THE SEEKERS
PAIN IS ETERNAL
THOUSAND SECTS
THE HOLLOW ONES
THE FALL
THE ARCHONS
IMMORTALS
THE BOOK OF KEYS
MOST IMPORTANT INDIVIDUALS FROM THE CITY
COGNITION CARDS
THE CRIMSON ONES
UNSORTED TEXTS