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We're most likely going to be a playbook hell for a hot minute and that's really okay. I think I've finally accepting y'all, my audience, is okay with that. But I think I've been struggling to be okay with it myself. Each playbook is about 6 pages of mechanics, creative writing, and tool tips and that's a lot of work. But I always feel like I want to deliver more and deliver faster. I think sometimes I'm so deep in it I forget I'm trying to deliver a shadowrun-sized rpg with a party of one.

The focus this time was on "The Engineer", basically, I've hit on a bunch of classic and odd pulp character archetypes; the ace pilot, the daring adventurer, the knowing artist. The Engineer is that guy who makes all the gadgets, trinkets and toys. they're the junkyard scrappers, oddball geniuses, and q's to a james bond.

I think the thing I really want to nail is this isn't just adventure pulp, but pulp as a whole and the boundaries between adventure, horror, sci-fi, mystery, romance, and even comedy is blurred.

But I also want to push the social aspects of the game. The struggles under colonialism, cultures value, the burdens we inherit. I'm worried if I'm doing my due diligence to illustrate those as well.

Next step: The Face

Comments

Corvus Atrox

Definitely a playbook I might be interested in