On a Special Request of You
What power you have to guide it! I ask for your help.
I've just finished a major project (Alchemy, a comprehensive libram useful for all editions and clones of that game you know) and have fixed several major bugs in the Victorian/Pulp/Steampunk roguelike project I maintain (Steamband)
I have many things I would like to do next. I want to do them all! But what do you want? Which of these gets you the most excited! So excited you pull out your wallet and throw your credit card at the screen!
- Deathless Gods, an episodic graphic work telling the tale of the Titan's rule eternal. Amaranthine titans that stride endlessly upon the earth, for they do not die. Damaged men and women, of strange power and twisted fate, seek aid from long absent gods hoping soon that even the deathless will die. Done in the style of Snarfquest and other classic fantasy works, but leveraging future ideas covered in Scott McClouds "Reinventing Comics".
-Numenhalla, modular sections from my megadungeon. These sections can be used as independent adventure sites or when together. Keyed using my classic set design formula and lots of illustrations. This includes unique monsters, deep dungeon ecosystems, and design from the principles espoused in my adventure design series.
-Dungeon Design Compilation, a collection of my Tricks, Empty Rooms, and Basic Trap Design document, plus my Interesting Treasure document, including all the tricks, traps, interesting treasure and more from my blog. This will be reorganized to make it much more useful, using techniques honed over years of use at my table, and give deep practical information on giving players agency.
-Dungeons & Discourse, A retro-clone designed around enabling player agency. Unlike other games that include lists of powers, this instead gives you just as much customization without all the verbiage and the rules. You already have all those different games, why not use them all as a resource?! A treatise on agency for both the DM & the players, leading to really experience the feeling of wonder and adventure on the table.
-A Magic Codex, Sure their have been spell systems and supplements written before, but a book that gives you the guidelines to creating your own unifying theory of magic? Serious realistic options for restructuring magic in any game, using the countless resources you already have! Extensive guidelines for Demonology, Rune Magic, and covering over 100 different types of caster.