In the lead up to the release of the Momentous Issue of War, we've made some executive decisions regarding the company.
The main one of note is that we've redesigned the logo, going for something more simplistic and sharp. We will still have our tag line "The Devil's in the Dice" in our hearts but we need something cleaner and more professional looking to present on the front of our publications.
Henceforth we will use the above logo and will be implementing it on the site from this week. The home page will be amended soon!
We also have commissioned an awesome title logo for the front cover of "The momentous Issue of war".
Above you can see the working pages for the front and back of the book. Currently we're waiting on the final piece as the one we've received has one coloration issue. Soon though we will be ready to send this for test print which allows us to do a few things:
Once we have the test print and these tasks completed we will be confident sending this to the crowd funding platform for people to help us get it off the ground and hopefully raise a little funding to support the hundreds of hours we've worked on WW products this last year and a bit.
Keep your eyes peeled for more, coming very soon.
Hey everyone, Charles here, and I want to tell you about my personal thoughts about Kingdom & Command, and, of course, where it is in terms of development.
My thoughts on the game
In the past few weeks we've been running a playtest, and it's been a lot of fun. It's our longest playtest yet, and I've discovered that in addition to being a game, it's essentially writing a short story together. Just like game of D&D is creating and experiencing a story together, this is writing one together.
It suits Arthur and me well, given that we're both writers (or at least like to think of ourselves as such!), and world creators in RPG games. Both of us have laughed, gasped and teared up from this game.
Developments on the game
The game is meant to be played by letters. However, to speed up playtesting, we decided to play this game by email. We will faithfully report below what we learned from this, but we nevertheless suggest playing by letters for the physical elements, explained in the first bullet point:
Behold! The island of Alamat!
(Or, including my favourite part, the mountains: "AAAAAAAALAMAT!")
Continuing with what we learned:
You can see I was destined to rival Rembrandt.
Lucky for him I prefer writing.
So what now?
What's next for the game? Not much:
Oh, you're still here?...
Okay, I'll tell you one more thing about what makes this last letter special:
I'll be honest here, I'm a little frightened of how it might turn out. It's not just the end of a playtest game, but the end of a story.
Both Arthur and I have become invested in the lives and trials of characters we created together. Although I have creative license to direct the story and its ending, I believe fellow story writers can relate when I say that if a character becomes alive enough, they are no longer in your control.
I don't know how the story ends, but regardless, I adore the feeling of creating a vivid world, and I want to know how it turns out, even if I myself am the one to write it, and this is the feeling I want to share with the players of this game.
Hiring graphic artists
Following on from our last post, wherein Arthur told you about the graphic designer we've engaged for the cover of The Momentous Issue of War, I want to tell you about the graphic designer engaged for Cretacea.
Cretacea, and the need for
In this blog you can find regular updates regarding the development and playing of Wicked Wargames systems.