hexhog

hexhog

@hexhog.bsky.social

Maker of games: https://hexhog.itch.io. Blogging at https://vvitxcvlt.blot.im. I'm hex.hog on Discord.

24 followers15 following51 posts

So far The Rouse has it all: no quote marks for dialogue, indecipherable Britishisms, references I cannot make sense off, words I swear I never read before in my life, but it wouldn't be a Miéville otherwise. Makes you wanna eructate. There's also no plot but at page 67 I am only 4.8% in.

I'm having another run at Blades in the Dark, aka the book that put me off for a few years by referencing a basic action procedure "on page 230" or something.

View full thread

I am 100% aware that I am crawling into the niche of a niche of a niche with this view, given the traction all these hundreds of pages rulebook games have. Basically I am one mood dip away from reverting to just daydreaming and leaving my fellow men to their own games.

And yea, I have neither played Stonetop nor Blades, and not giving it 23 sessions across 2 years before voicing an opinion probably disqualifies me. Maybe they work beautifully "at the table". But I won't find out.

I'm having another run at Blades in the Dark, aka the book that put me off for a few years by referencing a basic action procedure "on page 230" or something.

View full thread

Maybe it's my early contact with Trophy and watching Jason Cordova GM where the confusion stems from. It is inconceivable to me that a player, instead of expressing delight when I tell them they slip and fall face first into a splayed open corpse, would start to lawyer out the make of their boots.

Worse yet is Stonetop. I was so excited, I was ready to dig in, but then I get a step by step flowchart lining out how to, well, talk, basically. I can't. I don't know who this is for. "Beginners"? Laughable. But then who?

I'm having another run at Blades in the Dark, aka the book that put me off for a few years by referencing a basic action procedure "on page 230" or something.

But I can already tell I won't get far, again. I am constantly confounded by the need of game creators to anally detail and categorize every player whim. Or rather, I understand why: to accommodate the exact kind of player that would put me off RPGs forever were they at my table. I think.

Hardly an original thought but there must be two kinds of players, those wanting to tell a story through the game and those who want to "win" in some fashion. And these I think you have to armor up against with rules for which 3 things influence the effect of your actions and shit.

Slept on CAS but now I get where Dani Filth is coming from lyrically. Every Zothique story is like 3 COF songs smashed together. Absolutely glorious.

Wet Dog Lodge, my new Violence incident, is text-complete. Since layout is trivial, I will mostly focus on finding a nice cover. Still fantasizing of having this or hellaswans illustrated and printed at some point. Maybe when I have a trilogy.

I've written a new adventure, this time for Gearing's Violence. Now yesterday a violence jam were announced for July so I have to sit on it till then I guess.

I think it's the best thing I've yet written. When I first read Violence I thought what are these weird ass combat rules. But then it dawned on me. And I could not have written this new thing without it, or for any other system.

After the strict mechanisms and motions I went through designing the Mythic Bastionland stuff I shifted into completely different gears. Freeform, literate, grounded. Sag River reads like a horror story, and this form I aspire to. Let's see if it's got any legs.

Read Sag River by Gearing today, following its mention in the Sorensen post. I can't believe this is free. I can't write. I can't anything. Also go Sorensen you are right everyone else wrong.

That an all-American girl thinks of "the dusky highway between nuts and asshole" when hearing the word "taint" spoken by a psychopath next to her on a crashing plane strains credibility, to say the least.

Experimenting with a skirmish system for Mythic Bastionland that has slightly more crunch than the proposed warband combat rules in the book, but sticks to the general combat procedure.

Do I buy Wolves Upon the Coast? Gearing's writing is just too strong. I fear it will forever put me off writing anything myself. And there is a negligible chance I will ever get it to the table.

Affinity template for #mythicbastionland sites. Far too much struggle. The location icons do not properly snap to the index numbers; hate the look of the triangle sites; the routes are styles, but no idea how to make that work for closed routes except with an extra crossbar. It will do.

Since I find myself unable to use even excellent, obviously superior prior work, I decided to cook my own system for hex map drawing using Affinity Publisher. #mythicbastionland

View full thread

This is a ruin in a coniferous forest that is also a Curse location (the scribles along the border). The main terrain tile is the ruin, the trees to the left and right are a transparent overlay tile, as is the Curse. In this way, I can create landmarks in a variety of terrains.

Now is the time to not spend another 2 weeks on questionable improvements, but one thing I learned from the playtest is that having the index numbers (d6 and d12) of Myths at hand is a good idea, so I adapted the Myth tiles a little (these are not the actual numbers for this Myth).

Since I find myself unable to use even excellent, obviously superior prior work, I decided to cook my own system for hex map drawing using Affinity Publisher. #mythicbastionland

View full thread

I think the overall readability could be improved a bit by making non-navigable (water) tiles a more distinct. I also noticed that on pro maps, like Dyson Logos', mountain regions tend towards stronger line strengths.

I agonized a while over how to handle rivers. Make connectable tiles? But then each river tile also has a terrain type: rivers cutting through gorges, or meandering over grassland. This would have blown up the number of required tiles considerably.

Since I find myself unable to use even excellent, obviously superior prior work, I decided to cook my own system for hex map drawing using Affinity Publisher. #mythicbastionland

View full thread

Even though my illustration skills are badly lacking, the final result is quite pleasing to me. The terrain illustrations are evocative of a general landscape type, but still leave enough rule for the imagination, following the "map is not the territory" idea.

When Chris McDowall himself played with his HexKit map, I noticed he had a hard time finding the Myths he rolled for, so I made sure those tiles are distinct. It was a bit difficult not to overload the map with line strengths, especially since every tile can have a barrier.

Since I find myself unable to use even excellent, obviously superior prior work, I decided to cook my own system for hex map drawing using Affinity Publisher. #mythicbastionland

View full thread

I considered hand-drawing, but in Mythic Bastionland, you need separate maps for the players and GM, and this makes fully handdrawn maps a tough proposition. Affinity it was.

My design goals were high readability, two-color maps with a layer system that allowed for easy conversion between player- and GM-facing maps. No larger filled-in areas so as to be printer friendly. And a grid system that supports snapping of map tiles.

Since I find myself unable to use even excellent, obviously superior prior work, I decided to cook my own system for hex map drawing using Affinity Publisher. #mythicbastionland

I held off until I had the physical book, so yesterday I ran a mini-playtest of #mythicbastionland and was not surprised to find that this game has endless potential. 3 hexes and some spark table rolls in and the story bloomed into all directions.

Yesterday, I sold 4 physical copies of Voshod to a local games store. The most monumental milestone in this whole endeavor since my very first itch sale.

You are up to date.