Reworking old ideas

I'm hoping that one of my themes for this year will be to complete unfinished works...I've certainly got enough of them.

Walkabout is definitely on the agenda, and I've got a deadline in place for that one.

Hell on Eight Wheels should be available in prototype form very shortly.

Ghost City Raiders is complete, but will be an ongoing process as new supplemental characters and scenarios are released over the course of the year. Tooth and Claw will be getting more love as well.

Two of the other projects I've been meaning to get back to are...


First Quincunx, the game of supernatural hunters on a reality TV show, each sponsored by shadowy corporate conspiracies. This has seen evolution between RPG, board game, card game and numerous other forms. It seems the nature of that project is flux...it seems like trying to nail down jelly ("jello" to those Americans who might be reading). Once something seems right, I try to swing the hammer to nail it in place and the concept explodes. There are so many ideas here, and it will end up being a prequel game to Walkabout, I'm just not sure in what capacity.


Next Faeries and FUBAR, the medieval fantasy version of my free FUBAR game system. FUBAR has now seen over 4000 downloads on various websites, I've played it dozens of times at home and at conventions, and it's has some great feedback from other playing groups around the world. I had originally intended Faeries and FUBAR to be a "mega-supplement" for FUBAR, something that requires the basic rules to play...but now I'm tending toward a standalone book with completely reworked examples. I'd also like to get anther product into print rather than just selling PDFs, so a totally reworked Faeries and FUBAR might be a suitable way to achieve this goal.

I did like the way Faeries and FUBAR was heading when I was last working on it. The system had a dynamic and free flowing magic system that integrated fully into the system of traits and skills that already infuses the narrative driven mechanisms of the game, it had an easy way to bring cultural and occupational elements into play. The few things it didn't really handle very well have been explored and refined through the other FUBAR supplements, such as the system of relationships developed through Dead and FUBAR'd and the journeying mechanisms in FUBAR 66. Tying these together for a full coherent game system shouldn't be too hard. The whole thing would probably fit into sixty pages, or just under a hundred if I used elaborate formatting like the other products in the FUBAR range.

I think this might be a worthwhile candidate for the first Vulpinoid Studios book to utilise the OneBookShelf printing program.

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